Started by Alavaria, July 06, 2018, 07:54:18 AM
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Quote from: twalsh102 on July 06, 2018, 09:04:27 PMIt's much easier to just look at the tables in the manual, as these reflect what's in all of the various exemplars
Quote from: twalsh102 on July 06, 2018, 09:04:27 PMOne "issue" that has always existed with the game is that as Sims' education levels rise, they want higher paying jobs, and their wealth level rises. If not taken into account, there occurs a point in any city (large or small) where there aren't enough low-wealth, low-EQ Sims to take available ID and IM jobs.
Quote from: Alavaria on July 06, 2018, 09:27:10 PMQuote from: twalsh102 on July 06, 2018, 09:04:27 PMIt's much easier to just look at the tables in the manual, as these reflect what's in all of the various exemplarsYes, but while I was looking up the stage% distribution (manual lists thresholds, but that doesn't tell much, when you cross one and then 2% of people use the next stage).
Quote from: twalsh102 on July 07, 2018, 07:24:58 AM3. The numbers under each of the Growth Stages (1 - 15) represent the percentages of Buildings that are allowed to grow at from each of the Growth Stages. So when your R$ population reaches 2000, and advances to Stage 2, 95% of the R$ buildins allowed to grow will be Stage 1, and only 5% of the buildings will be stage 2.
Quote from: twalsh102 on July 07, 2018, 09:14:18 PMInformation from other cities in your region are not constantly updated (which makes sense). Information is only updated from a city when it is actually played. For cities that are not played very often, the game interpolates available job numbers based on rate of growth when the city was last played (this also makes sense or one would not be able play regionally at all). So it's very possible that if you hadn't played the other city in some time, the game interpolated that growth would allow for 3600 new jobs. However, when you actually played that other city, the previous growth rate couldn't be sustained for whatever reason and only 2600 jobs could be provided. I've always wondered how the game addresses such mismatches, but I don't think I've ever seen a reasonable answer. Unless you see a lot of houses abandoning due to lack of jobs in city one, that would tend to imply that this "overage" of workers does not return from whence they came. However, they may have been sent on to some additional connected city if it exists. Or maybe they just disappear.
Quote from: twalsh102 on July 07, 2018, 09:14:18 PMYou are correct that zoning density is one of the few ways to possibly control what might grow in particular areas of your city. However, I'm don't think the split you came up with will hold up. If you look at the number of Building and Lot exemplars that InvisiChem included with CAM, these are all buildings/lots that changed growth stages and/or density zones. They are not necessarily all Stage 8 buildings that had to be redistributed through the additional seven Growth Stages CAM 2 provides. Also lots may be configured to grow in multiple densities. I just did a quick look at Growth Stage vs. zoning density on the Lot Exemplars included with CAM 2.1.0. The only consistency appears to be that there isn't any consistency. One can split most lots into three groups. But a split that holds up for R$ lots will not hold up for any other wealth level or developer type. The first group (usually Stage 3 and below, but can be as high as Stage 5 and below) is almost always configured to grow in any density. The last Group (usually Stage 8 and above, but can dip as low as Stage 6) are usually configured to grow only in high density. The middle group (whatever that ends up being) are usually configured to grow in medium and high density. However, whatever split may come close to holding true across the default Maxis buildings changed by CAM 2, may or may not hold true with custom CAM lots or even those Maxis lots that were not changed by CAM. Curiously, apparently no CS lots had anything changed from the default Maxis settings.
Quote from: twalsh102 on July 07, 2018, 09:14:18 PMI tend to use the word building and lot interchangeably in situations like this. It is actually the lot configuration that determines such things as Growth Stage, whether a lot grows or is plopped, the density of the zone (or zones) the lot will grow in, and the type of zones the lot will grow in. So even though it looks like a building growing in-game, technically it is a lot (with its assigned building) that is growing.
Quote from: Alavaria on July 09, 2018, 12:34:33 AMI've already poked with the Reader application, but trying to read the hex numbers (can convert them, but it's annoying) is just a chore.
Quote from: Alavaria on July 09, 2018, 12:34:33 AMWhat this means is if you pre-place a ton of medium-density, it can fill up to a point, so when you see totally undeveloped medium density, you can be confident that adding a bit of high density will assure you a high stage building (ie: at least stage N, where N has no medium-density buildings and N-1 does)
Quote from: Alavaria on July 09, 2018, 12:34:33 AMI wonder how tax rates affect the demand when you transfer it over, it seems that high tax rates at the receiving end will reduce the amount you can build (lowers demand), wonder what happens if the sending end has 0% taxes... time for an experiment.
Quote from: twalsh102 on July 11, 2018, 03:57:47 PMQuote from: Alavaria on July 09, 2018, 12:34:33 AMWhat this means is if you pre-place a ton of medium-density, it can fill up to a point, so when you see totally undeveloped medium density, you can be confident that adding a bit of high density will assure you a high stage building (ie: at least stage N, where N has no medium-density buildings and N-1 does)Not necessarily (see 2. below!). This would only hold true if the ratios for higher stage lots has not been met, and there are higher stage lots available (see 3. below). Taking a look at the exemplars that are included with CAM (which are only overrides of the default Maxis buildings), the following is revealed:1. Invisichem did not change any of the building stats (as specified in the Building Exemplars) from the default Maxis buildings. This is important when it comes to maximum capacity of a building.2. All residential lots regardless of wealth-level or Growth Stage will grow in high-density zones.3. There are no residential lots regardless of wealth-level above Growth Stage 10.
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