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Showing results for tags 'lab'.
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Version 1.0.0
93 Downloads
A file from Vagrant Store that is no longer available from the original site. It is a laboratory with a huge particle accelerator. It is added as a landmark with employment. It consists of a 5x5 laboratory body and a 1x1 particle accelerator puzzle piece. The Prop is protruding from the Lot, which can cause unexpected glitches. -
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. -
Version 1.0
1,774 Downloads
Here you go I got more. You can only plop one of these labs, but that's how it is for the regular hospital so everything is a-okay. How to install: 1. Unzip the file after downloading. 2. Copy and paste the .package file into C:\Program Files (x86)\Origin Games/SimCity/SimCityData. Enjoy! More coming! Want to mod for SC2013 but don't know where to begin or how to do anything? Go here and apply for help! https://community.simtropolis.com/topic/62213-simcitydefined-offering-sc2013-modding-help-to-all/- 1 Comment
- 5 Reviews
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- diagnostic
- lab
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Version 1.0
17,581 Downloads
Deadwoods is proud to announce his first foray into the world of Industrial High-Tech with this set of Pharmaceutical company labs. The "brutish" design adds to the serious nature of the building, but is offset by landscaped grounds and areas for the staff to relax. This package contains one growable and one plopable (Landmark) lot. The growable lot uses a building family so one of four buildings randomly appears (a pink one, a green one, a blue one and a brown one). They are a lot (sic) larger than the standard IHT lots, so they are a challenge to grow. These lots are BSC BTE enabled. This means they will contribute to reward chains. Having enough of these grow in your city may entitle you to specific rewards. Lot Specs PLOPABLE specs LOT SIZE: 6 x 5 MENU: Civic/Landmarks TYPE: High Tech JOBS: Industry High-Tech 252 CUSTOM COMPONENTS: Custom icon, custom query UI GROWABLE specs LOT SIZE: 6 x 5 STAGE: 3 TYPE: High Tech JOBS: Industry High-Tech 252 CUSTOM COMPONENTS: Custom query UI Installation Pre-reqs This lot needs the following pre-reqs. If they are not contained in the package, there's a hyperlink to them on the STEX. File In Zip? Link to file (if not in zip) BSC_NICM_Props.dat N Included in Newman Inc Coal Mine lot BSC_MiscellaneousTextures_v1.dat N Included in BSC Textures Vol 01 -CB Edit: Fixed description formatting and dependency links. Thanks @gwada971 for reporting.- 39 Comments
- 34 Reviews
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- 6
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- high tech
- pharmaceutical
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(and 3 more)
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