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How can I halve R$$$ demand across the board? Any help would be greatly appreciated

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8 hours ago, Elated said:

How can I halve R$$$ demand across the board?

This sounds more like a game play question than a mod request.

As such you can simply raise their taxes until their demand drops to where you want it to be. I wonder if maybe you are experiencing R$$$ Sims taking over your R$ neighborhoods as you add some nice amenities? If so, you can read about a solution here.

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    On 8/18/2024 at 10:17 PM, CorinaMarie said:

    This sounds more like a game play question than a mod request.

    As such you can simply raise their taxes until their demand drops to where you want it to be. I wonder if maybe you are experiencing R$$$ Sims taking over your R$ neighborhoods as you add some nice amenities? If so, you can read about a solution here.

    Hey Corina,

    It's actually a modding question. I'm aware of using building tweaker to reduce R$$$ residents, but I'd like lower RCI demand from all sources too

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    5 hours ago, Elated said:

    It's actually a modding question.

    I'll whisk the topic back to the Modding section then.


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    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

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    On 8/20/2024 at 9:57 PM, CorinaMarie said:

    I'll whisk the topic back to the Modding section then.

    Thanks Corina. Would you mind changing the title

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    On 20/08/2024 at 8:50 AM, Elated said:

    It's actually a modding question. I'm aware of using building tweaker to reduce R$$$ residents, but I'd like lower RCI demand from all sources too

    Bear in mind reducing the # of occupants does not affect demand at all. That is generated through a different property and would need to be edited for each individual Buildings Exemplar you wanted to change.

    I’m really not sure reducing demand in this way is a good idea, it certainly has the potential to break the game. In the early stages of a new region, you don’t get a lot of spare demand. If you reduce this too much, you may find development stalls due to a lack of demand. Although this problem will become exponentially less the more development you have. 

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    5 hours ago, Elated said:

    Thanks Corina. Would you mind changing the title

    Sure thing. Changed. (And you are the owner of the topic so if you edit post #1 it'll also give you the option to change the title.)

     

    Back to your mission. The other day I quoted that "halve" word and since it didn't match the topic title I started wondering about it. I got sidetracked with RL stuff and when I came back I forgot to read further where you did clarify that's what you want. I wrote a post for the complete opposite and when I realized my mistake I deleted it. :uhm:

    Since you want to lower demand, you can simply raise each individual tax rate until you strike the balance you wish to achieve. As things develop you might need to tweak those rates to keep the demand lower than normal.

    Now, ofc, it is your game and there are ways to mod the demands to a certain maximum number. Maxis does that at 6,000. It would be quite easy to change those all to 3,000. This would likely mean you'd never ever get stage 8 skyscrapers tho. Is that more along the lines of what you are after?

    Another (or additional) way might be to change the property 0x4a1f38b5  in the Demand Simulator. That is the Neutral Tax Rate vs. Population and it would be more stretchy with all other aspects of the game. You could still get those skyscrapers if you want them. It'd just be more difficult.

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    19 hours ago, rsc204 said:

    Bear in mind reducing the # of occupants does not affect demand at all. That is generated through a different property and would need to be edited for each individual Buildings Exemplar you wanted to change.

    I’m really not sure reducing demand in this way is a good idea, it certainly has the potential to break the game. In the early stages of a new region, you don’t get a lot of spare demand. If you reduce this too much, you may find development stalls due to a lack of demand. Although this problem will become exponentially less the more development you have. 

     

    19 hours ago, CorinaMarie said:

    Sure thing. Changed. (And you are the owner of the topic so if you edit post #1 it'll also give you the option to change the title.)

     

    Back to your mission. The other day I quoted that "halve" word and since it didn't match the topic title I started wondering about it. I got sidetracked with RL stuff and when I came back I forgot to read further where you did clarify that's what you want. I wrote a post for the complete opposite and when I realized my mistake I deleted it. :uhm:

    Since you want to lower demand, you can simply raise each individual tax rate until you strike the balance you wish to achieve. As things develop you might need to tweak those rates to keep the demand lower than normal.

    Now, ofc, it is your game and there are ways to mod the demands to a certain maximum number. Maxis does that at 6,000. It would be quite easy to change those all to 3,000. This would likely mean you'd never ever get stage 8 skyscrapers tho. Is that more along the lines of what you are after?

    Another (or additional) way might be to change the property 0x4a1f38b5  in the Demand Simulator. That is the Neutral Tax Rate vs. Population and it would be more stretchy with all other aspects of the game. You could still get those skyscrapers if you want them. It'd just be more difficult.

    Thanks Corina & rsc. Found the demand simulator and RCI defines with no problem. However I’m having a bit of trouble locating demand created values for each building. Here’s a screenshot of where I’m at

    Desktop Screenshot 2024.08.23 - 17.24.49.42.png

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    It seems that your real problem is that your cities develop too much R$$$ property, leaving you with not enough mid and low wealth residents.  This is how the game plays if you try to create ideal conditions overall, like good education, health, policing, etc, but its not really ideal because your cities need mid and low wealth residents.  Also, many times those R$$$ buildings may dilapidate because they were built and the area cannot sustain them. Your cities may have too many R$$$ dilapidated buildings because while the game has conditions to build them it may not have conditions to sustain them.  Even so, under ideal conditions, your cities will naturally develop more R$$$ than the others and the job market will become lopsided.  In particular, commercial offices and even industrial high tech both need mid wealth residents to satisfy their job demands.  If there aren't enough mid or low wealth residents, then you cannot develop or sustain enough commercial and industrial jobs.  High R$$$ amounts might initially create some commercial jobs, but they may abandon due to insufficient R$$ and R$ population. 

    There are various fixes to this.  One is high taxes on R$$$.  I find that a bit hard to constantly manage. Also you can create less than ideal conditions in places on your city to encourage low wealth development. Places with pollution, crime, and less education. Its counter intuitive, but it should work. But it is hard to manage.

    Another option is the "no kickout" mod option, which prevents a low wealth property automatically upgrading to a higher wealth property unless you bulldoze it, thus preserving your low wealth property.

    I use the "less abandonment" mod, which naturally adjusts slightly the value the game considers in developing R$$$ and other wealth levels, so they do not overdevelop and thus do not crowd out lower wealth development (and those R$$$ also do not dilapidate or abandon).  I encourage you to read up on that mod in its description.  It sounds like it might solve your problem.  There's no need to go down a rabbit hole trying to edit each building to tweak it when that mod does things better.

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    Sorry it appears I threw you a curveball there, demand is created relative to the Capacity Satisfied of a Building, but the actual value that would contribute to demand isn't used for RCI Growables like this.

    https://www.sc4devotion.com/forums/index.php?topic=6089.0

    https://www.sc4devotion.com/forums/index.php?topic=963.0

    Those two topics explain a lot of how this area works, I guess its somewhere in the Census/Drives? I can't find a definitive Property that will alter the actual percentage of demand however. Perhaps @Ulisse Wolf can help more, since his work on CAM involves this area of modding.

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    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

    New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

    p.s. - I'm MGB over on SC4D and a member of the NAM team.

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    On 8/24/2024 at 2:30 AM, Kel9509 said:

    It seems that your real problem is that your cities develop too much R$$$ property, leaving you with not enough mid and low wealth residents.  This is how the game plays if you try to create ideal conditions overall, like good education, health, policing, etc, but its not really ideal because your cities need mid and low wealth residents.  Also, many times those R$$$ buildings may dilapidate because they were built and the area cannot sustain them. Your cities may have too many R$$$ dilapidated buildings because while the game has conditions to build them it may not have conditions to sustain them.  Even so, under ideal conditions, your cities will naturally develop more R$$$ than the others and the job market will become lopsided.  In particular, commercial offices and even industrial high tech both need mid wealth residents to satisfy their job demands.  If there aren't enough mid or low wealth residents, then you cannot develop or sustain enough commercial and industrial jobs.  High R$$$ amounts might initially create some commercial jobs, but they may abandon due to insufficient R$$ and R$ population. 

    There are various fixes to this.  One is high taxes on R$$$.  I find that a bit hard to constantly manage. Also you can create less than ideal conditions in places on your city to encourage low wealth development. Places with pollution, crime, and less education. Its counter intuitive, but it should work. But it is hard to manage.

    Another option is the "no kickout" mod option, which prevents a low wealth property automatically upgrading to a higher wealth property unless you bulldoze it, thus preserving your low wealth property.

    I use the "less abandonment" mod, which naturally adjusts slightly the value the game considers in developing R$$$ and other wealth levels, so they do not overdevelop and thus do not crowd out lower wealth development (and those R$$$ also do not dilapidate or abandon).  I encourage you to read up on that mod in its description.  It sounds like it might solve your problem.  There's no need to go down a rabbit hole trying to edit each building to tweak it when that mod does things better.

    Hey Kel, my goal is to make R$$$ rarer and more valuable. That being said, I appreciate the mod you suggested, it's good regardless of what I do with R$$$

     

    On 8/24/2024 at 2:31 AM, rsc204 said:

    Sorry it appears I threw you a curveball there, demand is created relative to the Capacity Satisfied of a Building, but the actual value that would contribute to demand isn't used for RCI Growables like this.

    https://www.sc4devotion.com/forums/index.php?topic=6089.0

    https://www.sc4devotion.com/forums/index.php?topic=963.0

    Those two topics explain a lot of how this area works, I guess its somewhere in the Census/Drives? I can't find a definitive Property that will alter the actual percentage of demand however. Perhaps @Ulisse Wolf can help more, since his work on CAM involves this area of modding.

    This is perfect, thanks rsc

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    On 8/23/2024 at 12:31 PM, rsc204 said:

    I can't find a definitive Property that will alter the actual percentage of demand however.

    I don't see it as a percentage either, but there are two exemplars which set the exact amounts. For Maxis, it's in the range of +6000 to -6000. So, a simple revision to +3000 for the maximum for R$$$ demand might be good enough for what @Elated wants.

    On the left are the revisions compared to Maxis original on the right:

    Revised vs Original Demand Values.jpg

     

    And the file as modified: R$$$ Demand Reduced to 3000.dat

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    Remember, a few hours of trial and error can save you several minutes of looking at the README. -- I Am Devloper (on Twitter)

    Clickable ---> The Best of Cori's Posts  (scroll down a wee bit there)    Something fun: MySimtropolis - Invitation to become a SimCity 4 MySim

    Are you new here? Check out the Introduction and Guide to Simtropolis.

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    On 26/08/2024 at 2:22 PM, Elated said:

    Hey Kel, my goal is to make R$$$ rarer and more valuable. That being said, I appreciate the mod you suggested, it's good regardless of what I do with R$$$

     

    This is perfect, thanks rsc

    If you don't want R$$$ to appear then you need to install some mods so that you can mitigate the gentrification effect

    If you don't use CAM you also need to install this

    These mods should be enough to mitigate the gentrification effect and reduce the pressure of R$$$. It is also recommended to raise taxes for R$$$ and I-HT since the demand of the high-tech industry is partially correlated with the demand of R$$$. 


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