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Showing results for tags 'costs'.
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Once you get to know SimCity 4, it gets easy to build a city. A little too easy sometimes, so I would like to add two little mechanics in order to increase the difficulty a little, and would like to know if they are possible to achieve with mods. CORRUPTION In Civilization, there's a little mechanic called "corruption" which basically ammount to take a portio of your proffit and throw it away. Could something like that work in SC4? The idea would basically be a constant extra rate of expenses in the budget, proportional to your current income rate. For example, suppose you should have an income of 500 simoleons this month; however, due to a corruption rate of 50%, an extra 250 simoleons would be added to your expense, in order to simulate this portion of your income being wasted away due to corruption (this being added, naturally, to the other usual expenses of services, maitenaince, etc.). In order to make this system a little more flexible, maybe we could control the rate of corruption by the plopping of certain buildings, in case you want to worldbuild your city passing trough different periods of corruption. A simpler way to view this idea? Imagine a bizarro money-tree mod, but instead of giving you a fixed amount of money, it gives you a proportional amount of expenses. Given the existence of the money tree mod, the basic principles of this idea seems doable, but my question is if this proportionality can be used; can I make the cost fluctuate with the fluctuations of your income, or does it need to be always a fixed amount and that's it? BULLDOZING COSTS Life as a SimCity mayor can be easy sometimes: you want to build a highway trough this poor neighborhood? Do it, you can bulldoze all of these people's homes for chickenfeed; hell, it doesn't seem that expensive even if you're bulldozing the wealthiest and talles of office towers! Is there a way to increase these costs generally? If I'm not mkstaken, I guess that each RCI building has an specific cost in its data, but is that the only way to tackle this? By going building by building and doing it manually? Or is there a more "global" way of telling the code to increase the costs for the whole catalogue of RCI buildings at once?
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(Tutorial) Updating Lot Monthly Cost While Avoiding Phantom Budget Predicaments
CorinaMarie posted a topic in SC4 Modding - Open Discussion
(Tutorial) Updating Lot Monthly Cost While Avoiding Phantom Budget Predicaments This tutorial is in reply to @TheMurderousCricket from his post here. The key part being: This is an advanced concept I introduced in Crime and Police Station Fixes for ModPacc Zero. I'm going to use the vanilla Open Grass Park as the sample for this tutorial. Here's the extracted version if'n y'all want to follow the steps: Open Grass Sample for Cricket - File 1 - Original Extraction.dat Step 01: Pic showing the initial file opened in Reader 0.9.3: In File Explorer, copy that to a new file and give it a new name. I made mine Open Grass Sample for Cricket - File 2 - Cori Updated - v0.01.dat. Step 02: Control + Click the first three entries: Right click them, select Copy File(s) then right click in the white space below the DIR entry and select Paste File(s). Step 03: It should now look like this: Step 04: Right click the newly copied LotConfigurations Exemplar and select Generate New Instance ID: Step 05: Edit the IID of the new Building Exemplar to have the same IID as the new LotConfigurations: Step 06: Generate a new IID for the newly copied LText and update the verbiage: Step 07: Go to the corresponding original LText and update its verbiage: Step 08: In the original Building exemplar, open the OccupantGroups property: ^ The 0x00001006 value tells it in which menu to will appear. Step 09: We want to remove it from the menu so it can no longer be selected. Remove the 0x00001006 and it now looks like this: ^ Be sure to click the first Apply button followed by the 2nd Apply button. Step 10: Update the name in the new LotConfigurations entry: ^ This isn't strictly necessary, but you'll thank yourself for it later. Step 11: Change Rep 13 of the LotConfigPropertyLotObject (the one that starts with 0x00000000) to the IID of the new building exemplar: ^ Apply and Apply. Step 12: Update the name in the new Building Exemplar: Step 13: Update the IID in the User Visible Name Key to match the IID of the new LText: Step 14: Update the Lot Resource Key to match the IID of the new LotConfigurations entry: Step 15: Update the Budget Item Cost: ^ Note: In this case I'm going for minus 10 Simoleons per month. While it converts an entry to 16 hex digits, you need to only enter 8 digits. So for this I typed in 0xFFFFFFF6 then Apply and Apply. Step 16: Here's how it looks with those changes: Step 17: Single click the DIR entry: Step 18: Right click and select Remove File. This pic shows it is now gone: Step 19: Save the file. Close the file. Reopen the file. It'll now have a new DIR entry: Ofc, be sure your new file loads last or you've removed any other overrides for the Maxis Open Grass lot. Step 20: In the game when you query a previously plopped Open Grass lot it'll show the correct original cost and it'll have the new name we gave it: Step 21: Find the Open Grass in the Parks Menu: ^ Note: Only the new one will show because we told the original to hide (by removing the 0x00001006 OccupantGroups value). Step 22: Hovering over a plop of the new one with the query tool will show the new name: Step 23: And here's the query of the updated lot: -
Hello all, I have been wanting to make a mod that changes the prices of most things in the game to be more realistic. And I wanted to start with taxes of RCI. Problem is I have no idea what they would be. I know the cost of most things will be up in the millions but I don't know what the cost per building per month would be realistically and I have had trouble googling this sort of thing. Is there anyone who knows a lot about real world cities that could tell me a estimate of what the different RCI developments would pay in a average American city per month? I'm not too concerned with game balance, I'm more focused on realism at the moment. Also as a disclaimer I am aware the game uses simoleons and not dollars as currency but for my own enjoyment I want the costs to match real world dollar amounts. Also forum staff, forgive me if this is in the wrong place to post this, this topic isn't about modding itself but it's the only sub forum that seemed appropriate to ask this sort of thing.
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Adjusted monthly cost in Reader, shows in game, but not in budget
MOWS 4 U posted a topic in SC4 Modding - Open Discussion
I am dipping a toe in modding and I am trying to make the 1x1 Open Paved Area park pay $1000/mo. I adjusted it in the reader and the monthly cost shows the monthly cost correctly in the menu, but it doesn't appear anywhere in the city budget and when queried it shows a monthly cost of $0. What am I missing here? -
Fraction costs for parks, amenities etc.
TheMurderousCricket posted a topic in SC4 Modding - Open Discussion
Not sure how to call it... Anyway, is there a way to modify the monthly maintenance costs of PEG's ponds and trails (or any other item in fact) so that fractions of whole numbers are available? In such a way for instance, that a piece of pond costs $2,5 monthly? Much the same way as you would pay for water/cubic meter or a pipe segment. I'm not an IT expert... but it seems that hex numbers never use number fractions... So I'm not sure if it is at all possible, without some extensive modding involved. -
I heard that there is Money overflow bug... As you can see, there is more than 1,000,000,000 $ in my city.... Public transportation (including Monorail, expressway, subway, bus, tram(NAM), train...) made this huge amount of money. I don't want to be a senator... oh This is korean version, so I don't want to read the message, '국회의원에 출마' Does anybody know the limit of money?
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Version 1.8
13,521 Downloads
FREE Roads and FREE Road Upgrades! Those of us who would like endless road building. Here is unlimited costs. You could start designing your city right from the start. Features: - Everything Associated with Road Building is now 100% Free. I went through all of the road costs, and changed all their values to 0. - There should be no costs when building roads with v1.8 - Works with Futurized roads too! (added picture) - Should be compatible with existing road mods (as this only changes the cost of the roads) - TUNNELS, BRIDGES and ARCH-BRIDGES are also free. - Streetcar Tracks and Train/Rail tracks are also free How to Install: (Easy) 1. Unzip the downloaded file. 2. Copy and paste the Mod-idealcastle-FREERoad.package file into C:\Program Files (x86)\Origin Games\SimCity\SimCityData NOTE: sometimes a new "region" will not register the free road cost. Once you restart SimCity it should work perfectly. Existing cities/regions should be good without restart. If roads require costs, please restart SimCity, this only happens once you create a new region. (might be a Maxis issue, where you create a new region and they use the server script instead, but once restarted, you are good to go!) Have an older version? - Please delete that, download and replace with the most current. - Version 1.7 has fixed the zoning bug, and with 1.8, every cost for roads have been set to $0 Any issues, concerns, comments please let me know. This should not affect other road mods, as this only modifies costs. Thanks everyone!

