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SimCity 4 Devotion Custom Content Showcase => BSC Place => Team Custom Content Projects => CAM - Colossus Addon Mod => Topic started by: pluto101 on June 03, 2010, 06:42:52 PM

Title: NO CO$$$ Development
Post by: pluto101 on June 03, 2010, 06:42:52 PM
I had a fresh install of Sim City 4 Deluxe, installed NAM, CAM, and the starter packs of CAMeLOTs.

My first city is called Santa Rosa, and it has 90,000 citizens, 40% R$, 50% R$$, and 10% R$$$. Education is good, health is good, I have two other cities with plenty of connections, and am up against no caps. Crime, Fire, Parks, all that is good. I have Co-$$ skyscrapers, including one (but only one) stage 8.

Why is it then, that my CO-$$ population is 35,000 and my CO-$$$ population is 1200? Three buildings. I'm not asking why no CAMeLOTs are growing, I'm asking why NOTHING is growing. It's not desirability, since I have many areas which are bright green for CO-$$$.

What could be going on?

I'm iffy on attaching screen shots, but I'll give you any info you need.
Title: Re: NO CO$$$ Development
Post by: pluto101 on June 03, 2010, 06:47:44 PM
Let me add as well that my CO-$$$ tax rate is at 0%, and most importantly, my CO-$$$ demand is at 24,000 - all my other commercial demand is less than 3,000. So this is not an issue of insufficient demand.

I'm at a loss. Any theories would be much appreciated.
Title: Re: NO CO$$$ Development
Post by: morcup on June 04, 2010, 12:38:20 PM
I came across the same issue recently... took a while to notice it since I was constructing a rural region.  I tried removing a few mods that I thought may be interfering in some way, but to no avail. 
I theorized a bit and figured it might have something to do with the increase in CO$$$ desirability thresholds or caps involving something such as fire or police coverage.  After loading a few cities and trying some ploppable CO$$$ buildings (withe the idea that maybe an initial boost of CO$$$ would get development started), I was still at a loss:  The CAM definitely made it a bit more of a challenge to keep the buildings from abandoning, but I was still unable to get any substantial CO$$$ growth (only about 200 jobs worth of stage 1 or 2 buildings grew), despite having sky-high demand and good desirability factors.

To make sure I wasn't crazy, I removed the CAM and ran up a few cities, each of which exploded in CO$$$ growth. 

I haven't run across anyone else that had this same issue, so my only thought is that is likely a mod that we both have installed.  I tried the latest Cleanitol list of incompatible mods, and nothing showed up.  Perhaps version 2 of the CAM will resolve this, but I have yet to hear a release date for it. 

Title: Re: NO CO$$$ Development
Post by: Indisguise on June 05, 2010, 04:05:33 AM
Bar having some sort of mod issue.  I sort have the opposite problem, can't stop the CO's from growing, having more issues with RES myself :'(


Check your cities CS development, early on you can get higher stage CS over CO, even though they are smaller building they could be higher stages and lower stage buildings won't overtake a higher level one. If you have the demand for CO they very rarely push out the CS's


I find that I have to demolish the CS building to make room for the CO's to develope, specially CS$$$'s, sometime you have to bulldoze the new CS building when it grows, they come back like weeds in your garden and you have to bulldoze them a few times, but soon or later the CO's will appear.


might try raising the taxrates on the CS if they keep coming back and snuff out the CO's.
Title: Re: NO CO$$$ Development
Post by: pluto101 on June 06, 2010, 12:19:10 AM
Breakthrough!

I tried datpacking the CAM_addon_module.dat (or something like that) with SimCity1.dat, changing the name of CAM_addon_module.dat to zCAM_addon_module.dat to ensure that CAM loads after SimCity1.dat, and it worked!

I now have loads of CO$$$ - my city doubled in size after the change. It's amazing to watch a city go from 250,000 and 0 CO$$$ to 450,000 and 250,000 CO$$$ in just a few years. Lots of fun.

Now I have one additional issue though - my airport is non-functioning. I keep getting popups imploring me to get a new airport, and yet my airport is currently only serving 5000 people. I'm running up against some caps, so I'd like the airport to function (getting rid of those damn popups would be nice too).

Any ideas about the airport? Could it have something to do with NAM?
Title: Re: NO CO$$$ Development
Post by: sim-al2 on June 06, 2010, 12:38:52 AM
You datpacked your Simcity1.dat? ??? That's not really necessary, since anything in the plugins folder will load after it. But since it solved your problem, not a big deal. The NAM doesn't do anything with airports. I think your problem with airports is that they serve the actually commercial population and not the residential population, so those 450,000 + 250,000 are the ones using the airport. You might need to upgrade to the next size (as in from say Landing Strip to International). Or do you mean your airport is literally not working at all?
Title: Re: NO CO$$$ Development
Post by: RippleJet on June 06, 2010, 09:07:43 PM
Quote from: sim-al2 on June 06, 2010, 12:38:52 AM
You datpacked your Simcity1.dat? ??? That's not really necessary, since anything in the plugins folder will load after it.

sim-al2, read the thread Where are my residents!!! (http://sc4devotion.com/forums/index.php?topic=8269.0) (including the fine print...) ;)
Title: Re: NO CO$$$ Development
Post by: sim-al2 on June 07, 2010, 09:58:37 AM
Oh. :D
Title: Re: NO CO$$$ Development
Post by: Beckyfc on June 10, 2010, 03:31:32 PM
I'm also having this issue- the CO$$$ demand is through the roof, but nothing is building. I would do as suggested here, but there's one small hitch.

I'm on a Mac. I don't have access to a PC, nor do I have bootcamp or a similar program. Am I just out of luck?
Title: Re: NO CO$$$ Development
Post by: callagrafx on June 13, 2010, 03:45:46 AM
Quote from: Beckyfc on June 10, 2010, 03:31:32 PM
Am I just out of luck?

Hi Becky, sorry to say, pretty much.... I tried running Datpacker using the latest Crossover software, but just got errors, as the application requires supporting files that Crossover doesn't seem to understand.

Honestly your only option is to Bootcamp the Mac... You will need a copy of Windows (XP is probably the best, as it takes less space than 7).  Look here http://software-globe.com/ for cheap XP ($70)
Title: Re: NO CO$$$ Development
Post by: Beckyfc on June 14, 2010, 10:21:51 AM
Ah, well. I don't have the space to put up a bootcamp partition, unfortunately. I'm a digital art student, so the CS takes up a lot of space on this dinosaur. I'm only a casual player, anyway, so it wouldn't be worth the money. Thanks, anyway!
Title: Re: NO CO$$$ Development
Post by: crushedcar on June 14, 2010, 05:16:17 PM
I had a similar problem as well. My fix was simply to change the CO$$$ Desirability threshold (ilive's reader). Prior to that I had stimulated growth by plopping Peg's Small Utopian Plazas (it only worked for a small area, though).
Title: Re: NO CO$$$ Development
Post by: wyqtor on September 27, 2010, 12:39:16 PM
I'm having the same problem. CO-$$$ will simply not grow. I tried DatPacking, and it doesn't work - unless I keep the original z_CAM1.0.dat and (original) SimCity_1.dat in the \Plugins folder - in which case I get multiple icons for building roads, avenues, and can't place any kind of GLR whatsoever. Please help me!
Title: Re: NO CO$$$ Development
Post by: travismking on September 27, 2010, 12:52:25 PM
CO$$$ need much more desirable area to be able to grow, try placing parks and landmarks.  The desirability needs to be much higher for CO$$$ and R$$$ to grow in the cam than in RH (it helps cut the random abandonment problem) Also, you datpack z_CAM1.0.dat with simcity_1 (backup first) and place the new simcity_1 in the PROGRAM FILES folder (not plugins folder, the root folder for sc4) and it should work just fine, make sure it has the same name as the original file
Title: Re: NO CO$$$ Development
Post by: RippleJet on September 27, 2010, 02:25:41 PM
Quote from: travismking on September 27, 2010, 12:52:25 PM
try placing parks

Instead of parks (which increase residential desirability), place plazas. ;)
They are quite efficient in increasing CO$$$ desirability.


Quote from: wyqtor on September 27, 2010, 12:39:16 PM
I tried DatPacking, and it doesn't work - unless I keep the original z_CAM1.0.dat and (original) SimCity_1.dat in the \Plugins folder - in which case I get multiple icons for building roads, avenues, and can't place any kind of GLR whatsoever. Please help me!

The multiple icons is indeed a sign of you having two versions of SimCity_1.dat. ;)
Title: Re: NO CO$$$ Development
Post by: wyqtor on September 27, 2010, 06:38:30 PM
Thanks for the timely replies!

Well, I removed the SimCity_1.Dat folder from plugins and placed the datpacked new SimCity_1.dat in the SimCity 4 folder. But now all I seem to get are lots of Boutiques and other CS-$$ and CS-$$$ with a lot fewer jobs. I have quite a lot of plazas (got to try some more landmarks too), and the Desirability data view for CO-$$$ shows full green in the central areas (maybe it doesn't reflect the required desirability properly?). Should I try placing even more large parks, plazas, landmarks, even though the desirability appears to be OK?

Also, after letting the city grow at first with the original SimCity_1.dat and z_Cam.dat in the plugins folder, it really boomed with skyscrapers everywhere. deleted them, everything went back to small CS-$$ - with the datpacked SimCity_1.dat always in the SimCity_1 program folder. After the boom (and bust  :D ) the city has about 100,000 population. I hope I didn't irreversibly mess up my region with forgetting to delete those files from the plugins folder.
Title: Re: NO CO$$$ Development
Post by: RippleJet on September 27, 2010, 11:14:16 PM
Quote from: wyqtor on September 27, 2010, 06:38:30 PM
Also, after letting the city grow at first with the original SimCity_1.dat and z_Cam.dat in the plugins folder, it really boomed with skyscrapers everywhere. deleted them, everything went back to small CS-$$ - with the datpacked SimCity_1.dat always in the SimCity_1 program folder. After the boom (and bust  :D ) the city has about 100,000 population. I hope I didn't irreversibly mess up my region with forgetting to delete those files from the plugins folder.

It might take some time for the simulator to catch up. ;)
After datpacking SimCity_1.dat, you especially need to allow for and wait for residentials to grow.
Title: Re: NO CO$$$ Development
Post by: diamonddog_74 on November 16, 2010, 03:19:36 PM
I think these issues are related to CAM's Traffic simulator, since I've been experiencing similar effects. Basically, my residents would rather walk to work than go anywhere by bus or car. Only my commercial or industrial areas adjacent to residential are actually developing.

I have an industrial "suburb" connected to the main city, and no one is taking the train there from the main city even though there's a station close to residential. The adviser keeps bugging me to zone for industrial and commercial, but there's plenty of room to grow in the downtown core that is not developed to full potential. Even though they're zoned for high density, only very low density buildings are growing. When I query the bus stops there, either there are no commuters or very few. Also, when I hover query the buildings, they say there are no workers. However, they don't dilapidate. So the demand is very high, but the sims are not finding the zones served by these bus stops. My city currently has a population of 110,000, and it's still rather compact, so I suspect the CAM "Promote walking" Traffic Simulator is at fault.

While it's very nice that the sims would rather walk than drive or take mass transit, it defeats the purpose of creating a nice downtown district that is mostly commercial. Whereas my residential neighborhoods that have a commercial strip running through them are flourishing fine.

I've decided to take out the z_CAM folder (which contains the CAM traffic simultaor) from my Plugins folder. I fired up the NAM's Traffic Simulator Configuration Tool to make a couple of small changes to the "Medium" Traffic Simulator I selected during NAM installation. This is just so I can get those Sims who live a little further away from jobs to actually get on the bus or their car to get to work.

I had originally built a subway, but hardly anyone was using it, so I demolished the entire network. Now that I reverted back to the NAM's traffic simulator, I may have to rebuild it. I'll report my findings with screen shots.
Title: Re: NO CO$$$ Development
Post by: RippleJet on November 17, 2010, 04:52:53 PM
It is indeed true that people walking to their jobs do not count as "customers".
Thus, using the outdated "Promote Walking" or "Promote Biking" traffic simulators
would actually lower the commercial (but not industrial) desirability in your city.
Title: Re: NO CO$$$ Development
Post by: evilbob on March 28, 2011, 09:46:33 AM
So i renamed the CAM addon dat and packed with the simcity1 dat from the game's root folder with no luck.  Is there another fix that i could try?  Someone mentioned they changed co-$$$ desirability threshold though 1) I've never done such a thing before and 2) it sorta strikes me as cheating.  If that is the only way to get CAM to function, then i suppose i could give it a try assuming i can get a few instructions as to how.

I'm willing to try just about anything at this point though because this is getting rather annoying...
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi52.tinypic.com%2F27wsumo.jpg&hash=062de12f1880245b1638f1ac4ecb12171e8ac003)
Title: Re: NO CO$$$ Development
Post by: njdevil995 on March 28, 2011, 03:57:35 PM
I have the same problem, my CO$$$ just refuses to grow :'( My desirability is as bright green as it can get and i have done all the possible fixes mentioned on this thread. I too would also like to know how to tweak the CO$$$ desirability threshold with ilive's reader so i can hopefully fix this problem.

However, I do notice that some people that have this problem is also running windows 7 like I am; i only ran into this problem when i got my new computer. i tried several strategies to test this and my problem is only fixed when i remove CAM

Could Windows 7 be conflicting with CAM?
Title: Re: NO CO$$$ Development
Post by: evilbob on March 28, 2011, 05:19:21 PM
Quote from: njdevil995 on March 28, 2011, 03:57:35 PM
I have the same problem, my CO$$$ just refuses to grow :'( My desirability is as bright green as it can get and i have done all the possible fixes mentioned on this thread. I too would also like to know how to tweak the CO$$$ desirability threshold with ilive's reader so i can hopefully fix this problem.


I, too, am using win7.  I looked for a tutorial on how to use ilive's reader however it was dated back in 2003, i think, and no longer available for download.  Seems to be the only solution left short of them coming out with cam 2.0. 

Also, i did notice if i completely surround each individual building with medium - large parks, the office will in fact grow, despite previously being all green desirability.  I can't imagine that being intentional in CAM.
Title: Re: NO CO$$$ Development
Post by: travismking on March 28, 2011, 05:31:33 PM
Theres nothing in the CAM that is OS dependent, so I cant see how its conflicting with Windows 7, but you never know. Tage may know better but I highly doubt it. Also, in the CAM its much more important to have very high desirability and traffic in the area with the CO $$$ development, It will NOT develop on a road with low traffic
Title: Re: NO CO$$$ Development
Post by: evilbob on March 28, 2011, 05:45:22 PM
Quote from: travismking on March 28, 2011, 05:31:33 PM
It will NOT develop on a road with low traffic

Probably not the problem we're having.  In fact as a test I set some commercial down along the main avenue with the highest traffic flow with no luck.  Wasn't until i physically encased them in plazas that they grew.  Now, if that's the "very high desirability" you're referring to and that CAM is working as intended to require such conditions, that's a different thing all together.  Still would like to be pointed to a tutorial on how to use ilive reader to adjust that down a notch, though.
Title: Re: NO CO$$$ Development
Post by: njdevil995 on March 28, 2011, 06:11:50 PM
My city is littered with plazas and only little stage one or two CO$$$ will grow like 1 tile away and never upgrade. And for traffic... i have avenues full of traffic and commercial zoned on them, yet its made up of only CS$$, CS$$$, and CO$$. i pretty sure im not doing anything wrong in terms of gameplay and CO$$$ is fine without CAM, so i dont know where to pinpoint the problem.
Title: Re: NO CO$$$ Development
Post by: travismking on March 28, 2011, 06:15:58 PM
just a question, I dont know if its relevant, but have you guys merged simcity_1.dat and the cam file? I havent seen this problem since I did this.
Title: Re: NO CO$$$ Development
Post by: evilbob on March 28, 2011, 07:35:44 PM
Quote from: travismking on March 28, 2011, 06:15:58 PM
just a question, I dont know if its relevant, but have you guys merged simcity_1.dat and the cam file? I havent seen this problem since I did this.

I did.  Changed ColossusAddonMod_1.0.dat  to zColossusAddonMod_1.0.dat and merged with SimCity_1.dat.  Renamed said dat to SimCity_1.dat and placed it in the root folder of my install.  Removed the CAM.dat from my plugins.  Load up game... Demand still goes up to 24k and other buildings still build so cam is running from the new file alright but, problem is still there.

Only other thing i can mention is windows 7 as mentioned previously, oh, and i'm running off a steam purchased copy though thats never given me any problems before.

I also ripped out z_cam's folder with promote walking i had previously been using.
Title: Re: NO CO$$$ Development
Post by: travismking on March 28, 2011, 08:26:27 PM
Im not sure then, maybe Tage can give you an answer when he sees this, I'm sure he is sleeping now :p
Title: Re: NO CO$$$ Development
Post by: jmyers2043 on March 29, 2011, 06:11:16 AM
Remember that all demand is regional. Things that are happening on one city will have an impact on others.

CO$$$ - are you talking about stage 3 CO$$$ or are you trying to get a Stage 11 CO$$$ to grow?

But before you answer - the best thing you can do to help with an answer is to take a screen grab of the census repository ... the query provides a lot of information about your city and region.

http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1831 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1831)



- Jim
Title: Re: NO CO$$$ Development
Post by: evilbob on March 29, 2011, 10:33:19 AM
Quote from: jmyers2043 on March 29, 2011, 06:11:16 AM
Remember that all demand is regional. Things that are happening on one city will have an impact on others.

CO$$$ - are you talking about stage 3 CO$$$ or are you trying to get a Stage 11 CO$$$ to grow?
- Jim

Right now i'm merely trying to get any CO$$$ to grow.  I didn't realize until i created my new city that they had not been developing anywhere in the region.  Admittedly i've never built a region using cam before.

(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi54.tinypic.com%2F23mokrq.jpg&hash=76a283645c94cef4afc4560abf2c58db9b5ad084)
Title: Re: NO CO$$$ Development
Post by: njdevil995 on March 29, 2011, 12:55:31 PM
Quote from: travismking on March 28, 2011, 06:15:58 PM
just a question, I dont know if its relevant, but have you guys merged simcity_1.dat and the cam file? I havent seen this problem since I did this.

I did merge the simcity_1.dat and cam, which takes care of the doubling bug, but not my CO$$$ bug

Quote from: jmyers2043 on March 29, 2011, 06:11:16 AMCO$$$ - are you talking about stage 3 CO$$$ or are you trying to get a Stage 11 CO$$$ to grow?
- Jim

Im talking about your initial CO$$$ like Todd and Co. or Jenkins Consulting. but i forgot that the buildings cant upgrade if they didnt reach the stage density, since my CO$$$ just refuses to grow
Title: Re: NO CO$$$ Development
Post by: RippleJet on March 29, 2011, 04:18:37 PM
evilbob and njdevil995, could you both do the following:


That would verify whether the desirability is high enough for CO$$$ in the first place.
Title: Re: NO CO$$$ Development
Post by: njdevil995 on March 29, 2011, 05:19:05 PM
This is in my Downtown


|-----------------------------------------------------------
| Query info for cell (168, 147) on 5/26/2024
|-----------------------------------------------------------
| Lot: (167, 147) 4x2, south-facing, state: occupied new, configuration: CS$$$8_4x2_600044f0
| Jobs $171.1 $$82.8 $$$22.1 - Travel Jobs $171 $$83 $$$22
| Building: CS$$$60x30_7ChiRitzy_0529, 297 $$$
| Occupancy--building (tract): Cs$ 0% (0%), Cs$$ 0% (0%), Cs$$$ 93% (100%),
| Zoned: C###
| Altitude: 284.8
| Land value, intrinsic: 48, total: 255 (High)
| Slope: 0.0
| Powered: yes
| Watered: yes
| Traffic Volume: 69   Traffic Congestion: 0
| Edge Density Matrix for travel type 0 (total = 0):
| Edge Density Matrix for travel type 1 (total = 0):
| Edge Density Matrix for travel type 2 (total = 0):
| Edge Density Matrix for travel type 3 (total = 0):
| Edge Density Matrix for travel type 4 (total = 0):
| Edge Density Matrix for travel type 5 (total = 0):
| Edge Density Matrix for travel type 6 (total = 0):
| Edge Density Matrix for travel type 7 (total = 0):
| Edge Density Matrix for travel type 8 (total = 0):
| Edge Density Matrix for travel type 9 (total = 0):
|-----------------------------------------------------------
|
| Desirability equation for Cs$
|   desirability = base value: 68
|   + land value effect, f(value: 255): 0
|   + slope effect, f(value: 5.6): 0
|   + R$ proximity effect, f(0): 0
|   + R$$ proximity effect, f(0): 0
|   + R$$$ proximity effect, f(0): 0
|   + Co$$ proximity effect, f(0): 0
|   + Co$$$ proximity effect, f(0): 0
|   + park effect, f(425): 0
|   + Air pollution effect, f(0): 12
|   + Water pollution effect, f(47): 0
|   + Garbage pollution effect, f(0): 25
|   + Radiation pollution effect, f(0): 0
|   + school effect, f(1.0): 0
|   + hospital effect, f(1.0): 0
|   + crime effect, f(0): 25
|   + traffic effect, f(69): 0
|   + trip length effect, f(255): 0
|   + landmark effect, f(162): 10
|   + transient effect, f(0): 0
|   = 140
|  
| As calculated last cycle for tract (42, 36)
|   Population:        0
|   Existing capacity: 0
|   Maximum capacity:  10730
|   Desirability:      137
|
|----------------------------------------
|
| Desirability equation for Cs$$
|   desirability = base value: -3
|   + land value effect, f(value: 255): 0
|   + slope effect, f(value: 5.6): 0
|   + R$ proximity effect, f(0): 0
|   + R$$ proximity effect, f(0): 0
|   + R$$$ proximity effect, f(0): 0
|   + Co$$ proximity effect, f(0): 0
|   + Co$$$ proximity effect, f(0): 0
|   + park effect, f(425): 0
|   + Air pollution effect, f(0): 25
|   + Water pollution effect, f(47): 0
|   + Garbage pollution effect, f(0): 50
|   + Radiation pollution effect, f(0): 0
|   + school effect, f(1.0): 0
|   + hospital effect, f(1.0): 0
|   + crime effect, f(0): 50
|   + traffic effect, f(69): -11
|   + trip length effect, f(255): 0
|   + landmark effect, f(162): 20
|   + transient effect, f(0): 0
|   = 131
|  
| As calculated last cycle for tract (42, 36)
|   Population:        0
|   Existing capacity: 0
|   Maximum capacity:  8500
|   Desirability:      124
|
|----------------------------------------
|
| Desirability equation for Cs$$$
|   desirability = base value: 1
|   + land value effect, f(value: 255): 10
|   + slope effect, f(value: 5.6): 0
|   + R$ proximity effect, f(0): 0
|   + R$$ proximity effect, f(0): 0
|   + R$$$ proximity effect, f(0): 0
|   + Co$$ proximity effect, f(0): 0
|   + Co$$$ proximity effect, f(0): 0
|   + park effect, f(425): 0
|   + Air pollution effect, f(0): 40
|   + Water pollution effect, f(47): 0
|   + Garbage pollution effect, f(0): 50
|   + Radiation pollution effect, f(0): 0
|   + school effect, f(1.0): 0
|   + hospital effect, f(1.0): 0
|   + crime effect, f(0): 50
|   + traffic effect, f(69): -34
|   + trip length effect, f(255): 0
|   + landmark effect, f(162): 30
|   + transient effect, f(0): 0
|   = 147
|  
| As calculated last cycle for tract (42, 36)
|   Population:        229
|   Existing capacity: 229
|   Maximum capacity:  1530
|   Desirability:      140
|
|----------------------------------------
|
| Desirability equation for Co$$
|   desirability = base value: -27
|   + land value effect, f(value: 255): 0
|   + slope effect, f(value: 5.6): 0
|   + R$ proximity effect, f(0): 0
|   + R$$ proximity effect, f(0): 0
|   + R$$$ proximity effect, f(0): 0
|   + Co$$ proximity effect, f(0): 0
|   + Co$$$ proximity effect, f(0): 0
|   + park effect, f(425): 0
|   + Air pollution effect, f(0): 25
|   + Water pollution effect, f(47): 0
|   + Garbage pollution effect, f(0): 50
|   + Radiation pollution effect, f(0): 0
|   + school effect, f(1.0): 0
|   + hospital effect, f(1.0): 0
|   + crime effect, f(0): 50
|   + traffic effect, f(69): -9
|   + trip length effect, f(255): 0
|   + landmark effect, f(162): 20
|   + transient effect, f(0): 0
|   = 109
|  
| As calculated last cycle for tract (42, 36)
|   Population:        0
|   Existing capacity: 0
|   Maximum capacity:  10760
|   Desirability:      104
|
|----------------------------------------
|
| Desirability equation for Co$$$
|   desirability = base value: -65
|   + land value effect, f(value: 255): 10
|   + slope effect, f(value: 5.6): 0
|   + R$ proximity effect, f(0): 0
|   + R$$ proximity effect, f(0): 0
|   + R$$$ proximity effect, f(0): 0
|   + Co$$ proximity effect, f(0): 0
|   + Co$$$ proximity effect, f(0): 0
|   + park effect, f(425): 0
|   + Air pollution effect, f(0): 40
|   + Water pollution effect, f(47): 0
|   + Garbage pollution effect, f(0): 50
|   + Radiation pollution effect, f(0): 0
|   + school effect, f(1.0): 0
|   + hospital effect, f(1.0): 0
|   + crime effect, f(0): 50
|   + traffic effect, f(69): -20
|   + trip length effect, f(255): 0
|   + landmark effect, f(162): 30
|   + transient effect, f(0): 0
|   = 95
|  
| As calculated last cycle for tract (42, 36)
|   Population:        0
|   Existing capacity: 0
|   Maximum capacity:  21970
|   Desirability:      89
|
|-----------------------------------------------------------
|
| Last successful C build
|
|-----------------------------------------------------------
|
| Last failed Cs$ build
|
|----------------------------------------
|
| Last failed Cs$$ build
|
|----------------------------------------
|
| Last failed Cs$$$ build
|
|----------------------------------------
|
| Last failed Co$$ build
|
|----------------------------------------
|
| Last failed Co$$$ build
|
|-----------------------------------------------------------
Title: Re: NO CO$$$ Development
Post by: njdevil995 on March 29, 2011, 05:25:21 PM
This is in my Midtown


|-----------------------------------------------------------
| Query info for cell (46, 100) on 5/26/2024
|-----------------------------------------------------------
| Lot: (45, 100) 3x2, south-facing, state: occupied new, configuration: CS$$$4_3x2_60002a30
| Jobs $46.5 $$22.5 $$$6.0 - Travel Jobs $46 $$22 $$$6
| Building: CS$$$40x24_3EuroLuxuryStore3_0629, 78 $$$
| Occupancy--building (tract): Cs$ 0% (0%), Cs$$ 0% (0%), Cs$$$ 96% (100%),
| Zoned: C##
| Altitude: 284.8
| Land value, intrinsic: 48, total: 255 (High)
| Slope: 0.0
| Powered: yes
| Watered: yes
| Traffic Volume: 21   Traffic Congestion: 0
| Edge Density Matrix for travel type 0 (total = 0):
| Edge Density Matrix for travel type 1 (total = 0):
| Edge Density Matrix for travel type 2 (total = 0):
| Edge Density Matrix for travel type 3 (total = 0):
| Edge Density Matrix for travel type 4 (total = 0):
| Edge Density Matrix for travel type 5 (total = 0):
| Edge Density Matrix for travel type 6 (total = 0):
| Edge Density Matrix for travel type 7 (total = 0):
| Edge Density Matrix for travel type 8 (total = 0):
| Edge Density Matrix for travel type 9 (total = 0):
|-----------------------------------------------------------
|
| Desirability equation for Cs$
|   desirability = base value: 68
|   + land value effect, f(value: 255): 0
|   + slope effect, f(value: 0.0): 0
|   + R$ proximity effect, f(0): 0
|   + R$$ proximity effect, f(0): 0
|   + R$$$ proximity effect, f(0): 0
|   + Co$$ proximity effect, f(0): 0
|   + Co$$$ proximity effect, f(0): 0
|   + park effect, f(131): 0
|   + Air pollution effect, f(6): 11
|   + Water pollution effect, f(17): 0
|   + Garbage pollution effect, f(0): 25
|   + Radiation pollution effect, f(0): 0
|   + school effect, f(1.0): 0
|   + hospital effect, f(1.0): 0
|   + crime effect, f(0): 25
|   + traffic effect, f(21): -8
|   + trip length effect, f(255): 0
|   + landmark effect, f(99): 9
|   + transient effect, f(0): 0
|   = 130
|   
| As calculated last cycle for tract (11, 25)
|   Population:        0
|   Existing capacity: 0
|   Maximum capacity:  1288
|   Desirability:      130
|
|----------------------------------------
|
| Desirability equation for Cs$$
|   desirability = base value: -3
|   + land value effect, f(value: 255): 0
|   + slope effect, f(value: 0.0): 0
|   + R$ proximity effect, f(0): 0
|   + R$$ proximity effect, f(0): 0
|   + R$$$ proximity effect, f(0): 0
|   + Co$$ proximity effect, f(0): 0
|   + Co$$$ proximity effect, f(0): 0
|   + park effect, f(131): 0
|   + Air pollution effect, f(6): 24
|   + Water pollution effect, f(17): 0
|   + Garbage pollution effect, f(0): 50
|   + Radiation pollution effect, f(0): 0
|   + school effect, f(1.0): 0
|   + hospital effect, f(1.0): 0
|   + crime effect, f(0): 50
|   + traffic effect, f(21): -20
|   + trip length effect, f(255): 0
|   + landmark effect, f(99): 19
|   + transient effect, f(0): 0
|   = 120
|   
| As calculated last cycle for tract (11, 25)
|   Population:        0
|   Existing capacity: 0
|   Maximum capacity:  264
|   Desirability:      119
|
|----------------------------------------
|
| Desirability equation for Cs$$$
|   desirability = base value: 1
|   + land value effect, f(value: 255): 10
|   + slope effect, f(value: 0.0): 0
|   + R$ proximity effect, f(0): 0
|   + R$$ proximity effect, f(0): 0
|   + R$$$ proximity effect, f(0): 0
|   + Co$$ proximity effect, f(0): 0
|   + Co$$$ proximity effect, f(0): 0
|   + park effect, f(131): 0
|   + Air pollution effect, f(6): 39
|   + Water pollution effect, f(17): 0
|   + Garbage pollution effect, f(0): 50
|   + Radiation pollution effect, f(0): 0
|   + school effect, f(1.0): 0
|   + hospital effect, f(1.0): 0
|   + crime effect, f(0): 50
|   + traffic effect, f(21): -39
|   + trip length effect, f(255): 0
|   + landmark effect, f(99): 29
|   + transient effect, f(0): 0
|   = 140
|   
| As calculated last cycle for tract (11, 25)
|   Population:        48
|   Existing capacity: 48
|   Maximum capacity:  200
|   Desirability:      139
|
|----------------------------------------
|
| Desirability equation for Co$$
|   desirability = base value: -27
|   + land value effect, f(value: 255): 0
|   + slope effect, f(value: 0.0): 0
|   + R$ proximity effect, f(0): 0
|   + R$$ proximity effect, f(0): 0
|   + R$$$ proximity effect, f(0): 0
|   + Co$$ proximity effect, f(0): 0
|   + Co$$$ proximity effect, f(0): 0
|   + park effect, f(131): 0
|   + Air pollution effect, f(6): 24
|   + Water pollution effect, f(17): 0
|   + Garbage pollution effect, f(0): 50
|   + Radiation pollution effect, f(0): 0
|   + school effect, f(1.0): 0
|   + hospital effect, f(1.0): 0
|   + crime effect, f(0): 50
|   + traffic effect, f(21): -16
|   + trip length effect, f(255): 0
|   + landmark effect, f(99): 19
|   + transient effect, f(0): 0
|   = 100
|   
| As calculated last cycle for tract (11, 25)
|   Population:        0
|   Existing capacity: 0
|   Maximum capacity:  1200
|   Desirability:      100
|
|----------------------------------------
|
| Desirability equation for Co$$$
|   desirability = base value: -65
|   + land value effect, f(value: 255): 10
|   + slope effect, f(value: 0.0): 0
|   + R$ proximity effect, f(0): 0
|   + R$$ proximity effect, f(0): 0
|   + R$$$ proximity effect, f(0): 0
|   + Co$$ proximity effect, f(0): 0
|   + Co$$$ proximity effect, f(0): 0
|   + park effect, f(131): 0
|   + Air pollution effect, f(6): 39
|   + Water pollution effect, f(17): 0
|   + Garbage pollution effect, f(0): 50
|   + Radiation pollution effect, f(0): 0
|   + school effect, f(1.0): 0
|   + hospital effect, f(1.0): 0
|   + crime effect, f(0): 50
|   + traffic effect, f(21): -23
|   + trip length effect, f(255): 0
|   + landmark effect, f(99): 29
|   + transient effect, f(0): 0
|   = 90
|   
| As calculated last cycle for tract (11, 25)
|   Population:        0
|   Existing capacity: 0
|   Maximum capacity:  572
|   Desirability:      89
|
|-----------------------------------------------------------
|
| Last successful C build
|
|-----------------------------------------------------------
|
| Last failed Cs$ build
|
|----------------------------------------
|
| Last failed Cs$$ build
|
|----------------------------------------
|
| Last failed Cs$$$ build
|
|----------------------------------------
|
| Last failed Co$$ build
|
|----------------------------------------
|
| Last failed Co$$$ build
|
|-----------------------------------------------------------
Title: Re: NO CO$$$ Development
Post by: evilbob on March 29, 2011, 05:54:04 PM
Here is my commercial district.

Edit - Wish i had access to cam 2.0 beta in order to see if this problem persists in the newer version.





|-----------------------------------------------------------
| Query info for cell (116, 82) on 11/17/2012
|-----------------------------------------------------------
| Lot: (117, 81) 2x3, north-facing, state: empty, configuration: none
| Jobs $0.0 $$0.0 $$$0.0 - Travel Jobs $51 $$64 $$$13
| Zoned: C##
| Altitude: 273.0
| Land value, intrinsic: 13, total: 230 (High)
| Slope: 0.0
| Powered: yes
| Watered: yes
| Traffic Volume: 209   Traffic Congestion: 0
| Edge Density Matrix for travel type 0 (total = 0):
| Edge Density Matrix for travel type 1 (total = 0):
| Edge Density Matrix for travel type 2 (total = 0):
| Edge Density Matrix for travel type 3 (total = 0):
| Edge Density Matrix for travel type 4 (total = 0):
| Edge Density Matrix for travel type 5 (total = 0):
| Edge Density Matrix for travel type 6 (total = 0):
| Edge Density Matrix for travel type 7 (total = 0):
| Edge Density Matrix for travel type 8 (total = 0):
| Edge Density Matrix for travel type 9 (total = 0):
|-----------------------------------------------------------
|
| Desirability equation for Cs$
|   desirability = base value: 68
|   + land value effect, f(value: 230): 0
|   + slope effect, f(value: 0.0): 0
|   + R$ proximity effect, f(0): 0
|   + R$$ proximity effect, f(0): 0
|   + R$$$ proximity effect, f(0): 0
|   + Co$$ proximity effect, f(0): 0
|   + Co$$$ proximity effect, f(0): 0
|   + park effect, f(76): 0
|   + Air pollution effect, f(23): 11
|   + Water pollution effect, f(0): 0
|   + Garbage pollution effect, f(0): 25
|   + Radiation pollution effect, f(0): 0
|   + school effect, f(1.0): 0
|   + hospital effect, f(1.0): 0
|   + crime effect, f(0): 25
|   + traffic effect, f(209): 15
|   + trip length effect, f(255): 0
|   + landmark effect, f(5): 0
|   + transient effect, f(0): 0
|   = 144
|   
| As calculated last cycle for tract (29, 20)
|   Population:        0
|   Existing capacity: 0
|   Maximum capacity:  3864
|   Desirability:      144
|
|----------------------------------------
|
| Desirability equation for Cs$$
|   desirability = base value: -3
|   + land value effect, f(value: 230): 0
|   + slope effect, f(value: 0.0): 0
|   + R$ proximity effect, f(0): 0
|   + R$$ proximity effect, f(0): 0
|   + R$$$ proximity effect, f(0): 0
|   + Co$$ proximity effect, f(0): 0
|   + Co$$$ proximity effect, f(0): 0
|   + park effect, f(76): 0
|   + Air pollution effect, f(23): 22
|   + Water pollution effect, f(0): 0
|   + Garbage pollution effect, f(0): 50
|   + Radiation pollution effect, f(0): 0
|   + school effect, f(1.0): 0
|   + hospital effect, f(1.0): 0
|   + crime effect, f(0): 50
|   + traffic effect, f(209): 15
|   + trip length effect, f(255): 0
|   + landmark effect, f(5): 1
|   + transient effect, f(0): 0
|   = 135
|   
| As calculated last cycle for tract (29, 20)
|   Population:        0
|   Existing capacity: 0
|   Maximum capacity:  408
|   Desirability:      136
|
|----------------------------------------
|
| Desirability equation for Cs$$$
|   desirability = base value: 1
|   + land value effect, f(value: 230): 8
|   + slope effect, f(value: 0.0): 0
|   + R$ proximity effect, f(0): 0
|   + R$$ proximity effect, f(0): 0
|   + R$$$ proximity effect, f(0): 0
|   + Co$$ proximity effect, f(0): 0
|   + Co$$$ proximity effect, f(0): 0
|   + park effect, f(76): 0
|   + Air pollution effect, f(23): 36
|   + Water pollution effect, f(0): 0
|   + Garbage pollution effect, f(0): 50
|   + Radiation pollution effect, f(0): 0
|   + school effect, f(1.0): 0
|   + hospital effect, f(1.0): 0
|   + crime effect, f(0): 50
|   + traffic effect, f(209): 13
|   + trip length effect, f(255): 0
|   + landmark effect, f(5): 1
|   + transient effect, f(0): 0
|   = 159
|   
| As calculated last cycle for tract (29, 20)
|   Population:        0
|   Existing capacity: 0
|   Maximum capacity:  240
|   Desirability:      160
|
|----------------------------------------
|
| Desirability equation for Co$$
|   desirability = base value: -27
|   + land value effect, f(value: 230): 0
|   + slope effect, f(value: 0.0): 0
|   + R$ proximity effect, f(0): 0
|   + R$$ proximity effect, f(0): 0
|   + R$$$ proximity effect, f(0): 0
|   + Co$$ proximity effect, f(0): 0
|   + Co$$$ proximity effect, f(0): 0
|   + park effect, f(76): 0
|   + Air pollution effect, f(23): 23
|   + Water pollution effect, f(0): 0
|   + Garbage pollution effect, f(0): 50
|   + Radiation pollution effect, f(0): 0
|   + school effect, f(1.0): 0
|   + hospital effect, f(1.0): 0
|   + crime effect, f(0): 50
|   + traffic effect, f(209): 12
|   + trip length effect, f(255): 0
|   + landmark effect, f(5): 1
|   + transient effect, f(0): 0
|   = 109
|   
| As calculated last cycle for tract (29, 20)
|   Population:        270
|   Existing capacity: 0
|   Maximum capacity:  1428
|   Desirability:      110
|
|----------------------------------------
|
| Desirability equation for Co$$$
|   desirability = base value: -65
|   + land value effect, f(value: 230): 8
|   + slope effect, f(value: 0.0): 0
|   + R$ proximity effect, f(0): 0
|   + R$$ proximity effect, f(0): 0
|   + R$$$ proximity effect, f(0): 0
|   + Co$$ proximity effect, f(0): 0
|   + Co$$$ proximity effect, f(0): 0
|   + park effect, f(76): 0
|   + Air pollution effect, f(23): 36
|   + Water pollution effect, f(0): 0
|   + Garbage pollution effect, f(0): 50
|   + Radiation pollution effect, f(0): 0
|   + school effect, f(1.0): 0
|   + hospital effect, f(1.0): 0
|   + crime effect, f(0): 50
|   + traffic effect, f(209): 8
|   + trip length effect, f(255): 0
|   + landmark effect, f(5): 1
|   + transient effect, f(0): 0
|   = 88
|   
| As calculated last cycle for tract (29, 20)
|   Population:        0
|   Existing capacity: 0
|   Maximum capacity:  1716
|   Desirability:      89
|
|-----------------------------------------------------------
|
| Last successful C build
|
|-----------------------------------------------------------
|
| Last failed Cs$ build
|
|----------------------------------------
|
| Last failed Cs$$ build
|
|----------------------------------------
|
| Last failed Cs$$$ build
|
|----------------------------------------
|
| Last failed Co$$ build
|
|----------------------------------------
|
| Last failed Co$$$ build
|
|-----------------------------------------------------------
Title: Re: NO CO$$$ Development
Post by: RippleJet on March 30, 2011, 03:50:04 PM
Oh dear... I have really made it too darn difficult to grow CO$$$ in CAM...
It's strange this wasn't found during beta testing some four years ago...

On the other hand, Buggi's Extra Cheats and the knowledge of the Query.txt wasn't available back then either.

In CAM, the desireability threshold for CO$$$ to grow in the first place is a massive 120 (raised from 50).
In your cities above the CO$$$ desirability is 95, 90 and 88.

Without transient aura effect, the maximum achievable CO$$$ desireability is:


Since it's more or less impossible to simultaneously have a maximum air pollution effect and a maximum traffic effect,
it's also virtually impossible to grow CO$$$ without Transient Aura Effect.
Transient Aura Effect is a maximum of +100, fades away over 5 months and is achieved by plopping flora and civic buildings.

I'm enclosing a fix to this post where the CO$$$ growth threshold has been reduced to 85.
Place the file, ColossusAddonMod_1.0_FixForCO$$$.dat in the a_CAM folder.

Let me know if you get CO$$$ growing with this. :)
Title: Re: NO CO$$$ Development
Post by: evilbob on March 30, 2011, 08:34:34 PM
Quote from: RippleJet on March 30, 2011, 03:50:04 PM
Oh dear... I have really made it too darn difficult to grow CO$$$ in CAM...

Let me know if you get CO$$$ growing with this. :)

As i browse through my regions bringing up the desirability in commercial areas, i notice that it typically hovers for me (with liberal use of plazas) in the 70s.  So, in order to make it noticeably more difficult for CO$$$ to grow, I'd probably lower to to 80.  That way you have to want it to grow in your area without plopping down landmarks every other block, (though i did finally get them growing along a main avenue with mass plaza and forcing heavier traffic with your patch.

I would also think, for CAM 2.0 that you might want to design multiple patches, perhaps, to choose upon install.  A sort of Easy - Medium - Hard difficulty settings for these CO$$$ buildings to better suit the individuals playstyle.

-edit- and if you're lookin for a beta tester for your 2.0, consider this an application~
Title: Re: NO CO$$$ Development
Post by: Gringamuyloca on March 30, 2011, 09:31:33 PM
RippleJet

This post, along with the 1000 million other responses posted by our 'SC4 gurus', never fails to 'blow me away'!!
No matter how innocuous the subject, there is always an open mind on the other end.... that is willing to share!
&apls &apls &apls

Thank you, thank you, thank you all!
Title: Re: NO CO$$$ Development
Post by: dziki333 on March 31, 2011, 05:20:05 AM
Great news! :) It should be annouced for everyone who using CAM.  "$Deal"$
Title: Re: NO CO$$$ Development
Post by: njdevil995 on March 31, 2011, 12:16:57 PM
Quote from: RippleJet on March 30, 2011, 03:50:04 PM
Let me know if you get CO$$$ growing with this. :)

Thanks a lot RippleJet this fix is working just fine now :satisfied:. i would like to have access to the CAM 2.0 as well but im not a technical wiz so i'd just be wasting space
Title: Re: NO CO$$$ Development
Post by: evilbob on March 31, 2011, 12:56:42 PM
Just had a thought.  If you made CO$$$ have such a high desirability, what's the desirability of R$$$ set at in CAM?  It's nice knowing the exact number you need, now.
Title: Re: NO CO$$$ Development
Post by: cogeo on March 31, 2011, 01:13:36 PM
I'm not so sure what's going on here. I have decent CO$$$ development (531 CO$$$ jobs) in a city of only 4,500 sims. And I have been able to exhaust (satisfy all) CO$$$ demand. Some details:
- This is the only developed city in the region. All others have not even be started (I can make God mode edits).
- No CAM installed, but I do have the "Less Abandonment" mod(s) installed, which sets desirabily threshold for CO$$$ growth to 128 (0x80), not 120.
- EQ (city): 131
- No transient aura effect (at least for the tract queried, and I can remember well that no landmarks or plazas had been plopped "recently" - the bldg/lot is just developed).

Here are the query results:

|-----------------------------------------------------------
| Query info for cell (155, 5) on 6/14/2023
|-----------------------------------------------------------
| Lot: (157, 5) 2x3, east-facing, state: occupied new, configuration: CO$$$3_2x3_60003620
| Jobs $7.6 $$24.7 $$$5.7 - Travel Jobs $8 $$25 $$$6
| Building: CO$$$24x24_2HouOfficeBldg7_0555, 41 $$$
| Occupancy--building (tract): Co$$ 0% (0%), Co$$$ 93% (100%),
| Zoned: C##
| Altitude: 272.6
| Land value, intrinsic: 11, total: 255 (High)
| Slope: 0.0
| Powered: yes
| Watered: yes
| Traffic Volume: 236   Traffic Congestion: 0
| Edge Density Matrix for travel type 0 (total = 0):
| Edge Density Matrix for travel type 1 (total = 0):
| Edge Density Matrix for travel type 2 (total = 0):
| Edge Density Matrix for travel type 3 (total = 0):
| Edge Density Matrix for travel type 4 (total = 0):
| Edge Density Matrix for travel type 5 (total = 0):
| Edge Density Matrix for travel type 6 (total = 0):
| Edge Density Matrix for travel type 7 (total = 0):
| Edge Density Matrix for travel type 8 (total = 0):
| Edge Density Matrix for travel type 9 (total = 0):
|-----------------------------------------------------------
|
|----------------------------------------
|
| Desirability equation for Co$$
|   desirability = base value: -27
|   + land value effect, f(value: 255): 0
|   + slope effect, f(value: 2.6): 0
|   + R$ proximity effect, f(0): 0
|   + R$$ proximity effect, f(0): 0
|   + R$$$ proximity effect, f(0): 0
|   + Co$$ proximity effect, f(0): 0
|   + Co$$$ proximity effect, f(0): 0
|   + park effect, f(120): 0
|   + Air pollution effect, f(0): 25
|   + Water pollution effect, f(8): 0
|   + Garbage pollution effect, f(0): 50
|   + Radiation pollution effect, f(0): 0
|   + school effect, f(1.0): 0
|   + hospital effect, f(1.0): 0
|   + crime effect, f(0): 50
|   + traffic effect, f(236): 16
|   + trip length effect, f(255): 0
|   + landmark effect, f(110): 20
|   + transient effect, f(0): 0
|   = 134
|  
| As calculated last cycle for tract (38, 1)
|   Population:        0
|   Existing capacity: 0
|   Maximum capacity:  802
|   Desirability:      131
|
|----------------------------------------
|
| Desirability equation for Co$$$
|   desirability = base value: -65
|   + land value effect, f(value: 255): 10
|   + slope effect, f(value: 2.6): 0
|   + R$ proximity effect, f(0): 0
|   + R$$ proximity effect, f(0): 0
|   + R$$$ proximity effect, f(0): 0
|   + Co$$ proximity effect, f(0): 0
|   + Co$$$ proximity effect, f(0): 0
|   + park effect, f(120): 0
|   + Air pollution effect, f(0): 40
|   + Water pollution effect, f(8): 0
|   + Garbage pollution effect, f(0): 50
|   + Radiation pollution effect, f(0): 0
|   + school effect, f(1.0): 0
|   + hospital effect, f(1.0): 0
|   + crime effect, f(0): 50
|   + traffic effect, f(236): 17
|   + trip length effect, f(255): 0
|   + landmark effect, f(110): 30
|   + transient effect, f(0): 0
|   = 132
|  
| As calculated last cycle for tract (38, 1)
|   Population:        24
|   Existing capacity: 24
|   Maximum capacity:  826
|   Desirability:      126
|
|-----------------------------------------------------------
|
| Last successful C build
|
|-----------------------------------------------------------
|
| Last failed Cs$ build
|
|----------------------------------------
|
| Last failed Cs$$ build
|
|----------------------------------------
|
| Last failed Cs$$$ build
|
|----------------------------------------
|
| Last failed Co$$ build
|
|----------------------------------------
|
| Last failed Co$$$ build
|
|-----------------------------------------------------------

That is for this tract (and this isn't the most desirable one), only the traffic effect wasn't maxed out. So I agree, the threshold needs to be lowered, though I don't know how much (I don't have a proper testbed). Especially for the higher growth stages, traffic will be high, and subsequently Air Pollution hard to keep to low levels.

There's another feature that destroys my cities, which is the "aggressive" growth of CS$$$. I use to zone my commercial areas 3-tiles deep, at least during the early/mid stages of growth. This initially creates 1x3 lots, which as development proceeds form 2x3, and finally 4x3 lots (suitable for highrises) - I selectively zone 3x3 too. Of course I mark lots as historical, as required, to control lots' formation. The problem is that those stupid 1x3 Butiques can grow wherever they like, sometimes even destroying a small/medium CO$$ 2x3 lot! And the number and mix of jobs they offer is much worse. And it's impossible to change to, say CO$$$, they can be upgraded (to a higher stage) and/or be aggregated with an adjacent lot (CS$$$ too). But the adjacent lot usually is CO$$$, so they won't aggregate. The only solution is to bulldoze them, hoping that they will grow next to another CS$$$. Otherwise the commercial area will be full of narrow lots (1x3 and 2x3), unable to aggregate and form larger ones. I use other techniques, like excessive marking as historical, so that I can control development, but this mars gameplay. Any solution to this (or idea) please?

@evilbob: If you are changing the thresholds yourself, I would strongly recommend that you keep Desirability Threshold Decline lower than Desirability Threshold Growth, as this reaults in more stable cities: medium- and especially high-wealtg development will be harder to get, but bldgs will be much less likely to face dilapidation. In original SC4 these were equal, and the result was having easy development, and equally easy dilapidation and abandonment, as a small change could render the lots not desirable enough. This is exacrly what Bones1' mod did: with a fat margin between thresholds, chances are really low (fyi, the mod was incorporated into CAM).
Title: Re: NO CO$$$ Development
Post by: Lowkee33 on March 31, 2011, 01:18:30 PM
There are also Proximity effects that could be altered.  All of these are set to "0" at this point.  By making CO$$$ increase desirability for CO$$$, I would assume that creating a CO$$$ block would become easier.  I suppose you could make CO have a negative effect on CS, but not sure how realistic/playable that would be.
Title: Re: NO CO$$$ Development
Post by: RippleJet on March 31, 2011, 03:00:32 PM
Two applicants should have access to a hidden board now... ::) :)


Quote from: evilbob on March 30, 2011, 08:34:34 PM
I'd probably lower to to 80.

Naw, I don't think so... we still don't want CO$$$ to grow everywhere and anywhere...
And especially considering Cogeo's post...


Quote from: evilbob on March 31, 2011, 12:56:42 PM
Just had a thought.  If you made CO$$$ have such a high desirability, what's the desirability of R$$$ set at in CAM?  It's nice knowing the exact number you need, now.

Those numbers can all be found in the CAM manual, which I assume you've read... ;D


Quote from: cogeo on March 31, 2011, 01:13:36 PM
I'm not so sure what's going on here. I have decent CO$$$ development (531 CO$$$ jobs) in a city of only 4,500 sims. And I have been able to exhaust (satisfy all) CO$$$ demand. Some details:
- This is the only developed city in the region. All others have not even be started (I can make God mode edits).
- No CAM installed, but I do have the "Less Abandonment" mod(s) installed, which sets desirabily threshold for CO$$$ growth to 128 (0x80), not 120.
- EQ (city): 131
- No transient aura effect (at least for the tract queried, and I can remember well that no landmarks or plazas had been plopped "recently" - the bldg/lot is just developed).

The key thing here is indeed the landmark effect... which comes from plopping landmarks and plazas.
Nothing wrong with requiring some landmark effect for CO$$$ to grow in the first place... but not near the maximum 30 out of 30....
Besides, you've somehow managed to achieve a maximum Air Pollution Effect (40/40) with a rather high Traffic Effect (17/24)! :)


Quote from: Lowkee33 on March 31, 2011, 01:18:30 PM
There are also Proximity effects that could be altered.  All of these are set to "0" at this point.

There is in fact a CO$$$ proximity effect set for CO$$$, but I doubt that property is even functional...
It's set to get values between 0 (for a proximity of 0) and -10 (for a proximity of 255).
However, I've never seen any other values than f(0): 0 for any of the Proximity Effect values in Query.txt.
Title: Re: NO CO$$$ Development
Post by: Kmey659 on July 06, 2011, 11:06:34 AM
Sorry for bumping this long since finished thread, but I cannot seem to find the ColossusAddonMod_1.0_FixForCO$$$.dat file for download which is referenced on the second page. Any help?
Title: Re: NO CO$$$ Development
Post by: jmyers2043 on July 06, 2011, 02:26:28 PM
It looks like the forum upgrades may have broken the link to the file that was attached to RippleJets reply on the second page.

I suggest sending a PM to RippleJet to ask if he can modify the post and attach the file again.

- Jim



Title: Re: NO CO$$$ Development
Post by: RippleJet on July 18, 2011, 02:17:37 PM
I believe Jeroni has managed to rescue all lost attachments! :thumbsup: &apls

Let me know if you're able to download the fix now. ;)
Title: Re: NO CO$$$ Development
Post by: Franssot on October 06, 2012, 06:11:28 AM
Same problem still today...I can't find the fix file  &mmm
Title: Re: NO CO$$$ Development
Post by: vortext on October 06, 2012, 06:52:56 AM
The fix is attached at this post (http://sc4devotion.com/forums/index.php?topic=11017.msg372681#msg372681).
Title: Re: NO CO$$$ Development
Post by: Franssot on October 07, 2012, 03:39:14 AM
thank you very much :D
Title: Re: NO CO$$$ Development
Post by: P3CTankman on October 31, 2012, 10:24:37 AM
Ya sorry about this bump but I thought that creating a new topic for such a thing would be slightly inappropriate...also the topic is already on the top.

Downloaded the fix but now my CO$$$ is running rampant.  A majority of my commercial space is taken up by the CO$$$.

I have a feeling I did something wrong...I placed the fix into the a_CAM folder.  Has CAM already been updated to include it?
Title: Re: NO CO$$$ Development
Post by: Rockrock on December 28, 2012, 08:36:24 AM
I have the CAM mod and succeeded in bringing in CO$$$ buildings.

I had a hard time though

It seemed the mod made the desirability factor too high to be able to build one of these, so I had a commerce tile surrounded by Parks and covered by all services while away from any pollution source. THE RESULT: CO$$$ GROWING.