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SC4Evermore Welcome Portal => LEX File Exchange Discussion => Topic started by: vortext on July 21, 2010, 10:39:12 AM

Title: industry cap relief
Post by: vortext on July 21, 2010, 10:39:12 AM
hello,

recently I've run intro trouble getting cap relief for ID & IM when using the CAM. About stage 4/5 demand for both will drop. When checking the census is says the cap for both is at 100%, so it seems to make sense demand dropped. However, when I take measures such as providing rail & road connections and adequate fire coverage (and let the simulator run for some time),  . . nothing. What's more, even after going back and forth between citys, there's is absolutely no freight traffic (truck or train) between the two. Plopping a seaport will work, in that it is overcapacity in no time, but . . no cap relief. Plopping multiple seaports, still nothing. I didn't have this problem before. Hopefully someone has a clue about what may be the cause and possible solutions. By the way, I'm using the CAM, the BSC MAXIS blocker and custom content only.

cheers V.
Title: Re: industry cap relief
Post by: RippleJet on July 23, 2010, 01:25:33 AM
Normally road and rail connections should be enough to provide industrial CAP relieves.
At least as long as all industry (and its freight) does have access to these border crossings...


Quote from: vortext on July 21, 2010, 10:39:12 AM
Plopping a seaport will work, in that it is overcapacity in no time, but . . no cap relief. Plopping multiple seaports, still nothing.

Are you using the latest BSC Functional Seaports, version 3.0?
They are the only seaports available that actually do provide industrial CAP relief.

Not even the ingame seaport provides any CAP relief.
Unless you've got BSC Functional Seaports 3.0, which will fix this as well.
Title: Re: industry cap relief
Post by: travismking on July 23, 2010, 01:36:55 AM
BTW, you wont see the freight traffic entering a city, you will only see it leaving the city where it originated, it isnt like commuters that show up entering and exiting, all it needs is a way out of the city
Title: Re: industry cap relief
Post by: vortext on July 23, 2010, 06:23:54 AM
@ rippleyet, yes i do use the BSC seaports, I'm not sure which version though. Is there a way to check?

Turned out industry had a problem with the long winding road, so I laid an emergency highway but I would rather see freight leaving town by train (also to prevent sims from roaming the nation, they're not ready yet  :P ) Which brings me to my next question.

I used single track rails, but can this actually be used for freight? And when connecting to a double track station, should I simply drag the single track through or use the transition pieces? I do the latter, just for looks, but when I check the traffic graph, blank spaces show up. This goes for al the single track puzzle pieces actually.


@travis, i know, but both neighborcities have industry, so one would expect to see freight exiting both.
Title: Re: industry cap relief
Post by: Indisguise on July 23, 2010, 09:04:54 PM
IND cap relief is directly connected to completed freight connections all the frieght has to do is make it to the edge of the map and it's job is done, meaning if the freight from the IND makes it to the edge of the map by road rail or seaport this will raise the cities IND cap uncompleted freight trips will lower the cities cap, this is computed by the game every month. I'm not sure if the game calculates all freight every month or a random selection from the city.

I have built cities with over 1 million IND jobs in it with no seaports or custom cap realif lots by making sure all IND freight trips are short in the city, and the cap I hit by the cencus report lot is about 7-10% of the cities max. freight does not travel from city to city nor does it have to make it to any sort of whole or retail shop. Many new people to the game belive it has to, but that is a false assumtiom, one I myself use to belive , just has to make it to the edge of the map, nothing more.

I always keep my freight trips to short myself in my cities, I'm not sure how med and long comutes affect the cap relief, guessing the med will keep it the same and no or long comutes may lower it, once again I'm not exactly sure on that as I never tested it.

If your controling your sims comtues by having very few or no city to city connection in the city, this will directly affect the cities cap relif in a negative way. i myslef control very tightly my sims comutes in my cities so I understand your problem. Fix is easy, use railines through your IND zoning and make sure they are conected to the edge of the map or to a seaport, any anchor IND lot that touches a rail line will load it's freight directly onto the rail lines, and will take the closes route out of town. Not sure it other IND type lots will do this also, I belive they do, but never tested it myself.

Also if you have freight on the roads and you want to make conection and limit the comute of the sims by  having none or not  very many city to city connections, use freight stations, they will load the frieght onto the line but bar passanger travel.

You can also use seaport for freight connection, but unless modded in some manner seaport have a limited amout of freight it will allow to complete it's trip, so if you hit the max for a seaport, you be reqired to build another seaport, and once it's capasity is reached you be required to build another and so on and so on, this barring you having custom or modded seaports of some sort that could have a raised capasity to complete freight trips.

Also if you are using IND plops this will also add to cap relief going down, as plopable RCI type lots can not start a comute. So if no freight trip is ever started, none can ever complete their trips.

I personelly don't recomend using ploable RES or IND types in a city or region your are "playing" they cause too many isues to be of value. If your just hacking around or like to play your game by not playing in a simulation type way, guess that be ok, as long as you understand the issues these type of plopables cause and are ready to accept the issues that they cause
Title: Re: industry cap relief
Post by: vortext on July 24, 2010, 05:54:31 AM
thanks Indisguise, very useful information.
Title: Re: industry cap relief
Post by: RippleJet on July 25, 2010, 11:16:49 AM
Quote from: vortext on July 23, 2010, 06:23:54 AM
@ rippleyet, yes i do use the BSC seaports, I'm not sure which version though. Is there a way to check?

Check the name of the main file located in Plugins\X-Ports\Seaports.
If you've got the latest one, it should be BSC Functional Seaports, Version 3.1.dat