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Showing results for tags 'hospital'.
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Tiny hospital. It looked like a dutch building.
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From the album Beaver Island
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From the album Beaver Island
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A brief analysis of the attributes of health system
carlosmarcelo posted a topic in SimCity 4 General Discussion
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. -
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Version 1.0.0
412 Downloads
« THE THING » - CIVICS, by PGX Police Kiosks, Precints, Fire Stations, Clinics, Hospitals. 35 lots. Various menus. PREVIOUS USERS OF « THE THING » : YOU NEED TO UPDATE « THE THING ESSENTIALS » IN VERSION II NEWBIES TO « THE THING » : DO NOT DOWNLOAD BEFORE DOWNLOADING THE « PRESET II » OR YOU WILL MISS ESSENTIAL RESOURCES AND INFORMATION STRUCTURE Police. ID under the form « POLxxx ». 15 lots. Police menu Fire. ID under the form « FIRxxx ». 10 lots. Fire menu Health. ID under the form « HEAxxx ». 10 lots. Health menu In subfolders, each lot is separated and has an ID for its identification in subfolders and to figure its order of appearance near the bottom of the Park menu. You can keep all of them or pick up what you want and delete the others or store them appart for later use. Use pictures as catalog, numbers are matching with IDs. INSTALL Expand the zip file. You get a folder named « PGX - CIV Civics (Various) ». Drop it as it is in the « PGX - THE THING » folder. Open the chapter subfolder. Sort it by alphabetical order. SPECIFIC DEPENDENCIES Numbers in orange on pictures are highlighting lots that do need a specific dependency in addition to the common ones. Brown box or empty lot if missing. If you’re already using these lots in their regular version, you already have the required files. If not, follow the links and instructions below. DEPENDENCIES ALERT Due to SC4Devotion website crash, some links below might be unaccurate. If so, you will have to find the required files by your own. See at SC4Evermore or ask for information at Simtropolis. FIRE PGX-MATTB325 - FIR007 Modern Fire Station https://community.simtropolis.com/files/file/21092-nexis-mega-generator-i/ You only need the « .SC4Model » file PGX-LBT - FIR008 Portales Fire Station PGX-LBT - FIR009 Central Fire Station https://community.simtropolis.com/files/file/19608-lbt-fire-station-pack/ You only need the two « .SC4Model » files PGX-JENX - FIR010 Airport Fire Station https://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3011 You only need the « .SC4Model » file https://community.simtropolis.com/files/file/28676-pvs_high-school/?tab=comments#comment-625375 You only need « Aqua_sport_props.dat » HEALTH PGX-DELIJA21 - HEA003 RSP Clinic https://community.simtropolis.com/files/file/28984-rsp-clinic/ You need the « .SC4Model » and « .SC4Desc » files PGX-UKI - HEA004 Kenketsu Bus Mobile Clinic https://uki-sim.up.seesaa.net/bat/uki_KenketsuBus.zip In the folder « Model », you need « KenketsuBus.SC4Model » PGX-ANUBIS - HEA007 Medium Sized Hospital https://community.simtropolis.com/files/file/24329-medium-sized-hospital/ You only need the « .SC4Model » file PGX-SG - HEA008 GooberGen Rural Hospital https://community.simtropolis.com/files/file/16015-goobergen-rural-hospital/ You only need « SG_GooberGenRuralHospital.dat » PGX-KOSMO - HEA009 Miguel Servet Hospital http://descargas.capitalsim.net/?sitio=csc&descarga=3684 You need all the « .SC4Model » and « .SC4Desc » files PGX-CAL - HEA010 Bywater Springs Hospital http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1676 You only need the « .SC4Model » file -
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Version 1.0.1
376 Downloads
A small hospital that will probably fit in well with Scandinavian style towns and cities. It's named after the Swedish city of Nörrköping, but that was just because I needed a name. As far as I know it's not located there. Special thanks to @Oidaas for creating such a wonderful building! Dependencies Malmberget Props.dat PEG_MTP_SUPER_TEXTURES_PACK.dat BSC MEGA Props CP Vol01.dat Grfe-Maxis-Fence_New-LE-Props.dat SHK_ParkingPack.dat RDG_Prop_Pack_1.dat Grfe_props_pack_LE_rowan_trees.dat- 3 Reviews
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- hospital
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Version 1.0.0
264 Downloads
About This is an expansiion of Elvestads hospital Dependencies BSC Common dependencies https://sc4evermore.com/index.php/downloads/download/22-dependencies/3-sc4d-LEX-legacy-bsc-common-dependencies-pack Girafe Common SC4D LEX LEGACY - BSC VIP Girafe Flora Pack Elvestad hospital Stats infection Item Name H flygeln_recover 1 Item Description This building was made by a Typing Monkey Item Icon Item Order 2 Plop Cost 4200 Bulldoze Cost 200 Wealth Medium Wealth Pollution at center Air Water Garbage Radiation 6 4 3 0 Pollution radii Air Water Garbage Radiation 3 4 0 0 Flammability 36 MaxFireStage 4 Power Consumed 11 Water Consumed 41 Demand Created Jobs $ Jobs $$ Jobs $$$ R-$ R-$$ 53 148 48 53 148 R-$$$ 48 Budget Item: Department Health Staff Health Coverage Budget Item: Line 0x00000000 0x00000001 Budget Item: Purpose Hospital Staff Hospital Coverage Budget Item: Cost 2300 400 SFX:Query Sound 0xaa55ba71 SFX:Default Plop Sound 0x4a5ec571 Query exemplar GUID 0xaa554aea OccupantGroups Building: Civic Building: Health Building: Strikable Health Building: Hospital Building: LargeHealth Occupant Size Width Height Depth 111.5 34.8088 48.9001 Jail Catalog Capacity 7300 Hospital Hospital Coverage Radius 1128 Hospital Population vs. Distance 0 100 100 100 Hospital Effectiveness vs. Average Age 0 8 100 8 Hospital Patient Capacity 7300 Hospital HQ boost 11.52000046 Catalog Capacity 7300 Catalog Monthly Cost 2700 Pathology User Visible Name Key Open Paved Area Item Description Key 0x2026960B 0x07BDDF1C 0x335A551D Item Icon Item Order 5 Plop Cost 3250 Bulldoze Cost 90 Wealth None Pollution at center Air Water Garbage Radiation 0 0 0 0 Pollution radii Air Water Garbage Radiation 0 0 0 0 Flammability 0 MaxFireStage 0 Power Consumed 0 Water Consumed 0 Landmark Effect Magnitude Radius 200 10 Demand Satisfied R-$ R-$$ R-$$$ 80000 80000 80000 Budget Item: Department Park and Rec Budget Item: Line 0x00000000 Budget Item: Purpose Park Effect Budget Item: Cost 400 SFX:Query Sound 0xCA9B8233 SFX:Default Plop Sound 0xEA5EC59F Query exemplar GUID 0x0A562A05 OccupantGroups Building: Civic Building: Health Building: Strikable Health Building: Hospital Building: LargeHealth Occupant Size Width Height Depth Psychiatry Item Name Custom Ploppable Item Description Insert ploppable description here. Item Icon Item Order 1 Plop Cost 100 Bulldoze Cost 100 Wealth None Pollution at center Air Water Garbage Radiation 0 0 0 0 Pollution radii Air Water Garbage Radiation 0 0 0 0 Flammability 10 MaxFireStage 1 Power Consumed 16 Water Consumed 0 Demand Satisfied R-$ R-$$ R-$$$ 20 20 20 Demand Created Jobs $ Jobs $$ Jobs $$$ R-$ R-$$ 1 6 1 1 6 R-$$$ 1 Budget Item: Department Health Staff Health Coverage Budget Item: Line 0x00000000 0x00000001 Budget Item: Purpose Hospital Staff Hospital Coverage Budget Item: Cost 300 100 SFX:Query Sound 0xAA55BA71 SFX:Default Plop Sound 0x4A5EC571 Query exemplar GUID 0xAA554AEA OccupantGroups Building: Civic Building: Health Building: Strikable Health Building: Hospital Building: AmbulanceMaker Occupant Size Width Height Depth 101 31 66,16599 Hospital Hospital Coverage Radius 400 Hospital Population vs. Distance 0 100 100 100 Hospital Effectiveness vs. Average Age 0 8 100 8 Hospital Patient Capacity 3000 Hospital HQ boost 11,52 1 0 1 staff edit 09.03.2024: deleted the large empty spaces around the text. - Tyberius06 -
Version 2.0.0 Fixed prop error
1,013 Downloads
About This is an old BAT that i spruced up with a helipad for instance. Dependencies SC4D LEX Legacy - BSC Common Dependencies Pack https://sc4evermore.com/index.php/downloads/download/22-dependencies/3-sc4d-LEX-legacy-bsc-common-dependencies-pack SC4D LEX LEGACY - BSC VIP Girafe Flora Pack https://sc4evermore.com/index.php/downloads/download/25-flora-fauna-and-mayor-mode-ploppables/27-sc4d-LEX-legacy-bsc-vip-girafe-flora Lot size: 20 x 15 tiles Menu position: Building: Civic,Building: Health,Building: Strikable Health,Building: Hospital,Building: LargeHealth Jobs: Jobs $ : 381,Jobs $$ : 1132,Jobs $$$ : 376,R-$ : 381,R-$$ : 1132,R-$$$ : 376 Plop cost: § 26500 Bulldoze cost: § 1150 Monthly cost: § 14200,2400 Patient Capacity 56500 Max. Fire Stage: 36 Power consumption: 41 MWh/month Water consumption: 161 Gallons/month Air pollution: 24 over 3 tiles Water pollution: 16 over 4 tiles Garbage pollution: 12 over 0 tiles staff edit 09.03.2024 - fixing description format by Tyberius06 -
5-apple and 5-doctorface funding (schools and hospitals)
brianc1327 posted a topic in SimCity 4 General Discussion
Some years ago I made a post I called "new neighborhood design," and I have since improved it a great deal. I also fund my schools and hospitals using what I call "maximal/minimal funding." Basically, what I do is when I plop down a hospital (I use the Mattb Harbor Clinic, and not the medical center provided by the game) or school, I let the game run for 6-game-months to 1-game-year, then I pause the game and adjust the capacity of the hospitals, colleges, or high schools to between 30 and 50 percent above the current number of patients or students, and the capacity of the elementary schools to 50 to 100 percent above their current enrollment, or at least as I close as I can come with the sliders. Then when the hospital or school goes on strike, I readjust the funding as I just described. My point is not to describe my strategy in any detail, but I got to thinking about it, and in a game that has been around almost 20 years and has been played by millions, perhaps even 10's of millions of people, I cant possiby be the 1st person to come up with this strategy or one like it, but maybe I am the first to call it "maximal/minimal funding." I guess my question is whether anyone else uses this strategy, and if you gave it a "special name" like "maximal/minimal funding?" Brian Christiansen -
Version 1.0.0
1,872 Downloads
A "take-it-or-leave-it" project, this is a modular Parisian-inspired hospital with pieces indicated below. Complete with my less than adequate lotting skills and one dependency; Girafe's rowan trees (SC4D LEX Details - BSC - VIP girafe rowan trees (v1.0) (sc4devotion.com)) - Center Piece (entrance hall) 4x2 - Corner Piece 2x2 - Mid Piece 2x2 - T-Intersection Piece 2x2 - End Piece 2x4 Arrange/re-lot as you wish. *DarkNite version only -
Gelenem Medical Center
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CoriBoom Local Hospital Pockets Picked and Other FUN Dialog Boxes
CorinaMarie posted a topic in SimCity 4 General Discussion
Here's a FUN little mod CB and I have crafted. No, really. It's our Fixed Underfunded Notices mod. Introduction It all started as a simple fix for a bug in the Local Hospital Pockets Picked message wherein the linky to jump to the troublesome hospital or clinic would most times select the wrong one. Then as CB and I tested and tweaked we came up with more enhancements as well as improving other messages and reviving (and rewriting) a couple of unused ones. So along with fixing that issue, we've made these more useful by providing new options to manage low funding for Civic lots. Who Will Benefit This mod will likely only appeal to peeps who use narrow margins when budgeting for medical and educational facilities like CB and I do. If your itemized master budgets are tweaked to have sufficient funding with no wasted expense, then this will be an ideal enhancement for your game. For example, my funding is tightly managed, but as local area population grows they can exceed capacity. Here we see there is good funding for all except one of the clinics. ^ This can then trigger that Hospital Pockets Picked Message. The Original Bug Illustrated So, I'm over here playing and I notice a red message in the News Ticker. I open it up to find an explanation. Now, the trouble (bug) comes in when you click that local hospital linky in the message. It'll jump to the lowest funded medical facility and most times that's not the cause of the problem. Clicking the money linky (or just querying it yourself) can show there's no problem at all inasmuch as the # of Patients is less than Patient Capacity and so the funding is actually fine for this specific building. ^ So, at this point it leaves one wondering WTF?!? See, the real problem is over here: (Btw, a Hospital in those messages includes the Clinics by Maxis's design.) The Solution Included in our Mod So, I've rewritten the LText and its embedded code to give multiple options as well as fixing the Lua trigger. Here's how it looks now also showing the real location to be concerned about: This is what the linky options do: Jump to the Medical Facility This takes you to the building, but leaves the game in the current running speed and changes your cursor to the Query Tool. Same with Pause Toggle (on the same row of the message) Takes you to the building, changes your cursor to the Query Tool, and Toggles the Pause Button. (If the game is already on Pause, use the regular Jump or it'll start time running.) Adjust Funding without Jumping This is my fav. It opens the building's Query Box, but doesn't move the world which allows you to handle the problem without losing concentration for whatever you were working on. It also leaves time speed alone and does not change what's on your cursor. Jump to and Adjust Funding This one is good if you want to fix the problem, but also go the location to see what might be growing nearby. It changes your cursor to the Query Tool as well and leaves the game running speed alone. Same with Pause Toggle (on the same row of the message) Like the one above, just that you've Jumped and the Query Box opened, but also this stops time if it was running. (Remember this will start time if the game was Paused so use the prior option.) Adjust Master Budget This one does not jump, but simply opens the Budget Overview where you can then get to the Master Budget. This is handy if you'd like to scroll thru all the facilities checking for funding discrepancies throughout your city. Interlude In the vanilla game, the Pockets Picked and the Teachers Threaten to Strike messages are set to a Medium-High priority. This means they will show in the News only (unless playing on Easy Difficulty in which case they will be popped up by the Advisor). Our mod comes in two flavors. One with Medium-High priority for the Underfunding (non-strike) messages and one which has them all set to Urgent priority. This latter Urgent one is my preference since I play on Hard Difficulty only. This way I need not keep an eye on the News Ticker and I can deal with funding situations immediately. Back to What's in our Mod (From here on in this narrative, we are using the Urgent version because I like it more.) This shows the same Pockets Picked proclamation popped up with the Adjust Funding without Jumping selected so the Query Box opens to deal with it right where you are. (We were deliberately at the underfunded clinic to make a better pic, but you can be anywhere else in your city and still use it.) This is our redesigned version for an actual strike at a medical facility: Here's a School Underfunded message: School Strike message: Now we have two which have never been utilized before. Maxis had partial code in place so that Libraries and Museums could have their own strike separate from the schools, but they didn't finish it. I grabbed the incomplete code and re-purposed it to give warning messages for underfunding. (It's not possible to finish up the separate strike idea for these two because that needs functions written on the C++ side.) Here's a Library which is underfunded: And a Museum: Back to tweaked messages. Here's our enhanced one for a Fire Station Strike: ^ We reassure you this fire was all for dramatic effect like a movie, and no Sims were harmed. (They did toast marshmallows tho.) And one for a Police Station Strike: Considerations Any time a message in the News Box expires (when the main text turns dim gray) the linkys are no longer clickable. If you are running the game on Cheetah speed, the timeout for messages occurs quickly. And on Cheetah speed a Strike message might pop up again and again when closing if you don't pause time. (That's Maxis code so it's not something we can fix.) Also, the underlying code for Strikes is the way Maxis created it which means if you have more than one strike for the same facility class, it's only going to jump to one and you won't get a new popup for the other strike(s) for a very long while. However, my underfunding one will still trigger so that works as a fix for their code. I've set the Library and Museum Underfunded messages as News only no matter which difficulty you play (when using the Medium-High version.) In vanilla the game never even notices underfunded libraries and museums. Underfunded Hospitals/Clinics and Schools (in the Medium-High version) are popups in Easy difficulty. They are News Items for Medium and Hard difficulties. Strikes are popups for all difficulties just like vanilla. Appreciation Special thanks to @Cyclone Boom. The Banner Logo up top and all other images in this post were created by him. He spent hours testing each separate mod as I created them, added the HTML tags for the color coding in the LText, found innumerable tpyos for me to correct, and helped proofread the new Lua code. Without his dedicated assistance, this mod would not have been finished. Thanks! The Files for Download and Testing Fixed Underfunded Notices (FUN) - Med-High Priority - by CoriBoom v1.0.dat Fixed Underfunded Notices (FUN) - Urgent Priority - by CoriBoom v1.0.dat Note: Use one or the other, not both.- 44 Replies
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Version 1.0.0
961 Downloads
Under-insured and sexually active? In need of free prophylaxes? Why does it hurt when I pee?? Planned Parenthood is here to save the day! This strip mall offers two businesses and the clinic, which offers sexual health services and procedures. However, all the good they do is not always appreciated by the community. Religious protestors can be spotted at all hours of the day harassing people who come in to receive services. DOWNLOAD INCLUDES: 3x2 hospital lot with boosted clinic stats and a neutral NIMBY effect to generate protestor animation. Enjoy! no dependencies Thanks to Cori and Barton for their technical solutions on this one! -
My question is about this hospital. Only some of the trees show up on the 10x10 lot and none show up on the 7x6 lot. I triple checked and I have all the dependencies listed. Any help?
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Hi guys. I have a problem with money of hospitals from my city. I switch money at maximum value, therefore the game place at medium value. I try again to out at maximum capacity, but it comes back at middle of money in automatic way. This happens after I installed some mods. Some son of God to help me please? I'll send here some pics later about this bug. Thanks to all!!!!
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Hospital Capacity Bug in Extra-Large Cities
ncamferdam posted a topic in SimCity 4 General Discussion
So I have a follow-up question from my last thread: I ended up solving the problem posed in the initial thread, or at least figured out a workaround. Thanks to @chfzdn's Cap Lifter Mod, as suggested by @CorinaMarie, I've been able to continue the growth of my city and overcome the residential cap that had me stuck at a population of around 3 million. Since then, I've seen steady growth, with only a few issues with abandoned residential buildings. On the whole, growth has felt natural and relatively balanced, with none of game-breaking misalignments in jobs/population that you see with radical demand mods. So now, I'm sitting at about 5 million residents, with numerous stage 15 residential buildings, and no sign of demand slowing down. However, now I'm facing a new problem. I've encountered a bug where my hospitals, regardless of the model or the number of hospitals built, are consistently about 3X over capacity. This is the case even when I use iLive Reader to expand the capacity to extreme scales (10,000,000 patients). I've been very careful about deleting all instances of buildings and saving before modifying the properties, so I don't think it's a product of that. Now, I know this is a problem other people have encountered (see here and here and here). As far as I can tell, this is inevitable once a city passes a certain size unforeseen by the original game design. Unfortunately, none of the fixes that I've seen suggested have worked. Increasing capacity to absurd highs doesn't help as I've already noted. The usage just scales proportionately, to the point that the total number of people using my hospitals is an order of magnitude larger than my regional population. Reducing the ambulance budget to shrink the area covered by the hospitals doesn't solve the problem either. It's totally possible that this is just me bumping up against the limitations of a nearly two decade-old game, and there's no actual way to "solve" the problem. So if that's the case, is there any way to at least manage the issue? Can I keep playing with all my hospitals drastically over capacity, or is that going to eventually kill my residential? Is there perhaps a mod that can help me maintain a high health rating? I ask because it seems like others have figured out a way to make it work. In the forums I've seen mention of cities with populations in excess of 10 million. And there's this comment from @Mister Giggles that mentions the need for large civic buildings that cover less area, to avoid triggering this bug. But like I said, reducing coverage doesn't seem to help. I can use iLive Reader to further reduce the coverage, but does every other building need to be a hospital? Also confusing, is that there are some lots off the exchange (Paeng's General City Hospital for example) that come with capacities already over the "unhinged" level. I download them and they automatically display the bug. How is this all supposed to work? Sorry, this ended up being a lot of questions. Thanks in advance. -
Version 1.0.0
741 Downloads
Description: The Medical Researchers' Monument is a fictional bronze double helix landmark dedicated to those who have battled disease on the research front. While the race for a COVID-19 vaccine has captured the public's focus, a number of other ailments previously seen as hopeless have had life changing treatments or potential cures developed in the last several years. Stats: Plop/Bulldoze Cost: 33000 / 225 Maintenance Cost: 95 Landmark Effect: 85 over 35 Park Effect: 75 over 35 Mayor Rating Effect: 10 over 256 Pollution: 0/0/1/0 @ 0/0/0/0 Power Consumed: 1 Water Consumed: 0 Dependencies: None. -
Version 1.0.0
2,505 Downloads
PWN London, by Mattb325. --------------------------------------- Inspired by the squat and dumpy newer buildings that litter London's west end, the PWN building is a really useful 2x2 building that I made to cap off W2W streets, as you can see in the picture: but it works equally well as a standalone building or in a more typical W2W setting. The building is real, but the sign is just made up (based on the initials of one of the tenants in the building...I couldn't resist). It is a six story, red-brick, limestone, steel and glass box which attempts to convey more complex massing by providing subtle bays along the secondary street elevations. The lot comes in two flavours: a growable Medium-Wealth Commercial Services and a ploppable Clinic, which is found in the Health Menu and is better than the in-game large hospital in terms of capacity (3,700) and coverage (856) radius. The clinic also provides up to 129 civic jobs. For a small footprint hospital, this one certainly punches (some might say 'PWNs') above its weight. Both lots are 2x2. --------------------------------------- STATS CS§§: Lot size : 2x2 Growth Stage: 6 (Medium and High Density Zoning) Bulldoze Cost: §432 Capacity Satisfied: CS§ 761, CS§§192 Pollution: 7 (Air)/ 4 (Water)/ 9 (Garbage ) Pollution Radius: 5/6/0 Power Consumed: 16 Mwh Water Consumed: 186 Gal/Month Building Style: Chicago/NY/Houston/Euro Occupant Group: Commercial Services Building STATS CLINIC: Lot Size: 2x2 Occupant Groups: Civic, Health, Strikeable Health, Hospital, Ambulance Maker Plop Cost: §2,300 Jobs: Jobs§29; Jobs§§76; Jobs§§§24 Bulldoze Cost: §120 Power Consumption: 7 MWh Water Consumption: 26 Gal/month Pollution: 3 (Air)/ 2 (Water)/ 1 (Garbage ) Pollution Radius: 3/4/0 Hospital Coverage Radius: 856 Hospital Pop vs. Distance: 100 / 100 Hospital Effect vs. Ave Age: 8 / 8 Hospital Patient Capacity: 3,700 Hospital HQ Boost: 11.52 Catalog Monthly Cost: § 1,100 / § 100 --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO model files; one for dark nite users (and other night-time darkening mods, such as Gizmos night-mod) and one for the standard Maxis nite. You must keep only one file - depending on which version you use. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. Regardless of which file you choose to keep, make sure you DO NOT delete the Lot File! If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- DEPENDENCIES: This file requires no dependencies. --------------------------------------- To install, simply unzip the contents of this file into your plugins folder. Thanks, and enjoy! -
Chapter 10 - The Sketchy Hospital
drocca posted a City Journal entry in Izzy City - A Ghost Town Exploration Story
Chapter 10 By now, it was 4:11 pm; with sunset at 7:21, there was about 3½ hours left to explore for the day. At about 45 minutes per location, they could get 4, possibly 5 more locations in for the day. Billy’s camera battery was at 46%; it would definitely need a charge tonight. The next place on the agenda was the hospital. It was close, next door to the school. Melissa drove the van a few hundred feet, parking in front of the hospital. The hospital was massive – and massively decayed. An entire section of the 10-story hospital, five stories high and nearly half of the floors’ area, had collapsed into the remainder of the building. A cross-section of the hospital from the 6th to 10th floors was visible from the ground. The parking lot was overgrown, with hundreds of cars filling about half of the parking spaces. Other than the totally collapsed gas station, it was the worst-condition building they’d explored yet. The entire building looked like it had been bombed. Billy saw a relatively modern, Helvetica-like font on a sign on the 8th floor that said, “Birth Ward”. “If I’m not mistaken, this building was renovated some time in the ‘70s and now it looks like this. Unbelievable.” said Billy. “1977.” said Melissa. “Must have been poorly maintained.” said Billy. “It was. I had a summer job in one of the hospital cafeterias in 1982, they were already building the replacement to this building. Even in ’82, the building was already having structural problems. They built the first five floors of the building around 1951, then they added the top five floors in the early ‘60s. They tried to fix it in ’77, but it didn’t work. As an aside, I was born in this building, room 827… looks like it’s not there anymore.” said Melissa. “Wow, seeing the place where you were born become thin air… I can’t imagine.” said Billy. “I was born in that building too, room 810. I think it was toward the back of the building, might still be there. My mom said there were cracks in the walls when I was born in 1981.” said David. “Is this the hospital where they shot people up with Thorazine?” asked Dirk. “Not when I worked there. They might have like in the ’60s, but by ’82 that was all at the hospital up on the hill, and they had some pretty serious restrictions around that stuff. Anyway, they closed this hospital in 1985, just two years before the volcano. I went back in 1996, and there was already a hole on the 10th floor. They had converted some of the lower floors to apartments, but of course everything was long abandoned by 1996. They actually condemned the upper floors right before the volcano and were going to demolish them, I want to say, within a few weeks of when the volcano hit. Evidently, Mother Nature is well in the process of that now. Does anyone feel comfortable going in?” asked Melissa. “I’m not going anywhere near that building.” said Megan. “I think I’ll stay out here too. A building that’s literally missing a big chunk is where I draw the line. But if anyone does go in, and it’s safe to go up there, try to film room 810 for me.” said David. “Sissies. It’s a ******* concrete building, it’s going to be fine.” said Dirk. “I’ll admit it looks sketchy, but I want to go in, at least as far as I safely can.” said Billy. “All right, let’s head in. I’m going to ask that you all follow me.” said Melissa. “Ok, Mom.” said Dirk, sarcastically. While Billy followed Melissa, Dirk took his own path leading up to the hospital, nearly cutting his ankle on a bramble in the process. The explorers entered the hospital lobby, which was probably in better shape than most of the building. Still, it was in awful condition; the tile floor was crumbling, exposing the bare concrete underneath, and the interior walls were cracked and buckling, evidence of severe water damage. Wood planks and tile-ceiling mush scattered the floors, where the ceiling had entirely vanished and most of the wall paneling had come off. There were even a couple of exposed fluorescent light tubes on the floor. This floor was somehow still stable. Since the hospital had closed before the volcano, it had been emptied out, for the most part. Little signs of the hospital’s former use remained. A chair from the lobby here, a December 1983 Reader’s Digest there. A directory marquee listed what was on each floor, though many of the letters had fallen off. A few things could still be discerned: acute care on the 1st floor, cafeteria on the 5th floor, oncology on the 6th floor, birth ward on the 8th floor. Since there were 10 floors, the explorers agreed to let Melissa take them to the most interesting areas of the building, given the limited time. Melissa immediately started walking toward the nearest stairwell, Dirk and Billy following. As they walked down a hallway, Melissa saw a pile of debris in a room to their right – walls, flooring, and objects from the floors above. The battered remains of a mid-1980s, 19” RCA Colortrak TV sat on top of the pile, underneath the hole that was about 5 feet in diameter. The explorers all went into the room. Billy and Melissa peered up and found that the floors on the 2nd, 3rd, and 4th floors had all collapsed in the same area; the underside of the 5th floor looked buckled and weak but was still there. Further down the hall, the conditions improved slightly, with about 20 percent of the ceiling remaining and most of the tiles of the floor still being there. “The back half of the building’s always been in better shape than the front half. I’m not sure why.” said Melissa. The explorers climbed the stairs and went to the 2nd floor, passing an elevator bank. “I wish we could take the elevators.” said Billy. On Floor 2, the explorers encountered a room that had “Apartment 7” painted on a wall. The back half of the second floor, where they were, was in about the same condition as the lobby. Melissa walked into the apartment, which seemed to just be four rooms jerry-rigged together into an apartment of about 1,000 square feet. Dirk and Billy followed. The first room was the living room. At the front of the room was a 27” RCA Colortrak TV, basically a larger version of the one they’d seen on the first floor. The ceiling sagged in a few spots, and the floor sagged underneath a coffee table that still had a large book on it titled “Birds: A Spotter’s Guide”. Billy took a close look at the Garfield poster on the wall. “Hey, this has a copyright date of 1989. I thought everyone left Izzy in March of 1987.” said Billy. “Yeah, I did too, I remember hearing on the news that the town was totally deserted by the afternoon after the volcano hit. I guess, maybe some people moved back after the fact. When I explored this hospital in 1996, no one was here, so whatever would have been established here after the volcano would have been short lived.” said Melissa. “Do you think people were still living here on April 18, 1990?” asked Dirk. “How about December 24, 1995?” asked Billy. “1990, hard to say but probably. ’95, I’d say everyone was gone by then. Based on what I’ve seen, I’d guess they moved out in the early ‘90s.” said Melissa. “What kind of person lives in a volcano ravaged city?” asked Dirk. “Your guess is as good as mine. Probably people who wanted a rough, bohemian lifestyle.” said Melissa. In the second room, there were several folding card tables arranged like a countertop, a fridge, and an oven. A folding divider, about 7 feet tall, separated off a toilet, shower, and sink. The bathroom and kitchen both looked like DIY jobs, not professional. Room 3 had a bedroom, again with a DIY bedframe and a mattress. “This was some kind of squat, or commune, or something.” said Billy. “I remember hearing it was some kind of commune. There should be a store in one of these rooms.” said Melissa. The explorers finished with the apartment and went to the 4th floor. Dirk and Billy wanted to see the front half of the building, so Melissa carefully led them down a corridor. Halfway down the corridor, the floor dropped two inches and there were massive cracks in the wall – the line between the stable rear half of the floor and unstable front half. Debris – drywall, plaster, ceiling tiles, and the like – covered the floor throughout, but the amount of debris was at least twice as thick in the front half of the building. Walls buckled and tilted at odd angles, threatening to fall at any moment. In a room to the side, the explorers saw the hole they’d seen from the first floor, in the center of the living room of Apartment 27. Two easy chairs tilted precariously toward the hole, and a computer sat on a dilapidated desk. One of the desk’s legs was over the hole, meaning the desk was being supported by 3 of its legs, and the chair that had been at the desk had vanished into the hole. Melissa walked toward the room, but backed off as she entered; she’d put her left foot on the floor at the entrance to the room, several feet from the hole, but since the floor was very soft, she hadn’t put her full weight on it. The explorers continued down the hall slowly, following Melissa’s every step. They saw the front wall of the hospital itself, but a large pile of debris from another multi-level floor collapse above blocked their path about 10 feet short of the front wall. The explorers turned left onto another hallway, sidestepping another hole in the floor. Soon, they saw that the floor ahead of them was gone. There was a vast chasm, perhaps 40 feet deep and 30 feet wide, that had formed where a large section of the 4th and 5th floors had collapsed, and debris had piled up on the 3rd floor. Since the outside wall was still in place, this collapse hadn’t been visible from the outside, unlike the collapse above it. Getting as close as he safely could, Billy could see that the debris pile was at least 10 feet high and putting immense weight on the 3rd floor. Above the pile, the sky was clearly visible. “7 stories of rubble in that one pile.” said Billy. Melissa and Dirk stood in awe as Billy filmed, looking for details in the rubble. A capitalized red “T”, A”, and “L”, each about 8 feet tall, sat on top of the rubble, the remnants of the hospital sign. Amid the chunks of concrete and drywall, more artifacts emerged. Billy found a half-buried packet of beef jerky, a corner of a mattress, and two mangled hospital beds in the pile with his zoom lens. “There’s a wall that says Oncology.” said Melissa, pointing toward the right. Billy filmed the word. “Oh my gosh!” said Billy. “What?” said Melissa and Dirk, simultaneously. “What room were you born in?” asked Billy. “827.” said Melissa. “Up about 15 feet and to the right. There’s a sign that says 827.” said Billy. It took Melissa a few seconds, but she found the sign. “I guess that confirms it.” said Melissa. “I don’t know how I’d feel seeing the crumbled remains of my birth room. You’re taking this better than I would.” said Billy. “Eh, it’s just a room, it did its job all those years ago.” said Melissa. “Wow.” said Dirk. Melissa took in the pile of debris for another minute, then led the explorers back toward the stairwell. They proceeded to the 5th floor. On the 5th floor, the conditions even in the back half of the building were starting to deteriorate over the lower floors, with some small holes in the floor. The explorers made their way to the cafeteria. A sign on a brick wall said, “Lava Lover’s Commune General Store”. A broken window allowed the explorers to view the store’s interior, a large, open room, about 50 feet square on each side. “Lava Lover’s Commune. That’s an… interesting name.” said Billy. Most of the floor in the room was missing; the entire front 40% of the room, farthest from the explorers, had collapsed into the chasm the explorers had seen on the 4th floor. There were several other large holes, mostly to the left side of the room. The right-rear quarter of the room, nearest the explorers, looked to still have most of its roof, but the roof was largely gone over the rest of the room, which was open to the sky and brightly lit by sunlight. Debris was piled up on the sections of floor remaining, save for a patch about 15 feet square on each side near the right-rear corner. Pillars, each placed about 10 feet apart, held up the remaining section of roof. Merchandise poked out from under the debris. A shelf full of canned goods stood, covered in debris, on a two-foot wide gap between the chasm and another large hole. A cash register and counter had fallen over, precariously perched on a twisted beam next to another hole. At the left-rear quarter of the room, one freezer unit had stayed in place on a small section of still-intact floor, despite at least two units to its right and three to its left having fallen into the floors below, as evidenced by wiring coming out of the wall. “Floor-busters sale on aisles 1, 2, 3, 4… everything must go, down to the ground.” said Billy. Dirk laughed. Melissa led the explorers around a corner to get a better look inside the store through an archway at the rear-right corner of the store. Magazines and books were in this section, their paper warped and ink bleeding from years of rains blowing in from mere feet away. “Don’t go in there. We’re pushing it just by being right here.” said Melissa. Just then, Dirk saw a copy of “The Amityville Horror” laying on a table on what appeared to be a relatively stable section of floor. He walked into the store, toward a sagging, discolored section of floor. Melissa began to walk quickly toward Dirk. Just then, the sound of ripping cardboard echoed through the air. For Dirk, time seemed to slow down as his body started to fall. The table with the book on it started moving toward Dirk as he froze in place, stunned. Just then, Dirk’s body moved backwards rapidly, and the table disappeared altogether. A deafening bang came from several stories down. Dirk felt a painful sensation in both of his shoulders. Billy’s jaw dropped. He had seen the whole thing play out. The floor gave way, and just as Dirk’s body began to sink, Melissa had grabbed his upper arms and pulled him back several feet over the new hole and to safety. The pull was so strong, it seemed as if Melissa’s arms had been powered by the V8 engine from a Corvette Z06. Billy was baffled as to how Melissa hadn’t fallen in the hole herself. Dirk looked back and saw Melissa, who was still gripping Dirk’s arms. “You’re hurting my arms.” said Dirk, still in shock. “Look down.” said Melissa. Dirk looked down and saw the new hole that had formed under him, which extended down four stories to the 1st floor. Billy stepped forward slightly to get a look at the hole as Melissa loosened her grip and walked Dirk back out of the room. “You’re a wonderful person, Melissa. Wow, just… wow. Dirk, you owe Melissa a big thank you. She just saved your life.” said Billy. “Thank you, Melissa.” said Dirk, begrudgingly. “I’m going to have to take you outside, for your own safety.” said Melissa. “Why? I make a mistake. I’ve learned my lesson.” said Dirk. “Urban exploring is very serious business. You disobeyed an instruction and nearly got yourself killed. I’m sorry to say it, but you’ll have to sit the rest of this building out. You’ve seen most of it, anyway.” said Melissa. Dirk, dejected, began following Melissa out of the building. Billy followed behind them. Melissa got on her walkie-talkie to David and Megan. “We’ve had an incident. Dirk is coming down to stay with you two for the remainder of the exploration.” While the explorers were walking through the parking lot toward the van, Dirk lifted his shirtsleeve and looked at his left upper arm. A bruise, about 2 inches in diameter, had begun to form. “You bruised my arm.” said Dirk. “Would you rather be dead? You’d be dead right now if Melissa hadn’t grabbed you.” said Billy. “No, I wouldn’t, there was a pile of debris on the bottom that would have broke my fall.” said Dirk. “45 feet down onto jagged concrete and steel? You’re alive because of that woman right there.” said Billy, pointing at Melissa. “Did she have to pull so **** hard? It felt like she was trying to pull my arms off. Where the heck did you even get that kind of strength?” asked Dirk. “I really don’t know. I just saw you falling and reached out.” said Melissa. When they got to the van, Melissa got her first aid kit out and cleaned and dressed Dirk’s bruises. “You just relax and take a load off.” said Melissa, gently patting Dirk on the back. “Billy, do you still feel comfortable going further up the hospital?” asked Melissa. “If you do.” said Billy. Melissa and Billy walked back toward the hospital. “We have to see Room 810, for David’s sake.” said Billy. Melissa and Billy re-traced their steps through the lobby, got to the stairwell, and began the climb to the 8th floor. “Don’t let Dirk’s unappreciative attitude get you down. To be the kind of person who puts themselves in danger without hesitation to save a life… ‘good person’ is an understatement.” said Billy. “Thank you. If someone died, I could save them and I didn’t, I couldn’t live with that.” said Melissa. “Maybe we should kick Dirk out for his own safety.” said Dirk. “I’m definitely not letting him go in buildings like this one anymore, but he hasn’t done anything to warrant getting totally kicked out. He paid the 400 bucks, it’s his trip too.” said Melissa. “You haven’t led me wrong so far, I guess you’re right.” said Billy. As they got to the sixth floor, the solid stairs became less stable. Cracks became visible in the stairwell walls, and some of the stairs were tilted at odd angles. Billy followed a couple steps after Melissa. Both held on to the handrail, but on the 7th floor, both had to sidestep a hole in a stair. The 8th floor was a wreck. The floor was bare concrete, covered in debris, and filled with holes; any tiles or decoration it would have had long gone. Nevertheless, it was still stable enough in some spots to be walked on. The ceiling was similarly filled with holes and devoid of any covering. The yellow paint on the wall, though faded and severely flaked, had survived. “The whole birth ward was down this hall and the one next to it, there were 28 rooms, I believe. This was the only hospital in town with a birth ward, there were probably 2 or 3 babies born here on a typical day, and they’d stay for a couple days each. Maybe 5 of these rooms would be in use at any one time, 10 at a busy time, but they wanted to make sure there was enough capacity.” said Melissa. The odds of getting into Room 810 didn’t look good; Room 801’s floor was entirely collapsed, Room 802 would have been suicidal to attempt due to a large hole in the floor in front of the room, and Room 806 had a warped, unstable floor that looked like it would have collapsed if one breathed on it wrong. Melissa and Billy walked inside 805, briefly: there were cabinets, a countertop with a box of sterile gloves on top of it, a hospital bed, and two battered wooden chairs. “How would we get to 803 and 804?” asked Billy. “There’s a little hallway off to the right that connects the two halls, like an ‘H’. I’m not sure if that hall is still here.” said Melissa. Rooms 809 through 812, the third row of rooms out of seven, were the frontmost row that were still there, their front walls now part of the outside walls of the building; the connecting hallway was gone, as were all of the rooms numbered 813 through 828. Room 809’s floor was sagging and full of holes; Room 810 was the most stable room of them all, though it still had a hole, about a foot in diameter, in the floor in one corner. Melissa and Billy walked to about four feet from the end of what was left of the hall and looked out. From eight stories high, much of the southeastern portion of Izzy was visible, including the university, more houses, and a small commercial district. Billy pointed forward and to the right. “Up there, maybe about 70 or 80 feet up and 30 feet to the right, is where you would have been born.” “My mom tells me it was a really nice room then; it was brand new. She says the equipment was some of the best in all of Helmintoller in the time, and the room itself was large, with plenty of room for the doctors and nurses to do what they needed to do. I showed her pictures of the room in 1996 and she was shocked at how fast it had deteriorated. From brand new to completely gone in less than 60 years… wow.” said Melissa. In the van, David, Dirk, and Megan could see Melissa and Billy. “I think they’re near room 810 now.” said David. “I can’t look.” said Megan. Melissa and Billy went into room 810. Inside it, there was a hospital bed, dirty and covered in debris, three amber-colored plastic chairs, and a dry-erase board on the wall. The whiteboard said, “DATE: 4/26/85, PATIENT: Allison, DOCTOR ON DUTY: Hughes, TIME OF BIRTH: 4/24/85 9:20 AM, STATUS: Healthy, ready for discharge.” “Wow imagine being 35 and the place you were born being completely gone from natural decay. I hope that person’s doing well.” said Billy. Billy took over a dozen pictures and a video of every inch of the small, 20x20 foot room, then he and Melissa walked back down the hall, climbed down 8 flights of steps, and were done with the hospital. “Wow, that’s the sketchiest building I’ve ever seen – online or otherwise.” said Billy. -
Version 1.0.0
1,142 Downloads
AFC, also known as American Family Care, is a chain of urgent care centers. Founded in 1982 by Dr. Bruce Irwin, the chain has over 200 locations across 26 states. 3x3 lot. Functions as a clinic. Dependencies: RR MEGA Prop Pack Vol. 1 RR MEGA Prop Pack Vol. 2 SHK Parking Pack SuperSHK MEGA Parking Textures 1.0.1 SuperSHK + FA3 Parking Textures BSC - VIP Girafe Trees/Shrubs Feather Grass Linden Trees Maple Trees Poplar Trees Rowan Trees- 4 Reviews
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Version 1.1.0
706 Downloads
Guild House is a residential building in Philadelphia which is an important and influential work of 20th-century architecture and was the first major work by Robert Venturi. Along with the Vanna Venturi House it is considered to be one of the earliest expressions of Postmodern architecture, and helped establish Venturi as one of the leading architects of the 20th century. The building, which houses apartments for low-income senior citizens, was commissioned by a local Quaker organization, Friends Rehabilitation Program, Inc. and completed in 1963. Employing a combination of nondescript commercial architecture and ironic historical references, Guild House represented a conscious rejection of Modernist ideals and was widely cited in the subsequent development of the Postmodern movement. This lot is a ploppable clinic located in the medical tab. DEPENDENCIES: BSC MEGA Props SG Vol 01 -
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Version 1.0.0
4,232 Downloads
Emmaus Retirement Home, by Mattb325. --------------------------------------- This is based on a real building from Italy. The Casa Di Riposo Emmaus Retirement Home is offered as a non conditional reward that offers health benefits, 120 jobs in all wealth levels, Residential CAP relief, commercial desirability and residential desirability for your cities. While the building is not a 100% recreation of the real one, the BAT is reasonably faithful to the Streamline Moderne style that was popular in the middle of the 20th Century. This BAT works really well in Wall to Wall environments by being able to break up the double row of 1x2 lots with its dual street frontages (the actual lot is 3x4), but as I have modeled windows and other features on all sides, it works equally well in any other situation. The lot is found in the Rewards menu. It can be placed as many times as you want without having met any prior conditions. It also doesn't over-write any other rewards. --------------------------------------- STATS RETIREMENT HOME: Lot Size: 3x4 Occupant Groups: Reward, Health Other, Cemetery (the building is named 'Emmaus' after all!), Dog Magnet Plop Cost: § 6,100 Jobs: Jobs§ 40; Jobs§§ 70; Jobs§§§ 10 CAP Relief: R§ 20,000; R§§§ 180,000 Landmark Effect: +80 over 30 tiles Park Effect: +80 over 30 tiles Bulldoze Cost: § 560 Power Consumption: 3 MWh Water Consumption: 56 Gal/month Pollution: 1 (Air)/ 2 (Water)/ 11 (Garbage ) Pollution Radius: 2/3/0 Budget Item Cost: § 30 --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO model files; one for dark nite users (and other night-time darkening mods, such as Gizmos night-mod) and one for the standard Maxis nite. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. If you use the dark nite version, you will need a dark nite mod. (http://community.simtropolis.com/files/file/23089-simfox-day-and-nite-modd/) --------------------------------------- DEPENDENCIES: This file requires no dependencies --------------------------------------- To install, simply unzip the contents of this file into your plugins folder.- 2 Comments
- 10 Reviews
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