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Brasdf

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  1. Park efficiency calculations (updated)

    A building with a residential y/n-imby effect increases or decreases the surrounding area's desirability to residential developers. A building with commercial y/n-imby does the same for desirability to commercial developers. Some buildings have both types of y/n-imby, and affect both res & com desirability.
  2. Commuters vs. Jobs

    Keiran Halcyon said: Brasdf, yes, that forms a loop, but a sim would have to traverse the entire width of the medium cities...quote>True, good point.
  3. Ring Roads (Loops)

    Saw a post on another thread that might be relevant to this Ring Road topic. There's a detailed description of a "commute circle" phenomenon/bug here: https://www.simtropolis.com/forum/messageview.cfm?catid=22&threadid=75769&enterthread=y#750351
  4. Commuters vs. Jobs

    Keiran: Great idea about using non-bus MT separately from roads and still not introducing loops! I wouldn't have thought of that. Also, it seems like connecting cities only in the E/W direction would work only if all cities in the region are the same size. For example, here are two big cities and two small cities that form a loop even though the only inter-city connections run E/W:
  5. Commuters vs. Jobs

    Wow, awesome detail mayormot! So if I wanted a region with big grid cities with lots of neighbor connections but no loops, I could do something like this right?
  6. Park efficiency calculations (updated)

    Hi nanos, 1. Thanks, I made the diagram using Visio. 2a. Yep, my calculations say that for their size, the Gazebo is best for R yimby and the Small Plaza is best for C yimby. If you were focused on your budget rather than on building space, then you'd look at the "Efficiency per Monthly $" colums instead. For example, the Ranger Station is more efficient than the Gazebo budgetwise. It gives more total R yimby than the Gazebo, but it doesn't cost any more to maintain. On the other hand it takes up 2 tiles. You could get more total R yimby out of 2 tiles by using 2 Gazebos rather than a single Ranger Station, but they'd cost more per month to maintain than one Ranger Station. 2b. There's a limit to how much the yimby effect can contribute to desirability. For example, two Small Plazas will be better than one, but if you keep adding plazas, eventually you'll hit this limit and the yimby effect in that area will be maxed out. Adding more plazas at this point won't help. I haven't been able to find exactly what this maximum value is. Demand Cap Relief: Here's a summary of what the Prima guide says about it: Demand caps are hard limits to how many residents and jobs a city can grow to. You can't see them in the game anywhere that I'm aware of, but they're there, silently limiting your growth. For example, the R$ demand cap for a brand new city is 20,000. This means you'll never be able to get more than 20,000 R$'s in your city unless you raise ("relieve") this cap somehow. For example, building a Tennis Court raises your city's R$, R$$, and R$$$ demand caps by 4,000 each, so a brand new city with a tennis court will be able to hold up to 24,000 R$'s. Demand caps for CO and Industry are generally raised by building connections to neighboring cities. There are no demand caps for CS. If you search around the web you can find more detailed explanations. Here are the initial demand caps for a brand new city: R$ 20,000 R$$ 2,000 R$$$ 1,000 CO$$ 3,000 CO$$$ 2,000 IA 30,000 ID 14,000 IM 7,000 IHT 4,000
  7. If I lay out my schools such that their radii just barely cover an area, will they end up with a capacity problem if the area eventually becomes high-density? Anyone have experience with this?
  8. No Power? Impossible...

    Just had a thought: I noticed that your simulation is paused. Have you tried letting it run for a while to see if it figures it out?
  9. The Prima guide shows libraries as improving education for all sims pretty evenly regardless of age, so I had the idea of simplifying my education planning by using nothing but local branch libraries. I tested this in two different sized cities, and in both cases EQ still went down slowly over time. I believe the problem is that although libraries affect all age groups, they don't provide enough boost to compensate for sims' natural EQ decay. The numbers in the Prima guide seem to imply that local branch libraries alone should be enough to overcome this natural EQ decay, and that the population should slowly gain EQ over time, generation by generation, but either Prima's numbers don't match the game or I'm interpreting them wrong. My conclusion is that you need schools because they provide a much stronger education boost than libraries.
  10. ummmm...i don't see a pic ?????it flashes up for a second...then vanishes ?????quote> I had that problem when trying to post my first pic here. It was because I didn't fill in the picture width and height in the forum text editor when I inserted the pic, so it apparently defaulted to 0x0 image size or something. Once I entered the width and height in the Insert Image dialog in the editor, the picture showed up and didn't vanish.
  11. Park efficiency calculations (updated)

    Cool thanks, I figured the picture thing out. I wasn't entering a width & height for it. Once i did that, the picture showed up right
  12. Park efficiency calculations (updated)

    Okay, I updated the numbers in the original post above. I also tried to insert a diagram to show how I calculated them, but the picture shows up briefly and then immediately disappears when I load the page. How do you include an image in a forum post? I'm a newbie here at ST lol. Thanks
  13. Park efficiency calculations (updated)

    Hi Peorth, thanks for your questions! You got me looking in more detail at the Prima guide, and I found that neither of our assumptions was completely accurate. Here are more details: The Prima guide does say that many, but not all, building effects are strongest in the middle and decay out to the radius edge. Specifically, it says: Air & Water Pollution: full strength over footprint of building, decreases linearly to zero at outer edge of radius measured from edges of building's lot. Effects of overlapping pollution from multiple buildings are additive. (p159) So my assumption that each effect's radius is measured from a point at the building's center was wrong. Com & Res Y/N-imby effects: "work like pollution", "diminish with distance," "near zero" at radius distance. Effects from multiple buildings "cumulative." (p100) Probably linear falloff, but doesn't specifically say. "Cumulative" probably means additive, but doesn't specifically say so. Mayor Rating effect: full strength over the full radius when you add the building. doesn't diminish with distance, but does diminish to zero over time. (p430) My assumptions about this one were completely wrong. If this is just a temporary effect for buildings, then I'm gonna ignore it from now on in this analysis. Fire protection: strongest near fire station, diminishes with distance out to the radius edge, but not all the way to zero there. Beyond the radius the effect is zero. (p224) Probably linear falloff but doesn't specifically say. Effect of overlapping stations probably additive, but doesn't specifically say. Police protection: strongest near police station, diminishes out to zero at the radius edge. Effects of overlapping stations are additive. (p227) Probably linear falloff but doesn't specifically say. Education: overlapping radii from two schools of the same type doesn't boost the benefit, but might be necessary to avoid overflowing capacity. Education boost for each school type also depends on sims' ages. (p255) Their description of this effect is less specific than the others, but they don't mention any decrease with distance from the building so I'd guess that a school provides the same educational boost to everyone over its whole radius. Also they imply that overlapping radii from schools of different types do provide increased boost, but they don't say specifically how this is calculated. Health: buildings affect everyone within their radius equally (i.e., no decrease with distance from building). Overlap might be necessary to avoid overflowing capacity. (p270-1) They don't say whether overlapping hospitals provide additional boost, but I just tested this in game and it seems to. A house with two nearby clinics definitely gets healthier faster than a house with only one nearby clinic. However, a house with 6 nearby clinics never seemed to get healthier at all, which I don't understand. Maybe it's a bug. The test cities I used were brand new cities, just a few tiles big, identical in every way except for the number of clinics. I'm running the straight unmodded game including rush hour. One noteworthy thing that follows from Prima's descriptions is that if you cluster a bunch of buildings of the same type close together, the effect strength will increase but the effect radius won't. Also they say there is a maximum value for pollution (and presumably the other effects as well), so with enough buildings clustered like this, their surrounding area will be saturated with the effect, but only out to the radius distance and no farther. So, my rankings above might not be completely accurate because I assumed that the effects diminished out from a point at the center of the building's footprint, rather than diminishing out from the edges of the building's footprint. I used the same formula for all effects except the Demand Cap Relief numbers, because these affect the map as a whole. The formula I used is (Effect Strength x Effect Radius x Effect Radius). The reason I squared the radius is that if the radius doubles for example, you'd actually be covering 4x the area and getting 4x the value out of your building, so I think the product (Effect Strength x Effect Radius) sounds wrong. I thought about it like this: If you imagine making a 3d surface graph to represent the strength of an effect in the neighborhood of a building, you'd be looking at a cone. A cone is highest in the center, its height decays linearly with distance from the center, and its height is zero at the edge of its radius. My logic was that the total amount of effect that you're adding to your city when you place a building is proportional to the volume of this cone. In other words, you're adding a lot of effect at the center of the cone, and less farther away, and if you count up all the volume of the cone, it gives you a measure of how much total effect you're adding to your map. The formula for the volume of a cone is (height * radius^2 * pi/3). To simplify things I omitted the factor of (pi/3) in my calculations, because dividing the (pi/3) out of all the numbers just scales them all proportionally and doesn't change their relative rankings. In other words, if you have a two numbers -- one big and one small -- and you divide them both by (pi/3), the bigger number will still be bigger than the smaller one. I was mainly interested in relative rankings just so I could know which buildings are most efficient, rather than knowing exactly how much effect boost each building gives. And actually, even if my assumption about an effect decreasing with distance had been wrong, the relative rankings shown above still wouldn't change, because in this case you'd be looking at a cylinder rather than a cone, and the volume of a cylinder with the same height and base radius as a cone is just 3x the cone's volume. So better buildings would still be contributing proportionally more, and buildings' rankings relative to each other still wouldn't change. What's important is that your measure of a building's total effect should be directly proportional to the effect's strength and proportional to the square of the effect's radius. As far as what units the numbers above are in, I didn't worry about it because I was mainly interested in their relative ranking, which wouldn't be affected by what units I used as long as I used the same formula for each building. For example, a tiger is bigger than a housecat whether you measure in feet or meters, as long as you measure them both the same way. To help understand what the numbers above mean though: Per tile numbers: how much total "effect volume" as described above do you effectively get per each tile in this building's footprint? Maximize this number to get the most value out of your acreage. Per $/mo numbers: how much total "effect volume" do you get per $ that you have to add to your monthly expense budget to support this building? Maximize this number to get the most value out of your budget. I'm gonna keep working on this to try to fix up my calculations so they account for the building footprint size and shape. I plan on doing some in-game testing to try to confirm Prima's descriptions of how an effect's radius works, and I know enough math to take these new details into account, so I'm planning on posting new more accurate numbers when I'm done. I'm probably going overboard though, because for example in an actual city, some of a building's yimby effect will be wasted over roads, so the actual value you really get from adding a building also depends on what's around it in your particular city.
  14. Park efficiency calculations (updated)

    Cool, I'm glad other people are finding this info useful. As far as saving these tables on your local hard drive, I don't have a good place to link to a file, but try the following: Paste the text below into a plain text file (using Windows Notepad) and then name the file something like "parks.html". <html> <head><title>Park Efficiency Table</title></head> <body> Park Efficiency Stats (Updated 4/7/06) Here are my calculations for which Park & Rec buildings are most efficient, both per tile and per monthly cost. (I ignored the initial cost to build.) C Yimby = Commercial Yimby - higher numbers are better R Yimby = Residential Yimby - higher numbers are better AP = Air Pollution - lower or more negative numbers are better WP = Water Pollution - lower or more negative numbers are better DCR = Demand Cap Relief - higher numbers are better Buildings marked with * are rewards. <table border=1> <tr><td></td><td colspan=7 align=center>Efficiency Per Tile (how much value for your acreage)</td><td colspan=7 align=center>Efficiency Per Monthly $ (how much value for your budget)</td></tr> <tr><td align=center>Building</td><td align=center>C Yimby</td><td align=center>R Yimby</td><td align=center>AP</td><td align=center>WP</td><td align=center>R$ DCR</td><td align=center>R$$ DCR</td><td align=center>R$$$ DCR</td><td align=center>C Yimby</td><td align=center>R Yimby</td><td align=center>AP</td><td align=center>WP</td><td align=center>R$ DCR</td><td align=center>R$$ DCR</td><td align=center>R$$$ DCR</td></tr> <tr><td>Basketball Court</td><td align=right>0</td><td align=right>15487</td><td align=right>0.0</td><td align=right>0.0</td><td align=right>500</td><td align=right>500</td><td align=right>500</td><td align=right>0</td><td align=right>3097</td><td align=right>0.0</td><td align=right>0.0</td><td align=right>100</td><td align=right>100</td><td align=right>100</td></tr> <tr><td>Beach</td><td align=right>321</td><td align=right>514</td><td align=right>0.0</td><td align=right>0.0</td><td align=right>7</td><td align=right>7</td><td align=right>7</td><td align=right>2247</td><td align=right>3596</td><td align=right>0.0</td><td align=right>0.0</td><td align=right>50</td><td align=right>50</td><td align=right>50</td></tr> <tr><td>Community Garden</td><td align=right>0</td><td align=right>54113</td><td align=right>-30.8</td><td align=right>3.0</td><td align=right>250</td><td align=right>250</td><td align=right>250</td><td align=right>0</td><td align=right>10823</td><td align=right>-6.2</td><td align=right>0.6</td><td align=right>50</td><td align=right>50</td><td align=right>50</td></tr> <tr><td>Gazebo</td><td align=right>2494</td><td align=right>70221</td><td align=right>-8.2</td><td align=right>8.2</td><td align=right>1000</td><td align=right>1000</td><td align=right>1000</td><td align=right>249</td><td align=right>7022</td><td align=right>-0.8</td><td align=right>0.8</td><td align=right>100</td><td align=right>100</td><td align=right>100</td></tr> <tr><td>Large Flower Garden</td><td align=right>641</td><td align=right>22578</td><td align=right>-122.8</td><td align=right>9.1</td><td align=right>778</td><td align=right>778</td><td align=right>778</td><td align=right>165</td><td align=right>5806</td><td align=right>-31.6</td><td align=right>2.4</td><td align=right>200</td><td align=right>200</td><td align=right>200</td></tr> <tr><td>Large Park Green</td><td align=right>1085</td><td align=right>19921</td><td align=right>-122.8</td><td align=right>12.2</td><td align=right>278</td><td align=right>278</td><td align=right>278</td><td align=right>391</td><td align=right>7172</td><td align=right>-44.2</td><td align=right>4.4</td><td align=right>100</td><td align=right>100</td><td align=right>100</td></tr> <tr><td>Large Plaza</td><td align=right>2894</td><td align=right>4365</td><td align=right>0.0</td><td align=right>0.0</td><td align=right>1000</td><td align=right>1000</td><td align=right>1000</td><td align=right>744</td><td align=right>1122</td><td align=right>0.0</td><td align=right>0.0</td><td align=right>257</td><td align=right>257</td><td align=right>257</td></tr> <tr><td>Medium Flower Garden</td><td align=right>724</td><td align=right>18593</td><td align=right>-57.3</td><td align=right>6.1</td><td align=right>750</td><td align=right>750</td><td align=right>750</td><td align=right>145</td><td align=right>3719</td><td align=right>-11.5</td><td align=right>1.2</td><td align=right>150</td><td align=right>150</td><td align=right>150</td></tr> <tr><td>Medium Park Green</td><td align=right>1478</td><td align=right>15937</td><td align=right>-57.3</td><td align=right>6.1</td><td align=right>250</td><td align=right>250</td><td align=right>250</td><td align=right>394</td><td align=right>4250</td><td align=right>-15.3</td><td align=right>1.6</td><td align=right>67</td><td align=right>67</td><td align=right>67</td></tr> <tr><td>Medium Playground</td><td align=right>0</td><td align=right>14147</td><td align=right>-40.9</td><td align=right>2.5</td><td align=right>750</td><td align=right>750</td><td align=right>750</td><td align=right>0</td><td align=right>2263</td><td align=right>-6.6</td><td align=right>0.4</td><td align=right>120</td><td align=right>120</td><td align=right>120</td></tr> <tr><td>Medium Plaza</td><td align=right>4434</td><td align=right>4716</td><td align=right>0.0</td><td align=right>0.0</td><td align=right>1000</td><td align=right>1000</td><td align=right>1000</td><td align=right>709</td><td align=right>754</td><td align=right>0.0</td><td align=right>0.0</td><td align=right>160</td><td align=right>160</td><td align=right>160</td></tr> <tr><td>Open Grass Area</td><td align=right>2494</td><td align=right>7969</td><td align=right>-16.4</td><td align=right>3.0</td><td align=right>250</td><td align=right>250</td><td align=right>250</td><td align=right>499</td><td align=right>1594</td><td align=right>-3.3</td><td align=right>0.6</td><td align=right>50</td><td align=right>50</td><td align=right>50</td></tr> <tr><td>Open Paved Area</td><td align=right>3742</td><td align=right>1247</td><td align=right>0.0</td><td align=right>0.0</td><td align=right>250</td><td align=right>250</td><td align=right>250</td><td align=right>748</td><td align=right>249</td><td align=right>0.0</td><td align=right>0.0</td><td align=right>50</td><td align=right>50</td><td align=right>50</td></tr> <tr><td>Playground</td><td align=right>0</td><td align=right>15937</td><td align=right>-8.2</td><td align=right>3.0</td><td align=right>1000</td><td align=right>1000</td><td align=right>1000</td><td align=right>0</td><td align=right>1594</td><td align=right>-0.8</td><td align=right>0.3</td><td align=right>100</td><td align=right>100</td><td align=right>100</td></tr> <tr><td>Ranger Station</td><td align=right>0</td><td align=right>69421</td><td align=right>-15.3</td><td align=right>2.0</td><td align=right>500</td><td align=right>500</td><td align=right>500</td><td align=right>0</td><td align=right>13884</td><td align=right>-3.1</td><td align=right>0.4</td><td align=right>100</td><td align=right>100</td><td align=right>100</td></tr> <tr><td>Skateboard Park</td><td align=right>0</td><td align=right>59249</td><td align=right>0.0</td><td align=right>0.0</td><td align=right>2000</td><td align=right>2000</td><td align=right>2000</td><td align=right>0</td><td align=right>4740</td><td align=right>0.0</td><td align=right>0.0</td><td align=right>160</td><td align=right>160</td><td align=right>160</td></tr> <tr><td>Small Flower Garden</td><td align=right>2494</td><td align=right>15937</td><td align=right>-16.4</td><td align=right>3.0</td><td align=right>750</td><td align=right>750</td><td align=right>750</td><td align=right>499</td><td align=right>3187</td><td align=right>-3.3</td><td align=right>0.6</td><td align=right>150</td><td align=right>150</td><td align=right>150</td></tr> <tr><td>Small Park Green</td><td align=right>7969</td><td align=right>13281</td><td align=right>-30.8</td><td align=right>3.0</td><td align=right>250</td><td align=right>250</td><td align=right>250</td><td align=right>1594</td><td align=right>2656</td><td align=right>-6.2</td><td align=right>0.6</td><td align=right>50</td><td align=right>50</td><td align=right>50</td></tr> <tr><td>Small Plaza</td><td align=right>13281</td><td align=right>6640</td><td align=right>0.0</td><td align=right>0.0</td><td align=right>1000</td><td align=right>1000</td><td align=right>1000</td><td align=right>1328</td><td align=right>664</td><td align=right>0.0</td><td align=right>0.0</td><td align=right>100</td><td align=right>100</td><td align=right>100</td></tr> <tr><td>Soccer Field</td><td align=right>88</td><td align=right>6036</td><td align=right>-35.3</td><td align=right>8.9</td><td align=right>333</td><td align=right>333</td><td align=right>333</td><td align=right>38</td><td align=right>2587</td><td align=right>-15.1</td><td align=right>3.8</td><td align=right>143</td><td align=right>143</td><td align=right>143</td></tr> <tr><td>Softball Field</td><td align=right>125</td><td align=right>9727</td><td align=right>-62.4</td><td align=right>18.1</td><td align=right>667</td><td align=right>667</td><td align=right>667</td><td align=right>32</td><td align=right>2501</td><td align=right>-16.1</td><td align=right>4.7</td><td align=right>171</td><td align=right>171</td><td align=right>171</td></tr> <tr><td>Tennis Court</td><td align=right>0</td><td align=right>15487</td><td align=right>0.0</td><td align=right>0.0</td><td align=right>2000</td><td align=right>2000</td><td align=right>2000</td><td align=right>0</td><td align=right>2065</td><td align=right>0.0</td><td align=right>0.0</td><td align=right>267</td><td align=right>267</td><td align=right>267</td></tr> <tr><td>*City Zoo</td><td align=right>335</td><td align=right>224</td><td align=right>-4.5</td><td align=right>6.3</td><td align=right>0</td><td align=right>0</td><td align=right>0</td><td align=right>83</td><td align=right>55</td><td align=right>-1.1</td><td align=right>1.6</td><td align=right>0</td><td align=right>0</td><td align=right>0</td></tr> <tr><td>*Farmer's Market</td><td align=right>3549</td><td align=right>7712</td><td align=right>0.8</td><td align=right>1.8</td><td align=right>2222</td><td align=right>16667</td><td align=right>0</td><td align=right>1065</td><td align=right>2314</td><td align=right>0.2</td><td align=right>0.5</td><td align=right>667</td><td align=right>5000</td><td align=right>0</td></tr> <tr><td>*Major League Stadium</td><td align=right>1273</td><td align=right>-527</td><td align=right>-11.8</td><td align=right>10.8</td><td align=right>4167</td><td align=right>4167</td><td align=right>0</td><td align=right>270</td><td align=right>-112</td><td align=right>-2.5</td><td align=right>2.3</td><td align=right>882</td><td align=right>882</td><td align=right>0</td></tr> <tr><td>*Minor League Stadium</td><td align=right>831</td><td align=right>-201</td><td align=right>-14.8</td><td align=right>9.8</td><td align=right>4082</td><td align=right>4082</td><td align=right>0</td><td align=right>340</td><td align=right>-82</td><td align=right>-6.1</td><td align=right>4.0</td><td align=right>1667</td><td align=right>1667</td><td align=right>0</td></tr> <tr><td>*Opera House</td><td align=right>2754</td><td align=right>0</td><td align=right>1.5</td><td align=right>28.4</td><td align=right>0</td><td align=right>0</td><td align=right>417</td><td align=right>100</td><td align=right>0</td><td align=right>0.1</td><td align=right>1.0</td><td align=right>0</td><td align=right>0</td><td align=right>15</td></tr> <tr><td>*Tourist Trap</td><td align=right>12810</td><td align=right>-1615</td><td align=right>2.4</td><td align=right>2.4</td><td align=right>16667</td><td align=right>0</td><td align=right>0</td><td align=right>free</td><td align=right>free</td><td align=right>free</td><td align=right>free</td><td align=right>free</td><td align=right>free</td><td align=right>free</td></tr> </table> </body> </html>
  15. Park Efficiency Stats (Updated 4/7/06) Here are my calculations for which Park & Rec buildings are most efficient, both per tile and per monthly cost. (I ignored the initial cost to build.) C Yimby = Commercial Yimby - higher numbers are better R Yimby = Residential Yimby - higher numbers are better AP = Air Pollution - lower or more negative numbers are better WP = Water Pollution - lower or more negative numbers are better DCR = Demand Cap Relief - higher numbers are better Buildings marked with * are rewards. Efficiency Per Tile (how much value for your acreage) Efficiency Per Monthly $ (how much value for your budget) Building C Yimby R Yimby AP WP R$ DCR R$$ DCR R$$$ DCR C Yimby R Yimby AP WP R$ DCR R$$ DCR R$$$ DCR Basketball Court 0 15487 0.0 0.0 500 500 500 0 3097 0.0 0.0 100 100 100 Beach 321 514 0.0 0.0 7 7 7 2247 3596 0.0 0.0 50 50 50 Community Garden 0 54113 -30.8 3.0 250 250 250 0 10823 -6.2 0.6 50 50 50 Gazebo 2494 70221 -8.2 8.2 1000 1000 1000 249 7022 -0.8 0.8 100 100 100 Large Flower Garden 641 22578 -122.8 9.1 778 778 778 165 5806 -31.6 2.4 200 200 200 Large Park Green 1085 19921 -122.8 12.2 278 278 278 391 7172 -44.2 4.4 100 100 100 Large Plaza 2894 4365 0.0 0.0 1000 1000 1000 744 1122 0.0 0.0 257 257 257 Medium Flower Garden 724 18593 -57.3 6.1 750 750 750 145 3719 -11.5 1.2 150 150 150 Medium Park Green 1478 15937 -57.3 6.1 250 250 250 394 4250 -15.3 1.6 67 67 67 Medium Playground 0 14147 -40.9 2.5 750 750 750 0 2263 -6.6 0.4 120 120 120 Medium Plaza 4434 4716 0.0 0.0 1000 1000 1000 709 754 0.0 0.0 160 160 160 Open Grass Area 2494 7969 -16.4 3.0 250 250 250 499 1594 -3.3 0.6 50 50 50 Open Paved Area 3742 1247 0.0 0.0 250 250 250 748 249 0.0 0.0 50 50 50 Playground 0 15937 -8.2 3.0 1000 1000 1000 0 1594 -0.8 0.3 100 100 100 Ranger Station 0 69421 -15.3 2.0 500 500 500 0 13884 -3.1 0.4 100 100 100 Skateboard Park 0 59249 0.0 0.0 2000 2000 2000 0 4740 0.0 0.0 160 160 160 Small Flower Garden 2494 15937 -16.4 3.0 750 750 750 499 3187 -3.3 0.6 150 150 150 Small Park Green 7969 13281 -30.8 3.0 250 250 250 1594 2656 -6.2 0.6 50 50 50 Small Plaza 13281 6640 0.0 0.0 1000 1000 1000 1328 664 0.0 0.0 100 100 100 Soccer Field 88 6036 -35.3 8.9 333 333 333 38 2587 -15.1 3.8 143 143 143 Softball Field 125 9727 -62.4 18.1 667 667 667 32 2501 -16.1 4.7 171 171 171 Tennis Court 0 15487 0.0 0.0 2000 2000 2000 0 2065 0.0 0.0 267 267 267 *City Zoo 335 224 -4.5 6.3 0 0 0 83 55 -1.1 1.6 0 0 0 *Farmer's Market 3549 7712 0.8 1.8 2222 16667 0 1065 2314 0.2 0.5 667 5000 0 *Major League Stadium 1273 -527 -11.8 10.8 4167 4167 0 270 -112 -2.5 2.3 882 882 0 *Minor League Stadium 831 -201 -14.8 9.8 4082 4082 0 340 -82 -6.1 4.0 1667 1667 0 *Opera House 2754 0 1.5 28.4 0 0 417 100 0 0.1 1.0 0 0 15 *Tourist Trap 12810 -1615 2.4 2.4 16667 0 0 free free free free free free free Calculation Method The Prima guide is pretty specific in its description of how pollution is calculated. A building's pollution contribution is full strength over the entire footprint of the building, and decreases linearly to zero at the pollution radius as measured from the footprint's edges. The effects of multiple buildings are added together, so if you cluster a bunch of buildings of the same type close together, the pollution level will increase but the radius won't. Also they say there is a maximum value for pollution, so with enough buildings clustered like this, their surrounding area will become saturated with pollution, but only out to the pollution radius distance and no farther. They're not as specific in describing how other effects are calculated, but it sounds like a building's y/n-imby values are calculated in the same way as pollution. Fire and police are similar, although a fire station's effect doesn't decrease all the way to zero at its effect radius. Hospital effects don't decrease with distance, and it sounds like school effects don't either. I tested whether overlapping hospital effects stack, and they seem to. Residents living in an area covered by two clinics get healthier faster than those covered by just one. (I tested it with 6 clinics too, and those residents never seemed to get healthier at all, which seems like a bug. I used brand new test cities, just a few tiles big, identical in every way except for the number of clinics. I'm running the straight unmodded game including rush hour.) My approach was this: If you imagine making a 3d plot of the strength of an effect around a building, for example the Commercial Yimby effect around a Soccer Field, you'd get a surface that looks like this: I did some in-game testing, and it looked like this is probably how it works, although it's hard to tell for sure. The reasoning I used when calculating efficiency was that the total amount of effect that you're adding to your city when you place a building is proportional to the volume under this surface. In other words, you're adding a lot of effect near the building's footprint, and less farther away, and if you count up all the volume under the surface, it gives you a measure of how much total effect you're adding to your map. In detail: The four red areas above can be combined to make up a cone with volume (pi * r2 * s / 3). The two green areas in front and back of the building can be combined to make a box with volume (w * r * s). The two yellow areas to the sides can be combined to make a box with volume (d * r * s). The blue volume directly above the building's footprint can be ignored for y/n-imby and pollution, because what you're really interested in is how surrounding land in your city (red, green, and yellow areas) is affected. Dividing this total effect "volume" by the area of the building's footprint gives the total amount of effect that you're adding to your city per tile used by the building, while dividing this volume by the building's monthly cost gives the total amount of effect that you're adding to your map per simoleon that you're adding to your monthly expense budget. For the Demand Cap Relief numbers, there were no "volume" considerations because they apply to the whole map. I just divided the building's DCR value by its footprint area and monthly cost to get the two efficiency values. The effect strength/radius and DCR numbers I started with were the Prima ones, with two corrections I noticed in game (monthly costs for Opera House and Tourist Trap). I didn't compute the stats for trees because I don't know the numbers for trees.
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