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Everything posted by toroca
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Version 2.1
31,550 Downloads
This mod was created to make the industrial buildings more realistic in the game. As everyone knows, factories in fact employ hundreds or thousands of people, but in SimCity 4 there is hardly a single operation that offers more than 100 jobs. The number of jobs is quadrupled with the installation of this mod. All heavy, manufacturing and high-tech industries now offer four times the number of jobs. This means that the largest industrial building in the game now provides over 600 instead of just over 150 jobs. Filler buildings (burners, small warehouses, etc.) still have the old values, and I have only modified the larger industrial (anchor) buildings. In addition, I have doubled the amount of revenue of the modified buildings. Otherwise, with the increased number of jobs, industrial demand can be met more quickly, making it difficult to keep industrial cities afloat. In order to make this mod effective, you have to load all the cities of your region(s) after the installation and save them once, otherwise the changes in the job number will not take effect. After opening a city, the demand for industry will most likely fall sharply and many industrial buildings will be abandoned. On the other hand, the demand for residential areas will sooner or later increase sharply due to the increased number of jobs. It is therefore advisable to remove a large part of the industrial zones after loading the cities, so as not to overbalance the game. This download is compatible with all versions of SimCity 4. Staff Note: For technical reasons beyond the author's control, the original file entry was no longer available hosted on the STEX. This re-upload restores it on the grounds of good faith for the benefit of the community. -
Version 1.0
192,971 Downloads
This mod allows you to add jobs to any or all of the Maxis-Made Landmarks, at your own discretion. Your sims can now work in buildings like the Empire State Building, Living Mall, or US Capitol. The buildings still function just like they used to, the only change is the addition of jobs. Please see the included readme for full details, as there are some very important compatibility issues. Information is presented that must be adhered to for the game to function correctly. This is the first complete set of Landmarks with Jobs to be released. Questions should be directed to the Modding - Open Modding forum. Cori Edit: Keep the original Maxis Landmarks because they are needed for the models. Then ensure the ones in this mod load after the Maxis ones. (Thanks @Kloudkicker and @rsc204 for posts starting here.)- 61 Comments
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Version 2.0
37,456 Downloads
Many users of my Industry Quadrupler have requested a similar mod for Commercial Services. I originally created this mod almost seven years ago , but apparently never uploaded it here at Simtropolis, so I'm correcting that oversight now. This mod allows you to double the number of jobs in all commercial service buildings, and I've provided alternates that allow you to triple the jobs from the largest ones and quadruple the jobs in the malls. The service buildings in the game are a little closer to reality in jobs provided than the industrial buildings were, so I didn't see a need to quadruple them all. As always with my mods, see the included readme file for full details. I have no plans to do a similar mod for commercial office; there is no need since the capacities of the office buildings are much more in line with reality. This mod requires Rush Hour/Deluxe. -
Version 1.0
138,142 Downloads
This mod fixes the Opera House, which has a capacity MUCH too lowfor large cities in SimCity 4. Currently, the Opera House can go overcapacity and inhibit city growth, and you'd never even know it because the Opera House doesn't report its usage statistics. This mod changes that. Please see the readme for full details, including installation instructions. Most of the discussion about this mod has taken place in the following thread, so it may be best to post questions or comments there: https://www.simtropolis.com/idealbb/view.asp?mode=viewtopic&topicID=48119 -
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My high wealth city will be ruined, please, help!
toroca replied to borutaj's topic in SimCity 4 General Discussion
Glad the mod helped you, Borutaj. As an aside to A Nonny Moose, I'm with Divine Hand. I've seen no evidence whatsoever that the population age has anything to do with anything in regards to abandonment or demand. My cities older than 100 game years or so are all skewed heavily toward the elderly, including one in which more than half of the population was 60+ and I have never seen any kind of die-off as the population supposedly ages. Those cities are, in fact, among the most stable in my region. Unless I demolish or rezone things, they hardly change no matter how long I let them run. The graphs never shift, either. If what you've said were true and there was any basis on reality, these cities would be fluctuating wildly all the time, but that never happens. -
What you describe is not a real economy. There's no such thing (especially in the modern era) as a self-sufficient city, which is what the kind of economy you describe largely sounds like. SC4's economy is actually not bad, in terms of the demand types. Cities with a high level of well-educated workers in the real world DO attract more office and high tech workers and businesses than a rural city, which is liable to attract a more uneducated workforce for more laborious but less skilled job types. Most things that real cities use are imported from elsewhere, and most things that real cities produce are sent elsewhere to be sold.
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- 61 Comments
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Those of you whining that I broke your game: If you'd learn to follow instructions and read the Readme, you wouldn't have had problems. I quote: "If you currently have landmarks in ANY of your cities, you MUST demolish them before you can install this mod. If you don't, you will not be able to enter any cities with landmarks already in them, because the game will crash to the desktop."
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The ST 6.0 Department of Technical Affairs
toroca replied to Craig-Abcvs's topic in Simtropolis Related
Is anyone else experiencing problems with posting comments on the STEX? I've been trying, mostly unsuccessfully, to reply to people who've posted questions (and in one case derogatory comments) on my mods. I'll type it up, submit it, and it appears from my end that it's been added to the comments. However, when I come back later, my comment is gone. I'm not posting anything inappropriate, and even if I were, what I've posted is nowhere NEAR as bad as the language used in several of the comments I'm trying to reply to on the Functional Landmarks Mod. After multiple tries, I've been able to get MOST of my comments posted so they stick, but I'm still having trouble. I at first thought that my missing comments had been deleted, but now I'm pretty sure they're not actually getting added to the database since they're gone immediately if I reload the comments after posting something. -
@mikeld If I knew how to do it that way, don't you think I would have? If there is a simple way to do it, someone else will have to, because this was the most difficult of my mods to get working correctly, and I've been out of modding too long now. But I suspect there is NOT a simple way to do it, or someone else would have in the past six and a half years.
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@suomi - This will have no effect on stage 8s. It doesn't change the stage limits, just the number of employees. You'll still start getting stage 8 service buildings at the same level you always did before. Besides, there aren't really any service skyscrapers; the tallest service building is a little over a third as tall as the tallest office building.
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high tech IH missing $$$ jobs fix (update!)
toroca commented on HeinBloed4711's file in Gameplay Mods
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Actually, 500,000 is not at all out of the realm of possibility, unfortunately. You can't really compare the 2004 tsunami because that was a very different event. Most of the death toll in that event was due to the tsunami itself and the sheer power of the quake. That quake was more than 100 times as strong as this one was, but it also struck an area that is more familiar with earthquakes, and which takes at least SOME steps to mitigate damage caused by them. The difference here is that Haiti is not a typically earthquake prone country. They build things to withstand hurricanes instead. And those kinds of buildings do not take the shock of a strike-slip earthquake well at all. They essentially lurch and fall over. The reports I am seeing are estimating that between 40 and 70% of Port-Au-Prince has been flattened. In a city of three million people, that could easily lead to 500,000 dead. Obviously, we all hope it won't be anywhere near that high, but I am afraid that it will easily top 100,000 based on all the reports coming out of the city from people on the ground there. This will probably end up having been the second or third deadliest earthquake in the past five centuries.
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Aside from the initial quake, there have also been (as of this writing) 24 aftershocks of 4.2 or larger. Ten of those were 5.0 or larger, and one of those was a 5.9. From the sounds of the reports coming out of Port-Au-Prince, it would appear that virtually every major landmark and large building in the city has collapsed, including most of the government buildings and UN buildings, along with an untold number of homes. Tens or hundreds of thousands are probably homeless, and it remains to be seen how high the death toll will climb. It will be high, though.
