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Author Topic: Query.txt  (Read 40835 times)

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Offline sumwonyuno

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Query.txt
« on: September 14, 2009, 01:09:04 AM »
Author's Note:  I thought there was a game discovery topic in this forum.  Moderators, please move if this isn't an appropriate place.  I know this discovery isn't "custom content" (since Maxis made the extra cheats .dll) and I wouldn't consider this to be a project.

As background, I'm using SimCity through wine on Linux.  I found out how to enable detailed queries (SHIFT + CTRL + ALT and query tool w/ the SC4 Extra Cheats .dll) a few days ago.  Out of curiousity, I decided to click on a building while using detailed queries, to see if any further information would be in the building window.  Nothing.  But after I closed the game and looked in my user's /home folder, I found a Query.txt that had statistics about the building I clicked on.  RippleJet was very much fascinated by the information.  I decided to make this thread to show my collected data.  The Query.txt file is overwritten each time there is a click with detailed queries.  So, I had to rename the file so the data could be preserved.

To start off, I query-clicked a random palm tree at Ara Poana Beach Park:



Code: [Select]
|-----------------------------------------------------------
| Query info for cell (208, 201) on 10/4/2768
|-----------------------------------------------------------
| Zoned: None
| Altitude: 270.0
| Land value, intrinsic: 40, total: 255 (High)
| Slope: 11.4
| Powered: yes
| Watered: no
| Traffic Volume: 0   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):
|-----------------------------------------------------------

Then I tried query-clicking one of the highest elevations in the city tile, Juicebowl Crater:



Code: [Select]
|-----------------------------------------------------------
| Query info for cell (101, 81) on 10/4/2768
|-----------------------------------------------------------
| Zoned: None
| Altitude: 420.5
| Land value, intrinsic: 31, total: 255 (High)
| Slope: 84.4
| Powered: yes
| Watered: no
| Traffic Volume: 0   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):
|-----------------------------------------------------------

Analysis:  Both show the data for a single game cell (16m x 16m).  Data is mostly self-explanitory.  The date matches the date in game (offset by 2000 years).  I don't know how to intrepret the land value info.

Next are query-clicks of the transportation network:



A road FLUP:
Code: [Select]
|-----------------------------------------------------------
| Query info for cell (61, 99) on 10/4/2768
|-----------------------------------------------------------
| Zoned: None
| Altitude: 270.0
| Land value, intrinsic: 10, total: 255 (High)
| Slope: 8.5
| Powered: yes
| Watered: yes
| Network: Road W E
| Network: Pipe W E
| Traffic Volume: 255   Traffic Congestion: 1
| 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):
|-----------------------------------------------------------

Analysis:  Almost similar to the first two examples, but now with two extra items and values for traffic.  On this FLUP, there is no use in the morning, but 267 cars use it in the evening.  It is oriented west-east.  Curiously, the FLUP is on level ground, land next to it is on a slope.

A straight, elevated OWR NAM puzzle piece:

Code: [Select]
|-----------------------------------------------------------
| Query info for cell (56, 101) on 10/4/2768
|-----------------------------------------------------------
| Zoned: None
| Altitude: 270.0
| Land value, intrinsic: 10, total: 250 (High)
| Slope: 8.5
| Powered: yes
| Watered: yes
| Network:
| Traffic Volume: 255   Traffic Congestion: 1
| Edge Density Matrix for travel type 0 (total = 0):
| Edge Density Matrix for travel type 1 (total = 846):
|   0   0   0   0       0   0   0   0
|   0   0   0 846       0   0   0  15
|   0   0   0   0       0   0   0   0
|   0   0   0   0       0   0   0   0
| Edge Density Matrix for travel type 2 (total = 22):
|   0   0   0   0       0   0   0   0
|   0   0   0  22       0   0   0   0
|   0   0   0   0       0   0   0   0
|   0   0   0   0       0   0   0   0
| Edge Density Matrix for travel type 3 (total = 0):
...
|-----------------------------------------------------------

Analysis:  No orientation info this time, but it's a N-S piece.  More information now for the matrices.  There are 846 cars and 22 buses in the morning, and only 15 cars in the evening.  Travel type 1 seems to be car, type 2 seems to be buses.  Left matrix seems to be morning, right seems to be evening.  Total seems to only count morning traffic.

A regular road network tile:
Code: [Select]
|-----------------------------------------------------------
| Query info for cell (60, 98) on 10/4/2768
|-----------------------------------------------------------
| Zoned: None
| Altitude: 270.0
| Land value, intrinsic: 10, total: 255 (High)
| Slope: 8.5
| Powered: yes
| Watered: yes
| Network: Road W E
| Traffic Volume: 255   Traffic Congestion: 255
| Edge Density Matrix for travel type 0 (total = 0):
| Edge Density Matrix for travel type 1 (total = 3542):
|   0   0 108   0       0   0 2527   0
|   0   0   0   0       0   0   0   0
| 3434   0   0   0      61   0   0   0
|   0   0   0   0       0   0   0   0
| Edge Density Matrix for travel type 2 (total = 113):
|   0   0   0   0       0   0 201   0
|   0   0   0   0       0   0   0   0
| 113   0   0   0       0   0   0   0
|   0   0   0   0       0   0   0   0
...
|-----------------------------------------------------------

Analysis:  Totals match up, but more thinking is required.  3542/113 cars/buses in the morning, 2588/201 in the evening.  None of the info in the matrices now are in the same places as with the el-OWR.  The 113 corresponds to westbound morning buses, 201 with eastbound afternoon.  So column 1, row 3 is westbound through network traffic (not originating or ending), and column 3, row 1 is eastbound.

A nearby tiles with pedestrians shows similar patterns.  Travel type 0 seems to be pedestrians.  Westbound and eastbound through traffic are in the same places.  I looked for a tile where the pedestrian routes started. 

Code: [Select]
...
| Edge Density Matrix for travel type 0 (total = 8):
|   0   0   0   0       0   0   0   0
|   0   0   8   0       0   0   0   0
|   0   0   0   0       0   8   0   0
|   0   0   0   0       0   0   0   0
...

Analysis:  These pedestrians were from a house, going one tile south to the road tile, then going east in the morning.  So column 3 looks like eastbound traffic, row 3 looks like westbound traffic.  Might be a "mirror" property in the matricies.  Column 3, row 2 seems to indicate route start.  Column 2, row 3 seems to indicate route end.



Congested Highway tile, eastbound:
Code: [Select]
|-----------------------------------------------------------
| Query info for cell (176, 93) on 10/4/2768
|-----------------------------------------------------------
| Zoned: None
| Altitude: 270.0
| Land value, intrinsic: 10, total: 255 (High)
| Slope: 0.0
| Powered: yes
| Watered: yes
| Network: Highway W E
| Traffic Volume: 255   Traffic Congestion: 44
| Edge Density Matrix for travel type 0 (total = 0):
| Edge Density Matrix for travel type 1 (total = 10895):
|   0   0 10895   0       0   0 61128   0
|   0   0   0   0       0   0   0   0
|   0   0   0   0       0   0   0   0
|   0   0   0   0       0   0   0   0
| Edge Density Matrix for travel type 2 (total = 4132):
|   0   0 4132   0       0   0 5855   0
|   0   0   0   0       0   0   0   0
|   0   0   0   0       0   0   0   0
|   0   0   0   0       0   0   0   0
...

Analysis:  Data is in the places that we expected.  I have Simulator Z Ultra, and the congestion view shows orange.

Adjacent congested highway tile, westbound:
Code: [Select]
|-----------------------------------------------------------
| Query info for cell (177, 92) on 10/4/2768
|-----------------------------------------------------------
| Zoned: None
| Altitude: 270.0
| Land value, intrinsic: 10, total: 255 (High)
| Slope: 0.0
| Powered: yes
| Watered: yes
| Network: Highway W E
| Traffic Volume: 255   Traffic Congestion: 19
| Edge Density Matrix for travel type 0 (total = 0):
| Edge Density Matrix for travel type 1 (total = 63742):
|   0   0   0   0       0   0   0   0
|   0   0   0   0       0   0   0   0
| 63742   0   0   0       8   0   0   0
|   0   0   0   0       0   0   0   0
| Edge Density Matrix for travel type 2 (total = 5509):
|   0   0   0   0       0   0   0   0
|   0   0   0   0       0   0   0   0
| 5509   0   0   0       0   0   0   0
|   0   0   0   0       0   0   0   0
...

Analysis:  Data matches our analyses with regards to column 3/row 1 and column 1/row 3.  Congestion view is yellow.

That's it for now, I will post RCI buildings (plop and grow), other plopped buildings and more transportation networks next time.
« Last Edit: September 14, 2009, 03:18:47 AM by sumwonyuno »


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Offline Diggis

Re: Query.txt
« Reply #1 on: September 14, 2009, 03:08:38 AM »
Wow, thats really interesting.  Great find!  :thumbsup:

Offline RippleJet

Re: Query.txt
« Reply #2 on: September 14, 2009, 03:53:19 AM »
The travel type would be the same as in the Traffic Simulator, and also as we've found out in the Lot Subfile of savegames:

  • 0 = Walk
  • 1 = Car
  • 2 = Bus
  • 3 = Passenger Train
  • 4 = Freight Truck
  • 5 = Freight Train
  • 6 = Subway
  • 7 = Light Rail
  • 8 = Monorail

Not sure what travel type 9 would be though... I don't think it's used at all...

Offline sumwonyuno

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Re: Query.txt
« Reply #3 on: September 14, 2009, 11:14:24 PM »
Thanks Diggis, and thanks RippleJet, for saving me some time figure out the other travel types.  Could type 9 possibly be ferries?

For those using Windows, I have good news.  Query.txt is available to you too.  It was in my user's /home folder because I type the wine ".../SimCity 4.exe" command while the current directory for the terminal is my /home folder.  I tried query-clicking in Windows, and I found a Query.txt in the Apps folder of ...\Maxis\SimCity 4 Deluxe\ .  I suggest running the game in windowed mode, so you have access to the output file at the same time.

Let's go to the example I showed RippleJet in another thread:

Residential Grow:

Code: [Select]
|-----------------------------------------------------------
| Query info for cell (187, 170) on 10/4/2768
|-----------------------------------------------------------
| Lot: (189, 173) 6x4, east-facing, state: occupied new, configuration: R$$$9_6x4_ SeaView Tower 2_a40ad9a7
| Jobs $0.0 $$0.0 $$$0.0 - Travel Jobs $0 $$0 $$$0
| Building: R$$$ Stage 9 SeaView Tower 2, 4213 $$$
| Occupancy--building (tract): R$ 0% (0%), R$$ 0% (0%), R$$$ 94% (100%),
| Zoned: R###
| Altitude: 270.0
| Land value, intrinsic: 10, total: 255 (High)
| Slope: 0.0
| Powered: yes
| Watered: yes
| Traffic Volume: 255   Traffic Congestion: 0
| Edge Density Matrix for travel type 0 (total = 0):
...
|-----------------------------------------------------------
|
| Desirability equation for R$
|   desirability = base value: 25
|   + land value effect, f(value: 255): 0
|   + slope effect, f(value: 0.0): 0
|   + R$ proximity effect, f(0): 5
|   + R$$ proximity effect, f(0): -5
|   + R$$$ proximity effect, f(0): -5
|   + Co$$ proximity effect, f(0): 0
|   + Co$$$ proximity effect, f(0): 0
|   + park effect, f(1492): 10
|   + Air pollution effect, f(0): 25
|   + Water pollution effect, f(0): 0
|   + Garbage pollution effect, f(0): 25
|   + Radiation pollution effect, f(0): 0
|   + school effect, f(1.0): 10
|   + hospital effect, f(1.0): 5
|   + crime effect, f(0): 25
|   + traffic effect, f(255): -1
|   + trip length effect, f(1): 9
|   + landmark effect, f(602): 0
|   + transient effect, f(46): 36
|   = 164
|   
| As calculated last cycle for tract (46, 42)
|   Population:        0
|   Existing capacity: 0
|   Maximum capacity:  12424
|   Desirability:      128
|
|----------------------------------------
|
| Desirability equation for R$$
|   desirability = base value: -89
|   + land value effect, f(value: 255): 0
|   + slope effect, f(value: 0.0): 0
|   + R$ proximity effect, f(0): -5
|   + R$$ proximity effect, f(0): 5
|   + R$$$ proximity effect, f(0): -5
|   + Co$$ proximity effect, f(0): 0
|   + Co$$$ proximity effect, f(0): 0
|   + park effect, f(1492): 24
|   + Air pollution effect, f(0): 50
|   + Water pollution effect, f(0): 0
|   + Garbage pollution effect, f(0): 50
|   + Radiation pollution effect, f(0): 0
|   + school effect, f(1.0): 20
|   + hospital effect, f(1.0): 8
|   + crime effect, f(0): 50
|   + traffic effect, f(255): -4
|   + trip length effect, f(1): 9
|   + landmark effect, f(602): 0
|   + transient effect, f(46): 36
|   = 149
|   
| As calculated last cycle for tract (46, 42)
|   Population:        0
|   Existing capacity: 0
|   Maximum capacity:  7664
|   Desirability:      113
|
|----------------------------------------
|
| Desirability equation for R$$$
|   desirability = base value: -104
|   + land value effect, f(value: 255): 10
|   + slope effect, f(value: 0.0): 0
|   + R$ proximity effect, f(0): -5
|   + R$$ proximity effect, f(0): -5
|   + R$$$ proximity effect, f(0): 5
|   + Co$$ proximity effect, f(0): 0
|   + Co$$$ proximity effect, f(0): 0
|   + park effect, f(1492): 30
|   + Air pollution effect, f(0): 50
|   + Water pollution effect, f(0): 0
|   + Garbage pollution effect, f(0): 50
|   + Radiation pollution effect, f(0): 0
|   + school effect, f(1.0): 25
|   + hospital effect, f(1.0): 10
|   + crime effect, f(0): 50
|   + traffic effect, f(255): -9
|   + trip length effect, f(1): 9
|   + landmark effect, f(602): 0
|   + transient effect, f(46): 36
|   = 152
|   
| As calculated last cycle for tract (46, 42)
|   Population:        1400
|   Existing capacity: 1400
|   Maximum capacity:  3352
|   Desirability:      116
|
|-----------------------------------------------------------
|
| Last successful R build
|
|-----------------------------------------------------------
|
| Last failed R$ build
|
|----------------------------------------
|
| Last failed R$$ build
|
|----------------------------------------
|
| Last failed R$$$ build
|
|-----------------------------------------------------------

There is a lot of information, and I'm not sure how to interpret them.

Residential Plop:
Code: [Select]
|-----------------------------------------------------------
| Query info for cell (114, 163) on 10/4/2768
|-----------------------------------------------------------
| Lot: (116, 161) 6x6, north-facing, state: occupied new, configuration: R$$_6x6 TaiYuen Phase2a TE (CAM)_b3defe85
| Jobs $0.0 $$0.0 $$$0.0 - Travel Jobs $0 $$0 $$$0
| Building: R$$ TaiYuenPhase2 (CAM), 9411 $$
| Occupancy--building (tract): R$ 0% (0%), R$$ 93% (100%),
| Zoned: Plopped Bldg
| Altitude: 270.0
| Land value, intrinsic: 10, total: 255 (High)
| Slope: 0.0
| Powered: yes
| Watered: yes
| Network:
| Traffic Volume: 255   Traffic Congestion: 0
| Edge Density Matrix for travel type 0 (total = 0):
...
|-----------------------------------------------------------

Analysis:  There's much less information for a plopped building than one that is grown by the game.  This pattern between plopped and grown is apparent for C and I as well.

Commercial Grow:
Code: [Select]
|-----------------------------------------------------------
| Query info for cell (56, 177) on 10/4/2768
|-----------------------------------------------------------
| Lot: (56, 178) 2x3, east-facing, state: occupied new, configuration: CS$$$2_2x3_60004180
| Jobs $21.1 $$10.2 $$$2.7 - Travel Jobs $21 $$10 $$$3
| Building: CS$$$24x30_1ChiDinnerTheater_050F, 37 $$$
| Occupancy--building (tract): Cs$ 0% (0%), Cs$$ 0% (0%), Cs$$$ 92% (100%),
| Zoned: C#
| Altitude: 270.0
| Land value, intrinsic: 45, total: 255 (High)
| Slope: 0.0
| Powered: yes
| Watered: yes
| Traffic Volume: 169   Traffic Congestion: 0
| Edge Density Matrix for travel type 0 (total = 0):
...
|-----------------------------------------------------------
|
| Desirability equation for Cs$
|   desirability = base value: 68
|   + land value effect, f(value: 255): 0
|   + slope effect, f(value: 9.4): 0
|   + R$ proximity effect, f(0): 0
|   + R$$ proximity effect, f(0): 0
|   + R$$$ proximity effect, f(0): 0
|   + Co$$ proximity effect, f(0): 0
|   + Co$$$ proximity effect, f(0): 0
|   + park effect, f(1077): 0
|   + Air pollution effect, f(0): 12
|   + Water pollution effect, f(0): 0
|   + Garbage pollution effect, f(0): 25
|   + Radiation pollution effect, f(0): 0
|   + school effect, f(1.0): 0
|   + hospital effect, f(1.0): 0
|   + crime effect, f(0): 25
|   + traffic effect, f(169): 12
|   + trip length effect, f(255): 0
|   + landmark effect, f(939): 10
|   + transient effect, f(27): 21
|   = 173
|   
| As calculated last cycle for tract (14, 44)
|   Population:        0
|   Existing capacity: 0
|   Maximum capacity:  78
|   Desirability:      152
|
|----------------------------------------
|
| Desirability equation for Cs$$
|   desirability = base value: -3
|   + land value effect, f(value: 255): 0
|   + slope effect, f(value: 9.4): 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(1077): 0
|   + Air pollution effect, f(0): 25
|   + 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(169): 7
|   + trip length effect, f(255): 0
|   + landmark effect, f(939): 20
|   + transient effect, f(27): 21
|   = 170
|   
| As calculated last cycle for tract (14, 44)
|   Population:        0
|   Existing capacity: 0
|   Maximum capacity:  75
|   Desirability:      149
|
|----------------------------------------
|
| Desirability equation for Cs$$$
|   desirability = base value: 1
|   + land value effect, f(value: 255): 10
|   + slope effect, f(value: 9.4): 0
|   + R$ proximity effect, f(0): 0
|   + R$$ proximity effect, f(0): 0
|   + R$$$ proximity effect, f(0): 0
|   + Co$$ proximity effect, f(0): 0
|   + Co$$$ proximity effect, f(0): 0
|   + park effect, f(1077): 0
|   + Air pollution effect, f(0): 40
|   + Water pollution effect, f(0): 0
|   + Garbage pollution effect, f(0): 50
|   + Radiation pollution effect, f(0): 0
|   + school effect, f(1.0): 0
|   + hospital effect, f(1.0): 0
|   + crime effect, f(0): 50
|   + traffic effect, f(169): -5
|   + trip length effect, f(255): 0
|   + landmark effect, f(939): 30
|   + transient effect, f(27): 21
|   = 197
|   
| As calculated last cycle for tract (14, 44)
|   Population:        19
|   Existing capacity: 19
|   Maximum capacity:  18
|   Desirability:      176
|
|----------------------------------------
|
| Desirability equation for Co$$
|   desirability = base value: -27
|   + land value effect, f(value: 255): 0
|   + slope effect, f(value: 9.4): 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(1077): 0
|   + Air pollution effect, f(0): 25
|   + 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(169): 6
|   + trip length effect, f(255): 0
|   + landmark effect, f(939): 20
|   + transient effect, f(27): 21
|   = 145
|   
| As calculated last cycle for tract (14, 44)
|   Population:        0
|   Existing capacity: 0
|   Maximum capacity:  69
|   Desirability:      124
|
|----------------------------------------
|
| Desirability equation for Co$$$
|   desirability = base value: -65
|   + land value effect, f(value: 255): 10
|   + slope effect, f(value: 9.4): 0
|   + R$ proximity effect, f(0): 0
|   + R$$ proximity effect, f(0): 0
|   + R$$$ proximity effect, f(0): 0
|   + Co$$ proximity effect, f(0): 0
|   + Co$$$ proximity effect, f(0): 0
|   + park effect, f(1077): 0
|   + Air pollution effect, f(0): 40
|   + Water pollution effect, f(0): 0
|   + Garbage pollution effect, f(0): 50
|   + Radiation pollution effect, f(0): 0
|   + school effect, f(1.0): 0
|   + hospital effect, f(1.0): 0
|   + crime effect, f(0): 50
|   + traffic effect, f(169): -2
|   + trip length effect, f(255): 0
|   + landmark effect, f(939): 30
|   + transient effect, f(27): 21
|   = 134
|   
| As calculated last cycle for tract (14, 44)
|   Population:        0
|   Existing capacity: 0
|   Maximum capacity:  33
|   Desirability:      113
|
|-----------------------------------------------------------
|
| Last successful C build
|
|-----------------------------------------------------------
|
| Last failed Cs$ build
|
|----------------------------------------
|
| Last failed Cs$$ build
|
|----------------------------------------
|
| Last failed Cs$$$ build
|
|----------------------------------------
|
| Last failed Co$$ build
|
|----------------------------------------
|
| Last failed Co$$$ build
|
|-----------------------------------------------------------

Commericial Plop:
Code: [Select]
|-----------------------------------------------------------
| Query info for cell (139, 132) on 10/4/2768
|-----------------------------------------------------------
| Lot: (140, 130) 4x4, north-facing, state: occupied new, configuration: CO$$$11_4x4_Shiner Tower_b3f583e3
| Jobs $1087.2 $$3533.4 $$$815.4 - Travel Jobs $1087 $$3533 $$$815
| Building: CO$$$ Stage 11 Shiner Tower, 5993 $$$
| Occupancy--building (tract): Co$$ 0% (0%), Co$$$ 91% (100%),
| Zoned: Plopped Bldg
| Altitude: 270.0
| Land value, intrinsic: 10, total: 252 (High)
| Slope: 0.0
| Powered: yes
| Watered: yes
| Traffic Volume: 255   Traffic Congestion: 0
| Edge Density Matrix for travel type 0 (total = 0):
...
|-----------------------------------------------------------

Industrial Grow:
Code: [Select]
|-----------------------------------------------------------
| Query info for cell (90, 207) on 10/4/2768
|-----------------------------------------------------------
| Lot: (91, 208) 2x3, east-facing, state: occupied new, configuration: IHT$$$7_2x3_PharmaLab_661de05e
| Jobs $34.0 $$272.0 $$$34.0 -> (89, 200)
| Building: PharmaLab, 364 $$$
| Occupancy--building (tract): Ih 93% (100%),
| Zoned: Ih
| Altitude: 270.0
| Land value, intrinsic: 45, total: 255 (High)
| Slope: 0.0
| Powered: yes
| Watered: yes
| Traffic Volume: 14   Traffic Congestion: 0
| Edge Density Matrix for travel type 0 (total = 0):
...
|-----------------------------------------------------------
|
| Desirability equation for I resource
|   desirability = base value: -81
|   + 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(109): 0
|   + Air pollution effect, f(0): 50
|   + 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): 10
|   + traffic effect, f(14): 39
|   + trip length effect, f(2): 15
|   + landmark effect, f(314): 0
|   + transient effect, f(0): 0
|   = 83
|   
| As calculated last cycle for tract (22, 51)
|   Population:        0
|   Existing capacity: 0
|   Maximum capacity:  0
|   Desirability:      83
|
|----------------------------------------
|
| Desirability equation for I dirty
|   desirability = base value: 69
|   + 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(109): 0
|   + Air pollution effect, f(0): 0
|   + Water pollution effect, f(0): 0
|   + Garbage pollution effect, f(0): 5
|   + Radiation pollution effect, f(0): 0
|   + school effect, f(1.0): 0
|   + hospital effect, f(1.0): 0
|   + crime effect, f(0): 10
|   + traffic effect, f(14): 0
|   + trip length effect, f(2): 15
|   + landmark effect, f(314): 0
|   + transient effect, f(0): 0
|   = 99
|   
| As calculated last cycle for tract (22, 51)
|   Population:        14
|   Existing capacity: 14
|   Maximum capacity:  1776
|   Desirability:      99
|
|----------------------------------------
|
| Desirability equation for I manufacturing
|   desirability = base value: 47
|   + 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(109): 0
|   + Air pollution effect, f(0): 5
|   + Water pollution effect, f(0): 0
|   + Garbage pollution effect, f(0): 5
|   + 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(14): 0
|   + trip length effect, f(2): 15
|   + landmark effect, f(314): 0
|   + transient effect, f(0): 0
|   = 97
|   
| As calculated last cycle for tract (22, 51)
|   Population:        66
|   Existing capacity: 68
|   Maximum capacity:  576
|   Desirability:      97
|
|----------------------------------------
|
| Desirability equation for I high tech
|   desirability = base value: -94
|   + 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(109): 30
|   + Air pollution effect, f(0): 50
|   + 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(14): 0
|   + trip length effect, f(2): 15
|   + landmark effect, f(314): 0
|   + transient effect, f(0): 0
|   = 111
|   
| As calculated last cycle for tract (22, 51)
|   Population:        508
|   Existing capacity: 508
|   Maximum capacity:  744
|   Desirability:      111
|
|-----------------------------------------------------------
|
| Last successful I build
|
|-----------------------------------------------------------
|
| Last failed Ir build
|
|----------------------------------------
|
| Last failed Id build
|
|----------------------------------------
|
| Last failed Im build
|
|----------------------------------------
|
| Last failed Iht build
|
|-----------------------------------------------------------


Industrial Plop:
Code: [Select]
|-----------------------------------------------------------
| Query info for cell (43, 169) on 10/4/2768
|-----------------------------------------------------------
| Lot: (44, 167) 3x6, north-facing, state: occupied new, configuration: I-m7_3x6_90001230
| Jobs $174.0 $$156.6 $$$17.4 - Travel Jobs $174 $$161 $$$17
| Building: IM38x88_3ManuOut15_082A, 504 $$
| Occupancy--building (tract): Im 69% (68%),
| Zoned: Plopped Bldg
| Altitude: 270.0
| Land value, intrinsic: 45, total: 255 (High)
| Slope: 0.0
| Powered: yes
| Watered: yes
| Traffic Volume: 90   Traffic Congestion: 0
| Edge Density Matrix for travel type 0 (total = 0):
...
|-----------------------------------------------------------

As for other plopped buildings in the game, there doesn't seem to be any further special information.

Natural Gas Power Plant:
Code: [Select]
|-----------------------------------------------------------
| Query info for cell (66, 179) on 10/4/2768
|-----------------------------------------------------------
| Lot: (67, 177) 4x4, north-facing, state: occupied new, configuration: Up4x4_NaturalGasPowerPlant_0a32dbff
| Jobs $28.0 $$15.0 $$$5.0 - Travel Jobs $28 $$15 $$$5
| Building: Up64x64_NaturalGasPowerPlant_1F43 $$
| Occupancy--building (tract):
| Zoned: Plopped Bldg
| Altitude: 270.0
| Land value, intrinsic: 45, total: 255 (High)
| Slope: 0.0
| Powered: yes
| Watered: yes
| Traffic Volume: 225   Traffic Congestion: 0
| Edge Density Matrix for travel type 0 (total = 0):
...
|-----------------------------------------------------------

Seaport, at capacity:
Code: [Select]
|-----------------------------------------------------------
| Query info for cell (16, 234) on 10/4/2768
|-----------------------------------------------------------
| Lot: (15, 229) 11x5, west-facing, state: occupied distressed1, configuration: PZ12x6_SeaportP1_4a52917d
| Jobs $95.0 $$5.0 $$$0.0 - Travel Jobs $95 $$5 $$$0
| Building: Ut10x28_SeaportWarehouse1_1F53 $$
| Occupancy--building (tract):
| Zoned: Seaport
| Altitude: 230.0
| Land value, intrinsic: 0, total: 105 (Medium)
| Slope: 20.0
| Powered: yes
| Watered: yes
| Traffic Volume: 0   Traffic Congestion: 0
| Edge Density Matrix for travel type 0 (total = 0):
...
|-----------------------------------------------------------

The following is a RTMT OWR bus stop piece, westbound:
Code: [Select]
|-----------------------------------------------------------
| Query info for cell (91, 135) on 10/4/2768
|-----------------------------------------------------------
| Lot: (91, 135) 1x1, west-facing, state: occupied new, configuration: Utils_RT_OneWay_Bus_0c9db034
| Jobs $2.0 $$0.0 $$$0.0 - Travel Jobs $2 $$0 $$$0
| Building: Ut_RT_OneWay_Bus
| Occupancy--building (tract):
| Zoned: Plopped Bldg
| Altitude: 270.0
| Land value, intrinsic: 10, total: 250 (High)
| Slope: 0.0
| Powered: yes
| Watered: yes
| Network:
| Traffic Volume: 255   Traffic Congestion: 1
| Edge Density Matrix for travel type 0 (total = 10):
|   0   0   0   0       0   0   3   0
|   0   0   0   0       0   0   0   0
|   3   0   7   0      69   0   0   0
|   0   0   0   0       0   0   0   0
| Edge Density Matrix for travel type 1 (total = 8625):
|   0   0   0   0       0   0   0   0
|   0   0   0   0       0   0   0   0
| 8625   0   0   0     543   0   0   0
|   0   0   0   0       0   0   0   0
| Edge Density Matrix for travel type 2 (total = 0):
...
|-----------------------------------------------------------

Analysis:  No bus riders at this stop.

That's it for now.  I'll be figuring out what those cells in the matrices mean.  Why is it important?  When you route query a network tile, it only shows the cummulative totals of that tile for that time period (morning or evening).  For network tiles where one travel type is going one direction through the tile, it's easy to figure out the usage.  However, if the tile is bi-directional, has multiple travel types, allows route starts/destinations or is an intersection, sorting out network information isn't possible through the tools available through the game's UI.  This might be a boon to those that want detailed transportation network info.
« Last Edit: September 14, 2009, 11:19:25 PM by sumwonyuno »


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Offline z

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Re: Query.txt
« Reply #4 on: September 15, 2009, 04:25:11 AM »
Fascinating!  For those who were wondering exactly what an edge density matrix is, here's a concise definition taken from the paper Likelihood-based Clustering of Directed Graphs:


OK, now that that's been made perfectly clear, could someone please explain that to me?  ()what()

Thanks Diggis, and thanks RippleJet, for saving me some time figure out the other travel types.  Could type 9 possibly be ferries?

I would be pretty sure that it is.  Ferries are in a class by themselves, and are treated differently in different places.
« Last Edit: September 15, 2009, 04:29:34 AM by z »

Offline RippleJet

Re: Query.txt
« Reply #5 on: September 15, 2009, 04:45:42 AM »
There is a lot of information, and I'm not sure how to interpret them.


Lot:
The numbers within brackets are the tile coordinates. (0,0) is in the NW corner of the city.
The state interests me... since we've also found this flag in the Lot subfile of savegames.
What other values could be found, except "new" and "distressed1" (as for the seaport)?
configuration is the lot exemplar's name.


Building:
The name of the building exemplar, followed by the maximum capacity for RCI buildings.
The maximum capacity is the value given in the property "Capacity Satisfied".


Occupancy:
Due to desirability factors, the maximum capacity is reduced by this percentage.
When doing a normal query in the game, you get two numbers for "occupancy".
The first one is this actual capacity, the second one (within brackets) is the maximum capacity.

I am not sure how to interpret the values for the tract (those within brackets).
A "tract" in the game is 4×4 tiles.


Jobs:
This is the actual job count for the building. These numbers are decimal numbers.
For residential buildings, landmarks, etc. there are no jobs.
For civic buildings these numbers are as given by the property "Demand Created".

For commercial and industrial buildings these numbers are based on the actual capacity.
That capacity is distributed between §, §§ and §§§ in accordance with the Census Drives.


Travel Jobs:
These are the actual number of commuters coming to this lot.
It is rounded down from the corresponding Jobs (above) to a whole integer value.
Industrial anchor buildings also include the commuters to "filler lots" (mechanic and out) surrounding it.


Zoned:
The type of zone, which can be (derived from the Zone Manager in SimCity_1.dat):
   None
   R Low Density - R#
   R Medium Density - R##
   R High Density - R###
   C Low Density - C#
   C Medium Density - C##
   C High Density - C###
   I Low Density (agriculture) - Il
   I Medium Density - Im
   I High Density - Ih
   Military
   Airport
   Seaport
   Spaceport (unused in the game)
   Landfill
   Plopped


Land Value:
The intrinsic value isn't currently used in the game.
Each RCI developer exemplar has the property "Land Value Use Intrinsic" set to False.
The total land value is scaled between 0 and 255.


Desirability:
Desirability is calculated per tract (4×4 tiles).
All factors are given by properties in the appropriate developer exemplars.
There's one developer exemplar for every RCI type, each having these properties:
   Baseline Desirability
   Land Value Effect
   Slope Effect
   R$ Proximity Effect
   R$$ Proximity Effect
   R$$$ Proximity Effect
   Co$$ Proximity Effect
   Co$$$ Proximity Effect
   Park Effect
   Pollution Effect Air
   Pollution Effect Water
   Pollution Effect Garbage
   Pollution Effect Radiation
   School Effect
   Hospital Effect
   Crime Effect
   Traffic Effect
   Trip Length Effect
   Landmark Effect
   Transient Aura Effect



OK, now that that's been made perfectly clear, could someone please explain that to me?  ()what()

And I was hoping you would be doing that... :D
« Last Edit: September 15, 2009, 04:50:28 AM by RippleJet »

Offline BarbyW

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Re: Query.txt
« Reply #6 on: September 15, 2009, 04:48:26 AM »
I always wanted to know what an edge density matrix was. That explains it all perfectly ::) $%Grinno$% $%Grinno$%
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Offline dedgren

Re: Query.txt
« Reply #7 on: September 15, 2009, 12:33:41 PM »
Works like a charm for me.  I'll note that, if you are a windows user and don't want to do your testing in windowed mode, simply press [ alt ] and [ tab ] at the same time to minimize the game while working with your apps folder.

Unfortunately, the hope that I had that query.txt would tell us something about tunnels does not pan out.



The road surfaces and tunnel entrances are exactly the same and unremarkable.  The gridsquares over the tunnel path are no different from adjacent undeveloped gridsquares.

Oh, well...


David
D. Edgren

Please call me David...

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I aten’t dead.  —  R.I.P. Granny Weatherwax

Skype: davidredgren

Offline Korot

Re: Query.txt
« Reply #8 on: September 15, 2009, 01:00:12 PM »
Why don't you have a tunnel entrance there, dedgren?

Regards,
Korot

Offline sumwonyuno

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Proposal on Edge Density Matrix
« Reply #9 on: September 15, 2009, 09:16:19 PM »
RippleJet your knowledge is very helpful and you've pretty much explained all of those data entries.

dedgren, I guess that's another way as well.  Also, I wasn't expecting tunnels, bridges, neighbor connections to provide further data entries.

RippleJet, z, BarbyW, and everyone else interested in edge matrices, I think I've figured it out.

[long explanation about to happen and it's about math &smrt]

As background, the graph from z's explanation is from graph theory.  For the function G(V, E), V is the set of vertices of graph G, and E is the set of edges among the graph G that connects two different vertices or loop back onto a vertex.  V1 and V2 are two sets of vertices that are subsets of V.  Cardinality is just the amount of elements in a set.

The edge density function, d(V1, V2), is in z's post.  It can be translated to:
the edge density of two sets of vertices = (the number of edges between the two sets) / ((number of elements in first set)*(number of elements in second set))

So how does this fit in the game?  What do the vertices and edges represent?

I've come to believe that an edge is one unit of traffic on a network (e.g. a single bus rider, a single car).  The set of vertices are directions:  west, north, east, south.  That particular ordering of the cardinal directions will make sense in a bit.  West corresponds to v1, the first element of V1 and V2.  North is the second element, east is the third, south is the fourth.  These directions are for a single 16m x 16m game tile.

V1 is the first input in the edge density function and it corresponds to the horizontal columns of the matrix.  V2 corresponds to the vertical rows.  So it forms this matrix:

   W N E S
W _ _ _ _
N _ _ _ _
E _ _ _ _
S _ _ _ _

I'm predicting that V1 signifies ending direction (a.k.a. "to").  V2 signifies starting direction ("from")  So something in column 3, row 1 corresponds to the east side of the tile, from the west side.  This matches what I was suspecting earlier ([3,1] is eastbound through traffic).  So for [1,3] it's to west, from east, a.k.a. westbound through traffic.  The edge density function d(V1, V2) is then read as to V1, from V2.  The way of saying it is similar to assembly language (i.e. mov ax, bx means move to ax from bx).

I am predicting that there won't be a value other than 0 for when the directions of V1 and V2 are the same (the diagonal from top left to bottom right), because that would imply traffic can go back to the side that it came from.  So, there are no looping edges.

To answer how this fits in the game, I believe it's tied in with the route query.  The route query tool is not just reporting numbers, it's shows visual arrows as well.  It would be very difficult to implement a city-tile-wide route marking system.  It's easier to show the route paths for a single game tile, then apply that algorithm across all game tiles.  So the route query algorithm takes the information from the edge density matrix to draw the edges (single units of network traffic).



[Edit wording to standardize notations and continued]

For values in the matrix, only a single pair of vertices (v1, v2) is considered.  The edge density function will still work for single elements of the subset:

For example, a single road with 3000 cars (to east, from west) should have 3000 edges at [3, 1]:

d([v1, v2]) = num. of edges btwn. the two vertices/((num. of elements in v1) * (num of elements in v2))
d([3, 1]) = 3000/((1) * (1))
d([3, 1]) = 3000
« Last Edit: September 16, 2009, 12:49:06 AM by sumwonyuno »


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Offline z

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Re: Query.txt
« Reply #10 on: September 15, 2009, 11:19:54 PM »
Thanks for a great explanation, sumwonyuno.  It's very clearly written, and it really does make a lot of sense.  :thumbsup:

Offline RippleJet

Re: Query.txt
« Reply #11 on: September 16, 2009, 03:48:29 AM »
Thanks for a great explanation, sumwonyuno.  It's very clearly written, and it really does make a lot of sense.  :thumbsup:

I concur! :)

Offline daeley

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Re: Query.txt
« Reply #12 on: September 16, 2009, 08:02:03 AM »
Why don't you have a tunnel entrance there, dedgren?

Regards,
Korot

he does ;)
1. Install SC4+RH
2. Install LEX (CD&DVD helps) and latest NAM + updates
3. Play the game
4. ? ? ? ?
5. Profit!

Offline Korot

Re: Query.txt
« Reply #13 on: September 16, 2009, 08:41:17 AM »
he does ;)

No visible ones. I'm willing to believe that there is a tunnel, but the standard entrance isn't there, just the water bug texture. BTW: I see that the Real-Road uses the standard road to tunnel, without a conversion, so it has been decided that the real road will use the road network?

Regards,
Korot

Edit: 200th post.

Offline sumwonyuno

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Re: Query.txt
« Reply #14 on: September 18, 2009, 12:52:21 AM »
Thanks very much, I'm glad that my explanation was clear and understandable enough for you all.  From testing in the Capitalis region, the results of query-clicking arbitrary transportation network tiles are matching my predictions, so far.  Though, there mods that I simply haven't implemented in my region, and anyone's welcome to confirm/disprove my research with Query.txt.

Now, what's this "Real-Road"?  I noticed the lack of tunnel lots in dedgren's post, and the road texture is much more detailed than the Maxis ones.


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Offline HeinBloed4711

Re: Query.txt
« Reply #15 on: October 30, 2009, 10:19:56 AM »
I'm glad I found this thread, I've always been interested in more detailed information regarding lots. :)

Unfortunately, this also allowed me to discover a bug that I wasn't aware of yet. But being a newbie to SC4 (relatively speaking), it may be well known already by the community.

Here's an example of a Medical Clinic Query.txt:


|-----------------------------------------------------------
| Query info for cell (177, 176) on 12/17/2123
|-----------------------------------------------------------
| Lot: (177, 176) 1x2, east-facing, state: occupied new, configuration: CV1x2_UrgentCareClinic_0311_2a2735a0
| Jobs $1,0 $$6,0 $$$1,0 - Travel Jobs $1 $$6 $$$0
| Building: CV12x14_urgentcareclinic_0311 $$
| Occupancy--building (tract):
| Zoned: Plopped Bldg
| Altitude: 275,8
| Land value, intrinsic: 13, total: 255 (High)
| Slope: 0,4
| Powered: yes
| Watered: yes
| Traffic Volume: 0   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):
|-----------------------------------------------------------

Notice the difference of R$$$ jobs between the reported, fractional-number capacity and the jobs actually offered. That single chief medic just isn't there.

Now an IH (mega) lot:

|-----------------------------------------------------------
| Query info for cell (132, 123) on 10/21/2007
|-----------------------------------------------------------
| Lot: (134, 124) 4x4, east-facing, state: occupied new, configuration: I-ht3_4x4_90000880
| Jobs $28,1 $$224,8 $$$28,1 - Travel Jobs $64 $$524 $$$0
| Building: IH54x42_3HTAnchor11_0835, 284 $$$
| Occupancy--building (tract): Ih 99% (100%),
| Zoned: Il
| Altitude: 280,1
| Land value, intrinsic: 13, total: 255 (High)
| Slope: 5,6
| Powered: yes
| Watered: yes
| Traffic Volume: 48   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):
|-----------------------------------------------------------

The "Travel Jobs" are a lot higher here because they include all the jobs of the industry mega lot. But, again, no R$$$ jobs!

One more example, this time a single IH zone:

|-----------------------------------------------------------
| Query info for cell (135, 208) on 2/16/2123
|-----------------------------------------------------------
| Lot: (136, 209) 3x3, east-facing, state: occupied new, configuration: I-ht2_3x3_90000820
| Jobs $14,8 $$118,4 $$$14,8 - Travel Jobs $15 $$118 $$$0
| Building: IH28x40_2HTAnchor6_0867, 156 $$$
| Occupancy--building (tract): Ih 95% (100%),
| Zoned: Ih
| Altitude: 289,7
| Land value, intrinsic: 22, total: 255 (High)
| Slope: 3,2
| Powered: yes
| Watered: yes
| Traffic Volume: 255   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):
|-----------------------------------------------------------

See the pattern...?

I continued the research and found that most of my IH mega lots offered no R$$$ jobs. Not all of them however, here's an example for one that does offer them:

|-----------------------------------------------------------
| Query info for cell (55, 199) on 4/23/2123
|-----------------------------------------------------------
| Lot: (56, 200) 4x5, east-facing, state: occupied new, configuration: I-ht3_4x5_90000860
| Jobs $26,7 $$213,6 $$$26,7 - Travel Jobs $78 $$626 $$$48
| Building: IH54x42_3HTAnchor11_0835, 284 $$$
| Occupancy--building (tract): Ih 94% (100%),
| Zoned: Ih
| Altitude: 268,8
| Land value, intrinsic: 10, total: 255 (High)
| Slope: 1,3
| Powered: yes
| Watered: yes
| Network: Pipe W E
| Traffic Volume: 156   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):
|-----------------------------------------------------------

However, even here something must be wrong because the number of R$ jobs should equal the number of R$$$ jobs.

Maybe this is an explanation for the oh-so-many no job zots on our beloved R$$$ zones...? I haven't examined this any further yet because I'm worried I've only rediscovered something that was already well known, or that I overlooked another variable. Otherwise, it should be tested if this could be due to a rounding error, see what happens when you change the jobs offered by IH to 0/80%/20% (R$/R$$/R$$$) etc. etc.

Oh, and it's not just an error with the detailed queries, when I cut off the regional network access of a small settlement with a single R$$$ zone so there was only access to (lots of) IH zones, it didn't take long before the R$$$ zone was abandoned after finding no jobs (whereas all the R$$ residents happily worked at the IHs).
« Last Edit: October 30, 2009, 10:29:34 AM by HeinBloed4711 »

Offline sumwonyuno

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Re: Query.txt
« Reply #16 on: October 30, 2009, 03:49:20 PM »
I can't really infer much about the rest of your city tile/region from the information that you've given.  Filling those "high-level positions" isn't actually necessary in my experience, but they are required to have if you want your R$$$ Sims employed (and not abandon their homes).

Quote
However, even here something must be wrong because the number of R$ jobs should equal the number of R$$$ jobs.

Maybe this is an explanation for the oh-so-many no job zots on our beloved R$$$ zones...? I haven't examined this any further yet because I'm worried I've only rediscovered something that was already well known, or that I overlooked another variable. Otherwise, it should be tested if this could be due to a rounding error, see what happens when you change the jobs offered by IH to 0/80%/20% (R$/R$$/R$$$) etc. etc.

Oh, and it's not just an error with the detailed queries, when I cut off the regional network access of a small settlement with a single R$$$ zone so there was only access to (lots of) IH zones, it didn't take long before the R$$$ zone was abandoned after finding no jobs (whereas all the R$$ residents happily worked at the IHs).

Actually, no, the number of R$ jobs should always be much greater than the number of R$$$ jobs.  That's how all lots' jobs are worked out to be.

I think I've had an epiphany for my region by answering your question, HeinBloed4711.   :)

Someone correct me if I'm wrong, but I understand the game finds what is the closest available job to a residential building and sees if a path exists between those two.  So, for your layout, that industrial area that you want the R$$$ to go to isn't the closest job available.  That path that you've demolished leads to the closest job, so the game can't find a path, and the R$$$ house abandons.


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Offline HeinBloed4711

Re: Query.txt
« Reply #17 on: October 30, 2009, 05:05:08 PM »
I can't really infer much about the rest of your city tile/region from the information that you've given.  Filling those "high-level positions" isn't actually necessary in my experience, but they are required to have if you want your R$$$ Sims employed (and not abandon their homes).

Actually, no, the number of R$ jobs should always be much greater than the number of R$$$ jobs.  That's how all lots' jobs are worked out to be.

I think I've had an epiphany for my region by answering your question, HeinBloed4711.   :)

Someone correct me if I'm wrong, but I understand the game finds what is the closest available job to a residential building and sees if a path exists between those two.  So, for your layout, that industrial area that you want the R$$$ to go to isn't the closest job available.  That path that you've demolished leads to the closest job, so the game can't find a path, and the R$$$ house abandons.

I beg to differ. ;)

I think you're wrong here (I'm pretty sure actually): While it's true that overall the game is balanced so that the number of R$$$ jobs is inferior to that of R$ jobs (more or less), the relevant variable for determining the share of each job category in a given lot is the census drive, as explained here: http://sc4devotion.com/forums/index.php?topic=963.0. I've also checked it with C buildings by the way, and the given proportion of jobs holds perfectly there, for every category from C$ to CO$$$. And not just that, for IH the number of R$ and R$$ jobs is correct according to the 10/80 share too, it's just that most of the time, the R$$$ jobs are completely missing. And this is true for the medical clinic as well. As I said, I haven't tested any further yet, but my prime candidates would be IM and other civic buildings.

Regarding my example; of course you couldn't know my layout, but I assure you that the (non-existant) R$$$ jobs at the IH zone would have been much closer to go. Here's a screenshot that should give you the idea: (red the R$$$ lot, green the IH, and yellow where the R$$$ inhabitants commute to)







Just to be 100% sure that the higher speed of the highway doesn't make it so the required time to the upper lot is actually shorter, I completely erased the upper commerce region. The result didn't change, quickly the no job zot appeared. I should also add that the query.txt always seems to accurately reflect the number of offered jobs for every lot, regardless if those are filled by commuters or not - therefore I'm convinced those R$$$ jobs in the IH lot simply aren't there. Please go ahead and test for yourself. I'm afraid this has to be a game bug. :(
« Last Edit: October 30, 2009, 05:10:12 PM by HeinBloed4711 »

Offline z

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Re: Query.txt
« Reply #18 on: October 30, 2009, 05:13:06 PM »
Maybe this is an explanation for the oh-so-many no job zots on our beloved R$$$ zones...?

Although it's possible that this is part of the problem, I have recently discovered a much more general cause, which affects users of all traffic simulators other than the latest beta version (v1.2) of Simulator Z.  You can read about it in this post.

Someone correct me if I'm wrong, but I understand the game finds what is the closest available job to a residential building and sees if a path exists between those two.  So, for your layout, that industrial area that you want the R$$$ to go to isn't the closest job available.  That path that you've demolished leads to the closest job, so the game can't find a path, and the R$$$ house abandons.

That's not quite how it works.  The simulator looks for a suitable job with the same wealth level as the residential Sim, and then attempts to find the shortest path between them.  If it can't find any within a certain time limit, then it gives up, and the R$$$ house abandons.  It doesn't always look for a path to the closest available job, as that job may have already been filled earlier in the pathfinder's current run.  And the pathfinder can't really define "closest" completely accurately until it's constructed a path.  At that point, if it's a valid path, the pathfinder takes it, and the Sim has a job.  Otherwise, the pathfinder keeps looking until it either runs out of time or available jobs.

There may very well be an extra step in here where the pathfinder decides which jobs to check out by estimating their closeness; I would actually think this likely.  For example, it could do a quick calculation of the Euclidean distance and use that as an estimate.  And it probably also does some caching of distances between residences and jobs, as this would save it a lot of time.  But there's no way for us to know either of these things for sure without seeing the source code.

Offline SC4BOY

Re: Query.txt
« Reply #19 on: October 30, 2009, 06:32:05 PM »
Without any supporting evidence other than years of observation, I'm pretty sure the simulator completely ignors "path distances" I believe all it's measures are strictly "as the crow flies". That, for example, is one reason it so frequently sends workers to other city tiles instead of just using the jobs in the city its in.. AFTER it decides on the "work destination" as you hint of above, THEN it tries to get there.. and it can go a VERY CIRCUITOUS ROUTE to get there..

Edit: By this I'm referring to the "closest" job.. of course I realize the simulator DOES measure distance (time actually or ticks or steps.. whatever you want to call them..) on the trip itself.. although it is well documented that it makes some VERY ODD decisions in some cases.. :)
« Last Edit: October 31, 2009, 06:07:20 PM by SC4BOY »