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Showing results for tags 'caps'.
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Hello everyone! I'd like to ask for some help. As you can see from below census screenshot, I'm about to hit a population cap on my R$$. How do I solve this / bring the cap down? What is the most effective way to do so? My SC4 game is running with CAM + NAM, and this is the XL city tile (below Bigger City + Big City). Thank you.
- 14 Replies
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- CAM
- population
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(and 1 more)
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Version 4.0.0
4,091 Downloads
Do you have problems with your city being so bad? Have you experienced your city to have massive job deficit? What about sudden unemployment outta nowhere? Have you tried to grow your city and all ends fail? Well, your city is basically stunted at this point. There are many problems, like high taxes, not enough energy and water, and tons of garbage. But there's one thing that people often forget about: your city hits the so-called "demand cap." So, Maxis put caps on virtually all demands except commercial services in order to make the game more realistic. You can't just grow your city just with roads and utilities alone. You have to build amenities too. Those amenities often relaxes the cap to higher limit, allowing your city to grow again. Unfortunately, outside of industry, Maxis don't give us a way to lift the caps without wasting so much space in a city tile. Introducing the cap lifter. Designed to just do one thing and only one thing: lift caps you wish to. You can lift particular developers like residential or commercial or industrial, or you can lift one wealth at a time. Or, if you're lazy like me, lift them all. You have the choice. And with the advancement in DLL modding, now you don't have to clutter your parks list with my stuffs. Specialty cap lifters can be found in the respective RCI menu. The general one is still in the park, but located at the top, allowing you to plop that thing really easily. The screenshots proves them all. And you won't generate more problems by plopping these fellas, since I don't put any externalities on them. To install this, you just have to drag Cap Lifter.dat to your SimCity 4\Plugins folder. On Windows, it's in (My) Documents. On Linux or Wine within Mac, it's on your Wine's Document folder. On native Mac versions, you have to open inside your SimCity 4's app and put my mod into the Plugins folder (since I haven't used Mac, I can't tell you exactly where. Sorry!) To uninstall it, you have to remove all instances of my mod and remove the .dat from the plugins folder. To update it, you just replace it since I don't have anything that's conflicting with older versions (hopefully). So, grow your city using the dang Cap Lifter! Special thanks: flaticon.com for the icons. Also, everyone for sending feedbacks and supporting me. -
hello. its been about 10 years i played SimCity 4, and its still a great game! (when properly modded ofcourse) now i run into the same problem i did last decade. demand cap! there used to be a list here, but its offline www.simcitycentral.net/knowledge/simcity4/cap-relief-list/ can anyone help me with a cap relief list?
- 5 Replies
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- cap relief
- demand
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Stage CAP not following CAM or Vanilla values in new cities
violins77 posted a topic in SimCity 4 General Discussion
Greetings, I've posted the following post on Reddit and SC4 Devotion but didn't get what I was expecting, so I'm posting it here as well, hope that's ok. I've been playing SimCity 4 for 16 years now, so I'm quite familiar with the game, I play with CAM 2.1 and a lot of custom buildings. The stage cap, were always said to be based on regional capacity, but I find there must be other variables at play here because the results I often see are inconsistent with the stage cap value provided by both CAM and Vanilla. I currently have a region of 600 000 population, and I just started a new city that will eventually be my "Manhattan". Demands for all wealth level are through the roof. So with that in mind, one would expect that by providing basic services, zoning for high density in a brand new city would allow for apartments and even high rise tenements out of the gate. However, I never found this to be the case. In brand new cities with high regional populations, single family home will still develop first and apartments will only appear later. They do appear faster than a brand new region, but still not following the percentage provided by CAM. According to CAM data, 90% of my buildings should be Stage 5 or more. That's not at all what I'm seeing in a my new city. Further more, I sometimes don't understand what triggers medium / high density buildings to upgrade. Sometimes I am simply placing park, and a R$ building will upgrade to a higher density R$ building, which doesn't make sense as the desirability was already high enough for a high density R$ building, and R$ are don't have their stage capped by park. My theory is that there are other variables that control building density in cities, other than total population. I've heard before to build out before building up, but even that doesn't follow he stage cap population if it is true. Anyone with a good understanding of building stages can shed a light? -
Buildings, roads & population limits - time to lift?
ReneXL posted a topic in Cities: Skylines General Discussion
BUILDINGS, ROADS & POPULATION LIMITS It's almost a long lull since Skylines was released. Pre-release the dev's said the city sizes are 9 tiles - but with a mod can be expanded to 25 tiles. Skylines has sold over 1.5 million copies, it's been a truly success story. Now that the game is out there and most players knows they're limits - wouldn't it be time to raise the caps? Building limit and road limit. Most people have mid-range to high-end PC's and could easily utilize those 25 tiles better. I'm not saying build it full "wall to wall", but on the major markets Europa and North-America people do have good PC:s. Those who barely hit the minimum requirements knows they're limit - yet they can fully utilize those 9 tiles, and they in many cases stay away from mods and assets. Is there anymore point to the building & road limits? Or population limit? I could cope with the population limit well with 25 tiles but not building & road limits. Can please the limits be upgraded? Perhaps as a mod ? Or preferences in the settings panel? An option to increase the amount of items in the options, with a large red warning something along lines: 'your game might not work properly if you set this high and only have a minimum spec PC. This is not rare, I've seen it in games. Skylines is up for awards this year, give us players it's full potential. Along the time of After Dark? please. -
I installed Equinox's RCI Query Upgrade to better understand what is happening in my cities... According the the middle (red) box, my CO$$/CO$$$ cap hit stands at 2% & 15% respectively. Okay then. I have need for more CO$$ in my city to return the balance, right? After adjusting the tax rates up on all other commercial types (except Cs$ which won't grow and I don't know why), you can see by the RCI demand graph that only CO$$ will grow in the city, and that is exactly what happened when I placed 7 new C pods. But that's it for the parts I understand, so here are my questions: 1) In the blue box, the capacity is 17k while the Occupancy is 30k. As I built more office space, both of these numbers went up. I thought only the capacity would increase. I would think that capacity would always be greater than or equal to occupancy - I mean how can sims occupy more than the capacity? So... what do these two numbers really mean? 2) In the green box, I get the (Active) demand - it's just the numeric equivalent of the RCI demand graph. But what is the first number? I read Equiniox's description, but I don't get what he means by, "the demand, in # of Sims (I think), that is desired in conjunction with your cap status." My best guess is that it reflect the absolute demand, ignoring things like hiked up tax rates that artificially lower demand. But I don't see any real significance to it. So, what does one do with that number? Is it telling me that eventually, at my current cap, I can expand the number of jobs up to a maximum of 7338 CO$$ and 11,813 CO$$$? 3) As an aside, am I to understand that each side of an avenue has its own traffic volume? So a building on one side can have a high volume of customers while the other side can have low? While that makes no sense to me (can't the sims make left turns), it does appear to be what's happening in the game. Is this related to the fact that the game only calculates the morning commute and the evening (opposite direction) doesn't exist, and the programmers never thought to duplicate the traffic for the off side of the avenue? Sorry for all these long posts of mine, I was a writer in a past life... Thanks everyone!
- 7 Replies
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- demand caps
- demand
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(and 2 more)
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I have all 5 Advertising Crowns for the region. Do I have to continue to crown my office megatowers with Advertising Crowns, or will they get the 100% boost if I already have other megatowers with the crowns in the region?
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- crowns
- advertising
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A couple of guys in chat asked for this, so I'm quickly putting it here so I can link to them. I don't know if its the right section or not, but it should be useful to a few people. This is the demand caps for the ORIGINAL Sim City 4 from the Official Prima Guide Book, copied out by hand, by me, a few months ago. A demand cap is a cap or limit on the ammount of demand - and therefore development - on certain aspects of your city. This cap or limit can be increased by building several buildings and utilities. It's a screenshot of the original Publisher file. This forum software totally mucks up the format when I try and copy and paste, but I hope this image will suffice. Remember, this is only for the original Sim City 4. Rush Hour adds a few more buildings here and there, and possibly a few minor corrections, but it should be pretty accurate.
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Version 1.0
14,735 Downloads
A real unique Reward BAT building (reward menu) that is truly conditional on your city. The Census Repository Facility plays a key role in keeping track of your census data (Pop Stats) and your City CAPS; there is no other (hand crafted) Query like it. Use this facility to maximize your City demands. If you get one BAT building this year, you must get this one! as even Your sims will wait in line to be counted. Updated: includes a no conditional SC4Lot file

