Difference between revisions of "Colossus Addon Mod"

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sc4e>Xxdita
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Next phase of testing will be to include all kinds of [[RCI]] types (3 residential, 5 commercial and 4 industrial), all set up for 15 stages, also with increasing population numbers in each stage to see if the lots upgrade all the way up to stage 15. The modding is already done, I only need to get the lots made...
 
Next phase of testing will be to include all kinds of [[RCI]] types (3 residential, 5 commercial and 4 industrial), all set up for 15 stages, also with increasing population numbers in each stage to see if the lots upgrade all the way up to stage 15. The modding is already done, I only need to get the lots made...
 
Look forward to a follow-up! Comments/suggestions appreciated ;)
 
Look forward to a follow-up! Comments/suggestions appreciated ;)
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 +
 +
[quote author=Tage link=topic=2928.msg51734#msg51734 date=1172415780]
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Phew, finally... it takes as long to write the report as it takes to make the testing... (and I haven't even said anything about today's tests on farming yet) :buck2:
 +
 +
First of all, I would like to remind you that there are a number of potential conflicts with existing mods; eg. Steph's Tileset mod under development, but also all existing mods that change the RCI development exemplars, such as any anti-dilapidation mod.
 +
 +
[b]Second round of testing[/b]
 +
 +
This testing was done yesterday on the same map as before:
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 +
[IMG]http://img329.imageshack.us/img329/2286/stages915test2qw7.jpg[/img]
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 +
Three developer types were tested, ID, CS$ and R$, all including stages 1-15.
 +
 +
[b]Dirty Industrial[/b]
 +
 +
I made the following changes to the ID RCI Exemplar (IID=0x00004100):
 +
 +
Stage Count = 0x0F
 +
Stage 1 vs. Size = 0,100,500,50,1000,33,1500,25,2000,20,2500,16,3000,14,3500,12,4000,11,4500,10,5000,9,5500,8,6000,7,6500,7,7000,6
 +
Stage 2 vs. Size = 499,0,500,50,1000,33,1500,25,2000,20,2500,16,3000,14,3500,12,4000,11,4500,10,5000,9,5500,8,6000,7,6500,7,7000,6
 +
Stage 3 vs. Size = 999,0,1000,34,1500,25,2000,20,2500,17,3000,14,3500,12,4000,11,4500,10,5000,9,5500,8,6000,7,6500,7,7000,6
 +
Stage 4 vs. Size = 1499,0,1500,25,2000,20,2500,17,3000,14,3500,12,4000,11,4500,10,5000,9,5500,8,6000,7,6500,7,7000,6
 +
Stage 5 vs. Size = 1999,0,2000,20,2500,17,3000,14,3500,13,4000,11,4500,10,5000,9,5500,8,6000,8,6500,7,7000,7
 +
Stage 6 vs. Size = 2499,0,2500,17,3000,15,3500,13,4000,11,4500,10,5000,9,5500,8,6000,8,6500,7,7000,7
 +
Stage 7 vs. Size = 2999,0,3000,15,3500,13,4000,11,4500,10,5000,9,5500,8,6000,8,6500,7,7000,7
 +
Stage 8 vs. Size = 3499,0,3500,13,4000,11,4500,10,5000,9,5500,8,6000,8,6500,7,7000,7
 +
Stage 9 vs. Size = 3999,0,4000,12,4500,10,5000,9,5500,9,6000,8,6500,7,7000,7
 +
Stage 10 vs. Size = 4499,0,4500,10,5000,9,5500,9,6000,8,6500,7,7000,7
 +
Stage 11 vs. Size = 4999,0,5000,10,5500,9,6000,8,6500,7,7000,7
 +
Stage 12 vs. Size = 5499,0,5500,9,6000,8,6500,7,7000,7
 +
Stage 13 vs. Size = 5999,0,6000,8,6500,8,7000,7
 +
Stage 14 vs. Size = 6499,0,6500,8,7000,7
 +
Stage 15 vs. Size = 6999,0,7000,7
 +
Fire Coverage Cap = 0x0A
 +
 +
I made 15 ID lots, all sized 2x2 tiles, with the job count (through the stages) being:
 +
40,50,60,70,80,90,100,110,120,130,140,150,160,170,180
 +
 +
The two pics below show the industrial district. Al might be interested in knowing that all these ID lots have OG [b]Industrial: Anchor[/b] (thus, they won't develop next to each other).
 +
 +
The development has been going on for some time, so that all lots have redeveloped (upgraded) several times.
 +
 +
[IMG]http://img150.imageshack.us/img150/5097/stages915id1bj4.jpg[/img]
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The influence of the property Fire Coverage Cap = 10 can also be seen. Outside of the fire station (seen on the far right) coverage area, no lots develop past stage 10.
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[IMG]http://img329.imageshack.us/img329/9716/stages915id2qq0.jpg[/img]
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[b]Commercial Service CS$[/b]
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I made the following changes to the CS$ RCI Exemplar (IID=0x00003110):
 +
 +
Stage Count = 0x0F
 +
Stage 1 vs. Size = 0,100,100,50,200,33,300,25,400,20,500,16,600,14,700,12,800,11,900,10,1000,9,1100,8,1200,7,1300,7,1400,6
 +
Stage 2 vs. Size = 99,0,100,50,200,33,300,25,400,20,500,16,600,14,700,12,800,11,900,10,1000,9,1100,8,1200,7,1300,7,1400,6
 +
Stage 3 vs. Size = 199,0,200,34,300,25,400,20,500,17,600,14,700,12,800,11,900,10,1000,9,1100,8,1200,7,1300,7,1400,6
 +
Stage 4 vs. Size = 299,0,300,25,400,20,500,17,600,14,700,12,800,11,900,10,1000,9,1100,8,1200,7,1300,7,1400,6
 +
Stage 5 vs. Size = 399,0,400,20,500,17,600,14,700,13,800,11,900,10,1000,9,1100,8,1200,8,1300,7,1400,7
 +
Stage 6 vs. Size = 499,0,500,17,600,15,700,13,800,11,900,10,1000,9,1100,8,1200,8,1300,7,1400,7
 +
Stage 7 vs. Size = 599,0,600,15,700,13,800,11,900,10,1000,9,1100,8,1200,8,1300,7,1400,7
 +
Stage 8 vs. Size = 699,0,700,13,800,11,900,10,1000,9,1100,8,1200,8,1300,7,1400,7
 +
Stage 9 vs. Size = 799,0,800,12,900,10,1000,9,1100,9,1200,8,1300,7,1400,7
 +
Stage 10 vs. Size = 899,0,900,10,1000,9,1100,9,1200,8,1300,7,1400,7
 +
Stage 11 vs. Size = 999,0,1000,10,1100,9,1200,8,1300,7,1400,7
 +
Stage 12 vs. Size = 1999,0,1100,9,1200,8,1300,7,1400,7
 +
Stage 13 vs. Size = 1199,0,1200,8,1300,8,1400,7
 +
Stage 14 vs. Size = 1299,0,1300,8,1400,7
 +
Stage 15 vs. Size = 1399,0,1400,7
 +
 +
I made the 15 CS$ lots, all sized 2x2 tiles, with the job count (through the stages) being:
 +
20,30,40,50,60,70,80,90,100,110,120,130,140,150,160
 +
 +
The picture below shows the result after all lots have been developed. Several lots have also redeveloped into higher stages:
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 +
[IMG]http://img329.imageshack.us/img329/3867/stages915csdy2.jpg[/img]
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 +
The distribution of CS$ lots at this stage was:
 +
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  4 lots of Stage 1
 +
  1 lot  of Stage 2
 +
  7 lots of Stage 3
 +
  5 lots of Stage 4
 +
  3 lots of Stage 5
 +
28 lots of Stage 6
 +
17 lots of Stage 7
 +
15 lots of Stage 8
 +
14 lots of Stage 9
 +
  6 lots of Stage 10
 +
  4 lots of Stage 11
 +
  3 lots of Stage 12
 +
  5 lots of Stage 13
 +
  2 lots of Stage 14
 +
  1 lot  of Stage 15
 +
 +
[b]Residential R$[/b]
 +
 +
The Residential R$ RCI Exemplar (IID=0x00001010) is similar to the one in the first post above, with only one exception, the Park Cap:
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Stage Count = 0x0F
 +
Stage 1 vs. Size = 0,100,1000,50,2000,33,3000,25,4000,20,5000,16,6000,14,7000,12,8000,11,9000,10,10000,9,11000,8,12000,7,13000,7,14000,6
 +
Stage 2 vs. Size = 999,0,1000,50,2000,33,3000,25,4000,20,5000,16,6000,14,7000,12,8000,11,9000,10,10000,9,11000,8,12000,7,13000,7,14000,6
 +
Stage 3 vs. Size = 1999,0,2000,34,3000,25,4000,20,5000,17,6000,14,7000,12,8000,11,9000,10,10000,9,11000,8,12000,7,13000,7,14000,6
 +
Stage 4 vs. Size = 2999,0,3000,25,4000,20,5000,17,6000,14,7000,12,8000,11,9000,10,10000,9,11000,8,12000,7,13000,7,14000,6
 +
Stage 5 vs. Size = 3999,0,4000,20,5000,17,6000,14,7000,13,8000,11,9000,10,10000,9,11000,8,12000,8,13000,7,14000,7
 +
Stage 6 vs. Size = 4999,0,5000,17,6000,15,7000,13,8000,11,9000,10,10000,9,11000,8,12000,8,13000,7,14000,7
 +
Stage 7 vs. Size = 5999,0,6000,15,7000,13,8000,11,9000,10,10000,9,11000,8,12000,8,13000,7,14000,7
 +
Stage 8 vs. Size = 6999,0,7000,13,8000,11,9000,10,10000,9,11000,8,12000,8,13000,7,14000,7
 +
Stage 9 vs. Size = 7999,0,8000,12,9000,10,10000,9,11000,9,12000,8,13000,7,14000,7
 +
Stage 10 vs. Size = 8999,0,9000,10,10000,9,11000,9,12000,8,13000,7,14000,7
 +
Stage 11 vs. Size = 9999,0,10000,10,11000,9,12000,8,13000,7,14000,7
 +
Stage 12 vs. Size = 10999,0,11000,9,12000,8,13000,7,14000,7
 +
Stage 13 vs. Size = 11999,0,12000,8,13000,8,14000,7
 +
Stage 14 vs. Size = 12999,0,13000,8,14000,7
 +
Stage 15 vs. Size = 13999,0,14000,7
 +
Park Cap = 0x0A
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 +
The 15 R$ 2x2 lots were now set up with a population increasing through the stages:
 +
60,70,80,90,100,110,120,130,140,150,160,170,180,190,200
 +
 +
The two pictures below show the residential area after years of development and redevelopment (some lots to the far right are still being redeveloped):
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[IMG]http://img356.imageshack.us/img356/9352/stages915r1wa9.jpg[/img]
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[IMG]http://img150.imageshack.us/img150/3071/stages915r2sn8.jpg[/img]
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In those pictures you can also see the effect of the Park Cap = 10. The lot furthest away from the parks, being above stage 10, is the Stage 12 lot to the upper left from the hospital. That one is about 20 tiles away from the nearest park. Further to the left of that one only lots of Stage 10 or lower have developed. A separate test I made also showed that any "park" will do (plazas and sports fields as well).
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[/quote][quote author=Tage link=topic=2928.msg51755#msg51755 date=1172432524]
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Maybe I'd better try to explain the basics with the property "Stage # vs. Size" before I continue. :crazy2:
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I'll use the CS$ as an example. The figures I'm using below are those applicable for Rush Hour.
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In a newly founded city (empty region) every CS$ building will of course be of Stage 1. This is true all the way up till you reach a regional CS$ job count of 300. At that stage a few CS$ buildings of Stage 2 will start to appear. Furthermore, when the regional CS$ job count reaches 432, the first CS$ buildings of Stage 3 will start to appear, and so on...
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The properties that set these limits are called "Stage # vs. Size" and determine in what percentage different stage buildings will appear (on an average) once a certain threshold (job count or population level) has been reached.
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In order to visualize it further, I'm listing the first few thresholds of the CS$ stage limits in the table below:
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[table][tr][td][b]Regional Jobs  [/b][/td][td][b]Stage 1  [/b] [/td][td][b]Stage 2  [/b] [/td][td][b]Stage 3  [/b] [/td][td][b]Stage 4  [/b] [/td][/tr]
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[tr][td]    0 - 299 jobs[/td][td]100%[/td][/tr]
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[tr][td]300 - 359 jobs[/td][td]  95%[/td][td]  5%[/td][/tr]
 +
[tr][td]360 - 431 jobs[/td][td]  92%[/td][td]  8%[/td][/tr]
 +
[tr][td]432 - 517 jobs[/td][td]  89%[/td][td]10%[/td][td]  1%[/td][/tr]
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[tr][td]518 - 621 jobs[/td][td]  86%[/td][td]12%[/td][td]  2%[/td][/tr]
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[tr][td]622 - 745 jobs[/td][td]  83%[/td][td]14%[/td][td]  3%[/td][/tr]
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[tr][td]746 - 894 jobs[/td][td]  80%[/td][td]16%[/td][td]  3%[/td][td]  1%[/td][/tr][/table]
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...and so on.
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The sum of each line in the table above has to be 100% (naturally), and the game balances the development so that the distribution between buildings of different stages moves into the direction set up by the values above.
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For my experiments I have changed the table above accordingly:
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[table][tr][td][b]Regional Jobs  [/b] [/td][td][b]Stage 1  [/b] [/td][td][b]Stage 2  [/b] [/td][td][b]Stage 3  [/b] [/td][td][b]Stage 4  [/b] [/td][td][b]Stage 5  [/b] [/td][td][b]Stage 6  [/b] [/td][td][b]Stage 7  [/b] [/td][td][b]Stage 8  [/b] [/td][td][b]Stage 9  [/b] [/td][td][b]Stage 10 [/b] [/td][/tr]
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[tr][td]    0 -  99 jobs[/td][td]100%[/td][/tr]
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[tr][td]100 - 199 jobs[/td][td]  50%[/td][td]50%[/td][/tr]
 +
[tr][td]200 - 299 jobs[/td][td]  33%[/td][td]33%[/td][td]34%[/td][/tr]
 +
[tr][td]300 - 399 jobs[/td][td]  25%[/td][td]25%[/td][td]25%[/td][td]25%[/td][/tr]
 +
[tr][td]400 - 499 jobs[/td][td]  20%[/td][td]20%[/td][td]20%[/td][td]20%[/td][td]20%[/td][/tr]
 +
[tr][td]500 - 599 jobs[/td][td]  16%[/td][td]16%[/td][td]16%[/td][td]16%[/td][td]17%[/td][td]17%[/td][/tr]
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[tr][td]600 - 699 jobs[/td][td]  14%[/td][td]14%[/td][td]14%[/td][td]14%[/td][td]14%[/td][td]15%[/td][td]15%[/td][/tr]
 +
[tr][td]700 - 799 jobs[/td][td]  12%[/td][td]12%[/td][td]12%[/td][td]12%[/td][td]13%[/td][td]13%[/td][td]13%[/td][td]13%[/td][/tr]
 +
[tr][td]800 - 899 jobs[/td][td]  11%[/td][td]11%[/td][td]11%[/td][td]11%[/td][td]11%[/td][td]11%[/td][td]11%[/td][td]11%[/td][td]12%[/td][/tr]
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[tr][td]900 - 999 jobs[/td][td]  10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][/tr][/table]
 +
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...and so on.
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These are the numbers presented in the properties "Stage # vs. Size" quoted earlier in my posts.
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The reason for making these changes, is to enable higher stages earlier in game and to get a larger percentage of them growing. And then, of course, I have also extended them to include all stages up to 15.
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With the additional stages in play, we need to extrapolate those existing stage limits, so that we still get a balanced distribution between existing and additional stages. Once the testing phase is over I'll get into looking at them. ;)
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Finally, I am enclosing an Excel sheet to this post, so that everyone interested can take a closer look at all those stage limits as they apply for Rush Hour.
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[/quote][quote author=Tage link=topic=2928.msg51761#msg51761 date=1172438459]
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Now, this test is dedicated to you, Barby:
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[b]Farming Industry[/b]
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Still using the same city, I replaced the medium density industry zones with agricultural zones:
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<img src=http://img254.imageshack.us/img254/7740/stages915test3dr1.jpg>
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For this experiment I changed the "Stage # vs. Size" in the Industrial Resource Developer Exemplar to get the following table:
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[table][tr][td][b]Regional Jobs  [/b] [/td][td][b]Stage 1  [/b] [/td][td][b]Stage 2  [/b] [/td][td][b]Stage 3  [/b] [/td][td][b]Stage 4  [/b] [/td][td][b]Stage 5  [/b] [/td][td][b]Stage 6  [/b] [/td][td][b]Stage 7  [/b] [/td][td][b]Stage 8  [/b] [/td][td][b]Stage 9  [/b] [/td][td][b]Stage 10 [/b] [/td][/tr]
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[tr][td]    0 -  99 jobs[/td][td]100%[/td][/tr]
 +
[tr][td]100 - 199 jobs[/td][td]  50%[/td][td]50%[/td][/tr]
 +
[tr][td]200 - 299 jobs[/td][td]  33%[/td][td]33%[/td][td]34%[/td][/tr]
 +
[tr][td]300 - 399 jobs[/td][td]  25%[/td][td]25%[/td][td]25%[/td][td]25%[/td][/tr]
 +
[tr][td]400 - 499 jobs[/td][td]  20%[/td][td]20%[/td][td]20%[/td][td]20%[/td][td]20%[/td][/tr]
 +
[tr][td]500 - 599 jobs[/td][td]  16%[/td][td]16%[/td][td]16%[/td][td]16%[/td][td]17%[/td][td]17%[/td][/tr]
 +
[tr][td]600 - 699 jobs[/td][td]  14%[/td][td]14%[/td][td]14%[/td][td]14%[/td][td]14%[/td][td]15%[/td][td]15%[/td][/tr]
 +
[tr][td]700 - 799 jobs[/td][td]  12%[/td][td]12%[/td][td]12%[/td][td]12%[/td][td]13%[/td][td]13%[/td][td]13%[/td][td]13%[/td][/tr]
 +
[tr][td]800 - 899 jobs[/td][td]  11%[/td][td]11%[/td][td]11%[/td][td]11%[/td][td]11%[/td][td]11%[/td][td]11%[/td][td]11%[/td][td]12%[/td][/tr]
 +
[tr][td]900 - 999 jobs[/td][td]  10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][/tr][/table]
 +
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...and so on.
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The 15 farms I set up for stages 1-15 were all 2x2 in size and offered jobs accordingly:
 +
32,36,40,44,48,52,56,60,64,68,72,76,80,84,88
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Everything started out normally, a few farms, commercial services and residential houses appearing. However, I didn't get any farms higher than Stage 1 to develop. Even when reaching the build-up as seen above, with a farming population exceeding 1000, every single farm was still at Stage 1 (although Stage 10 should have been surpassed already)...
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<img src=http://img503.imageshack.us/img503/3038/stages915farms1qe6.jpg>
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At that stage I had to check all my modds and farming lots/buildings to track down the error, but didn't find anything.
 +
Instead I replayed with a slightly different configuration, leaving the medium density industry lots, allowing ID to grow too:
 +
 +
<img src=http://img509.imageshack.us/img509/9822/stages915test4ko2.jpg>
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This changed everything. ID developed first, but soon after that the first farms appeared, this time starting at Stage 2!
 +
The stages were rapidly traversed and when the ID job count had reached 1,500, the first Stage 15 farms developed:
 +
 +
<img src=http://img339.imageshack.us/img339/2844/stages915farms2hc6.jpg>
 +
 +
I quickly realized that the farming stages become effective, not based on the number of agricultural jobs in your region, but rather on the number of dirty industrial jobs :o
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After this I changed the "Stage # vs. Size" in the Industrial Resource Developer Exemplar to be identical to the one I had for dirty industry:
 +
 +
[table][tr][td][b]Regional Jobs      [/b] [/td][td][b]Stage 1  [/b] [/td][td][b]Stage 2  [/b] [/td][td][b]Stage 3  [/b] [/td][td][b]Stage 4  [/b] [/td][td][b]Stage 5  [/b] [/td][td][b]Stage 6  [/b] [/td][td][b]Stage 7  [/b] [/td][td][b]Stage 8  [/b] [/td][td][b]Stage 9  [/b] [/td][td][b]Stage 10 [/b] [/td][/tr]
 +
[tr][td]      0 -  499 jobs[/td][td]100%[/td][/tr]
 +
[tr][td]  500 -  999 jobs[/td][td]  50%[/td][td]50%[/td][/tr]
 +
[tr][td]1000 - 1499 jobs[/td][td]  33%[/td][td]33%[/td][td]34%[/td][/tr]
 +
[tr][td]1500 - 1999 jobs[/td][td]  25%[/td][td]25%[/td][td]25%[/td][td]25%[/td][/tr]
 +
[tr][td]2000 - 2499 jobs[/td][td]  20%[/td][td]20%[/td][td]20%[/td][td]20%[/td][td]20%[/td][/tr]
 +
[tr][td]2500 - 2999 jobs[/td][td]  16%[/td][td]16%[/td][td]16%[/td][td]16%[/td][td]17%[/td][td]17%[/td][/tr]
 +
[tr][td]3000 - 3499 jobs[/td][td]  14%[/td][td]14%[/td][td]14%[/td][td]14%[/td][td]14%[/td][td]15%[/td][td]15%[/td][/tr]
 +
[tr][td]3500 - 3999 jobs[/td][td]  12%[/td][td]12%[/td][td]12%[/td][td]12%[/td][td]13%[/td][td]13%[/td][td]13%[/td][td]13%[/td][/tr]
 +
[tr][td]4000 - 4499 jobs[/td][td]  11%[/td][td]11%[/td][td]11%[/td][td]11%[/td][td]11%[/td][td]11%[/td][td]11%[/td][td]11%[/td][td]12%[/td][/tr]
 +
[tr][td]4500 - 4999 jobs[/td][td]  10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][/tr][/table]
 +
 +
...and so on.
 +
 +
After this the stages in ID and IR developed simultaneously, starting from Stage 1 and going all the way up to Stage 15:
 +
 +
<img src=http://img503.imageshack.us/img503/2640/stages915farms3xc1.jpg>
 +
 +
When all farming lots had developed we had the following distribution:
 +
 +
31 farms of Stage 1
 +
12 farms of Stage 2
 +
13 farms of Stage 3
 +
  5 farms of Stage 4
 +
  1 farm  of Stage 5
 +
  8 farms of Stage 6
 +
  9 farms of Stage 7
 +
  8 farms of Stage 8
 +
29 farms of Stage 9
 +
15 farms of Stage 10
 +
  6 farms of Stage 11
 +
  2 farms of Stage 12
 +
  0 farms of Stage 13
 +
  0 farms of Stage 14
 +
22 farms of Stage 15
 +
 +
The development was less evenly spread out compared to what I've experienced with the other developer types. One reason to this is probably that farms don't develop (upgrade). Thus, the Stage 1 farms that developed early in the game didn't go away and in the end lots of Stage 15 farms developed, since the demand was always there (stupid Sims without schools want to become farmers). I cannot however say why Stage 9 developed more than the others.
 +
 +
This gives some feedback to the way SC4 functions today too... in order to get the stage 3 farms (Pedriana) to develop, you need to have a regional ID job count of at least 2,447. This might, at least for me, explain why I never had problems with the repetitive appearance of Pedrianas. I always tax out my ID from my region ;D
 +
 +
I'll leave it to others to consider whether this is as intended or whether Maxis made a programming error...
 +
[/quote][quote author=Tage link=topic=2928.msg51765#msg51765 date=1172440080]
 +
There are four developer CAPs available for all developer types, telling which stage is the highest one allowed to develop without supplying what is capped:
 +
 +
[b]1. Power Supply Cap[/b]
 +
This is set at 0 for all types (nothing will develop without power)
 +
 +
[b]2. Water Supply Cap[/b]
 +
This is set at 0 for R$$$, CS$$$, CO$$$ and I-HT
 +
This is set at 1 for I-D and I-M
 +
This is set at 3 for all other types (unused for IR, in other words)
 +
 +
[b]3. Fire Coverage Cap[/b]
 +
This is set at 9 for all type (unused, in other words)
 +
 +
[b]4. Park Cap[/b]
 +
This is set at 3 for R$$$
 +
This is set at 9 for all other types
 +
 +
While testing the farming stages above, I left the water supply cap at 3. Thus, I had to supply water for the farms to develop above stage 3. I also tested to leave an area of farms without water and didn't get anything higher than stage 3 to develop there.
 +
 +
For the final Stages 9-15 mod we need to decide how to set these caps.
 +
[/quote]
  
 
==How does it affect the game?==
 
==How does it affect the game?==

Revision as of 02:16, 29 July 2008

Mod that adds a number of development "stages" to the RCI zones so there is a more even spread of development

What is the CAM?

Early Development

Inspired by a post from Tropod at Simtropolis in 2005, RippleJet began testing what would become CAM, first posting his findings at BSC's private site before making them public.

RippleJet's Post

I finally got to test the idea for additional stages. My interest for this started when Tropod posted this in August 2005:

Tropod'ss Post

For this first test I modded the Residential R$ RCI Exemplar (IID=0x00001010) accordingly:

Stage Count = 0xF
Stage 1 vs. Size = 0,100,1000,50,2000,33,3000,25,4000,20,5000,16,6000,14,7000,12,8000,11,9000,10,10000,9,11000,8,12000,7,13000,7,14000,6
Stage 2 vs. Size = 999,0,1000,50,2000,33,3000,25,4000,20,5000,16,6000,14,7000,12,8000,11,9000,10,10000,9,11000,8,12000,7,13000,7,14000,6
Stage 3 vs. Size = 1999,0,2000,34,3000,25,4000,20,5000,17,6000,14,7000,12,8000,11,9000,10,10000,9,11000,8,12000,7,13000,7,14000,6
Stage 4 vs. Size = 2999,0,3000,25,4000,20,5000,17,6000,14,7000,12,8000,11,9000,10,10000,9,11000,8,12000,7,13000,7,14000,6
Stage 5 vs. Size = 3999,0,4000,20,5000,17,6000,14,7000,13,8000,11,9000,10,10000,9,11000,8,12000,8,13000,7,14000,7
Stage 6 vs. Size = 4999,0,5000,17,6000,15,7000,13,8000,11,9000,10,10000,9,11000,8,12000,8,13000,7,14000,7
Stage 7 vs. Size = 5999,0,6000,15,7000,13,8000,11,9000,10,10000,9,11000,8,12000,8,13000,7,14000,7
Stage 8 vs. Size = 6999,0,7000,13,8000,11,9000,10,10000,9,11000,8,12000,8,13000,7,14000,7
Stage 9 vs. Size = 7999,0,8000,12,9000,10,10000,9,11000,9,12000,8,13000,7,14000,7
Stage 10 vs. Size = 8999,0,9000,10,10000,9,11000,9,12000,8,13000,7,14000,7
Stage 11 vs. Size = 9999,0,10000,10,11000,9,12000,8,13000,7,14000,7
Stage 12 vs. Size = 10999,0,11000,9,12000,8,13000,7,14000,7
Stage 13 vs. Size = 11999,0,12000,8,13000,8,14000,7
Stage 14 vs. Size = 12999,0,13000,8,14000,7
Stage 15 vs. Size = 13999,0,14000,7

I also created 15 R$ lots, all sized 2x2 tiles, and each with a population of 100. Each of these lots had no building (RKT# is missing), but flower props arranged in order to show the stage of the lot (1-15).

I set up the following basic layout for R$, CS$ and I-D in a virgin city in an empty region:

http://img517.imageshack.us/img517/2553/stages915layout800x300fn8.jpg

R$$ and R$$$ were blocked by taxation and in-game R$ buildings were blocked by DuskTrooper's mod TSB_BlockAll_R$.dat

Starting the simulation I could gradually see each stage being built and without any hesitation stage 8 was surpassed and all stages up to and including stage 15 appeared:

http://img465.imageshack.us/img465/6568/stages915pic2800x600se1.jpg

http://img125.imageshack.us/img125/2817/stages915pic1800x600hn4.jpg

After 10 years all lots were fully built up and the city had a population of about 28,000. Since all lots of different stages had the same population, no upgrading took place. The number of lots of different stages at the end of the simulation was:

  • 56 lots of Stage 1
  • 42 lots of Stage 2
  • 45 lots of Stage 3
  • 41 lots of Stage 4
  • 38 lots of Stage 5
  • 36 lots of Stage 6
  • 20 lots of Stage 7
  • 17 lots of Stage 8
  • 18 lots of Stage 9
  • 10 lots of Stage 10
  • 11 lots of Stage 11
  • 3 lots of Stage 12
  • 3 lots of Stage 13
  • 3 lots of Stage 14
  • 8 lots of Stage 15

Next phase of testing will be to include all kinds of RCI types (3 residential, 5 commercial and 4 industrial), all set up for 15 stages, also with increasing population numbers in each stage to see if the lots upgrade all the way up to stage 15. The modding is already done, I only need to get the lots made... Look forward to a follow-up! Comments/suggestions appreciated ;)


[quote author=Tage link=topic=2928.msg51734#msg51734 date=1172415780] Phew, finally... it takes as long to write the report as it takes to make the testing... (and I haven't even said anything about today's tests on farming yet) :buck2:

First of all, I would like to remind you that there are a number of potential conflicts with existing mods; eg. Steph's Tileset mod under development, but also all existing mods that change the RCI development exemplars, such as any anti-dilapidation mod.

[b]Second round of testing[/b]

This testing was done yesterday on the same map as before:

[IMG]http://img329.imageshack.us/img329/2286/stages915test2qw7.jpg[/img]

Three developer types were tested, ID, CS$ and R$, all including stages 1-15.

[b]Dirty Industrial[/b]

I made the following changes to the ID RCI Exemplar (IID=0x00004100):

Stage Count = 0x0F Stage 1 vs. Size = 0,100,500,50,1000,33,1500,25,2000,20,2500,16,3000,14,3500,12,4000,11,4500,10,5000,9,5500,8,6000,7,6500,7,7000,6 Stage 2 vs. Size = 499,0,500,50,1000,33,1500,25,2000,20,2500,16,3000,14,3500,12,4000,11,4500,10,5000,9,5500,8,6000,7,6500,7,7000,6 Stage 3 vs. Size = 999,0,1000,34,1500,25,2000,20,2500,17,3000,14,3500,12,4000,11,4500,10,5000,9,5500,8,6000,7,6500,7,7000,6 Stage 4 vs. Size = 1499,0,1500,25,2000,20,2500,17,3000,14,3500,12,4000,11,4500,10,5000,9,5500,8,6000,7,6500,7,7000,6 Stage 5 vs. Size = 1999,0,2000,20,2500,17,3000,14,3500,13,4000,11,4500,10,5000,9,5500,8,6000,8,6500,7,7000,7 Stage 6 vs. Size = 2499,0,2500,17,3000,15,3500,13,4000,11,4500,10,5000,9,5500,8,6000,8,6500,7,7000,7 Stage 7 vs. Size = 2999,0,3000,15,3500,13,4000,11,4500,10,5000,9,5500,8,6000,8,6500,7,7000,7 Stage 8 vs. Size = 3499,0,3500,13,4000,11,4500,10,5000,9,5500,8,6000,8,6500,7,7000,7 Stage 9 vs. Size = 3999,0,4000,12,4500,10,5000,9,5500,9,6000,8,6500,7,7000,7 Stage 10 vs. Size = 4499,0,4500,10,5000,9,5500,9,6000,8,6500,7,7000,7 Stage 11 vs. Size = 4999,0,5000,10,5500,9,6000,8,6500,7,7000,7 Stage 12 vs. Size = 5499,0,5500,9,6000,8,6500,7,7000,7 Stage 13 vs. Size = 5999,0,6000,8,6500,8,7000,7 Stage 14 vs. Size = 6499,0,6500,8,7000,7 Stage 15 vs. Size = 6999,0,7000,7 Fire Coverage Cap = 0x0A

I made 15 ID lots, all sized 2x2 tiles, with the job count (through the stages) being: 40,50,60,70,80,90,100,110,120,130,140,150,160,170,180

The two pics below show the industrial district. Al might be interested in knowing that all these ID lots have OG [b]Industrial: Anchor[/b] (thus, they won't develop next to each other).

The development has been going on for some time, so that all lots have redeveloped (upgraded) several times.

[IMG]http://img150.imageshack.us/img150/5097/stages915id1bj4.jpg[/img]

The influence of the property Fire Coverage Cap = 10 can also be seen. Outside of the fire station (seen on the far right) coverage area, no lots develop past stage 10.

[IMG]http://img329.imageshack.us/img329/9716/stages915id2qq0.jpg[/img]

[b]Commercial Service CS$[/b]

I made the following changes to the CS$ RCI Exemplar (IID=0x00003110):

Stage Count = 0x0F Stage 1 vs. Size = 0,100,100,50,200,33,300,25,400,20,500,16,600,14,700,12,800,11,900,10,1000,9,1100,8,1200,7,1300,7,1400,6 Stage 2 vs. Size = 99,0,100,50,200,33,300,25,400,20,500,16,600,14,700,12,800,11,900,10,1000,9,1100,8,1200,7,1300,7,1400,6 Stage 3 vs. Size = 199,0,200,34,300,25,400,20,500,17,600,14,700,12,800,11,900,10,1000,9,1100,8,1200,7,1300,7,1400,6 Stage 4 vs. Size = 299,0,300,25,400,20,500,17,600,14,700,12,800,11,900,10,1000,9,1100,8,1200,7,1300,7,1400,6 Stage 5 vs. Size = 399,0,400,20,500,17,600,14,700,13,800,11,900,10,1000,9,1100,8,1200,8,1300,7,1400,7 Stage 6 vs. Size = 499,0,500,17,600,15,700,13,800,11,900,10,1000,9,1100,8,1200,8,1300,7,1400,7 Stage 7 vs. Size = 599,0,600,15,700,13,800,11,900,10,1000,9,1100,8,1200,8,1300,7,1400,7 Stage 8 vs. Size = 699,0,700,13,800,11,900,10,1000,9,1100,8,1200,8,1300,7,1400,7 Stage 9 vs. Size = 799,0,800,12,900,10,1000,9,1100,9,1200,8,1300,7,1400,7 Stage 10 vs. Size = 899,0,900,10,1000,9,1100,9,1200,8,1300,7,1400,7 Stage 11 vs. Size = 999,0,1000,10,1100,9,1200,8,1300,7,1400,7 Stage 12 vs. Size = 1999,0,1100,9,1200,8,1300,7,1400,7 Stage 13 vs. Size = 1199,0,1200,8,1300,8,1400,7 Stage 14 vs. Size = 1299,0,1300,8,1400,7 Stage 15 vs. Size = 1399,0,1400,7

I made the 15 CS$ lots, all sized 2x2 tiles, with the job count (through the stages) being: 20,30,40,50,60,70,80,90,100,110,120,130,140,150,160

The picture below shows the result after all lots have been developed. Several lots have also redeveloped into higher stages:

[IMG]http://img329.imageshack.us/img329/3867/stages915csdy2.jpg[/img]

The distribution of CS$ lots at this stage was:

 4 lots of Stage 1
 1 lot   of Stage 2
 7 lots of Stage 3
 5 lots of Stage 4
 3 lots of Stage 5

28 lots of Stage 6 17 lots of Stage 7 15 lots of Stage 8 14 lots of Stage 9

 6 lots of Stage 10
 4 lots of Stage 11
 3 lots of Stage 12
 5 lots of Stage 13
 2 lots of Stage 14
 1 lot   of Stage 15

[b]Residential R$[/b]

The Residential R$ RCI Exemplar (IID=0x00001010) is similar to the one in the first post above, with only one exception, the Park Cap:

Stage Count = 0x0F Stage 1 vs. Size = 0,100,1000,50,2000,33,3000,25,4000,20,5000,16,6000,14,7000,12,8000,11,9000,10,10000,9,11000,8,12000,7,13000,7,14000,6 Stage 2 vs. Size = 999,0,1000,50,2000,33,3000,25,4000,20,5000,16,6000,14,7000,12,8000,11,9000,10,10000,9,11000,8,12000,7,13000,7,14000,6 Stage 3 vs. Size = 1999,0,2000,34,3000,25,4000,20,5000,17,6000,14,7000,12,8000,11,9000,10,10000,9,11000,8,12000,7,13000,7,14000,6 Stage 4 vs. Size = 2999,0,3000,25,4000,20,5000,17,6000,14,7000,12,8000,11,9000,10,10000,9,11000,8,12000,7,13000,7,14000,6 Stage 5 vs. Size = 3999,0,4000,20,5000,17,6000,14,7000,13,8000,11,9000,10,10000,9,11000,8,12000,8,13000,7,14000,7 Stage 6 vs. Size = 4999,0,5000,17,6000,15,7000,13,8000,11,9000,10,10000,9,11000,8,12000,8,13000,7,14000,7 Stage 7 vs. Size = 5999,0,6000,15,7000,13,8000,11,9000,10,10000,9,11000,8,12000,8,13000,7,14000,7 Stage 8 vs. Size = 6999,0,7000,13,8000,11,9000,10,10000,9,11000,8,12000,8,13000,7,14000,7 Stage 9 vs. Size = 7999,0,8000,12,9000,10,10000,9,11000,9,12000,8,13000,7,14000,7 Stage 10 vs. Size = 8999,0,9000,10,10000,9,11000,9,12000,8,13000,7,14000,7 Stage 11 vs. Size = 9999,0,10000,10,11000,9,12000,8,13000,7,14000,7 Stage 12 vs. Size = 10999,0,11000,9,12000,8,13000,7,14000,7 Stage 13 vs. Size = 11999,0,12000,8,13000,8,14000,7 Stage 14 vs. Size = 12999,0,13000,8,14000,7 Stage 15 vs. Size = 13999,0,14000,7 Park Cap = 0x0A

The 15 R$ 2x2 lots were now set up with a population increasing through the stages: 60,70,80,90,100,110,120,130,140,150,160,170,180,190,200

The two pictures below show the residential area after years of development and redevelopment (some lots to the far right are still being redeveloped):

[IMG]http://img356.imageshack.us/img356/9352/stages915r1wa9.jpg[/img]

[IMG]http://img150.imageshack.us/img150/3071/stages915r2sn8.jpg[/img]

In those pictures you can also see the effect of the Park Cap = 10. The lot furthest away from the parks, being above stage 10, is the Stage 12 lot to the upper left from the hospital. That one is about 20 tiles away from the nearest park. Further to the left of that one only lots of Stage 10 or lower have developed. A separate test I made also showed that any "park" will do (plazas and sports fields as well).

[/quote][quote author=Tage link=topic=2928.msg51755#msg51755 date=1172432524] Maybe I'd better try to explain the basics with the property "Stage # vs. Size" before I continue. :crazy2:

I'll use the CS$ as an example. The figures I'm using below are those applicable for Rush Hour.

In a newly founded city (empty region) every CS$ building will of course be of Stage 1. This is true all the way up till you reach a regional CS$ job count of 300. At that stage a few CS$ buildings of Stage 2 will start to appear. Furthermore, when the regional CS$ job count reaches 432, the first CS$ buildings of Stage 3 will start to appear, and so on...

The properties that set these limits are called "Stage # vs. Size" and determine in what percentage different stage buildings will appear (on an average) once a certain threshold (job count or population level) has been reached.

In order to visualize it further, I'm listing the first few thresholds of the CS$ stage limits in the table below:

[table][tr][td][b]Regional Jobs [/b][/td][td][b]Stage 1 [/b] [/td][td][b]Stage 2 [/b] [/td][td][b]Stage 3 [/b] [/td][td][b]Stage 4 [/b] [/td][/tr] [tr][td] 0 - 299 jobs[/td][td]100%[/td][/tr] [tr][td]300 - 359 jobs[/td][td] 95%[/td][td] 5%[/td][/tr] [tr][td]360 - 431 jobs[/td][td] 92%[/td][td] 8%[/td][/tr] [tr][td]432 - 517 jobs[/td][td] 89%[/td][td]10%[/td][td] 1%[/td][/tr] [tr][td]518 - 621 jobs[/td][td] 86%[/td][td]12%[/td][td] 2%[/td][/tr] [tr][td]622 - 745 jobs[/td][td] 83%[/td][td]14%[/td][td] 3%[/td][/tr] [tr][td]746 - 894 jobs[/td][td] 80%[/td][td]16%[/td][td] 3%[/td][td] 1%[/td][/tr][/table]

...and so on.

The sum of each line in the table above has to be 100% (naturally), and the game balances the development so that the distribution between buildings of different stages moves into the direction set up by the values above.

For my experiments I have changed the table above accordingly:

[table][tr][td][b]Regional Jobs [/b] [/td][td][b]Stage 1 [/b] [/td][td][b]Stage 2 [/b] [/td][td][b]Stage 3 [/b] [/td][td][b]Stage 4 [/b] [/td][td][b]Stage 5 [/b] [/td][td][b]Stage 6 [/b] [/td][td][b]Stage 7 [/b] [/td][td][b]Stage 8 [/b] [/td][td][b]Stage 9 [/b] [/td][td][b]Stage 10 [/b] [/td][/tr] [tr][td] 0 - 99 jobs[/td][td]100%[/td][/tr] [tr][td]100 - 199 jobs[/td][td] 50%[/td][td]50%[/td][/tr] [tr][td]200 - 299 jobs[/td][td] 33%[/td][td]33%[/td][td]34%[/td][/tr] [tr][td]300 - 399 jobs[/td][td] 25%[/td][td]25%[/td][td]25%[/td][td]25%[/td][/tr] [tr][td]400 - 499 jobs[/td][td] 20%[/td][td]20%[/td][td]20%[/td][td]20%[/td][td]20%[/td][/tr] [tr][td]500 - 599 jobs[/td][td] 16%[/td][td]16%[/td][td]16%[/td][td]16%[/td][td]17%[/td][td]17%[/td][/tr] [tr][td]600 - 699 jobs[/td][td] 14%[/td][td]14%[/td][td]14%[/td][td]14%[/td][td]14%[/td][td]15%[/td][td]15%[/td][/tr] [tr][td]700 - 799 jobs[/td][td] 12%[/td][td]12%[/td][td]12%[/td][td]12%[/td][td]13%[/td][td]13%[/td][td]13%[/td][td]13%[/td][/tr] [tr][td]800 - 899 jobs[/td][td] 11%[/td][td]11%[/td][td]11%[/td][td]11%[/td][td]11%[/td][td]11%[/td][td]11%[/td][td]11%[/td][td]12%[/td][/tr] [tr][td]900 - 999 jobs[/td][td] 10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][/tr][/table]

...and so on.

These are the numbers presented in the properties "Stage # vs. Size" quoted earlier in my posts.

The reason for making these changes, is to enable higher stages earlier in game and to get a larger percentage of them growing. And then, of course, I have also extended them to include all stages up to 15.

With the additional stages in play, we need to extrapolate those existing stage limits, so that we still get a balanced distribution between existing and additional stages. Once the testing phase is over I'll get into looking at them. ;)

Finally, I am enclosing an Excel sheet to this post, so that everyone interested can take a closer look at all those stage limits as they apply for Rush Hour. [/quote][quote author=Tage link=topic=2928.msg51761#msg51761 date=1172438459] Now, this test is dedicated to you, Barby:

[b]Farming Industry[/b]

Still using the same city, I replaced the medium density industry zones with agricultural zones:

<img src=http://img254.imageshack.us/img254/7740/stages915test3dr1.jpg>

For this experiment I changed the "Stage # vs. Size" in the Industrial Resource Developer Exemplar to get the following table:

[table][tr][td][b]Regional Jobs [/b] [/td][td][b]Stage 1 [/b] [/td][td][b]Stage 2 [/b] [/td][td][b]Stage 3 [/b] [/td][td][b]Stage 4 [/b] [/td][td][b]Stage 5 [/b] [/td][td][b]Stage 6 [/b] [/td][td][b]Stage 7 [/b] [/td][td][b]Stage 8 [/b] [/td][td][b]Stage 9 [/b] [/td][td][b]Stage 10 [/b] [/td][/tr] [tr][td] 0 - 99 jobs[/td][td]100%[/td][/tr] [tr][td]100 - 199 jobs[/td][td] 50%[/td][td]50%[/td][/tr] [tr][td]200 - 299 jobs[/td][td] 33%[/td][td]33%[/td][td]34%[/td][/tr] [tr][td]300 - 399 jobs[/td][td] 25%[/td][td]25%[/td][td]25%[/td][td]25%[/td][/tr] [tr][td]400 - 499 jobs[/td][td] 20%[/td][td]20%[/td][td]20%[/td][td]20%[/td][td]20%[/td][/tr] [tr][td]500 - 599 jobs[/td][td] 16%[/td][td]16%[/td][td]16%[/td][td]16%[/td][td]17%[/td][td]17%[/td][/tr] [tr][td]600 - 699 jobs[/td][td] 14%[/td][td]14%[/td][td]14%[/td][td]14%[/td][td]14%[/td][td]15%[/td][td]15%[/td][/tr] [tr][td]700 - 799 jobs[/td][td] 12%[/td][td]12%[/td][td]12%[/td][td]12%[/td][td]13%[/td][td]13%[/td][td]13%[/td][td]13%[/td][/tr] [tr][td]800 - 899 jobs[/td][td] 11%[/td][td]11%[/td][td]11%[/td][td]11%[/td][td]11%[/td][td]11%[/td][td]11%[/td][td]11%[/td][td]12%[/td][/tr] [tr][td]900 - 999 jobs[/td][td] 10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][/tr][/table]

...and so on.

The 15 farms I set up for stages 1-15 were all 2x2 in size and offered jobs accordingly: 32,36,40,44,48,52,56,60,64,68,72,76,80,84,88

Everything started out normally, a few farms, commercial services and residential houses appearing. However, I didn't get any farms higher than Stage 1 to develop. Even when reaching the build-up as seen above, with a farming population exceeding 1000, every single farm was still at Stage 1 (although Stage 10 should have been surpassed already)...

<img src=http://img503.imageshack.us/img503/3038/stages915farms1qe6.jpg>

At that stage I had to check all my modds and farming lots/buildings to track down the error, but didn't find anything. Instead I replayed with a slightly different configuration, leaving the medium density industry lots, allowing ID to grow too:

<img src=http://img509.imageshack.us/img509/9822/stages915test4ko2.jpg>

This changed everything. ID developed first, but soon after that the first farms appeared, this time starting at Stage 2! The stages were rapidly traversed and when the ID job count had reached 1,500, the first Stage 15 farms developed:

<img src=http://img339.imageshack.us/img339/2844/stages915farms2hc6.jpg>

I quickly realized that the farming stages become effective, not based on the number of agricultural jobs in your region, but rather on the number of dirty industrial jobs :o

After this I changed the "Stage # vs. Size" in the Industrial Resource Developer Exemplar to be identical to the one I had for dirty industry:

[table][tr][td][b]Regional Jobs [/b] [/td][td][b]Stage 1 [/b] [/td][td][b]Stage 2 [/b] [/td][td][b]Stage 3 [/b] [/td][td][b]Stage 4 [/b] [/td][td][b]Stage 5 [/b] [/td][td][b]Stage 6 [/b] [/td][td][b]Stage 7 [/b] [/td][td][b]Stage 8 [/b] [/td][td][b]Stage 9 [/b] [/td][td][b]Stage 10 [/b] [/td][/tr] [tr][td] 0 - 499 jobs[/td][td]100%[/td][/tr] [tr][td] 500 - 999 jobs[/td][td] 50%[/td][td]50%[/td][/tr] [tr][td]1000 - 1499 jobs[/td][td] 33%[/td][td]33%[/td][td]34%[/td][/tr] [tr][td]1500 - 1999 jobs[/td][td] 25%[/td][td]25%[/td][td]25%[/td][td]25%[/td][/tr] [tr][td]2000 - 2499 jobs[/td][td] 20%[/td][td]20%[/td][td]20%[/td][td]20%[/td][td]20%[/td][/tr] [tr][td]2500 - 2999 jobs[/td][td] 16%[/td][td]16%[/td][td]16%[/td][td]16%[/td][td]17%[/td][td]17%[/td][/tr] [tr][td]3000 - 3499 jobs[/td][td] 14%[/td][td]14%[/td][td]14%[/td][td]14%[/td][td]14%[/td][td]15%[/td][td]15%[/td][/tr] [tr][td]3500 - 3999 jobs[/td][td] 12%[/td][td]12%[/td][td]12%[/td][td]12%[/td][td]13%[/td][td]13%[/td][td]13%[/td][td]13%[/td][/tr] [tr][td]4000 - 4499 jobs[/td][td] 11%[/td][td]11%[/td][td]11%[/td][td]11%[/td][td]11%[/td][td]11%[/td][td]11%[/td][td]11%[/td][td]12%[/td][/tr] [tr][td]4500 - 4999 jobs[/td][td] 10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][td]10%[/td][/tr][/table]

...and so on.

After this the stages in ID and IR developed simultaneously, starting from Stage 1 and going all the way up to Stage 15:

<img src=http://img503.imageshack.us/img503/2640/stages915farms3xc1.jpg>

When all farming lots had developed we had the following distribution:

31 farms of Stage 1 12 farms of Stage 2 13 farms of Stage 3

 5 farms of Stage 4
 1 farm   of Stage 5
 8 farms of Stage 6
 9 farms of Stage 7
 8 farms of Stage 8

29 farms of Stage 9 15 farms of Stage 10

 6 farms of Stage 11
 2 farms of Stage 12
 0 farms of Stage 13
 0 farms of Stage 14

22 farms of Stage 15

The development was less evenly spread out compared to what I've experienced with the other developer types. One reason to this is probably that farms don't develop (upgrade). Thus, the Stage 1 farms that developed early in the game didn't go away and in the end lots of Stage 15 farms developed, since the demand was always there (stupid Sims without schools want to become farmers). I cannot however say why Stage 9 developed more than the others.

This gives some feedback to the way SC4 functions today too... in order to get the stage 3 farms (Pedriana) to develop, you need to have a regional ID job count of at least 2,447. This might, at least for me, explain why I never had problems with the repetitive appearance of Pedrianas. I always tax out my ID from my region ;D

I'll leave it to others to consider whether this is as intended or whether Maxis made a programming error... [/quote][quote author=Tage link=topic=2928.msg51765#msg51765 date=1172440080] There are four developer CAPs available for all developer types, telling which stage is the highest one allowed to develop without supplying what is capped:

[b]1. Power Supply Cap[/b] This is set at 0 for all types (nothing will develop without power)

[b]2. Water Supply Cap[/b] This is set at 0 for R$$$, CS$$$, CO$$$ and I-HT This is set at 1 for I-D and I-M This is set at 3 for all other types (unused for IR, in other words)

[b]3. Fire Coverage Cap[/b] This is set at 9 for all type (unused, in other words)

[b]4. Park Cap[/b] This is set at 3 for R$$$ This is set at 9 for all other types

While testing the farming stages above, I left the water supply cap at 3. Thus, I had to supply water for the farms to develop above stage 3. I also tested to leave an area of farms without water and didn't get anything higher than stage 3 to develop there.

For the final Stages 9-15 mod we need to decide how to set these caps. [/quote]

How does it affect the game?

CAMpatibility

Installation and use

FAQs