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xBlaze89x

On Education in SC4: A Detailed Deep Dive with Simulation Data and Recommended Modification

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Quick question. Are you using Vanilla or CAM or SPAM ? In the case of CAM which version are you using?


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20 hours ago, xBlaze89x said:

I'm using CAM 1.0

CAM 1.0 is considered obsolete.

CAM 2.1 has completely overhauled the education system resulting in a change in the workforce. 

I suggest you consult the documentation of CAM 2.1

https://www.sc4devotion.com/forums/index.php?topic=17318.0


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    I reviewed the changes to the residential simulator included in CAM 2.1, the SC4devotion forum concerning it and the CAM 2.1 manual. CAM 2.1 does not address or fix the findings I have presented.

    There are no modifications to the education buildings in CAM2.1 that I found in the .DAT files included, and the modifications to the residential simulator concerning education are only that low wealth sims start with an EQ of 10, medium wealth start with an EQ of 15, and high wealth start with an EQ of 20 (vs 20, 40, and 60 for the base game). That won't address the reincarnation issue that obsoletes elementary schools, and it will only lower the peak education reached for each school with the base settings by 10 for low wealth sims in the first generation, a minimal impact. It will have no effect on subsequent generations.

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    6 hours ago, xBlaze89x said:

    Okay, but what about the Massive EQ drop experienced at Death?? That can't be good!

    Well, as mentioned earlier in the post, there is a way to mitigate this problem. When developing the city, the city planner should ensure that there is a healthy mix of ages within each school's neighborhood.

    Great investigative thread all around.

    But I want to stop here, because what you did was enhancing a great feature of the simulation: this sort of drop actually happens, not only in educational levels, but in all kinds of accumulated resources, when neighbourhoods age and their inhabitants start dying without being effectively replaced by new generations. In many places, for example, the adult children of the older residents don't stay but get their own houses elsewhere, and their parents supplement their pension incomes with rent, which starts a cycle of population replacement, because when they die, their children usually keep renting those houses, or even sell them, generally to the renters themselves: that people, obviously, don't inherit the accumulated wealth of those families, and most precisely, don't benefit from their investments on educating the next generations, so the effect is actually a sort of demographic reset.

    Now, it would be great to have the option to modulate this reset effect by wealth level, because this is more marked in low wealth neighbourhoods, but from what you describe, this doesn't seem to be possible. What should be possible, though, would be to offer a handful of variations of this settings, like how the NAM traffic controller does, to let the players choose how much inheritable the education in their cities should be.

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    wow, what an awesome study. now i feel educated. still need to read past the 1st post.

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    19 hours ago, matias93 said:

    But I want to stop here, because what you did was enhancing a great feature of the simulation: this sort of drop actually happens, not only in educational levels, but in all kinds of accumulated resources, when neighbourhoods age and their inhabitants start dying without being effectively replaced by new generations.

    Yes, you're absolutely correct.

     

    19 hours ago, matias93 said:

    What should be possible, though, would be to offer a handful of variations of this settings, like how the NAM traffic controller does, to let the players choose how much inheritable the education in their cities should be.

    An excellent suggestion.

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    there is a lot of info here. I didn't realize there wasn't any children. I don't run cities for 100's of years, so I may be confusing myself with the interesting info.

    let me see if I have this correct. question- do mods affect this or do they mainly just change the looks of the school buildings? based on all this info-

    if we build a normal school system <grade school and high school> with a library and museum, we'll actually over-educate the citizens and have no workers for the factories in about 100 years? libraries don't teach. so using PEGS kindergarten day care school that acts as a library will keep the people happy but also keep them dumbed down to work the fields and low grade factories. whereas if we build a city with a college and the others, everyone will b too educated and rich. but the mid level shops and factories will close down in about 100 years? assuming that all building radiuses cover the entire map.

    on a full map not just building 1 region, the citizens that move in at the start and build mansions will all move away from the rural sections and small towns to the metro city regions where there are more education buildings?  in which case, all the shops and offices will close down and move as well. how long, 10 or 25 years?

    building a school system too early will bring in upper class citizens and we will have less room for lower grade workers to move in. so there will be less for the farms and factories to hire.

     

    basically the game isn't designed for the cities to function like in real life but to go from 1 extreme to another constantly. whereas a city will function with a mixture of different class people, SC4 is geared toward making everyone rich and smart.

     

    did I confuse everyone else?

     

     

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    1 hour ago, Brad said:

    let me see if I have this correct. question- do mods affect this or do they mainly just change the looks of the school buildings? based on all this info-

    Difficult to answer, it depends on what the modder did. Would have to analyze the mod files with Ilive's reader or similar.

    1 hour ago, Brad said:

    if we build a normal school system <grade school and high school> with a library and museum, we'll actually over-educate the citizens and have no workers for the factories in about 100 years? libraries don't teach. so using PEGS kindergarten day care school that acts as a library will keep the people happy but also keep them dumbed down to work the fields and low grade factories. whereas if we build a city with a college and the others, everyone will b too educated and rich. 

    The sims will become over-educated, but they will work in what jobs are available. However, the demand for dirty industry, manufacturing industry, and low wealth commercial services will wither while demand for high tech industry and high wealth commercial offices will grow. In most cases the factories and commercial buildings will upgrade accordingly -although- dirty industrial areas won't upgrade to high tech industry because high tech industry hates pollution. 

    The consequences to the player are that if you want to develop more dirty industry or manufacturing industry, low wealth commercial services, you won't be able to because the sims living in the city don't want those jobs anymore.

    1 hour ago, Brad said:

      in which case, all the shops and offices will close down and move as well. how long, 10 or 25 years?

    You may experience abandonment of certain job sectors to an extent due to the shift in demand, although sectors such as dirty industry tend to be quite robust and somewhat immune to this.

    1 hour ago, Brad said:

    basically the game isn't designed for the cities to function like in real life but to go from 1 extreme to another constantly. whereas a city will function with a mixture of different class people, SC4 is geared toward making everyone rich and smart.

    Yes, with the education buildings in place and covering all residential areas, after 25 or so years all the demand will have shifted to high tech industry and medium and high wealth commercial services and offices. None of the lower and mid tier services and industry will grow in the city any longer. Demand can be attempted to be altered to an extent with taxes, but if the sims demand 0 manufacturing industry for example, lowering that tax rate to zero won't make any more manufacturing industry show up. 

    This shift in demand tends to make the game more difficult as sims get more educated as well, as high wealth commercial and high tech industry are more sensitive to desirability factors and thus more prone to abandonment. Example: a crime is committed close to an area these businesses exist, they may move out. That won't happen with the lower tier businesses.

    We can look at the census data for one of the high EQ outcomes I posted above:census_m.jpg.39b0f11bbf72f09b5c7ee2d087247414.jpg

    We can see that the demand for dirty industry and manufacturing industry are both negative; no more of these industry types will grow unless we destroy the schools to bring the EQ back down, even if we zone for more of them in the existing industrial areas. However, the existing industries of 1,992 ID and 454 IM aren't moving out. We can also see no high tech industry and no High wealth commercial offices are growing in my city, even though there is demand for it. This is due to the available existing zonings are in areas undesirable to them (due to pollution). However my sims are not moving out of their houses, they continue to work in the jobs they are now over-qualified for.

     

    None of this is really a problem per se,  you can match your play style to how the game works. However, if you want to have the control to develop a manufacturing focused city, which requires some education but not too much, you really can't do that without adding education buildings to raise the sims EQ, then deleting them before the EQ gets too high, and so on. The goal with my mod is to fix that and have maintainable education levels across the range of EQ, to better match real life and make the game more interesting in my opinion.

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    Oh, another thing to note is that the sums of the demand table are greater for the low EQ sims than the high EQ sims. This means it is somewhat easier to get (the low tier) businesses to grow while the sims are uneducated. It will become more difficult when they reach high EQ due to the demand table and due to the more difficult to achieve desirability factors for high wealth businesses.

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    I'd like to second Matias.

    This issue is extremely common in the US. New suburbs are built all at once, and are built to attract families. So most of the neighborhood will be families with school aged children. Then as time passes, the neighborhood ages in sync, creating demographic waves. Where I grew up is a suburb where there were a few blocks here and there of houses from before WW2, but most of the city was built in the 1950s and 1960s. When I was a student in the 90s and early 2000s, the schools were building additions because there were wasn't enough space (while there were certainly less students than when the suburbs were built, we no longer have 40 kids per classroom), and in the last 10 or so years some schools have been closed because there aren't enough kids. If you look at the dates, when my family moved in was when the first generation of families got old and moved/died, so my generation was the second wave, and when we graduated there was a lull. Maybe by the next wave, the demographics will have evened out enough that the student population will have stabilized, but it's taken a long time.

     

    My only other comment (other than good work!) is that for the museum, I think having a very large, generally city-wide radius would be ideal. Schools have radiuses because in most countries, schools are considered to be neighborhood features. Both for the practical reasons of kids needing to be able to walk/bus there, but also for the social/community reasons. Private schools, magnet schools, and specialized schools, could have larger radiuses. Libraries in the game have radiuses because those are neighborhood branch libraries, which exist to serve the immediate neighborhood, and aren't of interest to anyone outside of it. This is in contrast to the main/central library, which has programming and resources that serve the entire city. Museums are attractions that people travel to, and not things which only serve the immediate neighborhood, so museums should have very large radiuses. A person who lives 5 minutes from a museum and 20 minutes from a museum benefit equally, because both are equally able to make the occasional visit to see an exhibit. A museum being built in each neighborhood doesn't mean that everyone has one local museum they can go to, it means that everyone in the city has many museums they are able to visit. A library being built in each neighborhood does still mean that everyone has one local library they can go to, because even though the city has many branch libraries which you could hypothetically go to, there's not reason to go to any of them other than your own.

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    7 minutes ago, Jasoncw said:

    My only other comment (other than good work!) is that for the museum, I think having a very large, generally city-wide radius would be ideal. 

     

    8 minutes ago, Jasoncw said:

    Museums are attractions that people travel to, and not things which only serve the immediate neighborhood, so museums should have very large radiuses. A person who lives 5 minutes from a museum and 20 minutes from a museum benefit equally, because both are equally able to make the occasional visit to see an exhibit. 

    That's fair. Truthfully I decreased the radius of the museum because in my 100,000 population city its capacity of 900 was already overwhelmed. Decreasing the radius was a way to limit the number of visitors. I could increase the capacity instead to solve the issue. Another factor to consider will be the monthly budget cost. I'll play around with it.

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    @xBlaze89x

    This is absolutely brilliant! I wish I'd been around to comment while you were active.

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    Phenomenal work. If there were ever an update to this I'd suggest looking at the More Realistic Radius mod and seeing if the education building radii from there are compatible/desirable for this mod.

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    This mod is fantastic but it doesn't work with any of the radius mods I've tried (both radius doubler and more realistic radius). Is there any way to get larger radius' while using this mod that anyone knows of?

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    On 8/13/2025 at 4:38 PM, Hoses850 said:

    Is there any way to get larger radius' while using this mod that anyone knows of?

    Yes. (And the reason they don't work together is because whichever loads last overwrites the other one.)

    So, edit in Reader and increase the School Coverage Radius in each exemplar in the ERM_Base_Buildings.dat file to match the number in the radius mod you prefer.

    Do we know if the doubler and realistic-er mods also increase the capacity? Seem likely they would, so you'd want to make those match your preferred radii mod too.

    Here's a peek at just that radius entry in one of the exemplars:

    imgW10-3956.jpg

     

    Be certain you don't change any of the monthly costs when editing or you might create a Phantom Slider Bug. (Yes, it would be easy to fix now with @Null 45's DLL, but I prefer to never create the bug in the first place.)


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    3 hours ago, Hoses850 said:

    This mod is fantastic but it doesn't work with any of the radius mods I've tried (both radius doubler and more realistic radius). Is there any way to get larger radius' while using this mod that anyone knows of?

    Or you can use CAM, which contains this mod and an improved radius for school buildings.

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    15 hours ago, CorinaMarie said:

    Yes. (And the reason they don't work together is because whichever loads last overwrites the other one.)

    So, edit in Reader and increase the School Coverage Radius in each exemplar in the ERM_Base_Buildings.dat file to match the number in the radius mod you prefer.

    Do we know if the doubler and realistic-er mods also increase the capacity? Seem likely they would, so you'd want to make those match your preferred radii mod too.

    Here's a peek at just that radius entry in one of the exemplars:

    imgW10-3956.jpg

     

    Be certain you don't change any of the monthly costs when editing or you might create a Phantom Slider Bug. (Yes, it would be easy to fix now with @Null 45's DLL, but I prefer to never create the bug in the first place.)

    My problem is that I'm on a Mac so I can't use the reader! Do you have an updated .dat file you could give me?

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    13 hours ago, Ulisse Wolf said:

    Or you can use CAM, which contains this mod and an improved radius for school buildings.

    I use CAM 2.1 on a Mac. Are you saying it's like "double dipping" to use that and this mod together? The way I understood it was that this mod was designed to work with CAM, but still modified it's educational system.

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    12 minutes ago, Hoses850 said:

    Do you have an updated .dat file you could give me?

    I could modify the file for you, yes. I would need know which radius mod to mimic so I can see what settings they alter. However, I have a feeling you'll be better off with @Ulisse Wolf's suggestion since that'll already be tweaked for CAM.

    And I'll let them answer your question about it since I'm not actively playing the game atm and also I hadn't gotten around to CAM when I did play.


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    2 minutes ago, CorinaMarie said:

    I could modify the file for you, yes. I would need know which radius mod to mimic so I can see what settings they alter. However, I have a feeling you'll be better off with @Ulisse Wolf's suggestion since that'll already be tweaked for CAM.

    And I'll let them answer your question about it since I'm not actively playing the game atm and also I hadn't gotten around to CAM when I did play.

    That would be awesome just to give it a try along with CAM since this mod does have a residential simulator designed to work with CAM. I was trying to mimic the radius' of the more realistic radius mod. Thanks so much for responding so quickly!

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    In my test cities I'm not getting the "rebound" effect where a second generation comes in and raises the EQ again. Also the elementary school alone is only getting me to about 35 EQ instead of 60. Anyone else experiencing this? I'm using the Residential Simulator 20 CAM 2.1.

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    I think it's a mistake for this mod to be added ad-hoc to New Properties, especially without further explanation.  Essentially, New Properties.xml has been edited to reflect the lower-valued educational buildings based on the revisions discussed above.  However, the resulting RCI edits are not available to anyone who runs a vanilla game.  That means if you ever create a new educational building using the current New Properties, but are running a vanilla game, your educational buildings will be much lower-powered and will stall your education whereas the Maxis buildings will continue to support education.  That seems very counterproductive.

    I understand the need for these values to be in New Properties so that CAM Lotters can create CAM educational buildings, but the Education Realism Mod is not as widely distributed as New Properties and Vanilla gamers will lose out.   There should be some consideration for those who continue to run vanilla games and for BATters to not essentially create buildings that unknowingly require another mod.

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    I am (reluctantly) considering installing this Educational Mod in my existing region.  The reason I'm considering it is that it is very easy to get a high EQ in cities with just some basic schools and libraries.  I almost never need to plop a college or university, for instance.  So I'd like some realism in Education.  That said:

    1. I'd have to bulldoze all of my existing schools, including private schools.

    2. I'd have to run all custom schools through PIM-X to get the same characteristics.

    3. I don't want it to mess up my region, even assuming I can bulldoze everything and fix it in PIM-X and then re-plop it again.

    Does anyone have any experience in using this mod, outside of CAM?

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    Sorry to once again bump this very old thread, but I've finally taken the plunge and re-caculated all of my downloaded educational buildings to the new values in New Properties.  I will install the Residential simulator in my game and bulldoze and re-plop all existing educational buildings.  However, I notice that @xBlaze89x's mod includes most, but not all, Maxis educational buildings.  

    It is missing the following:

    • Opera House
    • University
    • Main City Library
    • Major Art Museum

    I would like to update his mod to patch those Maxis buildings without overwriting the original (need to look into how to make a patch via iLives reader instead of editing the values directly). - although maybe I'll leave the Opera House alone since there are other mods that affect it.  Once I do that, I'd like to upload a final version of this mod for Vanilla players if that's ok.  @xBlaze89x has not visited here since September 2023, but since New Properties in PIM-X now basically requires this mod for anyone who wants to download newer educational buildings, I think this mod needs to be posted to the STEX somehow.  

    EDIT: Well that was easy.  Made a patch for the reward buildings (still not sure if I should include the Opera House or not) and it can easily be added to the ERM linked above (the attachment survived the website deletion somehow).  Will wait for others to weigh-in, though.

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    20 minutes ago, Kel9509 said:

    Sorry to once again bump this very old thread, ...

    No apology needed. This is an excellent example of why CB and I discontinued that old no bumping policy. Now it is allowed and even encouraged when it's the right thing to go. *;) 

    Btw, I'll just follow along to see what the experts have to say for how to accomplish your goal.

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    4 hours ago, CorinaMarie said:

    Btw, I'll just follow along to see what the experts have to say for how to accomplish your goal.

    Thanks! 

    What I want to do is to create a version of the Educational Realism Mod for anyone who is not running a CAM game, of which there are a TON of people.  But I also still want users of the ERM to be able to download new or updated educational buildings made with PIM-X, so they're not cut off from modern BATting.  They'd still need to go through their downloads and fix older custom educational buildings as I did, but this is all designed to make things easier for people in the future.  

    (Although I note, by the way, that there are very few downloads that actually use these stats. Even the Mattb325 collections on SC4Evermore by @Tyberius06 do not yet have these stats applied to the educational buildings there.  I only first saw them applied to the SimGoober collection.)

    Opera House

    I did some review and the Opera House doesn't seem to have been affected at all by edits to its EQ stats in New Properties (NP).  It has the same EQ effect across all ages and so can probably be removed from this mod.  There are some slight tweaks to the Opera House's properties in NP - like # of "students", radius, the costs, and its query and the addition at my request of Catalog Capacity - though none of those affect EQ per se.  So I think I'll drop the Opera House from this mod.

    Private Schools

    Next are Private Schools.  The normal base game treats them as both an Elementary School (for Age 20) and a High School (Age 40), as well as a Junior College (Age 50), with a better EQ boost as well.  As @xBlaze89x noted, the base school EQ is 24 for both Elementary and High Schools.  But for Private Schools, the base EQ is 30 - probably because it's got resources a public school doesn't have.  Following the charts above, a Private School has the following stats:

    Base Stats

    Private School   Effectiveness            
    cost EQ boost radius age 20 age 30 age 40 age 50  age 60 age 70 age 80 capacity
    0 30 512 5 5 5 2.5 0 0 0 1000
        EQxEffect 150 150 150 75 0 0 0  

    But the current version of New Properties (v3.5+) treats Private Schools with the same EQ boost as a public high school.  No more boost for being rich, I guess.  Also, while they still have EQ effects for Age 50 (the Junior College sort), there is no more education for Age 20 elementary students, and very few of Age 30:

    Current New Properties v3.5+ Stats (based on 0.5 fill ratio - relevant only for cost, radius and capacity)

    Private School   Effectiveness            
    cost EQ boost radius age 20 age 30 age 40 age 50  age 60 age 70 age 80 capacity
    2320 8 552 0 0.5 5 2.5 0 0 0 1000
        EQxEffect 0 4 40 20 0 0 0  

    By comparison, here's xBlaze89's revised High School stats again:

    High School   Effectiveness            
    cost EQ boost radius age 20 age 30 age 40 age 50  age 60 age 70 age 80 capacity
    650 8 512 0 2.5 5 0.5 0 0 0 750
        EQxEffect 0 20 40 4 0 0 0  

    So, basically, I'm wondering if this is "correct" or ok, or am I thinking too hard about this?  Is it "correct" that Private Schools do not have a slightly better EQ than public schools (maybe make it 9 or 10 instead of 8)?  Is it correct that instead of educating both Elementary and High School residents, a Private School now educates mostly High School and some Junior College students?  Or should a Private School do it all?  Elementary (Age 20) through Junior College (Age 50) - and with a slight EQ boost as well?  @Ulisse Wolf since you did some of these edits for New Properties and CAM, I wonder what you think?

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    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections