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City-building game(s)

Found 127 results

  1. In the past, I used to add water to my cities as soon as I received the popup prompting me to, usually around 15k residents. Because the game told me I should, I figured that doing so immediately was in my best interest. However, lately I've been playing differently. Instead of adding water early on in my city's development, I purposefully delay adding it until I build out my entire city at low density development, then I add water when I'm ready to add higher density. I've noticed that my cities seem to grow better when played this way. Once I add water and higher density, I have a harder time with growing my city outward to fill the entire city tile, as the game seems to hit a wall at a certain point. But with this purposeful delay, I feel that I can control their development better, making the city feel more realistic. So I'm curious, do you have a particular strategy to adding water to your city? Do you wait until you hit a particular milestone, or do you add it from the beginning? Have you noticed any particular benefits or drawbacks to your strategy?
  2. Pov's stage limit mod

    Version 1.0.0

    33 Downloads

    This mod is inspired by the now defunct and lost Toroca stage limit mod, its purpose is to increase the proportion of high density buildings especially stage 7 and 8 as your city gets progressively larger, so you won't see any difference until your city hits 200 000 population. Be advised that THIS MOD IS ABSOLUTELY INCOMPATIBLE WITH THE COLOSSUS ADDON MOD.
  3. I-R Fix

    Version 1.0.0

    3,482 Downloads

    SimCity Farms (I-R) have two serious flaws: They are not included in the Regional counts and there is no CAP relief provided. The jobs are counted in your city, but never make it to the regional counts. This is the reason farm jobs never help to bring Industry to the next stages of development. Since there is no CAP relief, this is also the reason Farm demand dies after a short time of development. This fix allows the Farm jobs to be calculated into the Regional Counts. Each farm job now helps increase the stage of development throughout the region. It also adds I-R CAP relief to the industrial connections (i.e. roads, freight station, etc). The original fix was developed by @RippleJet and @InvisiChem and distributed as part of the Colossus Addon Mod (CAM). See background info. This new version of the fix is a stand-alone mod that can be used without CAM. The fix is applied using Exemplar Patching, a DLL-based modding technique, which avoids the need to modify the original game files. Dependencies Resource Loading Hooks DLL (for Exemplar Patching): only compatible with SimCity 4, version 1.1.641, the Windows digital edition Conflicts None. The mod is compatible with both CAM and SPAM. Installation Copy the included DAT file into your Plugins folder. Use the Census Repository Facility if you want to inspect the I-R census numbers more closely.
  4. Less $ Emmigration

    Normally, when the situation of your city isn't that optimal, Sims will just emmigrate, leave it behind. This makes a lot of sense, specially for wealthier Sims. But I think $ sims should have a lower chance of abandoning your city, forcing them to endure more hardships if you want to be a dystopian dictator. In part, the reasoning of this possible mod is to allow us to see more of the riot events in the game. In order for a riot to occur, mayor satisfaction has to reach real lows in an area, which is logical; but it seems that every Sim just opts to leave your city way before such real lows are allowed to be reached; resulting in very few riots in the game, if any. Is it possible to lower the threshold in which R$ Sims decide to leave your city, so that we can see them rioting if we opt to be not-so-good leaders? A look at some exemplars suggest the "Desirability Threshold Decline", maybe this is the threshold that the game uses to decide if a Sim stays or leave, and so this is the number I should lower? This exemplar uses a Sint32 data type. For R$, the default value is 0x00000032, which seems to mean 50 according to this converter. Should I lower this number to 0? Are negative numbers allowed? According to the converter, it is possible, but maybe the game places a hard positive-only limit?
  5. Scranton Business Park

    Version 1.0.0

    238 Downloads

    Hello. This is my first ever BAT, Scranton Business Park. It's the location of the Scranton branch of Dunder Mifflin Paper Company, from the US version of 'The Office'. The real building is in Los Angeles, California. General Specifics: Lot Size: 3x4 Type: Ploppable (with jobs), and Growable Stage 4 Purpose/Wealth: CO$$ Night Lighting: Maxis Nite and Dark Nite models included Dependencies: *BSC-VIP Girafe Poplars: (https://www.sc4evermore.com/index.php/downloads/download/27-sc4d-LEX-legacy-bsc-vip-girafe-flora) *BSC Mega Props JES Vol01: (https://www.sc4evermore.com/index.php/downloads/download/22-dependencies/3-sc4d-LEX-legacy-bsc-common-dependencies-pack) *BSC Mega Props CP Vol01: (https://www.sc4evermore.com/index.php/downloads/download/22-dependencies/3-sc4d-LEX-legacy-bsc-common-dependencies-pack) *SHK Parking Pack: (https://community.simtropolis.com/files/file/27563-shk-parking-pack/) *SuperSHK MEGA Parking Textures: (https://community.simtropolis.com/files/file/31006-supershk-mega-parking-textures/)
  6. 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.
  7. Hello, A while ago, I found instructions somewhere on Simtropolis outlining how you can control RCI growth such that only the exact growable you want is able to appear. I forget the details, but from what I recall the general process was using the iLive reader to modify the desired lot to have a building style outside the normal four built into the game (setting the OccupantGroups attribute as 0x00002004 or something for example). Then, there was some method (I think involving Cori's No Kickout Lower Wealth Mod) by which you could modify the city save file to only allow for that fifth "building style" to grow. The result would be that only the modified lots are be able to appear until you exit the game and undo the modification. I can't seem to track these instructions down anymore. I think they were just outlined in the middle of a broader thread, but I'm not positive. Does anyone recall what I'm talking about and know where this discussion was located? Appreciated
  8. Version 4.0

    1,181 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. ;-)
  9. RCI DLL Query Upgrade

    Version 3.0

    1,294 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.
  10. 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.
  11. Is there anyway to mass “Make Historical” “GROWABLE buildings? Lol I’m damn near willing to pay if someone can make this happen
  12. Version 1.0.0

    1,413 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
  13. SimCity 4 Ultimate Guide This new guide is designed to reflect to the new changes that are taking place in the SimCity 4 ecosystem. The purpose of the guide is to give a quick guide for new players and old players so that they can get a complete view of the new SC4 ecosystem. The guide is in working progress and there is no ETA on when the guide will be finished. WARNING: THIS GUIDE ONLY SUPPORTS VERSION 1.1.641 WINDOWS DIGITAL COPY. ALL OTHER VERSIONS OF SC4 ARE INCOMPATIBLE WITH THIS GUIDE AND THEREFORE DO NOT RECEIVE SUPPORT - TO FIND OUT THE REASON FOR THIS CHOICE COSULT THIS ANNOUNCEMENT 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/ Performance and graphics list - Index of all critical mods to install: https://community.simtropolis.com/forums/topic/762953-performance-and-graphics-list-index-of-all-critical-mods-to-install/ Gameplay enhancement List - Index of mods to improve gameplay: https://community.simtropolis.com/forums/topic/762988-gameplay-enhancement-list-index-of-mods-to-improve-gameplay/ Network Addon Mod List - Index of transport mods compatible with the NAM: https://community.simtropolis.com/forums/topic/762996-network-addon-mod-list-index-of-transport-mods-compatible-with-the-NAM/ Dependency List - Index of all Dependency: https://community.simtropolis.com/forums/topic/762992-dependency-list-index-of-all-dependency/ Terrain List - Index of Terrain Mods: https://community.simtropolis.com/forums/topic/71750-coris-terrain-shoppe/ Tree List - Index of Tree Mods: https://community.simtropolis.com/forums/topic/71785-coris-tree-shoppe/ Sea List - Index of Sea Mods: https://community.simtropolis.com/forums/topic/71449-coris-water-shoppe/ Side Water List - Index of Side Water Mods: https://community.simtropolis.com/forums/topic/761567-coris-side-water-shoppe/ Rock List - Index of Rock Mods: https://community.simtropolis.com/forums/topic/71431-coris-rock-shoppe/ Beach List - Index of Beaches Mods: https://community.simtropolis.com/forums/topic/71484-coris-beach-shoppe/ Background List - Index of Backgrounds Mods Vanilla & SPAM List - Index of mods to improve experience vannila (WARNING: LIST INCOMPATIBLE WITH CAM) CAM List - Index of CAM mods: https://community.simtropolis.com/forums/topic/763055-CAM-list-index-of-CAM-mods/ Park & Canal List - Index of Canal mods: https://community.simtropolis.com/forums/topic/763256-canal-list-index-of-canal-mods/ MMP List - Index of MMP Mods: Automata List - Index of Automata Mods: https://community.simtropolis.com/forums/topic/763411-automata-list-index-of-automata-mods/ Effect List - Index of Effect Mods: https://community.simtropolis.com/forums/topic/762993-effect-list-index-of-effect-mods/
  14. 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.
  15. SC4 More Demand Info

    Version 1.3.1

    2,290 Downloads

    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
  16. I have a question about the "Workforce Drives (Demand of Occupation)" table linked below: Workforce and Occupation Demands (Drives) (sc4devotion.com) Do the percentages represent hard caps on the number of sims that will work certain jobs, or do the merely represent the amount of CI demand that each sim generates? For example, the table lists 150-200 EQ R$$$ as 75% CO$$$, 37% CS$$$, and 37% IHT. Suppose I had 10000 highly educated (150-200EQ) R$$$ sims in a city - would this mean that only 7500 could work CO$$$ jobs, or could all 10000 work CO$$$ jobs if I had enough job slots (ie more than 10000/0.15 = 66667 CO$$$).
  17. RCI issues

    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?
  18. I know that this is a fairly frequent issue for people to ask about around here, and I think that I'm generally familiar with the various issues at play (capacity and growth stage need to be right, demand needs to be high enough, building styles need to be set correctly), but it seems like I'm following all suggestions and certain buildings just refuse to show up. To control as many variables as possible, I've been following Cori's process here to manipulate building styles: I know I'm following it correctly, because for certain buildings I'm able to set up an override, enter the game, and immediately get that building to appear while all other RCI is blocked. It works for some buildings, but for certain lots it just doesn't. They refuse to grow. At this point I'm mainly trying to find intelligent avenues of further investigation. Is there anyway just by looking at the files to see if a lot can grow in-game? Any properties that have been known to block growth? Should I take one of the problem lots, change all of the properties to exactly match a lot that has successfully grown? Just trying to figure out what else I can tweak.
  19. Hello, I have a dream of realizing some sort of Ultrasanti one day. Ultrasanti is a kind of city that's a development of Magnasanti, the famous SC3k city. For those unprepared, Magnasanti features the densest city possible in a single tile (I forgot which size it uses), all in the name of making the highest profit possible. It's pretty much dystopian. But Ultrasanti is different. The aim is still making largest and possibly also densest region (we're talking SC4 here, with its regional play) possible in SimCity without any ploppable RCIs, rivaling RL cities like Tokyo, Jakarta, and Greater Bay Area, and even countries like Bangladesh. It'll be a some sort of utopia. Everyone's happy and wealthy (tho the latter is subject to change, especially a healthy city still needs middle class and the poor). It's probably the richest and wealthiest region in the world today if it's exist in real life, with estimated equivalent GDP of $30 trillion, assuming we have 200 million max-educated middle-class sims, and basically unimaginable wealth, all in a region comparable to say, Chongqing or something similar. Ultrasanti would be the largest region, in terms of population and also size, in the history of SimCity 4, even rivaling likes of 3RR (remember that?) The problems are quite paramount. First, we don't know how much computing power we'll need. That's why I refrain it from now. Second, can SC4 really handle such really high population regionally? Third, limits, in terms of networks, water, power, etc can be easily exceeded. Heck I even have really dense medium-sized tiles that basically putting NAM to its knees both practically (there's no way to make a beautiful pedmall in a really dense city, especially medium and small tiles ones) and technically (4x the max capacity of even monorail is alarming at best and outright detrimental at worst). Not to mention those power poles. They can't be removed for neighbor play. So the only way is to accept them as they are and reduce the space available for buildings. Fourth, it will saturate even CAM eventually. Stage 15 would be very easy to get, making staging irrelevant and building higher buildings more difficult without either stage expansion and/or blockers. Fifth, even buildings have limits. There's a limit on how tall we can make. Technically, there's almost none. But practically, there will. Sure, vertiport is a thing. But think for a sec. What happen if such thing is renovated. Tens or even hundreds of ks of jobs will be lost in the process, possibly making the worst recession possible since every renovation would result in that phenomenon. Yeah, you may suggest, "Why not make something like Manhattan's Billionaires Row or even better, overhanging buildings, all within small lot sizes (let's say 2x2 or even 1x1)." Hear me out, there will be a limit on how small buildings can be. We can't cramp more and more buildings into smaller and smaller spaces. The game has 1x1 limitation to begin with. Not to mention, the possibility of misbulldozing and even immortal lots are pretty much astronomical. Last, but not least, since we can't fully figure out on mixed use buildings, yet (despite @mattb325 recent findings), it's pretty much impossible to have superblocks, including vertiports, on growables without resorting to workarounds like 1x1 overhangs and something like that. Hopefully this last problem will be fixed sooner by doing more research. Finally, I can't imagine the situation of civics. Heck, Maxis civics simply couldn't keep up in one of my (lost) cities. I had to use BSC solutions instead. @rsc204, @Terring, @TogaMasterJohn, @Naomi57, @simcitynate, what do you think about this? Let me know in the replies. As always, thanks.
  20. 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.
  21. Hi, I'm fairly new to SimCity 4, and I'm having trouble with the grow of a mid-size tile City. Pop is currently 38,000. I installed the census repository vault mod to gather more info, and my residential demand is high, there are plenty of jobs available. However, the population has reached the residential capacity, and re-zoning low and medium residential areas to high does not result in increased capacity. I do have some trouble in a few sectors with no job zots caused by high commute times, but I've added extensive subway and bus stops to the areas (which barely helped). I dislike the performance of the mass transit system though, utilization is extremely low and many stations go unused despite what appears to be logical placement. My budget also took a hit as the stations + tubes are costing 1,700 a month with low ridership- fares are maybe 400. When I use the route query tool on the long commutes, the paths don't appear long to me, similar length paths are shown as short and medium commutes on other properties. I've made some choices that may be limiting factors that I don't necessarily want to compromise on. There is no highway network in this city, I imagine it as a downtown, and Highway will take up too much space. There are 4 avenues that circumscribe the city, and there is no issue with volume. Although some congestion points have appeared and certain street corners where ped traffic, bus, car, and freight trucks interact. I've attached photos of the census, some traffic info and public transit. Please have a look and request more info as needed. My goal is to have the population reach the capacity my commerce and industry can support (52,000) , not have so many vacant jobs (11,000), and eliminate residential abandonment from long commute.
  22. Hello, I have a region with around 1 million people, which I'd submit to that hottest challenge. But I have a huge problem. You see large enough cities will stagnate really quickly. Coming out of it is pretty hard, except if you develop other regions to the next stage. And there are only so much freely available city tiles out there. On the other hand, if you start another city, there's a chance that you'll have very high demand. This isn't sustainable thanks to needing more money than it has (I'm using hard mode. So $100k) and most importantly, lack of education and health development. How do I reliably slow the development? Thanks.
  23. When building residential zones, I always find it annoying and extremely limiting to be forced by strict road-access requirements for all of the residential lots. A lot without a road access will, unsurprisingly, fail. This is truly disappointing. If I'm not mistaken, a large residential building connected to just a single road tile will always fail or won't be developing at all. This means that we are unable to build a 3x3 or even a 2x3 residential blocks next to curvy roads, FAR pieces and other non-orthogonal networks. Something which is perfectly possible in real life... This is not the case with industry or commercial. Industry will develop perfectly well in an irregular quarter which is, for instance, delineated by irregular roads. As far as commercial goes, one can build large 3x3 businesses along, say, FAR networks, as long as empty gaps between a lot and road are supplemented by ped walkways. I don't quite understand why residential areas can't work in the same fashion and, like I said, I find it very limiting. What is wrong with extending residential access with ped walkways? After all these are just pieces of asphalt and tiles that one can easily drive their cars through, right? Are there any technical limitations due to which this has not been implemented yet?
  24. Marcszar RCI Relots

    Version 1.0.1

    335 Downloads

    Marcszar New York City BATs Re-lots The links below to sc4devotion no longer work as SC4D has been superseded by SC4Evermore. Some of the models can still be found here: SC4D LEX Legacy - BSC Marcszar Industrial Compilation And a couple of them can be found Here: Marcszar Content Page at SIM NYC https://nycj.blogspot.com/search?q=Marcszar __________________________________________________________________________ Marcszar Content Page on the SC4D LEX https://www.sc4devotion.com/csxlex/lex_search_00.php?query=eyJjcmVhdG9yIjoiMzMzIiwib3JkZXJfYnkiOiJyZWNlbnQiLCJvcmRlciI6IkRFU0MiLCJleGNsdWRlX2xvY2tlZCI6IjEiLCJleGNsdWRlX25vdGNlcnQiOiIwIiwicXVlcnkiOiIifQ== Each model must be downloaded and installed separately. Direct links to each file are provided below. Only the model files are required. Sears Department Store 4x4. Medium Wealth Commercial Services, Jobs: 1500 Sears Department Store (v1.0) https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2093 Coleman & Sons Distributors 8x6. Transit Enabled, Industrial Manufacturing, Jobs: 1100 Coleman & Sons Distributors (v1.0) https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=973 Hallfield Estate Building 1: 6x2. Medium Wealth Commercial Office, Jobs: 2000 Building 2: 3x2. Medical Clinic, Capacity: 2500 (Civics Medical Menu) Props: Maxis 'Day of Peace' (Canada, US, UK flags) Hallfield Estate (v1.0) https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1739 New York City Rowhouse Building 1: 3x2. Low Wealth Residential, Capacity: 2000 Building 2: 3x2. Low Wealth Commercial Services, Jobs: 2000 New York City Rowhouse Set (v1.0) https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1295 Earl Court 3x2. Low Wealth Residential, Capacity: 2500 Earl Court (v1.0) https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2483 Functional Residential Instructions First press [ctrl] then the left mouse button where you want to build. Drag the mouse to create a 4x4 high density residential zone. Wait for a growable to appear and bulldoze it. PLOP the new residential in the same zone and notice it does not abandon. The simulator accepts the new residential as functional. This ‎will work with any plopable residential. Lever House 6x4. Transit Enabled, Medium Wealth Commercial Office, Jobs: 2500 Lever House Revisited (v1.0) https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1713 Dependencies other than the models: Buildings as Props Volumes 1 and 2. https://community.simtropolis.com/sc4-maxis-files/
  25. 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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