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Found 22 results

  1. Hi all people. Usually, I change various attributes in mods what I use and I did it with “Hospital Patient Capacity”, increasing a lot of capacity of maxis hospital, clinic and in this mods: More Realistic Radius, GooberGen Hospital, SC4 Regional Public Safety, Fire Station, Hospital, Police Station. But, when I simulated a dense city, around 300k in 2 km², I needed put 6 hospitals e 2 clinics and it is not enough. This fact seemed very far from reality to me, which motivated me to make new adjustments, but I didn't just want to increase hospital capacities even further, I wanted to understand how health parameters operate, even superficially. I asked about other parameters (Hospital Effectiveness vs. Average Age and Hospital HQ boost) in Got I quick SC4 Question ask here, however I need see in the practice. I don't intend to do a mega, incredible and deep study how @RobertaME in Education Modding: The Devil's in the Details, , but I thought that this information can be useful to other people. Well, I will start with the simple, short, global and mainly conclusion: in fact, the hospital itself determines how many people will get sick and go to the hospital. Hahahahaha. It is strange and paradoxical, but my tests identified that the quantity of patients is controlled directly by the attribute “Hospital Effectiveness vs. Average Age”. I did dozens of tests, but I will put some data here to post doesn’t become very extensive. All tests were did in the same initial zoned small city, without industry and pollution, with just one regional hospital and with mods to increase demand and cap relief in the max. 1) Hospital HQ boost The reader definition is: “Amount of monthly HQ boost from this building. HQ can range between 0 and 200 and is automatically reduced by 3 each month, so to have a net positive effect this number should be greater than 3.” I admit that I didn’t understand this explanation because I don’t know how I measure this behavior. I just increased and decreased default number (11,52000046) and effect is below. Hospital HQ boost = 11,52000046 Approximately 22 years to city reach max in life expected. Hospital HQ boost = 140,6000061 Approximately 2 years to city reach max in life expected. Conclusion: the higher the number, the faster the population becomes healthy. Is it totally correct? I think yes, however, feel free to put your experiences too. Curiosity: I ran tests with negative numbers too: the city's health map was flashing red and green like a Christmas tree… 2) Hospital Effectiveness vs. Average Age I spent most of the time on this tests because there are more possibilities and needed more time to effect observations. Well, we start by reader definition: “Maps Average age of a tract to the % HQ boost the hospital gives the tract”. I imagined this parameter works similar as “School Effectiveness vs. Average Age”: pairs of values to represent the effect by age group over time. Part A: discovering the numbers The default value is “0,8,100,8” and I deduce that 0 and 100 were, respectively, start / end years, so, I needed to find out what represents 8. During tests, after dozens of years passed, I noted that population reaching a maximum and constant number (thanks @CorinaMarie for the NKO!!!) and, for coincidence, numbers of patients in hospital was a constant too. Well, I got numbers of patients and divide by population resulting in approximately 0,0798 or… 8%. Eureka! I did tests with others numbers and behavior was the same. Conclusion until here: in the pair, the first number is a year limit to second number, that is a % of population (quantity patients that this hospital will have) to first number. Curiosity: if all hospitals of your city (until 2 million people) are very very overcrowded, regardless of how many there are, just remove all hospitals and put a just once Disease Research Center: all patients will disappear “automagically”. This happen because in Disease Research Center the Hospital Effectiveness vs. Average Age is “0,3,100,3”, therefore, the total number of sick people in the entire city will never exceed 3% of the population and it has a very high capacity (62k). The standard maxis hospital has low capacity and 8% of sick people per population, therefore, by removing the overcrowded hospital and putting Disease Research Center, it is as if 5% of the sick population were cured immediately because we removed the hospital. Hospital Maxis with 8% of population sick (6531 patients) 6531/81630 = 0.080007 = 8% Disease Research Center with 3% of population sick (2449 patients) 2449/81630 = 0.030001 = 3% 6531-2449 = 4082 people instantly healed!!!! Part B: changing behavior What would happen if I changed the value to 0,3,100,8? The expected is note a growing in number of patients while people get older. I started the city and I was measuring according to table below. We can note in initial years the % patients / population is near to 3%, growing in next decades, until 70 years, near to 8%. Curiosity: I didn’t know about this: with constant population, the entire people ages together and around year 73 or 74, suddenly, most of the aging people give way to a large new generation of young people. It is reason to decrease abrupt after 74 years. 10 years: young city 50 years: old city 80 years: renewed city Question: is it possible to change this people renovation? Someone knows what attribute to do this? Conclusion until here: in the pair, the first number is a year limit to second number, that is a % of population (quantity patients that this hospital will have) to first number. The first pair is initial values and second pair is final values. Part C: bringing to my fictional reality I did me this question: “Could add other pairs of numbers?” I did a lot of tests and confirmed it is possible!! So, I thought how can be a “real” behavior of health by age of population: I believe that children and teens need medical care more than young adults who are in the prime of their health, and they go to the doctor much less often. On the other hand, older adults start to need to take care of their health more often until the elderly certainly go to the doctor more often. Based on this assumption, after some tests, I have constructed the following values: 0,3,20,1,50,5,70,7,100,11. Or, by graph: In this graph, the red line represents my supposition about % patient / population by age. The orange dashed line represents a trend of red line. The blue line is standard maxis (8%). The behavior was not exactly like the red line, but I felt me satisfied with this: I’m satisfied because in a starting city, in addition to the young population, the mayor has less money, so he can keep the city's budget low for health care. However, he needs to make the city prosper as the years go by for a population that will age over time and need more health care. And I understand that this, making the city prosper, is another challenge aligned with the objective and essence of SC4. 3) And now? All tests and results were realized in the same small test city. I put in my dense city (around 300k in 2 km²) and the behavior was a few strange, although the behavior expected was the same. I can’t discover why in this moment and in the next weeks, so, I decided to create this post to, maybe, help other people or other interested parties can realize tests too. Thank you for reading. See you next time.
  2. My city had reached about 40,000 citizens when I decided to put in some bus stops. To my great surprise, I immediately found my mass transit fares were making me over $20,000. The only reason for this I can think of is this one bus stop which is at 450% capacity and over 76,000 usage. Sure, posting these kinds of profits is nice, but I can't help but feel these are ill-gotten gains due to some glitch. However, if someone can reassure me that I've simply stumbled upon an ingenious way to get rich quickly, I think I could live with that.
  3. Museum Capacities

    I just installed some new lots and experienced an issue with these: Fully funded they show a capacity of just 330 tickets, which leads to "museum underfunded" alarm in the game: This lot from the creator works better (3300 capacity): Just in case if the issue cant't be replicated: I'm using the 32bit Mac Version of the game, don't know if it could be a rep bug like in transit stations. Does anybody know which entries in the the reader should be changed to get higher capacities? Thx
  4. I would like to change the capacities of some houses and apartment plugins I have. I think they are to high in some cases. How do I edit maximum building capacities?
  5. This is my first time experimenting with changing building properties in the ireader. In particular, I'm trying to modify a number of train stations to have capacity that matches NAM standards. As an example, I'm using giomedicci's Old Train Station, with a natural capacity of 2000. I intend to increase it to 20000. Here's what I did. I go to my plugins folder and open the station folder. Inside are three files, the SC4Lot, SC4Model, and SC4Desc. I open the SC4Desc file and look at the exemplar file. I see the Transit Switch Traffic Capacity, exemplar value 0xe90e25a3, is at 2000. So, I double click on this and it opens up a dialogue window to edit this value. I replace it with 20000, click apply, close this, and then click save. After this, I exit ireader. Now, here's where things don't work. I go into my test region, plop down the train station, and see that it still has a maximum capacity of 2000. What did I screw up? Did I edit the wrong file or something?
  6. I've been using iLives Reader to edit the capacity satisfied field in some of my CAMeLots. Some of them work, but some of them start to have display problems, and I'm wondering if anyone here might know the reason behind this. For example, if I change the R$$ capacity satisfied field in "R$$15_3x3_Yelluzha_33005e6a.SC4Lot" and then grow it in a brand new city, everything works fine. However, if I do the same for "R$$15_3x2_Djoella_73005e3b.SC4Lot", then the building appears blurry when I zoom in. Also, the building disappears when I rotate, but if I switch to zone view and then switch back to regular view, the building reappears again.
  7. I never understood in what way the capacity of functional parking lots affects the game. Can anyone explain that to me? Does the number of sims travelling there count as job? My Sims are using them but I can´t see them travelling any further, they just travel there and travel back home in the evening. I often use them nearby stadiums airports etc. Could it become a problem if they run over their capacities? After some fiddling withe different lots I like these very much but I realized that they show the MAC transit station capacity bug which means their capacities are <10 and they run vey quickly on + 1000´s %: I know how to fix this bug but as there are many different sizes (set A-D) I would like to avoid that fix if not necessary. Anyhow I´m interested in knowing about what´s going on with these capacities....
  8. HI All, I am enjoying using these London terraces https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=353 However, they do not grow very much in my city because they only serve mid 20s capacity and are easily developed over. Could someone increase the amount of sims perhaps to a more competitive 35 for each house? THANK YOU. Ryan.
  9. I have modded my power plants to have some more capacity. Roughly twice as much. While this works fine on its own, I have discovered a goofy, yet amusing, bug regarding the power deals. Well, first of all, all power deals with the old power plants have to be cancelled first. Just like you'd have to bulldoze any buildings that you intend to mod. But when I tried to renew a deal... As you can see, my cities are offered to sell/buy some "darwinist" amounts of power, rather than the regular 1000MWh increments. Roughly an increments of the value which is 10% nominal power. As a beginner, I don't really know what has caused this behavior but it's there.
  10. Hi NAM, Thanks for the reply re bridges, BTW. Since installing V38 I am having a strange traffic problem that has never happened before. It's actually on the elrail itself. A couple of patches made me think it was the street or road running across under the el so I altered those. But another couple of patches are on bends in the el itself. It's not even in a highly built-up area. I have other bends etc around the city that don't appear to have problems at this stage. It's a bit confusing. Could this have anything to do with capacity settings? Since posting this, in an effort because I didn't know what else to do, I bulldozed the el in those patches then ran it again exactly the same. Now the traffic problem has disappeared. Even though I seem to have fixed the problem, out of curiosity I would love a comment.
  11. Hello, I have 2 two cities next to other one: the poor one with 450K R$ and the rich one with 150K R$$$, 600K CO$$$, and 40K CS$$$. I connect 2 cities with 4 monorail. I have 2 Elevated Modern Design HSR station that serve as the station of the first 2 rails and HSR Transit Hub for the next 2 in both cities. However, the people of the poor city only uses the Transit Hub, to even 300% of the capacity! That's a lot of traffic. How do I get such people to the stations? Well, my city uses tree branch structure. Each branch represents a long zone of 2x2, 3x2, 4x3, and/or 4x4. Each branch has its own bus station. I don't place bus station next to the stations because the stations have their own bus station. Back to the Transit Hub. Due to its 300% capacity, the rails that go on to the station is capped at 65,536. Yes, the 16-bit integer limit. And as you might guess, only 100K of traffic that goes on into the rich one. I want to have more traffic go to the rich city since only the rich city has offices and services. The question is, how should I do to convince people to use the adjacent station? I know in C:S, you can just add another route to the adjacent stations but you can't do it in SimCity 4. Thanks.
  12. I have the lot editor. I am having problems getting my desired outcomes with modding the figures on lots. My best results start with the "Functional Landmarks", but then I jack up the capacity satisfied. Specifically, I would like one ploppable lot 2x2 or 4x4 (think about Coit Tower)...that satisfies all, or at least a tremendous amount of demand for all wealth levels of Commercial, both Office and Services. I see from the Lot editor that I can add attributes and capacities satisfied, but I think I'm doing it wrong. I can't get the demand graph to go down when I try to get it to satisfy different types of Commercial Demand. Does anyone have a "God Lot" like that, or can point me in the right direction of how to use the Lot Editor to get it to work? I know it's cheating of the highest order, but I want that one lot to satisfy a whole large city of skyscraper people (I'm thinking in my mind like it is a small doorway on the surface to an underground world, that's how I square it in my mind. Right now, I'm having to use multiple functional landmarks, and jacking up the Capacity Satisfied Stat. How high can I go with that integer? 999,999? 99,999? Does anyone know? Is there a limit?
  13. I was looking back at my previous city to see how trains looked. I couldn't see any trains, although I did see this little green thing riding the tracks a few times. Questions: 1) Where are the trains? Surely there should be trains. I don't recall ever seeing trains, but I may not have specifically looked for them. 2) What's this little green thing. It's so small that it could probably only carry one passenger, apart from the driver, which isn't an effective and efficient use of my city's rail transport capacity. It's a single-city region, so while there are neighbourly connections, surrounding map tiles are empty. There's lots of passenger stations and freight stations, though, so there should be trains, at least in theory.
  14. No Residential Capacity

    So I started this new city in a completely new region a couple of weeks ago. I began by just laying down a road network, zoning, and adding some landmarks, parks, and mmps. I didn't actually start the simulation till earlier today, and when I did, buildings began growing in my commercial and industrial zones, but I had no growth at all in my residential zones. I checked the RCI indicators to see if I had any demand for growth, and it showed I had exactly 0 residential demand. I thought It may have been an issue with the desirability or land value of the city, but I checked both of those data views and there were no problems. So I searched around a bit and found and downloaded a mod called RJ's Census Repository which shows what RCI capacity you have in your city. The mod showed that I was at full residential capacity, even though I have exactly 0 sims in my city. I attempted to add a few high-level rewards to lift the capacity, but nothing changed, and the mod showed I still was at full capacity. I have about 250 hours in this game, and I've never experienced anything quite like this before. I'd really appreciate it if someone could help explain the situation to me and point me towards a way to fix it. Thanks in advance!
  15. Hey everyone, I am new to the iLive Reader and had three questions regarding its usage, all regarding residential, but may be applicable to the other zone types. My first question is, is it possible to change a residential buildings capacity to, say from 1000 occupants to 5000? Additionally, within the reader, is there a way to increase the demand for a specific building? And the third question is, in making said changes, if possible, is it necessary to make adjustments to demand cap and cap satisfied after making the adjustments? Thank you again and apologies if this seems trivial. I am a long time player and am looking to make an extremely dense region utilizing the iLive Reader and to mainly use a select few downloaded buildings.
  16. I'm working with a modded hospital like MaxiMed, or Memorial Hospital. Whenever I get about 2 million residents, it doesn't matter how many hospitals I build, all of them have the same patient number and capacity. I used the Ilives reader to jack the capacity up to 999,999, but when I get back into the game, the capacity isn't nearly that high, and the same problem ensues. Any thoughts?
  17. Version 1.0

    26,686 Downloads

    This mod attempts to make casinos a little more fun! It balances and upgrades all of the SimCity Casinos. It also gives larger casinos more of a competitive edge and makes them a worthwile investment. Features - Balance and Upgrades to all 5 Casinos and Modules, including Gambling HQ - Helps boost the larger casinos to make them easier to maintain and invest in - Includes a chart breakdown of all of the upgrades and changes to each building and module - Significant increases to module limits (8 to 48, 4 to 24, etc) - Includes package files for each casino (allowing you to pick and choose casino upgrades) - OPTIONAL: Doubles the plop region (distance from main building) for standalone Casino modules - OPTIONAL: Includes Special Edition Las Vegas Metro Police vehicles to complete your casino city Technical - Significant increases to module limits (more than double on some, quadruple on others) - Huge increases to casino tourist capacity (gamblers) able to play inside the casino - Increased sign and marquee limits to 2, 3 and 5 depending on available plop points - Balanced building costs and maintenance fees, based on available tourist capacity - Fixes to a few current casino bugs (sleek marquee maintenance fee too high, sci-fi had too many jobs, etc) - Increase plop distance from 200 units to 500 units for all building modules Please see included Chart.png for more information and exact value changes for each building and module. Planned Future Versions - Separate "God Mode" Scripts which remove maintenance costs, reduce construction cost and lower resource consumption (for experimentation) - More Balancing and Upgrade Abilities (with help from the community suggestions) Installation Instructions: Casino Overhaul - Install by copying the .package file into your ...\Origin Games\SimCity\SimCityUserData\Packages\ folder (not the \SimCityData\ folder) - Be sure to include the most recent versions of the SimCity EcoGame Scripts. I have provided them for convenience. - If you already have the EcoGame scripts, make sure they are up to date. No need to have duplicates. - You may alternatively use the individual package files in the "IndividualFiles" folder to select which casinos to upgrade. Please see included Folder.png screenshot if you are still unsure on how to install this mod. Installation Instructions: Casino Plop Extension - Install by copying the .package file into your ...\Origin Games\SimCity\SimCityData\ folder (not the \SimCityUserData\Packages\ folder) Installation Instructions: Las Vegas Police Vehicles - Install by copying the .package files into your ...\Origin Games\SimCity\SimCityData\ folder - For each vehicle, there are three versions; Police Station, Police Precinct and French Police Station - You may install one vehicle for each Police HQ (up to three files total) - Do not install more than one file per station type, this may crash your game Warning - This script is intended for OFFLINE MODE. Using it on Online Mode may cause issues - Modifying files is still experimental and might lead to city rollbacks - There is no official statement from Maxis nor EA about using mods, so use at your own risk - For more information on EA modding policy: http://forum.ea.com/eaforum/posts/list/9729407.page Related Overhaul Mods - Power Overhaul - https://community.simtropolis.com/files/file/29373-SimCity-power-overhaul-power-upgrade/ In light of my recent trip to Vegas, I decided to take my experience and apply it to SimCity Casinos. Like the Power Overhaul mod, I wanted to give a nice twist on Casinos without affecting the balance negatively. If you have suggestions for the mod, please comment below or message me. Don't give a bad rating if you don't agree with certain aspects of the mod. Instead, contact me and let me know what your concerns are about the balance, let's work together on it. If you notice any problems, please report them in the comments and I will look at the issues as soon as possible. Be looking for more mods like this very soon! Thanks for your support. Happy Modding Parker Skyestorme Review: https://www.youtube.com/watch?v=IrFLzIEkj_8 <iframe width="560" height="315" src="//www.youtube.com/embed/IrFLzIEkj_8?rel=0" frameborder="0" allowfullscreen></iframe> Author: Parker W Young - http://www.parkerwyoung.com/ License: CC Attribution ShareAlike 4.0 - http://creativecommons.org/licenses/by-sa/4.0/ You may modify and re-distribute these mod files only with appropriate credit given. Special thanks to Oppie, creator of SimCityPak: http://simcitypak.codeplex.com/ Special thanks to Johnathan_Tycoon for initial request and testing Special thanks to Skyestorme for an awesome YouTube review!
  18. Version 1.1

    30,614 Downloads

    This mod attempts to balance and upgrade all of the SimCity Power Plants, including Cities of Tomorrow Fusion and Wave Power. It also focuses on improving environmentally-friendly power to sustain larger cities without taking up valuable land area. New - Decreased water consumption for all Power Plants by 25% - Balanced air pollution on Coal and Oil Power Plants - Balanced trash generation (decreased 50% on Coal, 25% on Wind, increased by 33% on Oil) - Lowered Coal resource needs on Advanced Generator from 8.64 to 6.48 tons per day - Increased Oil resource capacity on Oil Power Plant (2k barrels to 6k barrels) - Increased power outputs and decreased air pollution on Coal and Oil Clean Generators (more incentive for research) - Increased Nuclear Power Modules from 4 to 8 (version 1.0 only went from 4 to 6) - Lowered power output on Horizontal Wind Turbines (version 1.0 double power was too much) - Adjusted power output on Nuclear Power modules (slight decrease from version 1.0) - Added individual package files for each power plant for more options Features - Balance and Upgrades to all 7 Power Plants and Modules - Works with Cities of Tomorrow Expansion Pack - Helps boost Wind and Solar power to be more sustainable with larger populations - Includes a chart breakdown of all of the upgrades and changes to each building and module - Includes package files for each power plant (allowing you to pick and choose power upgrades) Technical - Double module limits on each Power Plant (CoT Fusion Power Module limit cannot be increased to more than 3) - Increase for all module's power output by about 25%, some more than others - Triple resource capacity for Oil and double resource capacity for Coal Power Plants - For CoT Expansion, ControlNet costs have all been reduced by about 20-25% - Added capacity for one additional Power Plant Sign, increasing limit to two signs - Cut the minimum workers for the Nuclear Power Plant by 25% - Adjusted total jobs for each Power Plant (small increases on Oil and Coal, decreases on solar and wind, 120 new jobs for Nuclear) Please see included Chart.png for more information and exact value changes for each building and module. Planned Future Versions - Reduce Plot Size of Wind Turbines and Concentrated Solar Arrays (to allow more compact arrangements) - Separate "God Mode" Scripts which remove maintenance costs, reduce construction cost, lower resource consumption and remove pollution (for experimentation) - More Balancing and Upgrade Abilities (with help from the community suggestions) - Thanks for all of your feedback on the mod. I have re-balanced many aspects of the mod and will continue to work on creating a great mod! Instructions (VERY IMPORTANT - PAY ATTENTION) - Install by copying the .package files into your ...\Origin Games\SimCity\SimCityUserData\Packages\ folder (not the \SimCityData\ folder) - Be sure to include the most recent versions of the SimCity EcoGame Scripts. I have provided them for convenience. - If you already have the EcoGame scripts, make sure they are up to date. No need to have duplicates. - You may alternatively use the individual package files in the "IndividualFiles" folder to select which power plants to upgrade. Please see included Folder.png screenshot if you are still unsure on how to install this mod. Warning - This script is intended for OFFLINE MODE. Using it on Online Mode may cause issues - Modifying files is still experimental and might lead to city rollbacks - There is no official statement from Maxis nor EA about using mods, so use at your own risk - For more information on EA modding policy: http://forum.ea.com/eaforum/posts/list/9729407.page This is a mod I have been working on for the past few weeks. Lots of testing, lots of searching package files to find all of the right components, lots of thought on how to give a nice twist on Power without affecting the balance negatively. If you have suggestions for the mod, please comment below or message me. Don't give a bad rating if you don't agree with certain aspects of the mod. Instead, contact me and let me know what your concerns are about the balance, let's work together on it. If you notice any problems, please report them in the comments and I will look at the issues as soon as possible. Be looking for more mods like this very soon! Thanks for your support. Happy Modding Parker Skyestorme Review: <iframe width="560" height="315" src="//www.youtube.com/embed/JRTF9hMFYDM?rel=0" frameborder="0" allowfullscreen></iframe> Author: Parker W Young - http://www.parkerwyoung.com/ License: CC Attribution ShareAlike 4.0 - http://creativecommons.org/licenses/by-sa/4.0/ You may modify and re-distribute these mod files only with appropriate credit given. Special thanks to Oppie, creator of SimCityPak: http://simcitypak.codeplex.com/ Special thanks to Tobse for testing non-CoT compatibility Special thanks to Skyestorme for an awesome YouTube review!
  19. Version 2.0

    24,155 Downloads

    NEW UPDATES+NEW CAPACITY I have now the shuttle bus and the bus Municipal revised. The textures I have completely re- done and the interior also. The display panel will light up as well. Package Features -New Bus Capacity (install in ...\Origin\SimCity\SimCityUserData\Packages) - Municipal Bus Capacity from 80 to 130 - Shuttle Bus Capacity from 40 to 100 - New Bus Capacity Offline only! -Minucipal Bus (install in ...\Origin\SimCity\SimCityData\ ) - Berlin Color, see screenshots below - ColorChange (change 9 colors), see screenshots below - Individual Colors (blue,red,gray,beige,green,pink,purple,orange), see screenshots below -Shuttle Bus (install in ...\Origin\SimCity\SimCityData\ ) - Berlin Color, see screenshots below - ColorChange (change 9 colors), see screenshots below - Individual Colors (blue,red,gray,beige,green,pink,purple,orange), see screenshots below I have therefore chosen these brands of vehicles, because they are represented very much in Germany. !DO NOT! install no more than one file per bus station or bus depot, otherwise the mod will not work! If you notice any problems, please report them in the comments and I will look at the issues as soon as possible. Thank you for your support Tobse Author: Tobias Ralew - www.tobs-design.de License: CC Attribution ShareAlike 4.0 - http://creativecommons.org/licenses/by-sa/4.0/ You may modify and re-distribute these mod files only with appropriate credit given. Warning - Modifying files is still experimental and might lead to city rollbacks - There is no official statement from Maxis or EA about using mods, so use at your own risk - For more information on EA mod policy: http://forum.ea.com/eaforum/posts/list/9729407.page Special thanks to Oppie, creator of SimCityPak: http://simcitypak.codeplex.com/ Thanks also to Parkerwyoung, for the Capacity Mod #KNOWN ISSUES If you have trouble with the Capacity-Mod or the Mod don't work. Present Fix: 1.Be sure you're copied the Capacity-Mod to the Packages-Folder (\Origin\SimCity\SimCityUserData\Packages) 2.If you load the SimCity-Game a second time on a day without restart your Computer, the Capacity-Mod will not loaded in the game. Remove the existing Capacity-Mod files and copied again or copy another Script-Mod file to the Folder. Change the Content of your Packages-Folder, than will SimCity load the content again. Present Fix: Copy the file "SimCity Scripts_287520926.package" ( \SimCity\SimCityUserData\EcoGame ) from the SimCityUserData\EcoGame-folder in the SimCityUserData\Packages folder. This file must be present in both folders.
  20. Hi using NAM & RHW.. Is there a list of each road type capacity? ie. Street = x cars /hr Road=y cars/hr avenue= RHW 4 RHW6 etc etc And trams.....
  21. Grand Freight Train Station

    Version 3.1.01

    6,525 Downloads

    This station is a high capacity (20000), street/rail enabled lot for freight trains. Passenger trains can pass through on one of the double lines, and freighters often stop on the end lines. Freight may also pass through. DO NOT TOUCH THIS LOT WITH A PUZZLE PIECE OF ANY KIND, THIS WILL CAUSE AN INSTANT CRASH TO DESKTOP (CTD). If you need to edit this lot, feel free, but please contact me before uploading on an exchange. Dependencies: BSC MEGA Props - DAE Vol01 Network Addon Mod https://community.simtropolis.com/files/file/14023-underworlds-industrial-prop-pack/ (NEW DEPENDENCY) Murimk Prop Pack Vol03 - Industrials v1.0 (NEW DEPENDENCY) ----------------------------------------------------------------------------------------------------------------------------------- Oh, and er...the monthly cost is 60, the plop is 5,000, and the bulldoze is 1,000. Have fun! Please comment on what should be in V.3.2!
  22. Transit Switch Entry Costs and Station Capacities Transit switch entry costs and transit station capacities are two very important properties of virtually every transit building exemplar, yet for many years their optimal settings have been poorly understood. This post attempts to clarify their usage, so that builders or modders of transit stations can use the correct values for these properties. These values have been optimized for the current NAM Traffic Simulator ("Simulator Z"), which has been in use since 2009. The values listed in this post have been adopted by the BSC in the PIM-X tool; the Transit Switch Entry Costs are currently implemented in the tool for stations serving a single travel type. If you just want the numbers to use for these properties, it's not necessary to read this entire post; the numbers for the Transit Switch Entry Costs are grouped together in this section, and the formulas for calculating station capacities are near the very end of this post. The intervening material explains why the numbers and formulas are set to what they are. If you're not sure which number(s) should be used for a particular station, the explanatory material should make it clear. I'll first discuss the Transit Switch Entry Costs, since this issue is a bit simpler. Setting the Transit Switch Entry Cost to the proper value is very important. If it is set too low, then pedestrians and possibly other travel types may cut across the lot, leading to what is commonly known as "shortcutting"; the travel time of the station's main travel type(s) is also distorted if the network travels through the station. (This last point does not apply to subways, which work differently from everything else.) If the Transit Switch Entry Cost is set too high, the result can be even worse, as after a certain point Sims may not use the station at all, and in some cases the entire transit line may become abandoned. The cause of these problems may be very difficult to detect, and for the average user, it may appear that the traffic simulator or some other aspect of the game is malfunctioning. What exactly is the Transit Switch Entry Cost? It's the inverse of the speed in kilometers per hour for the referenced travel type. The game is designed so that it works best when the Transit Switch Entry Cost (TSEC) for a particular travel type allows that travel type to move through a transit-enabled (TE) lot at the same speed that the travel type would travel at on the embedded network. Based on this, and using the speeds for travel types found in the NAM Traffic Simulator, the proper TSECs for various transit stations are as follows: Pedestrians and bus stops: .067 Street stations (RTMT): .04 Road and avenue stations (RTMT): .022 One-way Road Stations (RTMT): .015 Bus stations (road passing through): Use value for appropriate RTMT station above Underground garages: .022 Above-ground parking lots and garages: .067 Highway stations: .0067 Subway stations: .0095 Freight rail stations: .0095 El rail and GLR stations: .0087 Passenger rail stations: .0071 Monorail, HSR, and Bullet Train stations: .0044 Stations adjacent to networks that do not run close together: TSEC of slowest network* Stations adjacent to multiple networks that intersect or run close together: TSEC of fastest network** *Note: "Close together" means no more than two squares between networks. If one of these networks allows only pedestrian access (i.e., there is no bus stop or car parking on the station), then the TSEC should be 0.067. **Note: In the case of adjacent stations, if the station is able to handle more than one network type running next to it, the TSEC should never be higher than the TSEC for passenger rail. Bus stops have the same TSEC as pedestrians because buses don't actually drive through bus stops (although this is different for RTMT). However, pedestrians walk through bus stops, so the TSEC is set for their speed. Diagonal stations use the same TSEC values as their orthogonal counterparts, since in SC4 there is no real diagonal travel; it is all orthogonal. The above values are incorporated into the current version of the PIM-X tool (SC4 PIM), specifically in the current version of the SC4PIM New Properties XML Update. However, transit stations that service multiple travel types in addition to pedestrians must have their TSEC set manually. For such stations, the following rule should be used; this rule covers all situations: The formula for the transit switch entry cost for any station is 1/speed, where "speed" is the speed of the fastest travel type that is designed to pass completely through the station at normal speed (excluding subways). If the travel type passes next to the station instead of going through it or if there is no through travel type (such as for stations that are adjacent to their networks or for parking lots), the pedestrian speed should be used in that formula. Note that network enabled lots are handled differently from transit enabled lots. The TSEC of a network enabled lot is 1/speed, where "speed" is the speed of the fastest network passing through the lot. Some lots contain a mixture of both through networks and networks that contain transit stops. These lots should be treated as transit enabled lots, and the proper TSEC will be the lowest of the TSEC for the networks that pass through the lot and the TSEC for the transit enabled networks. The lot capacity will be the total of the standard TE lot capacity plus the network lot capacity as described below. Note that the formulas for calculating TSECs and capacities are the same whether you are using pass-through lots or terminal lots. Now on to capacities. First I'll give the rationale, and then the various capacities and formulae. If you just want to see the latter, you can just skip to the end of the post. The way the game is presented to us, transit stations appear to act much like networks. They have fixed capacities, and when these capacities are exceeded, transit stations appear to suffer their own form of congestion - their "service quality" declines. Transit stations are even shown in the Traffic Congestion Data View. When their usage is no more than 100%, they're is shown as green, just like networks, but as their usage passes 100% and their service quality declines, their color goes from green to yellow to orange to red - again, just like networks. We are led to believe that a transit stations at 300% capacity, which shows up as bright red in the congestion data view, is performing quite poorly compared to one operating at, say, 30% of capacity. This is all completely false, and Maxis knew it. A station running at 300% of capacity has the same "service quality" as a station running at 30% of capacity; they operate identically. Maxis actually could have implemented such a service quality approach fairly easily, by multiplying the Transit Switch Entry Cost by the inverse of the Congestion vs Speed curve. But as we know, they didn't, and in fact the TSEC is used by Maxis only for toll booths. If this were the whole story, nothing would need to be done here; the current capacities could be used for transit stations, and though their "service quality" would be displayed inaccurately, no harm would be done. But it's been know for a number of years by some players that there's a maximum number of Sims that a transit station will process in a day. However, the numbers reported for this limited varied, although they were always a certain multiple of the station's capacity. Two years ago, I set out to verify that such a number existed, and if it did, to find out what it was; RippleJet later joined me in these experiments, and Tarkus participated in the thread where the results were presented in depth. Although I verified that the limit existed, I did so mostly in trivial cases. RippleJet's experiments were the first to use realistic station capacities. His results can be found in this post. Some of my experiments showed slightly different aspects of the problem; one of the more interesting ones can be found in this post. Between these experiments and others that preceded and followed them, the following facts were determined: All stations have a fixed capacity that is some multiple of their nominal capacity. Until this fixed capacity is reached, they suffer no performance degradation; they are completely unaffected by high usage, even when it's well over 100%. Once the fixed capacity is reached, however, the stations simply stop working for the day. No more Sims are permitted through the stations via any network. The stations are effectively broken for the rest of the day. What is this fixed capacity? Different experiments have yielded different numbers, as have different in-game situations. The maximum capacity found by RippleJet's experiments was 400% of the nominal capacity, and although this number has been seen in various other situations since then, no lower maximum has been reported. Somewhat higher maximums have been reported for specific stations, but no pattern has been observed. Occasionally people report much higher maximums, but for standard stations, this seems to be due to the fact that the traffic simulator will let as many Sims who want to use the station use it the first time, and only in subsequent runs will it scale back the station usage. This is in keeping with other known behaviors of the traffic simulator. If a station breaks at 400% of its nominal capacity, we clearly don't want that to happen; that doesn't correspond to any RL event, and is essentially just a bug. Therefore, we need to set station capacities high enough so that their usage never exceeds 400% of their nominal capacity. How high is that? In other words, what's the maximum amount of traffic that can be expected through a station? Below is an example of a station in an ordinary city; this city was not designed to test station capacities, but merely provides a good example: The station is mostly hidden by the query; it is a combination bus and tram station for tram-in-road, and you can see a bit of the tram shelter sticking out just past the number 980. You'll also notice that for RTMT and NAM stations, "Service quality" has been renamed "Reserve Capacity," since a reduction in this graphic does not imply a reduction of service quality at the station, even in circumstances such as these. One of the things that's interesting here is that this is no megalopolis; the population here is only around 150,000. When you figure that about half of that is the city's workforce, and the query includes both commute periods, you see that almost the entire workforce of this city is going through this station. Looking closely at the picture, it's easy to see why; this station gives access to the rail station, which is the main (and fastest) connection between residences and jobs. If we were to do a straight extrapolation here, we would come to the conclusion that in order to support cities containing millions of Sims, seven-figure station capacities would be necessary. But situations such as this don't arise in such cities (fortunately), as their increased density tends to greatly increase the number of ways for Sims to get from their homes to their jobs. In reality, the station above is the most heavily used station I have ever seen. I think that we would be safe in saying that no station would need a capacity of more than 200,000; if one did, there would be larger variants available, or multiple stations could be used. Now we're ready to look at which capacities we should actually use. There are three basic approaches here. For the first one, if 200,000 is really a safe capacity for virtually all stations, and the true capacity is at least 400% of the nominal capacity, then we could simply use the following rule for nominal capacities: All Stations: 50,000 From the point of view of game play, this would work out a lot better than the current capacity system. The Maxis bus station has a capacity of 1000 and the Maxis subway station has a capacity of 2000, yet it is not at all unusual to see five-figure usage numbers for these types of stations. This means that stations with capacities set this low, or even in this range, are going to break frequently. Players may not notice the details of this type of breakage, but they do notice the red in their congestion maps, and undoubtedly the single biggest complaint players have about transit stations is that their capacities are too low. When a subway line has a capacity of 30,000 (as in the High version of the NAM traffic simulator), and players have erected blocks of buildings where each building houses thousands of Sims, then a subway station every few blocks (which is much more frequent than in real cities) with a capacity of a few thousand just isn't going to cut it; a single tall residence could saturate such a station. The Maxis transit stations simply were not built with today's custom content in mind, and they and other stations with similar capacities simply do not function well at all in that environment. On the other hand, a single capacity for every type of transit station simply doesn't look good. Eye candy is not a bad thing; a BATter's job is to create beautiful eye candy. So in this case, it looks a lot better if we create numerical eye candy - capacities that are sufficient for each type of station, but which don't get exceeded, so that the station doesn't break. This also allows us to use capacities lower than 50,000 for many types of stations, because many types of stations will never approach that usage level. The question at this point then becomes: What capacities should we use? In terms of game play, the capacity required for a particular type of station bears very little relationship to the size of the station. So for this purpose, we just need to know what the minimum capacity should be for a given type of station. When I first started looking at the issue of station capacities more than two years ago, one guideline I kept in mind was that in RL, stations rarely get congested before the networks they serve. The reason for this is that it is much easier and cheaper to overbuild a station than to overbuild an entire network. But what formula should be used for determining these station capacities? There have been many formulas proposed, but I found that none of them gave satisfactory results. I think that the reason for this is that all the formulas I saw had station capacities increase linearly with the capacities of the networks that they served, while what I was seeing was that the proper growth curve was more of a logarithmic one. I found that the formula used in RTMT by Cogeo produced capacities that seemed to come closest to actual usage needs, although being basically a linear formula, it produced numbers that were about right on the high end for complex stations, but were too low on the low end for simple stations. I found that by doubling the low end numbers, leaving the high end numbers the same, and adjusting the numbers in the middle accordingly, I got capacities that worked extremely well. As Simulator Z had not been built yet, this was all done using the CAM traffic simulator, which had capacities approximately the same as the High version of the current NAM traffic simulator. Yet these station capacities still work fine today; the only change I've made is to reduce the bus capacity somewhat, since the potential volume of buses has been limited because buses now contribute to traffic congestion, whereas they didn't in the original Maxis traffic simulator. The question may be raised at this point as to whether the capacities used for RTMT stations, and inline stations in general, are valid for all stations, since station usage for these two classes of stations includes all through traffic. I have found the answer to be a clear "Yes." The reason for this answer is that SC4 traffic does not behave the same as real world traffic; much of the differences can ultimately be pinpointed to the fact that most travel distances in SC4 are much shorter than in the real world. As a result, for example, instead of taking a train for at least several kilometers, Sims tend to travel much shorter distances. This means that virtually the entire traffic of a train line may enter or exit at a single stop, and this may happen at multiple stations along the train line. For such stations, there really is no difference between through traffic and traffic that enters or exits the line at that station. For buses, the situation is slightly different, but the ratio of cars to buses varies so greatly on any given road that I have found that here too, an RTMT-type bus stop requires the same capacity as a roadside bus stop. Based on all of this, and on extensive experience with RTMT and traffic simulator experiments, the following base capacities for transit stations are recommended. Where these transit stations are supported by RTMT, these are the RTMT capacities. Bus: 17,000 Subway: 24,000 Freight train: 15,000 Passenger train: 45,000 El rail: 45,000 Monorail: 45,000 Parking facility: 30,000 The astute reader will notice that all of these capacities are lower than the 50,000 mentioned earlier; the reason for this is that each of these stations handles just a single travel type, whereas the 50,000 is designed for a broader range of stations. The type of differentiation in the above table certainly seems better than the one-size-fits-all figure of 50,000, but it still makes no differentiation between different sizes of stations, nor does it account for stations that handle multiple travel types. Originally, while accounting for this in the stations that I use and have modified, I had been doing this on a somewhat ad hoc basis, ending up with something that seemed about right. In order to be more systematic, I have come up with formulas that produce numbers very close to those that I have been using; these are the formulas that PIM-X will be using to produce reasonable station capacities for any type of station. Unlike the TSEC, there is no "exact" correct capacity, so some rounding can be done by the developer. For example, I had been using a capacity of 50,000 for the Maxis Grand Railroad Station; the formula that follows yields 51,000, but this is one of those cases where rounding off (in this case to 50,000) just looks nicer. The formulas I have devised for station capacities follow. For stations with buildings, only the first floor of the building is used in calculating the station's capacity, as additional floors are generally not used for passenger waiting space. Another point to consider in these formulas is that the bigger the station is, the less distance the Sims have to walk to get to any part of it. Since the whole station is fairly monolithic as far as the traffic simulator is concerned, bigger stations therefore do serve more Sims, though not by all that much. Here are the formulas. Note that in the case of overhanging buildings, all tiles beneath the overhanging building are considered part of the lot for these calculations. Bus stops and stations: 17,000 for the first tile, plus 1000 for every additional tile on the lot. Large bus stops may not have buildings as such, which is why the tile count of the lot is used. Subway and Other Underground Rail Stations: 24,000 for the first tile, plus 2000 for each additional tile in the lot. This time, we're talking about the lot instead of the building due to the underground nature of these networks. Passenger train (may include freight): 15,000 per tile for the first three tiles of track served by the station, plus 3000 for each additional tile. For stations serving multiple tracks, additional tracks are counted at the rate of 5000 for the first tile plus 2000 for each additional tile. If the tracks are sidings and not through tracks, such as in the Maxis Grand Railroad Station, each tile of siding is counted at 1000 per tile. Buildings attached to train stations also add 1000 per tile per floor. Freight train only: 10,000 per tile for the first three tiles of track, plus 2000 per tile after that. Sidings add another 1000 per tile. Nothing is added for the size of the lot; freight lots tend to contain all sorts of things, most of which just sit there forever. Also, the size of the lot is somewhat proportional to the number of tiles of track served, so it's implicitly counted to some extent. El rail: Same formula as for passenger rail. El rail over road: Same formula as for passenger rail, but with an extra 12,000 added to cover road through traffic. El rail over avenue: Same formula as for passenger rail, but with an extra 24,000 added to cover avenue through traffic. Monorail, HSR, and Bullet Train: Same formula as for passenger rail.. Parking facilities: 1000 per tile. For multi-level garages, only the tiles containing the garage count, and their number is multiplied by the number of levels of the garage. Underground garages have a flat capacity of 50,000, since they don't have any real dimensions. Network enabled lots: These are lots that allow network traffic to pass through them, but do not permit any transitions with the lot. Therefore, these lots are not actually transit stations, although they are constructed according to the rules used for transit stations. The capacity of a network enabled lot is the sum of all the individual networks (including networks of the same type) entering the lot. Multiple networks: There are also rules for combining these basic types. For example, adding a parking facility adds the standard 1000 per tile for the parking lot; if it's a garage, the standard garage rule applies. The one exception here is a parking lot added to a subway station, as it implies a bigger station. In this case, it's 2000 per tile of parking lot; for a garage, it's 2000 per tile for the first level, but the standard 1000 per tile for additional levels. Adding an underground garage to a station adds 15,000 to its capacity. If the station serves multiple networks, the basic rules are used for the highest capacity network. After that, for additional rail types, 10,000 is added for the first tile of the first rail line, and 2000 is added for each additional tile. (For subways, the total length of all the above-ground rail lines in the station is counted.) For buses, 4000 is added for the first tile of the rail line, and 500 is added for each additional rail tile. Sidings and buildings are not counted here; they've been counted once, and that's enough. Finally, always round off the capacities to the nearest thousand, and if they're over 50,000, round them off to the nearest 5000. The capacity formulas aren't exact, nor do they need to be. That should cover it. Although the station capacities produced by these rules are large, they are just large enough to assure that stations won't break under any but the most extreme usage. They also produce station capacities that rise nicely with station size and layout. Finally, they happen to produce capacities very close to the ones that have been used all along in many test cities going back several years, and which work very well in a wide variety of situations.
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