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This is interesting, since an update to fix the lacking jobs of the Small Clinic exists on the exchanges. It appears that some mix up with Capacity Satisfied and Demand Satisfied properties was made. Was it intended for both to have jobs and cap relief, or for both to just have one, who can say? Frankly I'm just excluding the medical lots from the Mod, since these values are so small, it's not significant to include them. Otherwise, as per the Rewards Listed in the guide, all the stats are correct and all I've done is make each value 3x the original for Res Cap relief. I think this is a good balance, because it should cover most players needs without being too extreme. Just using the Rewards, the major differences that will allow for much greater populations are as follows: The minor/major league stadiums together provide 500k Cap Relief for both R$ and R$$, at three times that level it jumps to 1.5 million. So just with these two stadiums, CAM users will see a 1m boost to the Cap for these wealths, that alone is going to give most users more breathing room. Until now the largest R$$$ Cap Relief comes from the Zoo at 75k, this has been boosted to 225k, so a Zoo is a surefire way to boost R$$$. Meanwhile the two lower wealth Res types will also receive 450k relief from the Zoo as well. Frankly, I am starting to think just those three lots alone could be enough as a mod, but I started with a plan to boost everything and I'm going to stick to it. The main point is that with just the three largest boosting rewards, most users won't have to think about it further. But, by boosting the other rewards by the same level too, in addition to the parks, there should remain some flexibility. So it shouldn't be a case of if you want a larger population city, you have to have the stadiums and zoo to get it. There would be other viable avenues to increasing the potential population, they would just require perhaps more Parks/Rewards to be present. That means there is an easy way for those who want it, but a more normal path which should naturally boost the Cap by using the regular amenities. I have very deliberately left the Opera House out of the mod, it has very little (15) cap relief and including will cause problems for users of the various Opera House Fix mods that users may need. The Courthouse is similarly not included, but simply because it's 15 cap relief isn't worth bothering to increase since it's not meaningful. The mod will include the Stock Exchange, modified to provide the Res Cap Relief as per the guide. Of course it could be Maxis intended to have CO$$$ relief, but it's hard to know where the mismatch came from. But I think I'll leave the CO$$$ Relief in tact and just add the 375k R$$$ relief so it doesn't reduce functionality. Parks have all been boosted to 3x their original Cap Relief, all values for parks are identical for all three wealth levels. The Large Plaza (27k), Large Flower Garden (21k), Softball Field (18k) and Soccer Field (15k) have the largest effects. In the normal scheme of building a city, it's fair to assume you'd have a good 100k plus relief for all wealths without building an unnatural amount of these buildings. Whilst some Parks only provide for a small amount of relief, it all adds up, not forgetting the Rewards too. You can download the CAMPR Parks and/or Rewards, only named such because I've yet to finalise everything, I'd love some feedback from CAM users as to whether or not this solves Cap issues for you. MGB CAMPR BETA Maxis Parks x3.dat
MGB CAMPR BETA Maxis Rewards x3.dat
Stick these in the a_CAM folder, it shouldn't need any special load order
Do not use these in existing regions. Doing so can mess with your Caps negatively.
Bulldozing one the Buildings covered by this mod whilst it is in Plugins, where such a Building was originally built without the mod present, will lead to 3x the actual Cap Relief it gave being removed in error. This happens because when you add a Building with Cap Relief, that value is stored in the Save File. However, when removing such a Building, the game looks not at the Save File value, but instead at the currently modded value, then removes that amount of Cap Relief. For this reason, if you want to use this in existing regions, BEFORE installing these files, you must manually remove all the affected Park and Reward lots that exist in your cities. Lastly, the Private Schools with a boosted 18k R$$$ Cap Relief per school may be included later, but in a separate DAT file from the rest and is not part of the current Beta. Just as with the Opera House, I know of common mods that alter the Private Schools (for example the w/sliders fix or Paeng's relotted ones), so this is to prevent conflicts. Rather than try to support all options, if you are using a third party mod, then simply don't use the boosted Private Schools from mine. Since in the grand scheme of things, it's not going to matter if these numbers are boosted or not, it's not worth getting into more complicated solutions. I may decide not to include the schools for this reason. The boost is just 36k higher, assuming all 3 schools are placed, in all likelihood this won't make a difference for people. To come back to your point on Commercial Relief, there are very good reasons why you probably would never need it, starting with the fact that no actual Cap exists for CS jobs, only CO. But CO gets a lot of Cap Relief from natural things you will build creating a large region and one big ‘boost’, plop a Maxis Airport down, the amount of relief it provides can grow so you shouldn't find yourself hitting the caps. The same applies for most Industry types, I-D, I-M and I-HT... IR Relief however may be a much bigger deal, and I came across something re-reading the Prima Guide (Page 75) that never really caught my eye before. Hey, it's a dense 400 + pages you know! Essentially this confirms exactly the same conclusions Corina came too (I'll link the thread once I've dug it out) here. Not that I doubted her findings, but I always knew that IR decline was linked to Com and other IND growth but this explains exactly how this mechanism kicks in and why the fix is as simple as Cap Relief, albeit a lot of it. Anyhow, I'll not get into that here any further, other than to say this mod is focused on Res only, whereas a similar mod for IR would be more generic, i.e. not aimed specifically at CAM users.
Info about CAMPR (CAMpatible Parks & Rewards) beta version.
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