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Found 13 results

  1. 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.
  2. It's a TEST Do NOT download it

    Version v42

    235 Downloads

    It's a test! DO NOT DOWNLOAD IT! .ipsButton.ipsButton_fullWidth.ipsButton_large.ipsButton_important { background:red !important; }
  3. Hi, I've been working on a city simulation game called Zcity. Currently in late alpha. Downloads in post. Gameplay Video: https://youtu.be/DYODbw5OOsQ (older version) Download: https://farorbit.itch.io/zcity Changelog: Version 0.6.5 Added saving and loading of zones Version 0.7.0 Fixed zone tile visibility issues with terrain bug Fixed way overly conservative road grade limits to allow for actually building roads at a grade Disabled loss of detail for terrain due to too many issues when moving around Version 0.8.1 Full implementation (at least it should be a full implementation) for saving and loading added, please let us know if you find any bugs Version 0.8.3 Fixed some saving and loading bugs Added batching for landfill tiles Known Issues/Bugs: There is currently no disaster system implemented. Because there is no disaster system implemented, fire stations are currently only decorational (other than costing money monthly) Loss of Detail (LOD) sometimes acts weird when you move around Saving is only partly implemented Saving and loading should be fully implemented but may still have a few bugs Loading buildings outside of the built-in file is not currently fully implemented Only basic coloration of higher and lower terrains Large maps can be slow and laggy Cities can start to be slow and laggy as they get to be large
  4. Beep test for Cori

    New topic created.
  5. update 05_MOSAICS OF A CONCRETE JUNGLE

    We interrupt this program for a slight change of updating strategy! Before I release the sixth update, which will be coming up in the near future, let me know in the comments below if you would like something for the sixth update, if the plot creates an impact to the updates, or if you listen to the provided soundtrack. This will help me provide an improved experience for everyone who are patrons of this journal. @Silur - thanks for the comment! I don't believe in luck but rather hard, bitter work. You can't just be lazy to think that people would actually visit the journal, you need to provide the proper plot device for people to actually enjoy it. @Takingyouthere - thanks as always! Fog and mists are a byproduct of my poor eyesight, though I have grown accustomed to adapting that flavour since Okaiken V1 (If you still remembered that City Journal ). I always take a journey for the sake of mystery. And yes, I probably had put three different bathroom jokes in the plot devices. It's always convenient. @korver - Thanks! @The British Sausage - yes, that's Japan; and that's Japan a few people recognize. Outside of the cities and the suburbs portrayed by usual fare of anime, Japan lies in limbo between interesting and dull. The grey nature of the clouds plus the unfamiliar ruralscape paint something different that even caught me by a slight surprise. @ByeByeBayou - thanks! It's been a habit of mine to tell a story from the images I create; to give it a sense of a living, breathing city instead of of a city packed with building after building. Isn't it what the City Journals are for? @Altec - no time no see! Glad you like the narrative that I am taking with this one. It's always a doozy writing entries like these and sometimes real-life events seep in with this. @Scribosilyn - Thanks! --- 05_MOSAICS OF A CONCRETE JUNGLE Today, we're just going to do a breather before we move on to the next chapters of the journal. I promised you in the introduction of this journal to expect something different, so I have to diverge from what I am comfortable with right now (a hip-hop based City Journal unlike anything that had been attempted at any City Journal before) to a different narrative about a man taking back his honour after falling from the very top to the very bottom. Today, I will give you the background of these narratives and introduce you to the city where the next entries are going to take place. I have also decided that I will just have to reuse parts of the Okaiken journal but let's just assume that we are still in a country that we are unfamiliar with. Without further ado... --- On a cold Monday morning of the 18th of March, 2009, I was walking around Mito, the old capital city of this country. A lot of people have said that this city is an embodiment of the so-called "quiet tension," a mood unique to the country. "Rest assured--," an unknown man lurking in the shadows is talking to another mysterious man wearing a dark brown long coat. The weather had been rainy recently but today there seemed to be a break. "I stayed in Mito because..." I had forgotten what exactly he said but he just made a list stating his achievements like a man trapped in the Fog of Lost Souls from this show that I had been watching recently. "Wait a minute, you don't even know if you even see it correctly. We're you even removed from power because you let thugs destroy your precious manifesto?", the man wearing the long coat responded. He doesn't seemed to be bothered with the mans threatening actions, and lighted a cigarette for him to smoke. "It doesn't work that way. Just because you've done so much for the past five years doesn't mean that people will just suddenly respect you. You came from a very criminal past with criminal intentions. You back-stabbed your older brother for the family fortune and cast off your eldest son to work at some factory." The man maintained a cool composure while the rain started to fall. I just looked over from across the street while it was happening. I just happened to stumble over this mess while buying fruits for my parents. The man leaned over a wall and added to to his earlier statement. "For me, even if I saw your achievements as the benevolent someone of the City of Mito, it just makes me sickened you'd go as low as that. Why would you even bother coming to me and insult me, then ask for a logical discussion? I think you'd be better off leaving my presence and go bother someone else." "Thanks for that," the man answered. I was quite amused with the answer, though this had something to do with civic politics. I used to be interested in doing something like that, though after meeting sick, deranged individuals I stopped being interested. Why would I even involve myself on something that I don't have a place in? This may be the beginning of a colourful journey unveiling what I really feel. After I had bought my fruits, I began my journey home. The town remained quiet but everywhere you look, you always feel that someone's looking at you, wishing that you have not lived in this area at all. Everyone seemed to be hushed, and minding their own business. It's the peak Cherry Blossom season in this city, yet you can't feel the enthusiasm of people. I remembered what the sinister guy said to the man with a long coat. Maybe he had a connection as to why the town feels this way. He had been hiding in his inner circle all along but even people in his inner circle does not seem to trust him at all. It's Monday but the city felt really deserted with almost no vehicles in sight. After all, it's "quiet tension." The next day, the weather had cleared up a little and the town felt the same. I always find my way through the street with unclouded eyes, but the damp atmosphere always fog up my glasses. I grabbed my umbrella and my heels and begin walking towards the office. And this is where my involvement with Mito's dark, sinister past begins. But this is also where the greatest redemption story begins. To be continued! --- Concrete Jungle. Brimming with youthfulness. Fictional characters. Not based on a true story. All photos ©2018 Carl Sotomil. SimCity 4 Photos ©2019 Carl Sotomil. All Rights Reserved. Unauthorized reproduction of this update or its contents are strictly prohibited. 色々なテンション
  6. Test #1

    Testing this test is totally tested...
  7. Game ostriv need testers

    Testers wanted! While I’m making some final preparations, you can fill in this simple form to get involved in closed testing of city-building game Ostriv. I should warn you beforehand, that this game build is far from final: it works only on Windows, contains only first 23 building types, UI is minimal, some animations are missing, loads of bugs etc. The main goal is to see the weakest spots in the main gameplay decisions and get reasonable feedback particularly on gameplay. As long as it is a closed testing, you can not disclose screenshots and videos to the public. As soon as I’ll get everything ready, I’ll start sending test builds. I think it will hapen in the course of next week. If there’s too many volunteers, probably, not everyone will get involved. I’ll choose based on placement of stars and planets, so try to be more descriptive.
  8. Welcome in "Resource Replacer City", the famous city in the Test land, right next to to Test river! The testificates (that's how locals are called) are happy: They are segregated by their country of origin (Europeans vs. the rest) and wealth level. Poor people never get to see the villas of the rich, and all the refugees from across the rivers are sent to the Europeans People are also happy because the sun never falls. It is actually always in the right spot, and the time is always 4 PM... So, now that this is a legit city journal, let's start looking at the homes of our citizens!
  9. Test Image

    A test to check image ratings.
  10. Testing 1,2,3

    Could not post yesterday. This is a test.
  11. Hello today , i try have new traffic light look on pic slam Traffic light x) , try other version 'in progress' https://imgur.com/cqcYsbw
  12. my traffic light , need tester thanks https://imgur.com/0grBTyG Traffic.zip
  13. In one of the recent threads, someone asked if Sims would commute across empty cities to get to jobs. I remember testing this years ago, but I happen to have a developing region with lots of empty space to I set up a test. First, I created a agricultural/industrial town and got it into profit. Next, I ran a Maxis highway from the industrial pod across the next three empty cities. In the two intermediate cities I set up a rest stop complete with bus terminal. In the final city, I created an industrial port city with the usual pods of industrial, farms, R/C. When I got this moving fairly well (the end city is in the hole about 2,000 a month at the moment), I dumped a big bedroom community in the first city on the highway close to the border. It has nothing but a big bus terminal, a parking garage, a highway ramp, and no place to work. The result was a rush across the two empty cities to work in the port. Since the only way to get there was by car or bus, it was easy. I got a nice blue line across the highway in all four cities with an abrupt turn off the highway onto the downtown avenue which lead to the port. So, rest assured, fellow members, this works like gangbusters.
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