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Showing results for tags 'demand'.
Found 118 results
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Please see the attached picture for Ginghamsburg. In all the cities in my region I have this excessive R demand (over 70K) and there is nothing that I can do to lower it. I-A demand is also the same. I have CAM 3.0.0 and CAM core 3.5.1 installed through sc4pac. I am also having an error where I cannot get this area of my city of Portsmouth to have any people commuting to the commercial area for jobs. There is buildings that have developed, however they show 0 workers or very little. The only workers that come in are from bus from a neighboring city. As you can see by the other picture I have a bridge and a railway going over the water. Plus, there is plenty of traffic that could divert over the water to work. I am running NAM.
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Hello, I started playing SC3K again out of nostalgia. But I was never very good at it (too young when it came out) Is it normal that even my small cities have a really intense cycle of abandonment/redevelopment? The demand between Residential and Industrial will yo-yo, one will be sky high while the other goes negative, causing a cycle of entire neighborhoods' abandonment then rebuilding which is really annoying. I though it was because I zoned medium-density too early, but I tried it with a low-density only city and it still happened. I even let the simulation run for 100 years to see if it would eventually stabilize, and it never does :/ Does anyone know how I can get it to stop? One of the first mods I installed for SC4 is the "less abandonment mod", I don't care about realistic economies I just want pretty cities and so I hate to see a beautiful area develop then constantly get destroyed. Maybe there's something similar for this game? Thanks
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Hello, sorry to bother you guys again. However, I'm just getting back into playing the game after a while, and I could use some help with my city. At the moment, I have a population of about 20,000 sims in my city, which is the only one in the region, but for some reason, even though I have placed only high-density residential zones, all the residential areas seem to be just houses, except for a few tiny apartments. I could be wrong, but I thought by this point I would usually already start to see larger residential buildings being built, like condos and larger apartment buildings, as I remember from before, it didn't take that long before to see them show up in my city. Also, my residential demand is the only one in the positive range, while commercial and industrial demand are negative, though there seems to be a tiny demand for CO$$$. Since I usually cheat for unlimited money, one thing I always do when playing is to lower taxes for everyone except dirty industry which usually helps with the demand. I do have CAM and NAM installed, along with recommended mods for running the game on modern systems, plus some various buildings like fire stations and office buildings but don't think I have and mods that would affect the RCI demand. I know CAM changes the stages or adds new ones, but I have used it before, and usually it didn't take that long for them to appear. So, can anyone help me with what I should do to start getting larger buildings to appear in my city? Thanks
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In finalizing my Dept of Transportation query, I was looking into the way Demand Cap relief works for Neighbor Connections. I found this old thread at SC4Devotion which discusses neighbor connections and how demand caps actually work, testing against the Prima Strategy Guide and noting that some errors exist. In particular: Errors are noted, in particular: My question is: I assume Realhighway neighbor connections provide the lowest form of Demand Cap Relief, if any? As is, an initial connection to a neighbor for an elevated Maxis highway should provide 160,000 in demand cap relief. But since RealHighway is based off of an unused network type in-game, does it provide any cap relief at all? If RealHighway doesn't provide any cap relief at all, would it be possible for @memo's NAM.DLL mod to implement demand cap relief for RealHighway neighbor connections? It might be easy because the neighbor connection for Realhighway still requires using the neighbor connection plop-piece for an actual connection to occur. Similarly, could the NAM.DLL possibly fix the errors for Monorail and Ground Highway, as indicated in the linked post? I haven't independently verified these issues or the equation proposed by the thread, but I have little reason to doubt them for now.
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Insane res demand, negative com ind demand and jobs
Pazza7001 posted a topic in SimCity 4 General Discussion
Hi everyone, sorry if i'm doing anything wrong in the forum, that's my first time doing that kind of thing. . . Anyways. . .i've been playing SimCity 4 for a while and, there's always this thing that keep happening, even tho everything seems going well. When i reach betweenn 5k-6k people, unemployement begin to appear, even tho demand on commercial and industrial are negative, i've been looking around the forum, they say it's because of the road connection, commute time etc etc, i've tried every, and still the problem continues, i could mitigate for a while, but it just kept going... Only the agricultural demand is high, but, why? I've filled the entire city with schools, libraries, museums even a college, by the way, all the taxes are on the 9%, the default one... Every city i (try to) build always have the commute time between 0.4 and 1, because i've been following those road hierarchy videos, so that doesn't seem the issue. . . And the traffic doesn't seem the problem too, either i'm being a dum dum for not seeing the issue or it's a very small detail-... Can someone help me out, please? -
Incomplete industrial development despite demand.
Diogen posted a topic in SimCity 4 General Discussion
Hi all, Can somebody please explain why this industrial city doesn't fully develop into high-density lots despite there being enough demand? I have dozed and rezoned the entire city multiple times and everytime development seems so stagnate without fully developing the blocks in the centre, which remain medium-density. I have waited several in-game decades and exited and reloaded the city multiple times but development seems to have just stopped. Any help would be much appreciated. EDIT: I already found an explanation in the Prima guide. Apparently the amount of higher-stage buildings is limited by stage limits. -
Census Repository Facility, version 4.0, as updated by Kel9509 based on the Census Repository Facility v3.5 by RippleJet January 2025 With help from Null 45, CorinaMarie, and Cyclone Boom Note: After 16 years from the release of RippleJet's Census Repository Facility v3.5 (since October 26, 2008), the Census Repository has been upgraded to take advantage of modern DLL functionality now available for Simcity4. There are also numerous fixes, one of them critical and some others identified by RippleJet himself subsequent to the release of version 3.5, which are now incorporated into the Census Repository query along with some other new features. For those who have used version 3.5 of the Census Repository, the most critical distinction between that version and this new version is the fixing of an incorrect attribute for Commuters. After a thorough review, Commuters have been identified to exist alongside and within the Vacant Jobs statistics, and the previous Commuter information has been identified as Anticipated Regional Growth (otherwise known as extrapolation). RippleJet had previously incorrectly described this "extrapolation" as Commuters, causing tremendous confusion in a game mechanism that has nothing to do with actual workers moving across city lines, and which function is actually quite simple. A new understandable summary of extrapolation, called Anticipated Regional Growth, is also provided within the Census Repository and in this readme. Finally, the other criticial distinction of this version 4.0 of the Census Repository is the use of DLL mods to complete all missing information from the original query. This Support Thread highlights key updates of version 4.0 of the Census Repository Facility, as well as providing support to those with questions about anything in the Census Repository. See the thread that started this update here. Download the Census Repository Facility v4.0 here: You may also find it over at SC4Evermore here: https://www.sc4evermore.com/index.php/downloads/download/21-other/331-kel9509-census-repository-facility Census Repository Query - Expanded and Normal Size With version 4.0 of the Census Repository Facility, the query has been expanded to provide an additional window for a summary of a city's budget. The new "City Budget Overview" window features tax revenue information from each zone type, as well as a summary of your city's balance sheet showing total RCI tax income, other income, expenses, and net income. This expanded query is optional and you can decide to use it or instead use the original normal size view. The normal size view also has new tax revenue information for each RCI type overlayed on the existing zone windows, but is not as detailed as the expanded view. Follow the installation instructions carefully. You must manually choose whether you want the expanded view or the normal size view. Only one view can be used at any time, so follow the installation instructions carefully. The Census Repository's query provides detailed information about the city's residential, commercial and industrial supply or capacity, demand and CAPs. Additional information shown includes: Available Vacant Housing Total City and Regional Workforce amounts The Neutral Tax Rate and each zone type's separate tax rate Tax Revenues for each of Residential, Commercial and Industrial zones The city's real Educational Quotient, as well as how this affects job demands Actual Demand amounts Drives - the type of residents that jobs can cater for, or the type of jobs your sims are looking for Anticipated Regional Growth, which will help neighboring cities grow once your actively played city grows Commuters or Vacant Jobs - the Census Repository can track net commuters to a limited degree, or if there are no commuters it can track vacant jobs that result in unemployment All of these are important in reviewing and managing a city's growth. By hovering above any piece of information in the query, you will get more explanations than given here. Census Repository Query - Expanded : Census Repository Query - Normal Size: More details are included in the Readme file included in the download. If there are any questions, please post them to this thread and hopefully they can be addressed.
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Proposed design for a Regional Supply/Demand DLL
Null 45 posted a topic in SC4 Modding - Open Discussion
The DLL would simulate a regional supply/demand system by implementing a region-wide resource pool. The resources would be exposed as a supply and demand building exemplar properties, with supply buildings adding X amount of a specific resource and demand buildings consuming X amount. The building supply/demand resource properties would be implemented as an Uint32 id/quantity pair. As an example, here is how it would work with hypothetical oil well and refinery buildings. For the purpose of this example the oil resource has an id of 1. Oil well building exemplar: <supply property> = 1, 500 // Each oil well supplies 500 barrels Refinery building exemplar and conditional building trigger: // Building exemplar <demand property> = 1, 1000 // Each refinery requires 1000 barrels of oil. ConditionalBuilding = true // Lua unlock condition sc4game.regional_supply.get_resource_quantity(1) >= 1000 Note that the above unlock condition assumes that it is possible for a DLL to create new sc4game functions for the Lua code to use, see the following section for more on that. Lua While it may be possible to add new categories into the sc4game table, I do not know enough Lua to attempt that. Adding a new category for the regional_supply system in the sc4game table would allow Lua code to add, remove and count resources on its own, and remove the need to define game._g_resource_<name>_quantity variables for the building condition functions.- 17 Replies
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How can I halve R$$$ demand across the board? Any help would be greatly appreciated
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Version 4.0
1,157 Downloads
Census Repository Facility, version 4.0, as updated by Kel9509 based on the Census Repository Facility v3.5 by RippleJet January 10, 2025 With help from Null 45, CorinaMarie, and Cyclone Boom. After 16 years from the release of RippleJet's Census Repository Facility v3.5 (since October 26, 2008), the Census Repository has been upgraded to take advantage of modern DLL functionality now available for Simcity4. There are also numerous fixes, one of them critical and some others identified by RippleJet himself subsequent to the release of version 3.5, which are now incorporated into the Census Repository query along with some other new features. The included readme has been revised to reflect the new fixes and features. INSTALLATION: This package utilizes a Java-based installer (similar to the one used with the Network Addon Mod), and can also be opened and installed manually using 7-Zip or Keka. To install it, you'll either need the Java Runtime Environment to run the installer--Adoptium's open-source edition is recommended--or a zip tool capable of opening the installer to allow manual installation. For Windows/Linux, use 7-zip, and for macOS, use Keka. Once into the installer, after agreeing to the terms for the package, click to the Files tab to select which files you wish to install (you must select the files manually or nothing will install). To expand options, click the small "+" next to the name of the section. Then, click to the Location tab to set up an installation location (this should be the root of your Documents/SimCity 4/Plugins folder). After this, click over to the Install tab, and click "Start installation" to begin the installation procedure. When installation is complete, the tab pop up a message indicating it, after which you are safe to close the installer. To avoid conflicts, please, it is highly recommended to use any of the third party cleanitol tools and remove any previous versions from your plugins. Optionally in the ~Documents folder in the main ZIP you can find a collective/master and separately all the individual cleanitol files and by using either the newer nos.17's SC4 Cleanitol or the older BSC Cleanitol tool you can search and remove old and outdated versions of these files. Bear in mind that this Collection contains Prop packs only available with this upload. Those prop packs can be used and referenced by other contents may not part of this collection as dependencies. If a 3rd party upload references one of the prop packs available in this Collection, you don't need to install everything, you can select and install only the referenced prop pack. All prop packs (and the lot packs as well) have individual cleanitol files (besides the Cleanitol_Census_Repository_Facility_v4.0.txt) and they have Prop Catalogue index images as a help for lotters. DLL DEPENDENCIES: In order for the contents of this package to display correctly by taking advantage of the new DLL Mods requires the complete installation of the following dependencies (the below listed dependencies are covering a full install): SC4 More Demand Info DLL - You need it to get the mod working. Compatible only with the digital version (1.1.641) of SimCity 4 (Microsoft Windows and Linux only). DEPENDENCIES: The following files are required in order for the contents of this package to appear correctly and they work correctly (i.e., no "brown boxes" or missing textures) SC4D LEX Legacy - BSC Common Dependencies Pack v9 (and above) The below listed dependencies are all can be found in the hereby linked dependency pack compilation. BSC Essentials v2024b BSC MEGA Props MISC Vol03 Colossus Addon Mod's I-R Fix (or a full CAM installation if using CAM 2.1) or CAM 3 Core, or if not using CAM then the I-R Fix by memo (which also requires the Resource Loading Hooks DLL mod as the I-R fix is an exemplar patch). CREDITS: The following members contributed models, textures, and modding support to this collection: RalphaelNinja RippleJet Callagrafx Colyn Kel9509 Null 45 CorinaMarie Cyclone Boom This package has been made possible by the Project ZIP efforts of Tyberius06. Special Thanks Webmaster & administration staff at SC4 Devotion & Simtropolis (STEX) And possibly others who may not have been mentioned. If your name has been forgotten or you're not on the list, then drop us a line, as it has been difficult to keep track of anyone/everyone that may of helped somewhere along the lines. And to the community itself, we would also like to thank you for your support, making mods such as this possible too. We're still at it after 20 years thanks to you! And last but not least, a thanks for the Maxis individuals too, for the [paid] work that they did. ;-) -
Version 3.0
1,271 Downloads
RCI DLL Query Upgrade Mod, by Kel9509 v1.0 - May 10, 2024 v1.1 July 27, 2024 v2.0 October 26, 2024 v2.1 November 2, 2024 v2.2 December 23, 2024 v3.0 February 19, 2025 Using new DLL functionality for Simcity4 created by Null45. Based off of v1.2 of Equinox's "RCI Query Upgrade Mod", originally written and conceptualized by Equinox. Thank you Null45 for your amazing DLL mods, and Equinox for your amazing original RCI Query Upgrade! This is a mod to upgrade the Maxis query for Residential. Commercial, and Industrial buildings. It is built off of Equinox's original RCI Query Upgrade mod, which first showed improved statistics for your growable buildings (including cap status). This RCI DLL Query Upgrade Mod improves upon Equinox's original work by adding new statistics available with the use of DLL mods created and designed by Null45. Outside of this mod, most of these new statistics are currently not available anywhere else. This mod also fixes various errors in the original Equinox Mod, which incorrectly used City and Regional Total Workforce (aka: all Commercial and Industrial Jobs) to represent only Commercial Jobs. In addition, the terms used in this RCI DLL Query Mod are more precise, referring to Capacity (the total possible availability) instead of incorrectly using the term Population. Also, the placement of the My Sim icon has been corrected. Finally, there are stylistic choices available in which query you select and how it will display. See below under Installation. Note that despite the precision in language in the Query, Maxis did not use 100% precise numbers in its data functions. So for example, the Capacity of each of the R$ and R$$ and R$$$ amounts will not add up to equal the total City Residents Capacity. However, the numbers are very close. This is a result of Maxis not aligning the functions and numbers in a way that is equivalent, probably due to the demands of the simulator. ****INSTALLATION**** FIRST - If you have Equinox's original RCI Query Upgrade Mod or a prior version of this mod, remove it from your Plugins folder. This mod is incompatible with Equinox's Query as it uses the same functionality and, like his mod, will overwrite the default Maxis RCI Query. SECOND - This mod requires DLL dependencies by Null45. DLL Dependencies are ONLY available for version 1.1.641 of SimCity 4 (Windows Digital Copies). All dependencies listed below are REQUIRED for this RCI DLL Query Upgrade Mod to work. For more information about compatible versions of Simcity4 and DLL mods, see here: https://community.simtropolis.com/forums/topic/762980-the-future-of-sc4-modding-the-matter-of-digital-vs-disc-and-windows-vs-macos-in-the-dll-era/ TO INSTALL: 1. Make sure Simcity4 is not running prior to installation. 2. Within the archive are five subfolders underneath the main folder. The folders correspond to the following styles: - v3.0A - Vertical Bold Query with Full Building Style List - v3.0B - Vertical Bold Query with Building Styles in Tooltips - v3.0C - Horizontal Bold Query - v3.0D - Vertical Light Query with Full Building Style List (the style is the same as v2.2A) - V3.0E - Vertical Light Query with Building Styles in Tooltips (the style is the same as v2.2B) Screenshots are included to give an idea of the style. Select one style for each type of query: Residential, Commercial and Industrial. You can mix and match which type of Query you want within these folders, but you cannot have more than one query for a building type (ie: you cannot have two Commercial queries, one will overwrite the other). 3. Extract one subfolder, or select one of each type of Query (Residential, Commercial, and Industrial) into your Simcity4 Plugins Folder. Do not install more than one for a building or they will conflict! Only install one of any type! Remove the extras if you have them. The best way to organize your plugins is to extract a folder embedded in this zip archive as a subfolder of your Plugins folder, being careful to only use one of each Query Type per building type. Erase the folders and/or Queries you do not want to use in the game. You may keep this readme file and the images within your plugins, as they will not slow down your loading time if you optionally use Null45's Startup Performance Optimization DLL Plugin, in the optional dependencies listed below. Otherwise, remove the readme and images to a separate location outside of your Plugins folder. If you wish to uninstall, remove all files (and dependencies) from the subfolder from your Plugins folder. REQUIRED DEPENDENCIES: The RCI DLL Query Upgrade Mod will not work unless the following dependencies are installed: 1. Allow More Building Styles - DLL Plugin, version 3.1.0 or above, by Null45 2. Query Tool UI Extensions DLL for SimCity 4, version 2..3.1 or above, by Null45 3. SC4 More Demand Info, v1.3.0 or above, by Null45 DLLs should be added to the main Plugins folder, and not a subfolder. Note that to use DLL mods, if your OS is earlier than Windows 10 you will need to install the Microsoft Visual C++ 2022 x86 Redistributable. https://aka.ms/vs/17/release/vc_redist.x86.exe OPTIONAL DEPENDENCIES: These dependencies are optional, but the RCI DLL Query Upgrade Mod is designed to use them: 1. Startup Performance Optimization DLL Plugin, by Null45 2. MySimtropolis: Members Immortalized in SC4, by CoriBoom (CorinaMarie and Cyclone Boom) 3. 4. I-HT Fix (aka: IH Missing Jobs fix). or a full CAM 2+ Installation. TO USE THIS MOD: After installation, select the RCI Query from the Main Menu within Simcity4. Select a Residential, Commercial, and Industrial Building to query their information. If your query of a building (that itself does not have a custom query) looks like any of the screenshots included, then the mod works. If you installed a query that has the Building Styles in tooltips, hover your mouse over the Building Styles list to see available building styles. All queries also have informative tooltips over the all descriptive items with helpful tips and hints.. The mod works if the query appears in your game similar to the pictures included within this archive. ****STATS**** RESIDENTIAL QUERY: The Residential Query displays all standard Maxis residential information, as well as the new items available with DLLs noted with the * (asterisk) below: Building Summary* (Abandoned due to commute time) Current Occupancy Wealth Mayor Approval (and amount) Land Value Powered Watered Pollution Garbage School Grade Hospital Grade Crime Traffic Noise Commute Building Lot Growth Stage* Wall-to-Wall (W2W) Building* X Make Historical RS Capacity City / and Region* R$$ Capacity City / and Region* R$$$ Capacity City / and Region* City Residents / and Capacity Regional Residential Capacity Citywide Total Workforce Regional Total Workforce R$ Active Demand / Regional Demand R$$ Active Demand / Regional Demand R$$$ Active Demand / Regional Demand Current R$, R$$ and R$$$ Demand Caps Low, Medium and High Density Tile Amounts Building R$ Occupancy* & Capacity* Building R$$ Occupancy* & Capacity* Building R$$$ Occupancy* & Capacity* Building Style* MySim Icon and MySim Name COMMERCIAL QUERY: The Commercial Query displays all standard Maxis commercial information, as well as the new items available with DLLs noted with the * (asterisk) below: Building Summary* (Abandoned due to commute time) Current Jobs Actual Jobs* Wealth Land Value Powered Watered Pollution Garbage Crime Customers Building Lot Growth Stage* Wall-to-Wall (W2W) Building* X Make Historical CO$$ Capacity City / and Region* CO$$$ Capacity City / and Region* CS$ Capacity City / and Region* CS$$ Capacity City / and Region* CS$$$ Capacity City / and Region* Citywide Commercial Capacity Regional Commercial Capacity CO$$ and $$$ Cap Status CS$ Active Demand* / Regional Demand* CS$$ Active Demand* / Regional Demand* CS$$$ Active Demand* / Regional Demand* CO$$ Active Demand / Regional Demand CO$$$ Active Demand / Regional Demand Low, Medium and High Density Tile Amounts Building CS$ Occupancy* & Capacity* Building CS$$ Occupancy* & Capacity* Building CS$$$ Occupancy* & Capacity* Building CO$$ Occupancy* & Capacity* Building CO$$$ Occupancy* & Capacity* Building Style* INDUSTRIAL QUERY: The Commercial Query displays all standard Maxis commercial information, as well as the new items available with DLLs noted with the * (asterisk) below: Building Summary* (Abandoned due to commute time) Current Jobs Actual Jobs* Travel Jobs* Wealth Land Value Powered Watered Pollution Garbage Crime Freight Trips Building Lot Growth Stage* Wall-to-Wall (W2W) Building* X Make Historical I-R (agricultural Farms) Capacity City / and Region* I-D Capacity City / and Region* I-M Capacity City / and Region* I-HT Capacity City / and Region* Citywide Industrial Capacity Regional Industrial Capacity I-R*/I-D/I-M/I-HT Demand Caps I-R Active Demand* / Regional Demand* I-D Active Demand / Regional Demand* I-M Active Demand / Regional Demand* I-HT Active Demand / Regional Demand* Low, Medium and High Density Tile Amounts Building Style* **** TECHNICAL INFORMATION **** This RCI DLL Query Upgrade Mod is best used by those familiar with the way Simcity4 works. That is, you know the basics of the game and understand that population growth in Residential, Commercial, and Industrial zones are limited by percentage Demand Caps (except for Commercial Service zones, which have no Caps) that prevent that particular zone's growth until they are "lowered" with the placement of parks, rewards, particular civic buildings and in some cases neighbor connections in order to increase population and job amounts. The new status noted above with an * (asterisk) provide additional information about the a particular building and the Capacities of these zones in your city and region. Actual Job amounts are determined by the Census Drives (aka Workforce Demand) from your game. As shown in the tooltip, the breakout of low, medium, and high-wealth employees depends on the building type and whether you're running a regular game or a CAM game. Travel Jobs shows the job amounts for only an industrial lot that has road access and is the entry point for a group of industrial lots. Travel Jobs may show zero (if the industrial lot is not one that uses the road) or an amount greater than the building's Actual Jobs (if the lot is receiving jobs from the road for itself and other industrial lots). Both Actual Jobs and Travel Jobs use rounded numbers and so there may be some imprecision in the amounts. Demand amounts for the region and "Active Demand" (the available demand currently active for a particular zone's growth in the city) is shown for all zone types. This information is new for Commercial Services and Industrial-Farms. Cap amounts for Industrial-Farms are shown for the first time direct from the Simcity4 code as well. Building Occupancy and Capacity is shown at all wealth levels for a particular zone style, indicating the amount of occupants and capacity if a building were to dilapidate. The Industrial Query does not have those Building Occupancy and Capacity stats (although they exist as functions in the DLL), because those buildings do not dilapidate but instead just abandon if undesired. Building occupancy and capacity amounts will be shown as zero for a zone style that does not apply (for instance, a Commercial Services building will show 0 in Occupancy and Capacity for CO$$ and CO$$$), or for a wealth level that would not apply (a CS$ building will show 0 in Occupancy and Capacity for CS$$ and CS$$$, because it cannot exceed its current wealth). Building Style will show a building's available styles. The Query will show all default and/or custom added building styles made according to the Allow More Building Styles DLL Mod. Building Lot Growth Stage will show the stage that the particular lot grows at. Wall-to-Wall (W2W) Building will show "Yes" or "No", depending on whether a building has been coded as a wall-to-wall building. -
Null45 has created some incredible DLL mods, but some of them haven't been implemented yet in the actual game. As a result, I am determined to incorporate many of his new DLL mods into the game as much as possible. His Query UI Extensions DLL permits the display of building occupancies and capacities at each wealth level, so you can see what amounts a building will hold if it dilapidates. That mod also shows Building Styles, which would be good to know if you're planning certain types of neighborhoods with his Allow More Building Styles DLL. Additionally, his SC4MoreDemandInfo DLL fixes the game so that total and active demand is available for Commercial Services and Industrial types that wasn't available before, as well as reporting the current I-AG cap (this cap is available in the Census Repository as a function, though). Finally, there is new information reported in the Region View Census UI which might be nice to see while inside a city as well. My goal is to expand upon Equinox's Expanded UI Queries in order to incorporate the information permitted by these new DLL mods, as well as fix some errors I found in Equinox's original query. This first post will explain that my New and Improved Expanded UI Query fixes several errors in Equinox's original query. In particular, Equinox incorrectly reported "Citywide Commercial Occupance" and "Regional Commercial Occupance." First, Citywide Commercial Occupance in the original Query is supposed to report the total population of commercial jobs in a city, as opposed to Citywide Commercial Capacity which reports the total maximum commercial jobs possible. The function Equinox used to report Citywide Commercial Occupance, however, is #game.g_city_workforce_population#. That function, as evident from information reported by the other queries, is in fact the total Commercial + Industrial Workforce (capacity?) in a City. Second, "Regional Commercial Occupance" in the original Query was supposed to report the total population of commercial jobs in a region, as opposed to Regional Commercial Capacity which reports the total maximum commercial jobs possible. The function Equinox used to report Regional Commercial Occupance, however, is #game.g_region_workforce_population#. That function is in fact the total Commercial + Industrial Workforce in the entire Region. The error is evident from the above screenshot of Equinox's original Commercial Query. If the Citywide Commercial Capacity in my city is 51,345, then how can there be a Citywide Commercial Occupance of 111,759? There's more occupants than the entire capacity available! Same for the Regional amounts as well. In fact, the Census Repository correctly reports that 111,759 is in fact the total "workforce" in a City, and 701,537 as the total "workforce" in my Region: So this needs to be fixed. Equinox reported these statistics in his Commercial Query. In my revised Query, however, I will correctly report the statistic as Total Workforce for either City or Region, and will move these to either a Residential Query or duplicate them in both Commercial and Industrial Queries.
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SC4 More Demand Info - a DLL that provides more RCI demand variables
Null 45 posted a topic in SC4 Modding - Open Discussion
A DLL plugin for SimCity 4 that provides modders with more RCI demand info. With this plugin installed there will be the following new variables that can be used from LUA scripts and UI files: Variable name Description g_cs1_active_demand Cs§ active demand g_cs1_demand Cs§ demand g_cs2_active_demand Cs§§ active demand g_cs2_demand Cs§§ demand g_cs3_active_demand Cs§§§ active demand g_cs3_demand Cs§§§ demand g_ir_active_demand IR (I-Ag) active demand g_ir_demand IR (I-Ag) demand g_current_ir_cap Current IR (I-Ag) cap g_id_demand ID demand g_im_demand IM demand g_iht_demand IHT demand g_region_r1_population Region R§ population g_region_r2_population Region R§§ population g_region_r3_population Region R§§§ population g_region_cs1_population Region Cs§ population g_region_cs2_population Region Cs§§ population g_region_cs3_population Region Cs§§§ population g_region_co2_population Region Co§§ population g_region_co3_population Region Co§§§ population g_region_ir_population Region IR (I-Ag) population g_region_id_population Region ID population g_region_im_population Region IM population g_region_iht_population Region IHT population g_tax_income_r_low Estimated monthly R§ tax income g_tax_income_r_med Estimated monthly R§§ tax income g_tax_income_r_high Estimated monthly R§§§ tax income g_tax_income_cs_low Estimated monthly Cs§ tax income g_tax_income_cs_med Estimated monthly Cs§§ tax income g_tax_income_cs_high Estimated monthly Cs§§§ tax income g_tax_income_co_med Estimated monthly Co§§ tax income g_tax_income_co_high Estimated monthly Co§§§ tax income g_tax_income_i_resource Estimated monthly industrial resource (IR, I-Ag) tax income g_tax_income_i_dirty Estimated monthly industrial dirty tax income g_tax_income_i_manufacturing Estimated monthly industrial manufacturing tax income g_tax_income_i_hightech Estimated monthly industrial high tech tax income The values can be accessed using game.<value name> in LUA scripts and UI placeholder text. Download: https://community.simtropolis.com/files/file/35978-sc4moredemandinfo/ Source Code: https://github.com/0xC0000054/sc4-more-demand-info System Requirements Windows 10 or later The plugin may work on Windows 7 or later with the Microsoft Visual C++ 2022 x86 Redistribute installed, but I do not have the ability to test that. Installation Close SimCity 4. Copy SC4MoreDemandInfo.dll into the Plugins folder in the SimCity 4 installation directory. Start SimCity 4. Troubleshooting The plugin should write a SC4MoreDemandInfo.log file in the same folder as the plugin. The log contains status information for the most recent run of the plugin. -
Version 1.3.1
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A DLL plugin for SimCity 4 that provides modders with more RCI demand info. With this plugin installed there will be the following new variables that can be used from LUA scripts and UI files: Variable name Description g_cs1_active_demand Cs§ active demand g_cs1_demand Cs§ demand g_cs2_active_demand Cs§§ active demand g_cs2_demand Cs§§ demand g_cs3_active_demand Cs§§§ active demand g_cs3_demand Cs§§§ demand g_ir_active_demand IR (I-Ag) active demand g_ir_demand IR (I-Ag) demand g_current_ir_cap Current IR (I-Ag) cap g_id_demand ID demand g_im_demand IM demand g_iht_demand IHT demand g_region_r1_population Region R§ population g_region_r2_population Region R§§ population g_region_r3_population Region R§§§ population g_region_cs1_population Region Cs§ population g_region_cs2_population Region Cs§§ population g_region_cs3_population Region Cs§§§ population g_region_co2_population Region Co§§ population g_region_co3_population Region Co§§§ population g_region_ir_population Region IR (I-Ag) population g_region_id_population Region ID population g_region_im_population Region IM population g_region_iht_population Region IHT population g_tax_income_r_low Estimated monthly R§ tax income g_tax_income_r_med Estimated monthly R§§ tax income g_tax_income_r_high Estimated monthly R§§§ tax income g_tax_income_cs_low Estimated monthly Cs§ tax income g_tax_income_cs_med Estimated monthly Cs§§ tax income g_tax_income_cs_high Estimated monthly Cs§§§ tax income g_tax_income_co_med Estimated monthly Co§§ tax income g_tax_income_co_high Estimated monthly Co§§§ tax income g_tax_income_i_resource Estimated monthly industrial resource (IR, I-Ag) tax income g_tax_income_i_dirty Estimated monthly industrial dirty tax income g_tax_income_i_manufacturing Estimated monthly industrial manufacturing tax income g_tax_income_i_hightech Estimated monthly industrial high tech tax income The download includes a patch for RippleJet's Census Repository v3.5 that shows the new data, you will need to have the original mod installed. System Requirements Windows 10 or later The plugin may work on Windows 7 or later with the Microsoft Visual C++ 2022 x86 Redistribute installed, but I do not have the ability to test that. Installation Close SimCity 4. Copy SC4MoreDemandInfo.dll from the Dll folder into the Plugins folder in the SimCity 4 installation directory. Replace the original RJ - Census_Repository_Model_and_Query_3.1.dat with the one in the Census Repository v3.5 Patch folder. Start SimCity 4. Troubleshooting The plugin should write a SC4MoreDemandInfo.log file in the same folder as the plugin. The log contains status information for the most recent run of the plugin. Source Code and Support Plugin thread: https://community.simtropolis.com/forums/topic/762906-sc4moredemandinfo The plugin's source code and issue tracker are located on GitHub: https://github.com/0xC0000054/sc4-more-demand-info -
Major Demand Issues Destroying City... Help!
bilingual_enigma posted a topic in SC4 Bugs & Technical Issues
Over the past few weeks I've started noticing an issue with demand in my commercial and industrial sectors. They have dropped completely and buildings are going abandoned. I'm losing jobs but residential demand is still going up(????) I've gone on and let the simulation run on a few surrounding communities and it's doing the same thing and causing large parts of my cities to go abandoned and is greatly affecting gameplay. Is there a fix for this? Does something need adjusted or reinstalled? I've tried everything; adjusting taxes, mixing zones in certain areas so sims don't have to travel far, eliminating zones, rezoning...etc. to no avail. The city referenced in the pics used to have a population of around 90k with over 100k jobs which were shared with the neighboring city to the right. In a matter of one or two gameplays it's dropped below 40k. Again, this is happening to every city regardless of size and as you can see I haven't maxed out the demand in any area as I leave room for expansion and redevelopment in most of my cities. Is there a fix for this? What do I need to do? -
Hello, I'm running a decent city, nobody's dying and all, but I hit a certain point and all RCI demand is in the red. How do I start it up again? Residential went down first, then commercial, and there's a tiny bit of demand for industrial (it keeps fluctuating) but I have empty pockets of industrial zoned land open. Nothing grows there. Suggestions?
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Been a while since I posted anything, never started a topic before. Hopefully this isn't rehashing a topic that's already better covered elsewhere and I simply missed it while trying to search the forum. I read through as much info on Cori's No Kickout Mod and one other mod, the Less Abandonment Mod, as together they seem to create a simulation environment that simply makes more sense for how the game should actually run compared to how it does run in vanilla. Added both to my plugins and they're both working as described. So, I'm really enjoying the greater level of control these two mods provide when paired - R§ is allowed to establish itself and evolve into higher capacity lots without being booted by R§§ or R§§§. Same goes for CS§. I've had some R§§ and CS§§ develop naturally via demand. Even had some I-HT develop already (and is incredibly stable, only lacking the R§§§ employees as none have developed in my R zones). Just to provide a bit more context before my questions, I'm currently building a test city to see how things have changed with these two mods added. Everything is gridded to 6x10 using roads only. I've got R at the core with an elementary school, high school, and medical clinic in the very center with low-density R zoning in the surrounding eight blocks. There's a single low-density commercial block right beside the one R block at 3 o'clock (best way to visualize it). The rest is all I-Ag with two med-density I zones that don't touch any of the R zones. I could provide a screenshot but I'm not sure it really matters. Everything has water. So I haven't had any CO develop yet, and there's quite a bit of demand for both CO§§ and CO§§§ at this point. In the vanilla game, desirability was so high just by default it seemed that both would inevitably develop without much effort as long as there wasn't pollution nearby and the zone was fully watered. So now I'm interested in learning more about what CO actually DOES need to develop with these two mods in the picture. Should I expect to have to start adding plazas to my commercial parcels to get any CO to develop, whether §§ or §§§? Is there a different demand threshold for CO to develop compared to CS§§ and CS§§§? Is there a different desirability threshold for CO to develop compared to CS? Are there other conditions to consider in order to start getting CO development? Thanks.
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I have a region of 1.3M Sims with 3 large tiles connected with each over 300K and the largest at 500k. Only one city has a small amount of Co demand. Most are pegged low and have a lot of Cs demand, education is usually between 160-180 in the largest cities. When should I start seeing Co demand? Also same region (below) all of a sudden it shows on the regional map, a weird highway lines running in the water.
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So, I've made it a goal for myself and my region to develop the biggest of the big vanilla skyscrapers, doing so as naturally as possible. I'm talking Hogan Wallace and White Insurance, Lind Entertainment, Hurt Enterprise Headquarters, Cahalane Communications, Walkup Tower, Byall Tower, etc. I want the big mommas and daddies. I have nearly two million sims across perhaps two dozen cities. So far I'm only using NAM and the Industry Doubler mods, and I only have NAM for the improved traffic simulation, I just use vanilla intersections, highways, transit and roads. I haven't had any problems developing my cities up to the point that they're at now, I feel like I have a solid understanding of the game, at least enough that I developed this region in perhaps 10-20 hours of gameplay. So here's my problem. The downtown area is not attracting CO$$$ or R$$$. My hope was to make the downtown area the place of residence for the cream of the crop, as well as the location of the tallest skyscrapers. The problem is, it's just not attracting very much in the way of the residents and offices I was hoping to get. R$$ and R$$$ demand is consistently in the negative, as is CO$$$. The residential region is mostly huge tenement slums, and what R$$$ that does develop usually degenerates to R$$ or R$ pretty quickly. The high-wealth offices that have developed also usually degenerate within a moment of cropping up, usually decreasing to CO$$ and sometimes just abandoning outright, due to low demand. I'm really not sure what's going on. There's plenty of plazas in the commercial region, I have public transit (buses and subways) which are well used, I have a commuter airport, convention center and stock exchange. I also have several 4X4 lots zoned specifically with these office buildings and apartment towers in mind. Similarly, the residential region is well stocked. There are plenty of parks. I have a really good education system, with plenty of libraries (including a main library), several museums, more than enough room in the high and elementary schools, as well as a university and a city college, both of which are more than sufficiently funded. Same goes for the health system, there's plenty of hospitals which are sufficiently funded. I have plenty of police and fire coverage. Despite all this, demand for R$$ and R$$$ remains finicky and highly variable and is usually negative. Demand for R$ remains absurdly high, which of course drives the development of the tenements which in turn drives a spike in demand for dirty and manufacturing industries, for which I do not have room in any of the surrounding regions (and do not want to dedicate any more space to than I have to.) All this is immensely frustrating. I really don't know what else I can do to attract the high wealth sims and offices that I am desiring for this downtown region. Really all that I could think of was reducing the pollution from vehicles, which does impact desirability, although I'm not sure it does it enough to justify the consistently negative demand I'm seeing. Any of yall have any tips? Know what I'm missing? Would love your help.
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hi folks I've been playing my region with CAM 2.1 & NAM 44 for a while now. A few tiles have been developed and there are plenty of connections between them (not much rail though, so don't think I have that endless commuter thing happening). My R$, R$$ and R$$ have each been around 50,000 since I installed CAM (which was not long after I started the first tile). SPAM is removed. The demand does move a bit - after a big R area is defined it will drop to ~43,000 demand, but then creep back up. No matter how much I expand or densify, by Rs remain around 50,000 each. The C & I move a fair bit between 0 and very high, but I can't get R down. Total region size is 441,000 (plus change). Can anyone shed some light on what is driving my high Rs? Running on Mac. CAM playstyle file is Standard. CAM loads first in plugins folder. Cheers, Dave
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i have a question regarding skyscrapers. right now my region has approx 142k population, but i have 0 commercial skyscrapers, i only have a few skyscrapers for medium income residents and low income residents. and the $$$ commercial demand remains low for the entire region, some of my cities even have negative demand for $$$ commercial office and service. i also have sufficient schools in each city, all of them have access to high school, a couple have access to college. i don't have any demand mods install, i also don't have mods such as the "industrial revolution" or mods that increase high tech employment. do i have to play around with taxes? i saw some videos on YouTube some people get $$$ commercial office skyscrapers within an hour of starting their first city.
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Struggling to increase Industrial demand in city
MasterSim posted a topic in SimCity 4 General Discussion
I had one city that I was going to make the industrial hub next to the water, with functional seaports. I’m having a hard time getting any industrial demand though. In the beginning of the game I started with some dirty industry to get the game going, but afterwards I’m not getting any. I have my sims educated and on mid residential too, even with this I am not even getting anymore manufacturing or hi-tech either. I have two neighboring cities connected with low and mid residential sims hoping to bring in industrial cap, but nada. I am trying to get the neighboring cuties to just be residential and commercial focuses, like the Rob’s red hot spot regional play tutorial. Those cities are demanding industry, but I am not giving them any. I thought their demand for industry would move over to the main city I was going to make the industry hub, but that’s not working. Does anyone know what I can do about it? I can provide pictures or more information too. Thanks!- 15 Replies
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Greetings everyone, I had a huge city on one region and a dirty/manufactoring region next to it. After obliterating my city to start anew, the Residential demand is extremely high but Industrial demand is negative - all the way down. Nearby dity/manufactoring region factories are still on full capacity but trying to build more does nothing. Although houses have the 'no job' icon, no commercial or industrial zones are developing. Any suggestions? What could be the problem? Edit: the only mods I use are to lower Crime, Hi Tech job fix and Carpool fix
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I'm having trouble getting dirty industry demand on new city tiles, I have a region with about 5 developed city tiles all connected at the borders and every new tile I create there seems to be an ever dwindling demand for dirty industry even after moving a bunch of poor sims in. The result is thousands of jobless sims but still no demand for dirty industry, would anyone know what could be the issue? I should note, I use CAM 2.1.0. I want to bring attention to this as it is still an issue for me and I'm not sure what could be the problem. I would also like to say that I am not an experienced player, I have played the game off and on since 2006 but I never was super knowledgeable about it. Also if anyone needs additional information I would be happy to provide. EDIT: Also shoutout to the mod who fixed my sentence spacing.
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CoriBoom Those Stretchy RCI Graph Demand Bars
CorinaMarie posted a topic in SimCity 4 General Discussion
Those Stretchy RCI Graph Demand Bars (Being a Comparison of, and a Diagnostic Panel for, the Differences Between Actual and Apparent Visible Demand in the Game's RCI Graph.) Background Some of y'all may have used The C.O.R.I. Reports and the parts of interest for this topic are the Active Demands. I have confirmed the game variables for these are the very same shown in RJ's Census Repository query panel. Namely: game.g_r1_active_demand game.g_r2_active_demand game.g_r3_active_demand game.g_co2_active_demand game.g_co3_active_demand game.g_id_active_demand game.g_im_active_demand game.g_iht_active_demand And those are found in the Lua in entry ca63e2a3-4a5e8ef6-ffbf9ccf of SimCity_1.dat. Initial Observation I noticed that the numeric values for Demand often seem to be significantly different than what the RCI Bar Graph shows. At first I just assumed the known delay of the internal game.g variables updating was out of sync with the chart. However, in a stable city where those are not changing there actually is a difference. In this pic, CB has cropped out the demand info from the repository panel to place alongside the graph: ^ It's apparent that the graph shows completely different values. Like in this example the Actual Demand for R$ is 2,582, yet the graph shows it at around 4,000. So, what's up with that methinks? Investigation After peeking and testing, I found that this discrepancy is deliberate. If we change the Data Graph to have a baseline of zero (by removing the Graph minimum Y value property 0xea4aedc6), it then corresponds perfectly to the Actual Demand values: ^ See how that 2,582 of R$ (and all the others with a number in the repository panel) now match up? Analysis Next I set the demands to a fixed, unchanging amount and CB measured the pixel heights of the Y Axis tick marks and the visible bars: ^ I also altered the scale so they would be multiples of 512 and taller to insure better accuracy. The idea worked perfectly to determine if there was an underlying formula for how much the bars are stretched. That turns out to be: Visible Demand = (Bar Height / (Actual Demand * (Distance per Y Tick Line / Y Tick Value))) * Actual Demand ^--- All parentheses in equation added for clarity. Ofc, this was only the first step since the game doesn't actually tell us the height of the bars in pixels. Correlation By running multiple sets of specific demands and CB measuring the bars to get the Visible Demand numbers, I then used polynomial regression and the best fit was when comparing the natural log of the Actual Demand to the natural log of the percent of the space used by the Visible Demand between the zero line and the maximum Y tick value. CB created a nice UI panel where I could show the correlation between the two sets of data: ^ We've set this to be an override for the Maxis Park Query so it's relatively easy to access anywhere within your city. The upper left keeps the Maxis info for the Monthly Maintenance Cost and the rest is the new data display. Technical Consideration You might notice that the demand for CS-$, CS-$$, CS-$$$, and Agriculture are now included in our query panel. I discovered that one of the built-in Maxis Lua functions allows direct access to the Actual Demand for all 12 RCI types as follows: game.trend_value(hex2dec("2A67A399"),0) -- Low Wealth Residential (R-§) game.trend_value(hex2dec("AA67A3A0"),0) -- Medium Wealth Residential (R-§§) game.trend_value(hex2dec("8A67A3A4"),0) -- High Wealth Residential (R-§§§) game.trend_value(hex2dec("0A67A3A9"),0) -- Low Wealth Commercial Services (CS-§) game.trend_value(hex2dec("AA67A3AD"),0) -- Medium Wealth Commercial Services (CS-§§) game.trend_value(hex2dec("CA67A3B2"),0) -- High Wealth Commercial Services (CS-§§§) game.trend_value(hex2dec("AA67A3B7"),0) -- Medium Wealth Commercial Office (CO-§§) game.trend_value(hex2dec("2A67A3BC"),0) -- High Wealth Commercial Office (CO-§§§) game.trend_value(hex2dec("EA67A3BF"),0) -- Agriculture (I-Ag) game.trend_value(hex2dec("0A67A3C4"),0) -- Dirty Industry (I-D) game.trend_value(hex2dec("EA67A3C8"),0) -- Manufacturing Industry (I-M) game.trend_value(hex2dec("8A67A3CC"),0) -- High Tech Industry (I-HT) With the actual demand info now available for all of them, I wrote some Lua code that can convert the real demand into the Apparent Visible Demand as seen on the RCI Graph. Well, most of the time. (It's not perfect.) The code is also scalable to any other graph Minimum and Maximum (excluding a zero minimum where the graph is already accurate and which would confuzzle the hell out of my code). Caveats: Since the above functions access the current month data the moment the query panel is opened, it can show a different value from what you will see in the RCI graph because said graph only updates once per month. Also, my calculations are not 100% accurate, only pretty damn close, so there can be a few percent of error depending on the particular values of the Actual Demand data. And further, the data in the query panel does not update unless closing it and reopening. (This part is the same as all UI panels which show Lua variable's info including the Census Repository's.) In Game Results Here's a city tile I've been playing for a long while which shows how our new Diagnostic Panel looks in the game and you can compare the calculated Apparent Demand with the Bar Chart: Other Scales Ofc, this wouldn't be of much interest unless it can work with custom content (which it does). Here's the same city while using CAM 2.1.0's demand enhancements: ^ Notice how the game goes extra stretchy for the bars when the actual demand is lower? Look at R$$$ with an Actual Demand of 3,706, but which comes in around 20,438 on the chart. The Attachments Note: Use only one at once! For Vanilla Maxis Replacement: CoriBoom Actual Demand vs Apparent (+6k to -6k ) as Park Query - v1.0.dat As long as you are not using any other RCI Demand Graph override nor any Park Query override, you can drop our file anywhere in your Plugins. For SPAM: Use the Vanilla Maxis Replacement file above. (SPAM does not alter the RCI graph.) Same as above, drop anywhere in plugins providing you have no other RCI Demand Graph override nor any Park Query override. For CAM 2.1.0: CoriBoom Actual Demand vs Apparent (+54k to -10k ) as Park Query - v1.0.dat This one can be placed in your ..\Documents\SimCity 4\Plugins\a__CAM\a__Core folder. It doesn't technically need to override any CAM exemplars, but that's a good place to put it. The only consideration is to not be using any other Park Query override. For XX_Turbo: zCoriBoom Actual Demand vs Apparent (+52k to -10k ) as Park Query - v1.0.dat This one is a slightly special case inasmuch as XX_Turbo includes an override for the RCI Demand Graph, but it is not consistent with the maximum enhanced demands it sets. (The settings allow up to +52,000, but the graph has a maximum of 50,000.) This causes the bars to go above the top line like this: Our file therefore includes a modification to set the top of the graph to 52,000 so it looks like this: By default the installer for XX_Turbo places the XX_Turbo.dat file in ..\Documents\SimCity 4\Plugins\xxdita_bsc folder and ours needs to go in the same place. (If you've moved their mod to some other location in your Plugins, just search for "XX_Turbo.dat" and add our file there.) For the Radical RCI demand/graph mod: This one sets all the Demands to a Maximum of 65,536 and does not vary. We didn't make a Query for this since it would show the same numbers in both columns. For my 40_MZ v0.01 - Demands Graph Increased Height (to 9000).dat: This seemed like a good idea at the time when I didn't realize changing the scale only stretched the RCI Graph bars rather than showing some new, hidden demand. Simply remove the file if you downloaded it then use the appropriate file attached above. Tweaking for Any Other RCI Demand Graph Range Since we don't know if there are any other Custom graphs, here's how you can modify the attached Vanilla file to work with other Heights. Download the Maxis Vanilla file attached above and open it in Reader 0.9.3. What you are looking for is entry ca63e2a3-4a5e8ef6-f8b44574 which is the Lua code. The only two things which need to be revised are in this top section: ^ Notice the two variables: cmMaxGraphYTickValue cmMinGraphYTickValue Change the cmMaxGraphYTickValue to match the maximum demand the mod you are using can have and change the value of cmMinGraphYTickValue to match the minimum demand. Arbitrary Example: If you happen to have a mod which uses, say, a range of 24,000 to -12,000 then the changes would look like this: Apply the tweaks and save the file. It's a good idea to alter the file name so it reflects the range you've set. Conclusion Nothing in the attached mods change any demand settings nor alter gameplay in any way. Our new Diagnostic Panel simply provides detailed info about the Actual and Apparent Demands for peeps who might be curious. Appreciation Special thanks yet again to @Cyclone Boom for all the technical help measuring the data bars in graph after graph, fine tuning of all the pics, proofreading, and final post layout polishing.- 11 Replies
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