This is the support thread for the
Census Repository Facility and the
Census Repository Vault, version 3 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1831).
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi232.photobucket.com%2Falbums%2Fee198%2FRippleJet%2FCensusRepositoryFacilityDay.jpg&hash=318fd3a472d1c76dcde84656f084403a0a4e0c43)(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi232.photobucket.com%2Falbums%2Fee198%2FRippleJet%2FCensusRepositoryFacilityNight.jpg&hash=8260f22769dd920b357c3bbcea9006fe325b725b)
The Census Repository's query provides detailed information about the city's residential, commercial and industrial supply, demand and CAPs.
Additional information shown includes vacant houses, unemployment, commuters, taxes and educational quotient, all important factors when analysing a city's growth.
By hovering above any piece of information in the query, you will get more explanations than given in the readme.
For more information about demand and CAPs check the
Game Simulators Tutorials (http://sc4devotion.com/forums/index.php?board=53.0).
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi232.photobucket.com%2Falbums%2Fee198%2FRippleJet%2FCRF30Query.jpg&hash=c09ac7c911b1eaee6c931d97c841cbf5f8d20ca1)
The
Census Repository Vault is meant for rural towns and other locations where you want to encourage agricultural growth.
It is cheaper to plop and cheaper to run, and employs only 5 over working clerks.
The
Census Repository Facility isn't available in every city.
You need to have a situation where you must soon provide CAP relief in order to keep your city growing.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fi232.photobucket.com%2Falbums%2Fee198%2FRippleJet%2FCRF30Description.jpg&hash=f3799a3cc04043b7d193022a50f6f2e679d1d0f3)
It needs to be plopped across a busy road in a commercial area.
It boosts commercial growth but you don't want to live too close to it.
It is more expensive to plop and to run than the Vault, as it employs up to 85 clerks.
However, you will get income from sims who love to drive under the glass corridors of this formidable formicarium.
Also do note that the bureaucrats do not take any responsibility for people getting run over while lining up at the entrance,
or for cars crashing into the entrance, which foul mouths claim is appearing out of nowhere.
And if your name is Harry Potter, go knock the door of some other phone booth.
Installation instructions:Auto Installation: Double-click the installer file to start the installation. The program will guide you through the process.
You can change the default installation path, but we strongly suggest to keep the standard folder in order to make future updates and additions easier.
Please note that there are six versions of the Census Repository Facility. These are all installed in
\My Docs\Simcity 4\LEX_Downloads\RippleJet\Census Repository.
Only one,
RW_3x1_Census Repository Facility_5600.SC4Lot is installed in your plugins folder.
Check your NAM folder (My Docs\SimCity 4\Plugins\Network Addon Mod) and the table below to determine which one you should use.
You need to manually replace the one in your plugins folder with the appropriate one.
Name of the file | Compatible with Traffic Plugins |
|
RW_3x1_Census Repository Facility_1000.SC4Lot | Maxis Rush Hour |
| NetworkAddonMod_Traffic_Plugin_C_Standard.dat |
| NetworkAddonMod_Traffic_Plugin_D_BetterPathfinding.dat |
| NetworkAddonMod_Traffic_Plugin_E_PerfectPathfinding.dat |
|
RW_3x1_Census Repository Facility_2000.SC4Lot | NetworkAddonMod_Traffic_Plugin_C_Standard_2xCapacity.dat |
| NetworkAddonMod_Traffic_Plugin_D_BetterPathfinding_2xCapacity.dat |
| NetworkAddonMod_Traffic_Plugin_E_PerfectPathfinding_2xCapacity.dat |
|
RW_3x1_Census Repository Facility_2400.SC4Lot | NetworkAddonMod_Traffic_Plugin_Z_Low.dat |
| NetworkAddonMod_Traffic_Plugin_ZP_Low.dat |
|
RW_3x1_Census Repository Facility_2500.SC4Lot | NetworkAddonMod_Traffic_Plugin_A_Hard.dat |
| NetworkAddonMod_Traffic_Plugin_AP_Hard.dat |
| NetworkAddonMod_Traffic_Plugin_B_Hard.dat |
| NetworkAddonMod_Traffic_Plugin_Bp_Hard.dat |
|
RW_3x1_Census Repository Facility_3750.SC4Lot | NetworkAddonMod_Traffic_Plugin_A_Medium.dat |
| NetworkAddonMod_Traffic_Plugin_AP_Medium.dat |
| NetworkAddonMod_Traffic_Plugin_B_Medium.dat |
| NetworkAddonMod_Traffic_Plugin_Bp_Medium.dat |
|
RW_3x1_Census Repository Facility_4000.SC4Lot | NetworkAddonMod_Traffic_Plugin_Z_Medium.dat |
| NetworkAddonMod_Traffic_Plugin_ZP_Medium.dat |
|
RW_3x1_Census Repository Facility_5000.SC4Lot | NetworkAddonMod_Traffic_Plugin_C_Standard_5xCapacity.dat |
| NetworkAddonMod_Traffic_Plugin_D_BetterPathfinding_5xCapacity.dat |
| NetworkAddonMod_Traffic_Plugin_E_PerfectPathfinding_5xCapacity.dat |
|
RW_3x1_Census Repository Facility_5600.SC4Lot | NetworkAddonMod_Traffic_Plugin_A_Easy.dat |
| NetworkAddonMod_Traffic_Plugin_AP_Easy.dat |
| NetworkAddonMod_Traffic_Plugin_B_Easy.dat |
| NetworkAddonMod_Traffic_Plugin_Bp_Easy.dat |
|
RW_3x1_Census Repository Facility_6000.SC4Lot | NetworkAddonMod_Traffic_Plugin_Z_High.dat |
| NetworkAddonMod_Traffic_Plugin_ZP_High.dat |
|
RW_3x1_Census Repository Facility_12000.SC4Lot | NetworkAddonMod_Traffic_Plugin_Z_Ultra.dat |
| NetworkAddonMod_Traffic_Plugin_ZP_Ultra.dat |
The reason for these different files, is the fact that the Census Repository Facility also functions as a toll booth.
The different numbers indicate the Road Network Capacity in those different Traffic Plugins.
By placing the Census Repository Facility on a busy road, you can actually earn more money than its monthly cost.
After installation you must remove the old version 2, if you have it installed.
The file
CensusRepository_Version2_Beta2_NoConditions_dd41d65.SC4lot must be removed since it includes the old Version 2 query.
That old query has the same TGI addess as the new one in version 3.
You do not have to bulldoze those old version 2 Census Repository Facilities though.
If you want to keep those that you have already built, be sure to keep RalphaelNinja's old model file,
CensusRepository-0x5ad0e817_0x6dd414f2_0x30000.SC4Model, but remove the SC4Lot file as mentioned above.
Version 3 includes the necessary files to support those towers you have already built.
This way your old Census Repository Facilities will actually automatically get the new query as well.
However, you will not be able to build more instances of the old tower, as version 3 removes that one from the menu.
with thanks to RalphaelNinja for the model :thumbsup:
I found an error in the cleanitol-file. In the link to the BSC Essentials.dat file, it searches for one with a '_', but the one I just downloaded doesn't has it, making Cleanitol continuously asking if you'd kindly download it.
Quote from: Korot on February 16, 2009, 12:10:47 PM
I found an error in the cleanitol-file. In the link to the BSC Essentials.dat file, it searches for one with a '_', but the one I just downloaded doesn't has it, making Cleanitol continuously asking if you'd kindly download it.
Yes, and that error will unfortunately appear in numerous Cleanitol files,
as
BSC_Essentials.dat was renamed into
BSC Essentials.dat with the latest upgrade. &mmm
EDIT:
At least the Cleanitol file in this upload on the LEX has now been corrected though :thumbsup:
I have Simulator Z/Ultra installed with my NAM... Which one would you recommend I use?
Thanks so very much.
This post (http://sc4devotion.com/forums/index.php?topic=5382.msg196941#msg196941) has two attachments.
RW_3x1_Census Repository Facility_
6000.SC4Lot is compatible with:
- NetworkAddonMod_Traffic_Plugin_Z_High.dat
- NetworkAddonMod_Traffic_Plugin_ZP_High.dat
RW_3x1_Census Repository Facility_
12000.SC4Lot is compatible with:
- NetworkAddonMod_Traffic_Plugin_Z_Ultra.dat
- NetworkAddonMod_Traffic_Plugin_ZP_Ultra.dat
Now when Simulator Z officially is part of NAM, I need to update the Census Repository... Thanks for reminding me! :thumbsup:
Cool beans...
One more question: I'm assuming the "ZP" is the SimZ with Park & Ride?
EDIT: I'm stupid, just like myself... I didn't read it all the way :p
Quote from: legoman786 on February 25, 2009, 01:08:40 AM
One more question: I'm assuming the "ZP" is the SimZ with Park & Ride?
Yes... ::)
Quote from: legoman786 on February 25, 2009, 01:08:40 AM
EDIT: I'm stupid, just like myself... I didn't read it all the way :p
Sounds like another me... :D
this is truly amazing! I will try to get it soon!
I love the way it shows haw your city has grown.
very creative!
I really like the new Census Repository, especially the addition of the tax rates to the display. But these rates are truncated to the nearest whole number (at least for the Vault), whereas a difference of just 0.1% can often have a dramatic effect on demand. Is it possible to have the tax rates displayed to the nearest 0.1%, as shown in your picture, for both the Vault and the Facility?
I downloaded version 3 and I do not get info that is posted above on either the 2x2 or 3x1 lot
I uninstalled everything related to it(including the older version), and reinstalled, and I still do not get the info.
Is there something that I am missing?
Quote from: RippleJet on February 25, 2009, 12:44:54 AM
This post (http://sc4devotion.com/forums/index.php?topic=5382.msg196941#msg196941) has two attachments.
RW_3x1_Census Repository Facility_6000.SC4Lot is compatible with:
- NetworkAddonMod_Traffic_Plugin_Z_High.dat
- NetworkAddonMod_Traffic_Plugin_ZP_High.dat
RW_3x1_Census Repository Facility_12000.SC4Lot is compatible with:
- NetworkAddonMod_Traffic_Plugin_Z_Ultra.dat
- NetworkAddonMod_Traffic_Plugin_ZP_Ultra.dat
Now when Simulator Z officially is part of NAM, I need to update the Census Repository... Thanks for reminding me! :thumbsup:
Hi!!! Thanks so much for such utility...
I am confused since I use simulator Z but not high or ultra, just medium:
NetworkAddonMod_Traffic_Plugin_ZP_Medium.dat
This way, what RW_3x1_Census Repository Facility_* should I use????
;)
Hi.......... ok... the number is just "Road Network Capacity in those different Traffic Plugins."... so for Medium-Z it is just 4000........
The problem is there is actually 3750 and 5000........ I guess this number is only to get money from "tollbooth", so it doesn't matter so much if I install by example 5000 one............. ok, I will loose 20% of fresh money each month, but nothing else, right?
Thanks.
No, it has nothing to do with the tollbooth income. It's just matching the road capacity of the Repository to your simulator. So 3750 is probably a good choice; at worst, it will slow down traffic a little bit more, but after all, this is effectively a tollbooth...
i am sorry to sound dumb... but where is the download link to the file? i ve looked around here and the http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1831 page but couldn't find it...
p.s. i am new to sc4d; nice to meet you all!!!
You need to register separately for the
BSC LEX (http://sc4devotion.com/csxlex/lex_userreg.php) before you can download anything. ;)
Quote from: alexwonglk on June 09, 2009, 05:59:15 AM
p.s. i am new to sc4d; nice to meet you all!!!
Nice to meet you too! :)
I was just wondering why you chose to make this new version a toll booth? Would it not have been easier to make it a simple overhanging lot? Then you'd only need one version and it would never cause traffic problems.
Why is there a phone booth on the road?
Quote from: vershner on June 24, 2009, 05:44:08 AM
Then you'd only need one version and it would never cause traffic problems.
...and it would also not provide any income.
I guess it's just the way I enjoy adding more than one functionality into lots...
Besides, this provides a properly working toll booth.
All ingame toll booths are more or less useless if the NAM road capacity is considerably higher than that originally set by Maxis.
Quote from: carkid1998 on June 24, 2009, 05:48:13 AM
Why is there a phone booth on the road?
Ahh, the secret entrance... who knows what you would find if you take the lift downstairs from it... ::)
Seriously though, the building is a "Landmark Ogle", which attracts sims in front of it. In order for those sims not just queueing in the middle of the road, there had to be an entrance where the line starts. Thus, instead of asking for a remake of the whole model, I added that timed phone booth... :)
I like the phone booth. I got a chuckle when I first saw it. It reminds me of Dr. Who.
Robin ;)
Would someone clarify for my pea brain.... "$Deal"$
NetworkAddonMod Traffic Plugin ZP Medium.dat = RW 3x1 Census Repository Facility 6000.SC4Lot
(RW 3x1 Census Repository Facility 12000.SC4Lot not recommended for NAM Z Medium)
Correct??? ()what()
Just realized: 3 years ago nothing in the above sentences would have made a bit of sense... WOW, I'm starting to speak Simeese ;D
Instead of recommending one of the existing ones, I'm attaching custom ones for all Z Traffic Plugins to this post. :)
RW_3x1_Census Repository Facility_
2400.SC4Lot is compatible with:
- NetworkAddonMod_Traffic_Plugin_Z_Low.dat
- NetworkAddonMod_Traffic_Plugin_ZP_Low.dat
RW_3x1_Census Repository Facility_
4000.SC4Lot is compatible with:
- NetworkAddonMod_Traffic_Plugin_Z_Medium.dat
- NetworkAddonMod_Traffic_Plugin_ZP_Medium.dat
RW_3x1_Census Repository Facility_
6000.SC4Lot is compatible with:
- NetworkAddonMod_Traffic_Plugin_Z_High.dat
- NetworkAddonMod_Traffic_Plugin_ZP_High.dat
RW_3x1_Census Repository Facility_
12000.SC4Lot is compatible with:
- NetworkAddonMod_Traffic_Plugin_Z_Ultra.dat
- NetworkAddonMod_Traffic_Plugin_ZP_Ultra.dat
Sweet!
Thanks so much....
(I am constantly amazed at the quality of 'support' on this site... and forever greatful! &bis& )
I have now also updated the Census Repository on the LEX to include all those four lots compatible with NAM Z Traffic Plugins.
Quote from: Gringamuyloca on June 30, 2009, 07:25:17 PM
(I am constantly amazed at the quality of 'support' on this site... and forever greatful! &bis& )
My pleasure! Thank you! :)
I dl'd your Regional Census Repository item v3 (been using v2 beta) and followed the direction. Have no problem with selecting the proper plugin lot to match the simulator used. Thought I'd mention though that your install says one will be default installed.. my install didn't put any in.. so I guess a tweak to the "install" section of the html doc might be in order.. unless it put it somewhere I couldn't find it.. :)
I'll get back to you after I try it.. I'm sure it will be interesting.. jeje
Quote from: RippleJet on February 24, 2009, 02:22:37 PM
Yes, and that error will unfortunately appear in numerous Cleanitol files,
as BSC_Essentials.dat was renamed into BSC Essentials.dat with the latest upgrade. &mmm
EDIT:
At least the Cleanitol file in this upload on the LEX has now been corrected though :thumbsup:
Hope this doesn't look like a thread highjack, but the easy way is to
put both variations of the name in the cleanitol file.. I think which name you have to a degree depends on how long its been since you upgraded. The name has varied over recent years.
Just so it isn't a total highjack and while I'm thinking about it ;) I installed the v3 upgrade. The report is as shown. It worked before, so I assume I've simply crossed files somehow.. I'm using simulator z high for now and copied the correct file over I think.
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg197.imageshack.us%2Fimg197%2F8233%2Frepository.jpg&hash=86f64cfd8e181254e9c87154bffdc4618b0c7af5)
Quote from: SC4BOY on August 04, 2009, 02:10:53 PM
Hope this doesn't look like a thread highjack, but the easy way is to put both variations of the name in the cleanitol file.. I think which name you have to a degree depends on how long its been since you upgraded. The name has varied over recent years.
That would mean you would always get a report of a missing dependency. If you do not have the latest version of the Essentials, you'd get a report that BSC Essentials.dat is missing. If you do have the latest version, then you'd get a report that BSC_Essentials.dat is missing.
Quote from: SC4BOY on August 04, 2009, 02:10:53 PM
Just so it isn't a total highjack and while I'm thinking about it ;) I installed the v3 upgrade. The report is as shown. It worked before, so I assume I've simply crossed files somehow..
This is the old version 1 by RalphaelNinja.
In order to remove it, delete the following files:
- CensusRepository_dd41d65.SC4Lot
- CensusRepository_NoConditions.SC4Lot
Gosh.. I'm really sorry.. How'd I miss that? I've never even used the original one.. lol.. It worked before and I ran through the instructions. Perhaps the file order changed on a rename or something and got packed differently.. or... Maybe I'm getting old... :(
Regarding the "missing dependency comment" I meant in "cleanitol remove" files.. you're right it would not work on the install and dependency check. In virtually any release a "remove file" probably is prudent as it removes any ambiguity on the "dependency" file.
edit: Hmm.. ok I scanned my files.. and found that I've always had the original 1.2 version file in the plugins.. I suppose I dl'd it during your beta stuff.. anyway it has these files in it:
CensusRepository-0x5ad0e817_0x6dd414f2_0x30000.SC4Model
CensusRepository_dd41d65.SC4lot
I don't have the other file you mentioned.. should I delete that whole folder?
Quote from: SC4BOY on August 06, 2009, 03:43:20 PM
anyway it has these files in it:
CensusRepository-0x5ad0e817_0x6dd414f2_0x30000.SC4Model
CensusRepository_dd41d65.SC4lot
I don't have the other file you mentioned.. should I delete that whole folder?[/i]
If you want to keep those buildings you already have plopped in your cities (the single tower), then you want to keep CensusRepository-0x5ad0e817_0x6dd414f2_0x30000.SC4Model. Otherwise you'd get brown boxes.
I feel like a terrible noob while writing this post. I did some searching but no-one else seems to have asked, so here goes:
I downloaded and installed the Census Repository. But I cannot get the Facility to work in any of my cities, because of the CAP constraint. My cities are rather successful, growing properly, nearly all with populations in the hundred thousands (up to 750k for the largest at present), but their various respective CAPs never exceed 20% - far below the 60% for a CAP required when playing at easy difficulty. Is there a fast and easy way to increase a CAP to 60%, so that it will trigger the Facility, without resorting to dirty tricks that will alter the appearance of a city or have even worse effects?
Not sure I understand what you're asking, but there is the one 2x2 1 story plop that is available immediately on building a city in the REWARDS menu.. it takes no cap at all.. Start with that and it will allow you to have full access to the Repository reports.
Quote from: Douzerouge on October 19, 2009, 12:42:52 PM
My cities are rather successful, growing properly, nearly all with populations in the hundred thousands (up to 750k for the largest at present), but their various respective CAPs never exceed 20% - far below the 60% for a CAP required when playing at easy difficulty.
That means you're quite successful in providing CAP relief (e.g. parks for residents, plazas for commercial offices),
well in time before hitting the current CAPs.
That also means you won't be offered the full Census Repository Facility and would have to use the Census Repository Vault instead...
...at least for the time being.
The bigger your city becomes, the tighter (percentually closer to 100%) your CAPs will become.
Sooner or later the Census Repository Facility will be offered,
and that's the moment you need to start checking the Census Repository more regularly and see what kind of CAP relief you need to build next.
Quote from: Douzerouge on October 19, 2009, 12:42:52 PM
Is there a fast and easy way to increase a CAP to 60%, so that it will trigger the Facility, without resorting to dirty tricks that will alter the appearance of a city or have even worse effects?
No, but all rewards can be enabled at any time by pressing Ctrl-X and writing the cheat code
You don't deserve it. ;)
Once you save your city, exit and re-enter, those rewards will once again not be enabled, so there are no worse effects than that.
Thanks a lot for both very informative answers!
Yes, I should use the Vault until I am offered the Facility. I did plop the vault in a relatively small city but not in larger ones, somehow I had this wrong idea that the vault was not suited to large cities.
I am also possibly too liberal in providing amenities like parks, plazas etc for my Sims, thus keeping cap values low. I'll be more restrictive and see how this affect the caps. I may also use the rewards cheat. All in all, yet more pleasure playing the game!
Well, If you go for the Idea of plopping the Vault in smaller cities, make sure that they have some farms there, as only the vault provides cap relief for farms...or just plop it anywahere, but If you connect a small city to a big city, and want the samller one to have farms, plop enough of the Vaults to satisfy the Cap. Just a little tip :)
It may sound easy to make, but is there some sort of civic building that displays the custom query, but without the CAP relief effects? Not everybody wants or needs them, particularly the way they are set. I would instead prefer a usual civic building with a relatively low budget, a proportionate number of employees, and maybe some little landmark effect, if the BAT is really nice (again proportionate to its budget and in line with the other civic buildings), no other effects, and no conditions to get it (build it if your budget allows it and/or you wish to stimulate growth with the extra civic jobs and land value with the landmark effect). That is a "Statistics Office" sort of thing, which the player may elect to plop or not. There might be some criteria to get them, if it's finally a reward, but not really hard to meet, eg 1000 residents. Another idea could be to make it upgradable, like the city hall or the airports, so that you don't have a big and spectacular office in a... village, but this going way too far I think.
Quote from: cogeo on November 05, 2009, 12:39:26 PM
It may sound easy to make, but is there some sort of civic building that displays the custom query, but without the CAP relief effects? Not everybody wants or needs them, particularly the way they are set. I would instead prefer a usual civic building with a relatively low budget, a proportionate number of employees, and maybe some little landmark effect, if the BAT is really nice (again proportionate to its budget and in line with the other civic buildings), no other effects, and no conditions to get it (build it if your budget allows it and/or you wish to stimulate growth with the extra civic jobs and land value with the landmark effect). That is a "Statistics Office" sort of thing, which the player may elect to plop or not. There might be some criteria to get them, if it's finally a reward, but not really hard to meet, eg 1000 residents. Another idea could be to make it upgradable, like the city hall or the airports, so that you don't have a big and spectacular office in a... village, but this going way too far I think.
i love this idea! unfortunately i know absolutely nothing about making anything so there is that. hopefully someone with the know-how will read this and want to make it - that'd be cool! i'll have to keep checking in on this. DeeCee
Quote from: z on April 09, 2009, 02:13:52 PM
I really like the new Census Repository, especially the addition of the tax rates to the display. But these rates are truncated to the nearest whole number (at least for the Vault), whereas a difference of just 0.1% can often have a dramatic effect on demand. Is it possible to have the tax rates displayed to the nearest 0.1%, as shown in your picture, for both the Vault and the Facility?
I have been fighting this since you posted that question, Steve.
The strange thing is that those decimals appeared correctly for some users (including me), but not for others...
Today I've finally updated the Census to version 3.1 with a fix for those decimals...
The solution was a rather crude one, replacing formulae like this one:
- #string.format('%4.1f',game.g_tax_rate_r_low)#%
with formulae like this one:
- #RJCR_TaxRate(game.g_tax_rate_r_low)#
The LUA function RJCR_TaxRate is the crude part of it...
with a dirty, but certain, way of converting a decimal number to a string:
function RJCR_TaxRate(SetTax)
if SetTax < 0.05 then return "0.0%" end
if SetTax < 0.15 then return "0.1%" end
if SetTax < 0.25 then return "0.2%" end
if SetTax < 0.35 then return "0.3%" end
if SetTax < 0.45 then return "0.4%" end
if SetTax < 0.55 then return "0.5%" end
if SetTax < 0.65 then return "0.6%" end
if SetTax < 0.75 then return "0.7%" end
if SetTax < 0.85 then return "0.8%" end
if SetTax < 0.95 then return "0.9%" end
if SetTax < 1.05 then return "1.0%" end
if SetTax < 1.15 then return "1.1%" end
if SetTax < 1.25 then return "1.2%" end
if SetTax < 1.35 then return "1.3%" end
if SetTax < 1.45 then return "1.4%" end
if SetTax < 1.55 then return "1.5%" end
if SetTax < 1.65 then return "1.6%" end
if SetTax < 1.75 then return "1.7%" end
if SetTax < 1.85 then return "1.8%" end
if SetTax < 1.95 then return "1.9%" end
if SetTax < 2.05 then return "2.0%" end
if SetTax < 2.15 then return "2.1%" end
if SetTax < 2.25 then return "2.2%" end
if SetTax < 2.35 then return "2.3%" end
if SetTax < 2.45 then return "2.4%" end
if SetTax < 2.55 then return "2.5%" end
if SetTax < 2.65 then return "2.6%" end
if SetTax < 2.75 then return "2.7%" end
if SetTax < 2.85 then return "2.8%" end
if SetTax < 2.95 then return "2.9%" end
if SetTax < 3.05 then return "3.0%" end
if SetTax < 3.15 then return "3.1%" end
if SetTax < 3.25 then return "3.2%" end
if SetTax < 3.35 then return "3.3%" end
if SetTax < 3.45 then return "3.4%" end
if SetTax < 3.55 then return "3.5%" end
if SetTax < 3.65 then return "3.6%" end
if SetTax < 3.75 then return "3.7%" end
if SetTax < 3.85 then return "3.8%" end
if SetTax < 3.95 then return "3.9%" end
if SetTax < 4.05 then return "4.0%" end
if SetTax < 4.15 then return "4.1%" end
if SetTax < 4.25 then return "4.2%" end
if SetTax < 4.35 then return "4.3%" end
if SetTax < 4.45 then return "4.4%" end
if SetTax < 4.55 then return "4.5%" end
if SetTax < 4.65 then return "4.6%" end
if SetTax < 4.75 then return "4.7%" end
if SetTax < 4.85 then return "4.8%" end
if SetTax < 4.95 then return "4.9%" end
if SetTax < 5.05 then return "5.0%" end
if SetTax < 5.15 then return "5.1%" end
if SetTax < 5.25 then return "5.2%" end
if SetTax < 5.35 then return "5.3%" end
if SetTax < 5.45 then return "5.4%" end
if SetTax < 5.55 then return "5.5%" end
if SetTax < 5.65 then return "5.6%" end
if SetTax < 5.75 then return "5.7%" end
if SetTax < 5.85 then return "5.8%" end
if SetTax < 5.95 then return "5.9%" end
if SetTax < 6.05 then return "6.0%" end
if SetTax < 6.15 then return "6.1%" end
if SetTax < 6.25 then return "6.2%" end
if SetTax < 6.35 then return "6.3%" end
if SetTax < 6.45 then return "6.4%" end
if SetTax < 6.55 then return "6.5%" end
if SetTax < 6.65 then return "6.6%" end
if SetTax < 6.75 then return "6.7%" end
if SetTax < 6.85 then return "6.8%" end
if SetTax < 6.95 then return "6.9%" end
if SetTax < 7.05 then return "7.0%" end
if SetTax < 7.15 then return "7.1%" end
if SetTax < 7.25 then return "7.2%" end
if SetTax < 7.35 then return "7.3%" end
if SetTax < 7.45 then return "7.4%" end
if SetTax < 7.55 then return "7.5%" end
if SetTax < 7.65 then return "7.6%" end
if SetTax < 7.75 then return "7.7%" end
if SetTax < 7.85 then return "7.8%" end
if SetTax < 7.95 then return "7.9%" end
if SetTax < 8.05 then return "8.0%" end
if SetTax < 8.15 then return "8.1%" end
if SetTax < 8.25 then return "8.2%" end
if SetTax < 8.35 then return "8.3%" end
if SetTax < 8.45 then return "8.4%" end
if SetTax < 8.55 then return "8.5%" end
if SetTax < 8.65 then return "8.6%" end
if SetTax < 8.75 then return "8.7%" end
if SetTax < 8.85 then return "8.8%" end
if SetTax < 8.95 then return "8.9%" end
if SetTax < 9.05 then return "9.0%" end
if SetTax < 9.15 then return "9.1%" end
if SetTax < 9.25 then return "9.2%" end
if SetTax < 9.35 then return "9.3%" end
if SetTax < 9.45 then return "9.4%" end
if SetTax < 9.55 then return "9.5%" end
if SetTax < 9.65 then return "9.6%" end
if SetTax < 9.75 then return "9.7%" end
if SetTax < 9.85 then return "9.8%" end
if SetTax < 9.95 then return "9.9%" end
if SetTax < 10.05 then return "10.0%" end
if SetTax < 10.15 then return "10.1%" end
if SetTax < 10.25 then return "10.2%" end
if SetTax < 10.35 then return "10.3%" end
if SetTax < 10.45 then return "10.4%" end
if SetTax < 10.55 then return "10.5%" end
if SetTax < 10.65 then return "10.6%" end
if SetTax < 10.75 then return "10.7%" end
if SetTax < 10.85 then return "10.8%" end
if SetTax < 10.95 then return "10.9%" end
if SetTax < 11.05 then return "11.0%" end
if SetTax < 11.15 then return "11.1%" end
if SetTax < 11.25 then return "11.2%" end
if SetTax < 11.35 then return "11.3%" end
if SetTax < 11.45 then return "11.4%" end
if SetTax < 11.55 then return "11.5%" end
if SetTax < 11.65 then return "11.6%" end
if SetTax < 11.75 then return "11.7%" end
if SetTax < 11.85 then return "11.8%" end
if SetTax < 11.95 then return "11.9%" end
if SetTax < 12.05 then return "12.0%" end
if SetTax < 12.15 then return "12.1%" end
if SetTax < 12.25 then return "12.2%" end
if SetTax < 12.35 then return "12.3%" end
if SetTax < 12.45 then return "12.4%" end
if SetTax < 12.55 then return "12.5%" end
if SetTax < 12.65 then return "12.6%" end
if SetTax < 12.75 then return "12.7%" end
if SetTax < 12.85 then return "12.8%" end
if SetTax < 12.95 then return "12.9%" end
if SetTax < 13.05 then return "13.0%" end
if SetTax < 13.15 then return "13.1%" end
if SetTax < 13.25 then return "13.2%" end
if SetTax < 13.35 then return "13.3%" end
if SetTax < 13.45 then return "13.4%" end
if SetTax < 13.55 then return "13.5%" end
if SetTax < 13.65 then return "13.6%" end
if SetTax < 13.75 then return "13.7%" end
if SetTax < 13.85 then return "13.8%" end
if SetTax < 13.95 then return "13.9%" end
if SetTax < 14.05 then return "14.0%" end
if SetTax < 14.15 then return "14.1%" end
if SetTax < 14.25 then return "14.2%" end
if SetTax < 14.35 then return "14.3%" end
if SetTax < 14.45 then return "14.4%" end
if SetTax < 14.55 then return "14.5%" end
if SetTax < 14.65 then return "14.6%" end
if SetTax < 14.75 then return "14.7%" end
if SetTax < 14.85 then return "14.8%" end
if SetTax < 14.95 then return "14.9%" end
if SetTax < 15.05 then return "15.0%" end
if SetTax < 15.15 then return "15.1%" end
if SetTax < 15.25 then return "15.2%" end
if SetTax < 15.35 then return "15.3%" end
if SetTax < 15.45 then return "15.4%" end
if SetTax < 15.55 then return "15.5%" end
if SetTax < 15.65 then return "15.6%" end
if SetTax < 15.75 then return "15.7%" end
if SetTax < 15.85 then return "15.8%" end
if SetTax < 15.95 then return "15.9%" end
if SetTax < 16.05 then return "16.0%" end
if SetTax < 16.15 then return "16.1%" end
if SetTax < 16.25 then return "16.2%" end
if SetTax < 16.35 then return "16.3%" end
if SetTax < 16.45 then return "16.4%" end
if SetTax < 16.55 then return "16.5%" end
if SetTax < 16.65 then return "16.6%" end
if SetTax < 16.75 then return "16.7%" end
if SetTax < 16.85 then return "16.8%" end
if SetTax < 16.95 then return "16.9%" end
if SetTax < 17.05 then return "17.0%" end
if SetTax < 17.15 then return "17.1%" end
if SetTax < 17.25 then return "17.2%" end
if SetTax < 17.35 then return "17.3%" end
if SetTax < 17.45 then return "17.4%" end
if SetTax < 17.55 then return "17.5%" end
if SetTax < 17.65 then return "17.6%" end
if SetTax < 17.75 then return "17.7%" end
if SetTax < 17.85 then return "17.8%" end
if SetTax < 17.95 then return "17.9%" end
if SetTax < 18.05 then return "18.0%" end
if SetTax < 18.15 then return "18.1%" end
if SetTax < 18.25 then return "18.2%" end
if SetTax < 18.35 then return "18.3%" end
if SetTax < 18.45 then return "18.4%" end
if SetTax < 18.55 then return "18.5%" end
if SetTax < 18.65 then return "18.6%" end
if SetTax < 18.75 then return "18.7%" end
if SetTax < 18.85 then return "18.8%" end
if SetTax < 18.95 then return "18.9%" end
if SetTax < 19.05 then return "19.0%" end
if SetTax < 19.15 then return "19.1%" end
if SetTax < 19.25 then return "19.2%" end
if SetTax < 19.35 then return "19.3%" end
if SetTax < 19.45 then return "19.4%" end
if SetTax < 19.55 then return "19.5%" end
if SetTax < 19.65 then return "19.6%" end
if SetTax < 19.75 then return "19.7%" end
if SetTax < 19.85 then return "19.8%" end
if SetTax < 19.95 then return "19.9%" end
if SetTax < 20.05 then return "20.0%" end
end
Download
version 3.1 (http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1831) from the same place as before... :)
Quote from: cogeo on November 05, 2009, 12:39:26 PM
It may sound easy to make, but is there some sort of civic building that displays the custom query, but without the CAP relief effects? Not everybody wants or needs them, particularly the way they are set. I would instead prefer a usual civic building with a relatively low budget, a proportionate number of employees, and maybe some little landmark effect, if the BAT is really nice (again proportionate to its budget and in line with the other civic buildings), no other effects, and no conditions to get it
You can use any static landmark or civic building for that purpose.
All that's needed is to change the building's property
Query exemplar GUID to
0x4EE8D5D3.
The file
RJ - Census_Repository_Model_and_Query_3.1.dat would of course then become a needed dependency.
Quote from: RippleJet on November 21, 2009, 05:21:04 PM
I have been fighting this since you posted that question, Steve.
The strange thing is that those decimals appeared correctly for some users (including me), but not for others...
I have found that this depends on the computer's regional settings. If you set the decimal separator to a comma (,) rather than period (.) it works! The output is a string with the comma as the decimal sepaarator, eg 8,5%. I believe this happens because the LUA interpreter attempts to interpret the format string (that '%4.1f') and if the decimal separator is the period, it is... successful at this! Instead it should take the string as a literal and not process it in any way, just pass it to the format function. In the case of comma as decimal separator, it fails to convert the 4.1 clause to a number, so it uses it unchanged, which makes it work!
Quote from: RippleJet on November 21, 2009, 05:21:04 PM
Today I've finally updated the Census to version 3.1 with a fix for those decimals...
The solution was a rather crude one, replacing formulae like this one:
- #string.format('%4.1f',game.g_tax_rate_r_low)#%
with formulae like this one:
- #RJCR_TaxRate(game.g_tax_rate_r_low)#
Maybe you should post another update (version 3.2?). A possible solution could be to include the percentage sign in the format string (instead of concatenating it to the result of the format() function), so that it can't be converted to a number, eg:
- #string.format('%4.1f%',game.g_tax_rate_r_low)# OR
- #string.format('%4.1f%%',game.g_tax_rate_r_low)#
(check to see which one works)
Quote from: RippleJet on November 21, 2009, 05:21:04 PM
The LUA function RJCR_TaxRate is the crude part of it...
with a dirty, but certain, way of converting a decimal number to a string:
As a quick test, you can try modifying the RJCR_TaxRate() function as follows:
function RJCR_TaxRate(SetTax)
return string.format('%4.1f',SetTax)+'%'
end
(I think the concatenation operator is the plus sign - or the double dot
.. ?).
I don't think including the percentage sign in the format string is needed here, as this is real LUA script (not referneced strings), so the LUA interpreter should work normally.
I have a question, doesn't CAM change the neutral tax rate percentages? Then shouldn't we release a CAM-specific version of the script? The population levels and their corresponding neutral tax rates (I mean the ones displayed) are hardcoded in the script.
And another question, concerning the query: is there some reason why the fields displayed are GZWinBtn (buttons) instead of simple text fields (GZWinText)? They recede when they are clicked, and this looks weird. It's not really hard to change this, the UI files are actually XML, it can be copied as XML and changed using any text or XML editor (incl notepad), and then imported again (ie no need to change the fields one by one in the reader's awkward UI properties editor).
Quote from: RippleJet on November 21, 2009, 05:21:04 PM
You can use any static landmark or civic building for that purpose.
All that's needed is to change the building's property Query exemplar GUID to 0x4EE8D5D3.
The file RJ - Census_Repository_Model_and_Query_3.1.dat would of course then become a needed dependency.
I know this (thanks anyway), what I wanted was to avoid making a new BAT, lol :P. I suck with civic buildings and nice facades. I searched the LEX and STEX, but didn't find anything really suitable (to my taste), but I do have some ideas, and I'm going to post some pics.
P.S.: Tage, like your new avatar!
Let me return to the LUA decimal tinkering when I've done some testing myself. ;)
Quote from: cogeo on November 23, 2009, 09:36:47 AM
I have a question, doesn't CAM change the neutral tax rate percentages? Then shouldn't we release a CAM-specific version of the script? The population levels and their corresponding neutral tax rates (I mean the ones displayed) are hardcoded in the script.
CAM 1.0 doesn't change the neutral tax rate... CAM 2.0 currently does.
If that remains in the release version of CAM 2.0, then a CAM specific C/R will be needed.
Quote from: cogeo on November 23, 2009, 09:36:47 AM
And another question, concerning the query: is there some reason why the fields displayed are GZWinBtn (buttons) instead of simple text fields (GZWinText)?
Yes, there is a certain reason for that...
the tiptexts (the text you see when hovering above them) only work with buttons. ;)
Quote from: cogeo on November 23, 2009, 09:36:47 AM
P.S.: Tage, like your new avatar!
Thanks! :)
Quote from: RippleJet on November 27, 2009, 07:37:36 AM
Yes, there is a certain reason for that...
the tiptexts (the text you see when hovering above them) only work with buttons. ;)
Now I see. It definitely does make sense. Just wanted to keep them from receding (but that's really minor).
Now about the BAT, I'm leaning towards making something small and not very much "great". How about a building like this?
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg524.imageshack.us%2Fimg524%2F8100%2Fcicth.th.jpg&hash=0993103e4ce195b284cebc73ed5927297bf01808) (http://img524.imageshack.us/i/cicth.jpg/)
The actual building houses the Chamber of Commerce and Industry in my home city.
The building will look quite small (for a civic building) ingame if it's accurately scaled, so I wouldn't even attempt it. There is no need to make an accurate re-creation of a real building, just keep the style and/or use some architectural elements. So the final model can have windows at the side walls (this one is W2W), and be some 24-30 meters wide. And of course forget the stupid shop at the left - entrances like the one at the middle (but smaller) could be used instead, or else windows, or even plain walls.
If you are for something better, a more knowledgeable BATter should be employed (btw Debussyman is the first who comes to mind ;)).
That looks great to me, Cogeo. :thumbsup: Although it definitely has a European flavor to it, that's the type of classical building that would be at home in just about any city.
Tage, I have tinkered a little with the format strings and the LUA, and found that the problem (and the solution) was as I had described in the previous page. First of all, this indeed depends on the computer's regional settings. If you set the decimal separator to the comma (,) rather than period (.) it works. You can easily reproduce the error by setting the decimal separator to the period.
The solution is to change the format strings or the LUA script. I have a attached a patch in this post (dl and then delete it - Others, pls do NOT dl). It contains the following (changed) items:
- The R$ tax format string (modified as I had suggested). This should work no matter what the decimal separator is, and in addition the decimal separator displayed (the output) now depends on the computer's regional settings (it's no longer a hardcoded period).
- The R$$ tax format string as it was in V3.0. This should not work if the decimal separator is set to period (US-like). I added this so that you can easily verify the error conditions (dependency on the regional settings).
- A modified LUA script, with the RJCR_TaxRate() function using the format() function instead. This should fix all other tax rates.
So if you want to get rid of the "dirty, but certain, way of convering..." you have two options:
- Either change the format strings like the one the R$ tax in the patch (this is easier to do on V3.0, instead of V3.1)
- Or replace the LUA string with the one in the patch.
Pick the method you prefer.
As for the BAT, I have started it, but it's still in the very early stages of development. Here is a pic:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fimg682.imageshack.us%2Fimg682%2F8576%2Fccith0.th.jpg&hash=382b95e0f2eedc363dd0d0dd9dcddf2d507e1e1c) (http://img682.imageshack.us/i/ccith0.jpg/)
I may need some help here, with the LUA scripts - activate it and display the "offer" dialog (I think I'll finally make it a reward, but with an easy to meet condition, eg 1000 or 5000 C+I jobs, and no caps relief, just some civic jobs and some little landmark effect). But this will take some time, as I haven't made such BATs before.
Hope it turns out good.
Cogeo, you've given an explanation and a solution that nobody inhouse of "that other place" managed to give... ::)
I'll save this for the next upgrade of the CRF (imminent with the upgrade of CAM). ;)
Enjoy a karma point! :thumbsup:
Is it possible to extend the query a little, to display civic jobs too? Or they are included in the commercial ones?
Unfortunately there is no variable avilable to read the number of civic jobs in a city...
I really would have wanted to be able to report them as well!
I like the CRF and the CRV very much, but I also liked the Version 2 CRF since its small size allowed me to easily plop it into existing cities. Since Version 2 now uses the Version 3 query, how can I get it back in my menus?
Also, could you either please explain how the Projected values are calculated, or point to a post where this is explained? Thanks!
Quote from: z on June 27, 2010, 02:33:33 PM
I like the CRF and the CRV very much, but I also liked the Version 2 CRF since its small size allowed me to easily plop it into existing cities. Since Version 2 now uses the Version 3 query, how can I get it back in my menus?
Use the attached enabler, and you'll have it back in your rewards menu (a little further down in the menu).
It needs to be loaded
after RJ - Census_Repository_Model_and_Query_3.1.dat.
Placing it in the same folder,
\Plugins\BSC\RippleJet, will suffice. ;)
You will of course also need RalphaelNinja's original
CensusRepository-0x5ad0e817_0x6dd414f2_0x30000.SC4Model,
which is available on STEX. You will not need anything else than the model from his original upload.
Quote from: z on June 27, 2010, 02:33:33 PM
Also, could you either please explain how the Projected values are calculated, or point to a post where this is explained? Thanks!
That is the total regional demand, most likely the sum of the local demand and extrapolated demand from all cities in the region.
My problem is generally finding the &hlp thing once my city's grown up. So I use a remodded Taipei Lite (http://www.simtropolis.com/stex/details.cfm?id=11302) to serve as my CR. Stands out much better. ;D
I agree. Findability is a key.. can't find it? Useless! :)
To avoid having to search for it, I ussually place it on the edges of the city near a corner or a city to city connection, that or place it in the space that is left by a fourway highway intersection. the 4x4 or smaller CR fit perfectly there ;D
Hi,
I have found another problem with CR. I just noticed that the numbers of Commercial and Industrial Commuters reported are way too high. In some cases, the total may even exceed the workforce. Take a look at the pic below:
(https://www.sc4devotion.com/forums/proxy.php?request=http%3A%2F%2Fa.imageshack.us%2Fimg339%2F3671%2Fcrtichion1.th.jpg&hash=5f4525ceb0a4f9ff591854c5b47e8c62782c1238) (http://img339.imageshack.us/i/crtichion1.jpg/)
If you count the people working in civic services too, the discrepancy becomes even more apparent. I couldn't explain this, so I checked the script, and found that these values are actually the sum of extrapolation occured in EVERY game month, that is the historical total! I don't think the description of "Total number of commuters living in city, but working in your neighbourhood." in the tooltip, agrees with what this actually is. Neither the 3 MONTHS and 1 YEAR entries ("The change over the last 3 months in commercial commuters living in city, but working in SimNation") which are actually the total extrpolation over the last 3 and 12 months respectively, not the change (btw I have never seen negative values here).
So I think there is a logic error here.
I will check the thing a little more, and post again.
I have noted incongruities as well.. you may be onto something.. RJ posted in the support thread that is the extrapolations.. I'm sure he'll get around to give us his view in due time.. The thread says it is an extrapolation that is carried over to the next city when you open it, and that if you don't use it in "x time" that is goes away. Have you tested this issue as you go through different city tiles? The suggestion is that if you don't "use it up" when you switch to the next city tile that it goes away.. but I have never tried to test this issue. When I play regions I very often have a clear idea of how large I want a given city so the fact that I am losing "carryover demand" has never been an issue to me.
I think demand (and its balance region-wide) is quite consistent, so the situation sooner or later balances out. This rather suggests that demand is not permanently "lost" (or conversely "gifted"). Sorry Tage, but I rather have indications that the opposite is true.
Say you have a new region, and you start developing city A (zoning R, C and I). Run the city gradually adding zones as needed, until R and C demands almost flat out (I'm not talking about I, as it's usually strongly positive and it's hard to flat out, so just zone only a few blocks, just to support some R population). If R demand is still somewhat up, you can start a new connected city (B), and develop a quite decent R population with minimal I and C; most of your population will be considered "commuting" to A. If you expand B further (zone more R, C and I) you will see commuters to A increasing, which is strange, as there are no many vacant jobs there actually (this must be the 10% Ripplejet is talking about). Now, if you open A again (or even start a new connected city), you will face a strong negative R demand. Then you have two options:
- Develop more jobs in A. A will be specializing more as a "business center" and B as a "bedroom community".
- Admit the negative demand. Just run the city for 1-2 months (I think even some days may be enough - look at your demand graph). Then stop the city, save and exit. Open B again, and you will see the negative demand... returned back! This is very much OK, as there are more residents than jobs. You can then create more jobs in B. Choose this option if you prefer balanced, rather than specialized cities.
So I think the regional demand is actually consistent, and all discrepancies are rahter short-lived, and occur due to the "asynchronicity" feature. In our example above, while city B was developing, city A could not report that its job market was saturated, because it was not simulated.
This is the post
SC4BOY is referring to (thanks, btw!): :)
Quote from: RippleJet on September 03, 2010, 04:29:45 AM
The commuters are the total of all extrapolated growth that has occurred during the lifetime of your region.
Note that unless this extrapolation is allowed to be fulfilled elsewhere in the region, that extrapolated growth has actually been lost:
Quote from: RippleJet on October 26, 2008, 05:53:32 AM
Regional Extrapolated Demand
All census data is stored with each city's savegame file.
Now, while playing a city, inactive connected cities can satisfy this city's demand with their unused zone capacities,
but only to the tune of 10% of their existing populations and only if the demand cannot be satisfied in the city being played itself.
At the end of each month, demand not satisfied by building construction in the city being played is tossed to other cities in the Region.
When returning to another city in the region, in which such extrapolation has occurred, the presumed growth will sprout.
Always when entering a city, give it some time to grow (10%) before leaving it.
Otherwise the extrapolated growth from the Region will be lost forever.
As far as other cities are concerned, when exiting a city that you haven't given enough time to grow,
the city played has lost its extrapolated growth and has actually shrunk in size, leading to recession and abandonment elsewhere.
That last quote (within the quote) is directly from Prima's official guide.
The extrapolations which are available to be read for each month since the city was founded (a rather large array) are indeed either positive or zero, but never negative.
In accordance with the Prima Guide, every such extrapolation which is not fulfilled in your neighbouring cities would be lost.
However, I'm pretty sure that in such a case, that extrapolation might occur over and over again, if you go back and play the first city over and over again.
Thus, the total sum of all extrapolations throughout the city life is certainly not a precise science.
Lots of those extrapolations have most likely been lost, and thus the sum is often larger than the true extrapolation.
There is however no way of knowing to what extent the extrapolation has been fulfilled as growth in your neighbouring cities.
Generally we know a lot more about the extrapolated demand than I did when I originally made my Census Query, some 4-5 years back. ;)
I will certainly need to change some "commuters" into "extrapolations" in the next update of the CRF. ;)
I dont really understand anything in that post tbh. Ive often wondered what those numbers were.
Always when entering a city, give it some time to grow (10%) before leaving it.
Otherwise the extrapolated growth from the Region will be lost forever.
what does this 10% number refer to?
Quote from: travismking on September 09, 2010, 03:03:57 PM
what does this 10% number refer to?
That is good question... ::) :D
I'm not even sure if it's got any backing anywhere in the simulator, or if that's something Prima just came up with... ::)
I think most players (incl me) have little, or no interest in the "historical extrapolation" (which is reported as "commuters" in the CR query). And they will of course tend to compare them with the monthly data, to figure out what the (current) supply/demand situation is. And that's the purpose of CR, to provide a "snapshot" view of Supply and Demand of the city, and to some degree of the region too. Of course, this is a matter of definition, but is CR defined to provide historical data? I think not. So how about replacing the total historical extrapolation with the one of the current (or last) month?
As for the demand being "permanently lost", I have doubts about it. Consider a new city, with abundant ID demand. If you don't want much ID industry in your city, you just don't zone for it, and develop your city in other ways (R, C etc). But even if you play your city (and region), for many years demand will still be there, so what is really "lost"?
Quote from: cogeo on September 09, 2010, 03:16:02 PM
So how about replacing the total historical extrapolation with the one of the current (or last) month?
Those are the ones you see under "3 months" and "1 year".
Since the monthly extrapolation is 0.00 in more than 90% of the cases, I never saw the need to specifiy it in any more detail than the sum of the last three months, the sum of the last 12 months and the very total.
Quote from: cogeo on September 09, 2010, 03:16:02 PM
As for the demand being "permanently lost", I have doubts about it. Consider a new city, with abundant ID demand. If you don't want much ID industry in your city, you just don't zone for it, and develop your city in other ways (R, C etc). But even if you play your city (and region), for many years demand will still be there, so what is really "lost"?
Well, I can only quote what Prima said...
I know myself though, that growth does become slower if you quickly jump between your cities, without allowing any growth to occur.
And especially in the case where you have three (or more) cities in a row...
Consider playing the first city, which at the end extrapolates an industrial demand to the neighbours.
Then you play the next city, but only for a very short time.
In that short time no industrials grew in the city, and also none of it was further extrapolated to its surroundings.
If you play the third city in that row now, it wouldn't see anything of the original extrapolation from the first city.
Quote from: cogeo on September 09, 2010, 03:16:02 PM
"permanently lost"
That is why I said that I'm pretty sure any extrapolation that has been lost (hasn't been fulfilled in the surroundings) may appear anew.
Thus, even if the first extrapolation was permanently lost, nothing that I can see would stop that demand to be extrapolated once more if you return to the first city.
Let's take an example: ;)
Lets consider that the first city extrapolated an industrial demand of +10,000.
Then, let's assume that the second city allows that industry to grow, but won't allow any residents to grow.
That would in turn lead to an extrapolated residential demand of some +20,000 (if HQ is 100 out of 200).
Now, returning to the first city, that extrapolation would spur residential growth.
If however, you did not let the second city have that industrial growth, no residential extrapolation would have occurred either.
Since the first city to a certain degree (while you were playing it, and this is probably where that 10% comes into play) was assuming that industry did grow in the neighbourhood,
it will now find itself back in a situation where that growth has not yet occurred, and thus it will have to start extrapolating that industrial demand a second time.
Yes I think that is the concept.. it is simply a mechanism to make up for the fact that SC4 actually knows little to nothing about what "would be" happening in an adjacent city. The function of the "extrapolated demand" over is a tool to make it work rather than going to the other city only to find you could not stimulate any growth of the type you need.. By "lost" I believe it simply ceases to serve further purpose, therefore is discarded. As you continue to progress through various city tiles, you have the opportunity to "carry over" some demand to the newly opened city. If you don't take advantage of it, it isn't really of long term consequence. It isn't needed as you can generate new demand in various ways.. it's simply a convenience to facilitate city-to-city progression. You may either use it or ignore it as your growth plans dictate, but nothing is really "lost" other than perhaps an opportunity.
Quote from: RippleJet on September 09, 2010, 03:39:07 PM
And especially in the case where you have three (or more) cities in a row...
Consider playing the first city, which at the end extrapolates an industrial demand to the neighbours.
Then you play the next city, but only for a very short time.
In that short time no industrials grew in the city, and also none of it was further extrapolated to its surroundings.
If you play the third city in that row now, it wouldn't see anything of the original extrapolation from the first city.
.
.
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Lets consider that the first city extrapolated an industrial demand of +10,000.
Then, let's assume that the second city allows that industry to grow, but won't allow any residents to grow.
That would in turn lead to an extrapolated residential demand of some +20,000 (if HQ is 100 out of 200).
I guess in either case the extrapolated I demand would be extrapolated again, with the potential to cause industrial growth somewhere else. And running a city for 1-2 months is more than enough to make extrapolated and local demand consistent. The 2nd city won't "eat" the extrapolated demand, it may "merge" it with its local one (and if this was negative, you will see a reduction) but this is not actally a "loss", it's just balancing the situation out. Anyways.
I have attached a small patch for the CR query. It's for development and debugging only. The tooltips for the R, C and I "Commuters" (or what) have been replaced with a dump-list of the historical data. The length of the list is limited to 300 months, and the limitation comes from the tooltip size. You may increase or decrease the limit according to your resolution/screen size. I can't understand what these nunbers really stand for. They are much lower than the number of actual commuters. And I'm not sure if it's really extrapolated demand either. I developed a new city, connected in a way that didn't allow any real commuting to occur. It got the demand from the region and developed a nice CS$$ and CO$$$ area (these clearly came from the region), and many R$ and R$$$ residences (R$$ was impossible to develop because the demand extrapolated from the region was strongly negative). So no real commuters from/to the region. only demand. The (historical) values reported here as "Commuters" in the CR query were ALL 0! So these have indeed something to do with commuters, but I can't figure out what they really are.
Another change in the script is the function that calculates the neutral tax rate (why calculate it, and not just take it from the game variables?). Pls check out the attachment and delete it (Others, pls DO NOT download).
Quote from: SC4BOY on September 09, 2010, 10:02:43 PM
Yes I think that is the concept.. it is simply a mechanism to make up for the fact that SC4 actually knows little to nothing about what "would be" happening in an adjacent city. The function of the "extrapolated demand" over is a tool to make it work rather than going to the other city only to find you could not stimulate any growth of the type you need.. By "lost" I believe it simply ceases to serve further purpose, therefore is discarded. As you continue to progress through various city tiles, you have the opportunity to "carry over" some demand to the newly opened city. If you don't take advantage of it, it isn't really of long term consequence. It isn't needed as you can generate new demand in various ways.. it's simply a convenience to facilitate city-to-city progression. You may either use it or ignore it as your growth plans dictate, but nothing is really "lost" other than perhaps an opportunity.
Yeah, that's exactly what I meant.
Quote from: cogeo on September 10, 2010, 12:25:15 PM
I can't understand what these nunbers really stand for. They are much lower than the number of actual commuters.
And I'm not sure if it's really extrapolated demand either. I developed a new city, connected in a way that didn't allow any real commuting to occur. It got the demand from the region and developed a nice CS$$ and CO$$$ area (these clearly came from the region), and many R$ and R$$$ residences (R$$ was impossible to develop because the demand extrapolated from the region was strongly negative). So no real commuters from/to the region. only demand. The (historical) values reported here as "Commuters" in the CR query were ALL 0! So these have indeed something to do with commuters, but I can't figure out what they really are.
My original reason for believing those numbers were indeed commuters came from these LUA scripts in the CITY PLANNING advices (TGI 0xCA63E2A3, 0x4A5E8EF6, 0xFFF88AB4):
----------- Advice record ----
--#City# Workers Calling Elsewhere Home
a = create_advice_cityplanning ('2a5a686a')
a.trigger = "game.trend_value(game_trends.G_R_EXTRAP_OUT,6) > tuning_constants.POPULATION_STEP_2"
a.frequency = 600
a.timeout = tuning_constants.ADVICE_TIMEOUT_MEDIUM
a.title = [[text@2a54083c]]
a.message = [[text@2a540840]]
a.priority = tuning_constants.ADVICE_PRIORITY_MEDIUM
a.mood = advice_moods.NEUTRAL
----------- Advice record ----
--Some #city# Residents Choose Long Commute
a = create_advice_cityplanning ('8a5a68ac')
a.trigger = "game.trend_value(game_trends.G_C_EXTRAP_OUT, 6) + game.trend_value(game_trends.G_I_EXTRAP_OUT, 6) > tuning_constants.POPULATION_STEP_2"
a.frequency = 600
a.timeout = tuning_constants.ADVICE_TIMEOUT_MEDIUM
a.title = [[text@6a540845]]
a.message = [[text@2a540849]]
a.priority = tuning_constants.ADVICE_PRIORITY_MEDIUM
a.mood = advice_moods.NEUTRAL
Those advices appear 6 months after a month with more than 500 "commuters" either way (if that's indeed what they are).
Quote from: cogeo on September 10, 2010, 12:25:15 PM
Another change in the script is the function that calculates the neutral tax rate (why calculate it, and not just take it from the game variables?). Pls check out the attachment and delete it (Others, pls DO NOT download).
Wow, I hadn't even noticed that ingame function (game.g_tax_rate_neutral) myself... &ops Thanks! :thumbsup:
Quick question:
Is this campatible? All the info will be reliable or it will be affected by the CAM in someway?
Thanks for any answer and great job
whatname
Totally Campatible. CAM would effect the values, but the CR works independently.
Thanks for the answer. For anyone still wondering there are specific tooltips (eg caps) for the CAM.
Now combined with the CAM counter ill get a clue of why my cities are not growing the way i want. :)
Edit:
Lastest testing seems to point the CRV is not the cause of the following.
Been having some fun with the CR but i believe ive found a bug. Every time i hover (no need to click) the transint query over the CR Vault i get a CTD with no error message (i dont think ive had random CTD before). At first i was surprised but then realised what was happening and was able to reproduce it by hovering the transit query over . Im using CAM NAM and the CR latest version (installed in that order; also SPTool for DAMN Manager, but i havent added the CRs to the menus).
Any idea of why that happens? It is not that terrible as i dont need to transit query that place too often but i have a ferry close by and sometimes forget and hover by mistake. I havent checked on the CR Facility, ill let you know if same happens, that would be troublesome.
Thanks again
whatname
Edit 2: Rechecked and it seems the CRV doesnt have anything to do with my issue. Ill do some more testing, but it seems to have to do with the transit query and a specific part of my town, almost empty but for CRV, BSC Farm Bureau, Car Ferry, Train station, roads and rails. Too tired to keep trying now. Wish me luck
I'm not sure I understand how to install this on a mac.
I believe I've installed the (BSC) dependencies, but the file names of the CR .dat files don't match the ones in the table (the one showing NAM compatibility.
My CR .dat files appear as shown in the attachment. I'm guessing I simply pull one of them into the plugins folder, but I'm not sure which one.
See the attached image. You'll see the .dat file names don't match those in the instructions.
I unpacked these .dat files from the .exe using file juicer. I'm on a mac.