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Showing results for tags 'no kickout'.
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I've got the CoriBoom No Kickout Mod installed, and it is so fantastic in allowing greater control over where and when things develop. I've got a very stable city of around 120k pop, and everything is upgrading once rezoned into a higher density EXCEPT low wealth commercial services. I'm not sure why but CS$ WILL NOT upgrade into a higher density CS$ building and I simply can't figure out why.
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Version 1.0.0
1,416 Downloads
A DLL version of Cori's No Kickout Lower Wealth Mod (NKO) mod. Unlike Cori's mod the DLL does not override the Building Development Simulator exemplar, so it should be compatible with CAM or any other mod that alters that file. The DLL sets the Building Development Simulator Tract Developer Kick Out Lower Wealth property to false when a city is loaded. 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 SC4NoKickOut.dll into the Plugins folder in the SimCity 4 installation directory. Start SimCity 4. Troubleshooting The plugin should write a SC4NoKickOut.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/763015-no-kickout-lower-wealth-dll-plugin/ The plugin's source code and issue tracker are located on GitHub: https://github.com/0xC0000054/sc4-no-kick-out- 7 Comments
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Version 1.0
6,229 Downloads
CoriBoom™ Productions Proudly Presents... Cori's No Kickout. Give yourself much more mayoral control. In our 5th official CoriBoom™ release to the STEX, @CorinaMarie and I are proud to finally present a mini (yet magnificent) mod which allows much finer control of city simulation growth: NKO This mod grants the flexibility to have all 3 wealth levels (low, medium, high) coexist in any given location, without the higher wealths gobbling up the lower ones. This is a vast improvement over the default game setting, where the two lowest wealths can upgrade to a higher wealth. While this behaviour is desirable in certain situations, it forces you (the mayor) to mark lots as historical as a preventative measure. This can be a tedious process which soon becomes a boring chore. (Like washing dishes.) The default automatic upgrades are a common cause of population instability and a major factor causing the dreaded no job zots. In regular gameplay, a higher wealth and stage often takes over before the conditions are suitable. NKO fixes the method which the SC4 simulation uses. By doing so, the control is now at your fingertips to decide when a wealth level should be allowed to upgrade and replace a lower wealth. For example with houses, it means R$ can coexist within an area containing R$$ homes, and even R$$$ mansions too! There's no need to mark each as historical for preventing them from being destroyed and replaced with higher wealth. This finer control means there's significantly less micro management involved to ensure RCI growth sustainability. Then if one wishes, the bulldozing tool is useful for giving the green light for a higher wealth to take its place. At this point, certain zones will reassess and grow what the simulation deems as appropriate (based on the RCI demand and local desirability factors). What does "Kickout" mean? The standard SC4 growth simulation automatically allows lower wealths to be replaced by higher wealth levels. This means they can be taken over and redeveloped by a higher wealth at any time the game decides. When this happens, the process of such is described as "kicking out" the lower wealth level. What NKO does is prevent this from happening by setting a Boolean False toggle. In the exemplar property: Tract Developer Kick Out Lower Wealth Name Value: 0x47E2C540 Does NKO prevent higher wealth ever growing? No, not at all. Any new zone will develop just as before based on economic conditions in your city. And you now have the choice of when any given grown lot should be allowed to redevelop. Tax rates can be adjusted accordingly to encourage the development of certain RCI types. This is related to the methods explained in Cori's Residential Revamping tutorial. Then should one later wish to upgrade an area, it's possible to selectively bulldoze. At that point, it provides higher wealths an opportunity to reconsider and grow in place when they're able. As a result, it gives you (as mayor) the ability to decide if you wish to grow something else instead. Power of the Bulldozer Via the bulldozer tool, it gives us an expansive freedom to develop RCI how we wish to. NKO isn't a restrictive mod, but a revision of the simulation and this puts the city design decisions in our own hands. The bulldozer is our friend for this very reason. It means how if wanting to redevelop areas to higher capacity, then using the tool makes way to allow R$$ or even R$$$ buildings too, because then the demand and desirability decides. This applies to residential, commercial and industrial inclusive. For residential and if wanting R$ to stay, then they will do. This could be useful for maintaining a lower wealth area of housing. However, once bulldozing to bare zoning and it's a free for all again. Completely CAMpatible NKO is fully compatible with the CAM too. By comparing the properties in the exemplar which NKO uses too, we've made sure that the same properties are added along with the setting toggled to prevent lower wealths being kicked out. Just makes sure NKO loads after CAM does, so that way it'll be applied. A Couple of Things Thing #1 NKO works very well combined alongside @Bones1's Less Abandonment mod. This is recommended when CAM is not installed. (Which has its own version of Less Abandonment built in.) What the "Less Abandonment" mod does is make sure the city is ready for RCI development when the demand for growth is much more likely to be sustainable. As such it fits along well in harmony with what NKO does. It sets the threshold higher for when buildings will grow, which means they're more likely to stick around once they do sprout. Thing #2 A caveat you should be aware of: NKO does not prevent buildings from upgrading within their own wealth class. This means if you have some lower capacity building you want to keep for aesthetic reasons, you'll still need to click the historical option for it. It is rarer for this to happen in a stable city, but it does occur and well worth being mindful of. Complete NKO Overview To learn more of the advantages to using NKO, see the following thread we made: It contains picture previews to show the real benefits of what NKO provides. Also this doubles up as the official Support Thread if you've any comments or questions we can answer. Replying to the Comments section here on the file entry is fine too if you'd prefer. Installation This mod uses the standard process of installing SC4 content. Copy the Cori's_No_Kickout_Lower_Wealth_CAMpatible.dat file into your Plugins folder. If using the CAM, make sure NKO loads after it since the exemplar is the same. To make sure, a good idea is to place NKO directly inside the same folder CAM is installed to. One way is to place our file in this folder: Documents\SimCity 4\Plugins\a_CAM\a_Core Or as one of the resident experts @twalsh102 posted in our thread: That way it'll make certain the loading order is correct. We hope you enjoy using NKO in your cities! // CoriBoom™ Productions Release \\ Cori's No Kickout Lower Wealth Mod v1.0 — (02 Jan 2021)- 14 Comments
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CoriBoom Cori's No Kickout Lower Wealth Mod - Now CAMpatible
CorinaMarie posted a topic in SimCity 4 General Discussion
Cori's No Kickout Lower Wealth Mod - Now CAMpatible The CAMpatible part means that it will work equally well with or without CAM installed. If using CAM, just be sure this mod loads after CAM's controller file. The File: Cori's_No_Kickout_Lower_Wealth_CAMpatible.dat <-- Click here to download. Y'all might be wondering what this mod does. Quite simply, it allows you to control your city growth in a much more stable manner than the Maxis default setting. By not allowing higher wealth levels to kick out and overrun the lower wealth, you need not be constantly dealing with major fluctuations of each grown category of R, C, and I, the associated demand instability, nor overloading the jobs path finding algorithm. Also, in well established cities which you are still expanding (either horizontally or vertically or both), it puts you in charge rather than at the whim of the game's propensity to upgrade multiple buildings in quick succession as you cross new stage thresholds. @Cyclone Boom and I have completed a couple of specific demo tests to show the advantages of using NKO. The Skyscraper Example: Presenting the closest thing to a big city that I have. This has been grown from the start with NKO installed. For this part of the demo, I've removed NKO. Big City Start without NKO installed: Big City 6 years later without NKO installed: ^ You'll notice all my carefully planned low wealth, low density R$ got kicked out and replaced with R$$ and R$$$. Several commercial buildings changed too. Running again from the start, here's Big City 6 years later with NKO installed: ^ What you see is how it is rock solid stable which allows the Mayor to decide which locations to upgrade. This is where the power of NKO really puts you, the Mayor, in charge. Starting from the same year 676 beginning date as above and keeping the NKO mod in plugins, I then bulldozed those two short commercial service buildings cause I have lots of demand for CO$$$. Big City Start with NKO installed and two commercial bulldozed: Letting time run a bit, and both zones begin growing: However, because of NKO there isn't a bunch of random upgrading throughout the city tile and that means all pent up demand is being used where I decided: Big City Demo Run Finished with NKO installed: ^ Ofc, if I had some Custom Content installed (or allowed all 4 original tilesets to grow), I could have variety for that stage of commercial. The key part is that with NKO the rest of my city does not upgrade all haphazardly to higher wealth buildings. The Agricultural (with Small Towns) Example: Not everyone wants complex metalostastrophe cities. NKO is equally important for the agrarian / small towns developer. Here we see a typically Coriesque rural area with small towns: ^ Using no imagination whatsoever, I'm calling them the River Town, the Town on the Hill, and the Main Town. The second town name logic is only apparent when we turn on the grid and peek under the trees. Here's the dirt road running up the hill which then leads to it: This city tile was all grown without using NKO just like every new Mayor would do. (The game comes from Maxis with this disabled oddly enough.) The date is 27 December in Year 54. No amenities have been plopped at this point. That means no education, no medical, no fire stations, none of the earned rewards, and no parks. The idea was to keep the growth as similar as possible to how it would be with NKO. (I am using my Fire Suppression mod so there's no fires to contend with.) There are a couple or three R$$ homes that grew and then dilapidated. That's nothing compared to how the game will screw things up once we start caring for our Sims. The following pics will show the comparisons. CB has used the EPIC Technique for Centered City Screenshots so the pics will align pixel perfect. That means you can click an image and then use your right and left arrow keys to flip back and forth between them. Note: The variations you'll see in the trees are from the random growth cycle differences. What you'll be looking at is the great quantity of dilapidated R$$ homes when not using NKO. Overview of the Main Town at zoom 3: Start - No amenities plopped: No time run yet - Amenities plopped: 100 years later with NKO installed: Same run 100 years later without NKO installed: Main Town near schools at zoom 4: 100 years later with NKO installed: Same run 100 years later without NKO installed: Main Town north side at zoom 4: 100 years later with NKO installed: Same run 100 years later without NKO installed: Town on the Hill at zoom 4: 100 years later with NKO installed: Same run 100 years later without NKO installed: ^ This particular town fared very well. We see no dilapidation and that's because there are some jobs in this tile for a few R$$ Sims. They like it here because higher elevation is preferred so these are a handful which did not dilapidate. River Town at zoom 4: 100 years later with NKO installed: Same run 100 years later without NKO installed: ^ We see one No Job Zot above. (Throughout the run they come and go as some R$$ Sims leave, the demand for them goes up, they come back, can't find a job, and the cycle repeats.) So, IMNSHO, installing the No Kickout Lower Wealth mod is the way the game should be played. Not only does it ease the fluctuations from rural to megacity, but it allows more control over what will be grown and where it will appear. This NKO mod works very well with @Bones1's Less Abandonment mod. That one is always recommended for non CAM users. One caveat you should be aware of: NKO does not prevent buildings from upgrading within their own wealth class. This means if you have some lower capacity building you want to keep for aesthetic reasons, you'll need to click the historical option for it. Important Note: If you plan to peek inside the mod, you must use Reader 1.5.4 which can be found attached to this post on Devotion. (Reader 0.9.3 will bork the file.) Also, the property Tract Developer Kick Out Lower Wealth is set to 0x01 (True) in the release version of the game. This is why I said above that No Kickout is disabled by default.- 95 Replies
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[Solved] Troubleshooting the No Kickout (NKO) Mod
bladeberkman posted a topic in SimCity 4 General Discussion
Hi @CorinaMarie, First, apologies: I would normally DM you, but the messaging system seems to be down. I'm trying your no kick out mod, but higher wealth sims continue to replace lower wealth sims. I've dropped the file in my plugins. I've even attempted to add some "ZZZs" to the file name. Nevertheless, lower wealth sims keep getting kicked out. I'm wondering if you have any insight as to what might be happening? I should say, I'm using a very modded plugins folder with a lot of custom lots (for example, kingofsimcity's Maxis Mansion Overhaul). Regardless, it seems like this should not matter since, as I understand it, the mod affects the simulation itself, not specific lots. Thank you! -Blade

