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City-building game(s)

Found 3 results

  1. Proportional Industry Jobs

    Version 1.0.0


    * It is highly advisable to demolish I-HT yards, I-D/I-M sheds or grounds.(they're the whitish land that's not really a building. Sheds are the tiny buildings in I-D or I-M zones(I'm not sure which one)) The decreased job count for these lots can mean they might turn into ghost jobs. Except for them, the 'buildings' have been boosted in various amounts. OK, the Industry sector in this game is not really all that great. I was fed up with the fact that a large industrial building(ex. Dead Forest Paper, Zeno's Truck Parts) is thirty, forty times larger than a small one(Farley's Foundry, Bella Barium, etc.) and they have about 3~10 times the jobs. Bella Barium, a 2x2 stage 1 building that looks more like 2x1.5, has 23 jobs. Zeno's truck Parts is about 2 times taller, 2.5 times wider and 3 times longer, and it's a stage 3. It should not have only 78 jobs. I used both the Industry Doubler and the Quadrupler once, and while it was nice to have 400-ish jobs on large buildings, an I-HT yard having 20-ish made no sense. =============================================== So I have boosted the pop counts for those industrial buildings, based on the 3-dimensional size of said buildings and by stage. (stage 3 has an advantage over stage 1, and I-D has more pop than I-M, which has more pop count than I-HT) You can see that it is proportional to the *volume* of the buildings, not just a blind x2, x4 factor. (Yards/Grounds actually decreased in job count) They range from single-digit numbers to 606(I-M), 962(I-D, Dead Forest Paper), and 386(I-HT, Spline Testing?) After testing, I found that it usually increases the industry population by approximately three times. This is quite variable, if your industrial zones have lots of big buildings there will be bigger boosts, whereas in industry zones filled with Bella Barium or Farley's Foundry has less of an effect. I have separated the files into 3 parts - I-D, I-M, and I-HT. *Don't mind the font. I changed it manually using another .dat. This mod has no effects on your game font. *Comments and constructive criticism always help. (I am a light modder, but anyway)
  2. So I just started the game for the first time since updating to After Dark, and noticed my population has decreased by ~10,500 people since I last played. When I loaded the game for the first time, my population shows the number it shows now, but showed a decrease (red number) of -10500 people. As you can see, I obviously passed the 70,000 mark...anyone else experience this, or have any ideas as to why it happened?
  3. First of all, I'm skeptical about this being an effect of mods (both the ones made by myself just for me, or something bigger like the I-HT fix), because this happened even before I actually got around to doing/downloading mods, although I can't rid the chance completely. Only the NAM was installed when I first found it, and as I grew industrial complexes the problem became much more noticeable until I decided to post. If you don't like long text, skip the black ink... er... pixels of writing and just look at the pics and the bottom paragraph. This was something that was observed a long time ago, but I found that some of my industrial buildings only had freight trucks going out of them. I thought that this was because of an overflow of jobs or something about traffic, except for the fact that I was following the 2:1 ratio and the Census Repository Facility showed I had 300K vacant jobs in my 3.5 mil region. Then I looked at the traffic and this is what I found: (perhaps because this side is close to my main city: pop count of 2.1 million) AFAIK 4,543 jobs for Havoc Bioenactments or whatever it is, is about 90 times more than my modded capacity (47). I checked it up using the extended query, and it showed 53:301:44 (total 398), which I think is viable IF you count all the outbuilding lots between the motorway and the power line..... but still, 4543 is more than ten times even that. It's not always that building, but SOME building always has employment in the thousands range when it's clearly not supposed to. On the other side of the Tech Center where there's no neighboring city, factories are swatting flies. although I think it is related to the commute time issue a little, the real quirk isn't the swatting flies part, but the extremely dense workplace part. If sims really can't get to a specific spot to work, than jobs should not grow there (and I believe this is what actually happens.... maybe I'm wrong). The closer workplaces should hire only those 400-ish people, and the others should walk in the streets unemployed. Instead everyone hops on to Havoc Bioenactments thingy until it holds thousands. About 2 blocks from the no commuting pic (you can even see one at the corner) there are subway lines with bus stops close by. Bus usage is like 50. They simply get off the subway and walk to their business. After running a few game months, this difference becomes more and more evident. 9135 commuters close to the toll booth, 0 commuters at the other side. In a nut shell, I'll abbreviate the problems to this. Is this supposed to happen?? (If not, is it something that I can smile over the irony, or some big bug that will later force me to reinstall something?)

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