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Demand Simulator: Demand, Supply and CAPs

Started by RippleJet, October 26, 2008, 05:53:32 AM

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RippleJet

This tutorial deals with the Demand Simulator (TGI 0x6534284A, 0xE7E2C2DB, 0x0x4A1F3CE6)
and data found in the RCI exemplars (TG 0x6534284A, 0xC7BB4816) in SimCity_1.dat.
There are a total of 173 RCI exemplars, so all that they contain can not be explained here.

The ID's given in this tutorial are the Instance ID's of the corresponding RCI exemplar.
They are however also used as property values in the three properties mentioned below.

The information contained in those RCI exemplars is closely related to three building exemplar properties:

  • Capacity Satisfied
  • Demand Satisfied
  • Demand Created

Thus I am concentrating on the data these three properties can provide in relation to demand, supply and CAPs.

In the end I'm also giving some general information about extrapolated regional demand.
This information is mainly derived from Prima's Strategy Guide and can as such not be verified.




RCI Census and Initial Demand

There are 12 types of RCI buildings in the game, and there are several so called RCI exemplars associated with them.
Each RCI Census denotes the capacity seen in the city. The census is never the actual population or workforce.

Some of these RCI types have an initial demand when starting up a new city:


ID
RCI TypeInitial Demand
1010    R§ Census
20
1020R§§ Census
0
1030R§§§ Census
0
3110CS§ Census
15
3120CS§§ Census
0
3130CS§§§ Census
0
3320CO§§ Census
0
3330CO§§§ Census
0
4100IR Census
100
4200ID Census
100
4300IM Census
0
4400IH Census
0




RCI CAPs and their initial supply

Nine of these RCI types have a built-in CAP, corresponding to the largest supply (capacity) that can be allowed in a city.


ID
CAP NameCaps RCIInitial Supply
1810    Amenities §1010  R§
50000
1820Amenities §§1020  R§§
2000
1830Amenities §§§  1030  R§§§
1000
3B20CO§§ CAP3320  CO§§
3000
3B30CO§§§ CAP3320  CO§§§
2000
4900I-R CAP4100  IR
30000
4A00I-D CAP4200  ID
14000
4B00I-M CAP4300  IM
7000
4C00I-HT CAP4400  IH
4000

A CAP (also called CAP status) is normally given as a percentage:
   CAP Status (in %) = 100 × Actual Capacity / Current CAP

E.g., consider a new city with a R§ capacity of 5,000.
That city's R§ CAP status would thus be:
   CAP Status = 100 × 5000 / 50000 = 10%

Note that none of the CS types are capped.
Thus, there is no limit on how much CS capacity a city can have.




Capacity Satisfied

Each RCI building that grows (or is plopped) in the game includes the property Capacity Satisfied.
This property tells how much RCI capacity that building provides.
It satisfies the initial capped supply given by the RCI CAPs.

In other words, as the capacity in the city grows, the CAP status diminishes.


ID
Satisfiesalso Satisfies
1010    1810  Amenities §
4900  I-R CAP
1020R§§1820  Amenities §§
4900  I-R CAP
1030R§§§1830  Amenities §§§ 
4900  I-R CAP
3110CS§
3120CS§§
4900  I-R CAP
3130CS§§§
4900  I-R CAP
3320CO§§3B20  CO§§ CAP
4900  I-R CAP
3330CO§§§    3B30  CO§§§ CAP
4900  I-R CAP
4100I-R
4200I-D4A00  I-D CAP
4900  I-R CAP
4300I-M4B00  I-M CAP
4900  I-R CAP
4400I-HT4C00  I-HT CAP
4900  I-R CAP

Note that all RCI buildings, except CS§ and I-R, also satisfy I-R CAP.
Thus, the initial I-R CAP is quickly consumed by all other RCI types, except I-R and CS§.

In addition to satisfying capacity as shown above, each commercial and industrial capacity is transformed into jobs.

In other words, there's a Demand Created for Workforce, all in accordance with the Census Drives (Demand for Workforce).

The Demand for Workforce in turn is the main engine for residential growth (see Demand Created below).

However, when the pathfinder (traffic simulator) starts looking for jobs for the sims,
it doesn't see commercial and industrial jobs, it only sees Jobs, which are divided into:


ID
Job Type
2010    Jobs §
2020    Jobs §§
2030    Jobs §§§

To put it in a simple way, Capacity Satisfied indicates the RCI capacity of the building.
Note however, that $$ buildings need to have two pairs of values and $$$ buildings three pairs of values for this property.

The additional values are for dilapidated states,
e.g. the R$$ capacity of a R$$$ building, if it dilapidates one level,
and the R$ capacity if it dilapidates two levels down.




Demand Satisfied

At some stage there will be so much demand for jobs,
that the accumulated Capacity Satisfied will reach the initial CAP (maximum capacity).
At this stage that specific RCI type is said to be capped, and growth will stagnate.

To circumvent this, the player will have to Satisfy the need for Demand.
Or, in other words, he needs to increase the initial maximum capacity (CAP).

CAP Relief can be provided by plopping certain rewards and parks, having the property Demand Satisfied:


ID
Demand Satisfied    Relieves CAP for
1810    Amenities §1010  R§
1820Amenities §§1020  R§§
1830Amenities §§§1030  R§§§
3B20CO§§ CAP3320  CO§§
3B30CO§§§ CAP3320  CO§§§
4900I-R CAP4100  IR
4A00I-D CAP4200  ID
4B00I-M CAP4300  IM
4C00I-HT CAP4400  IH

Industrial CAP relief is given by each freight truck or freight train leaving town.
Freight exported through seaports does unfortunately not provide any CAP relief.

Commercial Office CAP relief is given by airports, based on their usage.
Airport usage is the same as the Commercial Office (CO§§+CO§§§) capacity in the city.
If restricted by funding, the airport usage can be lower than this, in which case the Commercial CAP relief is lowered as well.

Commercial CAP relief is also provided by simply opening neighbour connections.
Below are listed the commercial CAP relieves from the first established neighbour connection.
Subsequent neighbour connections (to other cities) provide a percentually diminishing CAP relief.


Network Type   CO CAP Relief
ANT (RHW)
1,000
Road
10,000
Avenue
20,000
Highway
100,000
RailRoad
10,000
LightRail
20,000
Subway
20,000
Monorail
20,000




Demand Created

We've already seen above how Commercial and Industrial Capacity leads to Workforce Demand.
These Census Drives (Demand for Workforce) are the primary means of creating residential demand.

Each resident moving into town in turn creates a demand for commercial and industrial jobs,
all largely dependent on the educational quotient in accordance with the Workforce Drives (Demand for Occupation).

In addition to these main means of creating demand, we can also create demand directly with the property Demand Created.
This is how buildings providing civic jobs are modded. Civic jobs are neither commercial, nor industrial.
They are just jobs, in the same way as commercial and industrial capacity is split up into §, §§ and §§§ jobs.

Civic jobs given this way do not create any demand for workforce though.
As noted above, only Commercial and Industrial Capacity leads to Workforce Demand.

Thus, Maxis circumvented this by Creating the same Demand on Amenities as on Jobs.
This will lead to the same residential growth as a corresponding increase in Workforce Demand would:


ID
Demand Created
ID
Demand Created
2010    Jobs §1810    Amenities §
2020    Jobs §§1820    Amenities §§
2030    Jobs §§§1830    Amenities §§§

Those always appear together (2010+1810, 2020+1820, 2030+1830), with identical values for the Demand Created.

Demand Created can also be used to directly increase the demand for these:


ID
RCI Type
3110    CS§ Census
3120CS§§ Census
3130CS§§§ Census
3320CO§§ Census
3330CO§§§ Census
4100IR Census
4200ID Census
4300IM Census
4400IH Census

Maxis used this to have their Casino reward increase CS demand.
Instead of providing CS jobs, the Casino adds demand for 45 CS§, 21 CS§§ and 15 CS§§§ jobs.

This is also the easiest way to create cheat buildings, which artificially increase the demand for certain CI jobs...




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.

Dark_horse_spirit

This is very good info, thanks for sharing, Do you have an example of the practical aplication of it. How do I use this to adjust my own demands.

RippleJet

Quote from: Dark_horse_spirit on October 26, 2008, 06:40:58 AM
This is very good info, thanks for sharing, Do you have an example of the practical aplication of it.

CAM... ::)


Quote from: Dark_horse_spirit on October 26, 2008, 06:40:58 AM
How do I use this to adjust my own demands.

The only feasible way is to use those three properties in building exemplars:

  • Capacity Satisfied
  • Demand Satisfied
  • Demand Created

Ra1n

Thanks RJ, this really helps a lot.  I never really understood what these values were used for.
Courage is not the absence of fear but rather the strength to stand and face it.

usfwoody

I am hoping to mod a few buildings (nVidia Corp, Peg Seaports) to be I-M, I-HT cap relievers.  Based on what I have read, I feel I should be adding Demand Satisfied properties in these lots, via ilives reader.  Has anyone done this?  Is this the correct method?  Thanks!

RippleJet

Quote from: usfwoody on August 31, 2010, 05:57:55 AM
I am hoping to mod a few buildings (nVidia Corp, Peg Seaports) to be I-M, I-HT cap relievers.  Based on what I have read, I feel I should be adding Demand Satisfied properties in these lots, via ilives reader.  Has anyone done this?  Is this the correct method?

Yes, e.g. if you'd like to provide an ID and IHT CAP relief of 10,000 you'd add this in Reader:


  • Demand Satisfied 0x4B00, 10000, 0x4C00, 10000

Once you've entered that, this is how it will appear in Reader (all in hex):


  • Demand Satisfied 0x00004B00, 0x00002710, 0x00004C00, 0x00002710

Heides

Sorry to necro this thread (again), but there's no other tutorial I could find dealing specifically with these demand values and interactions.

   I started morning yesterday with a little sc4 study to learn exactly how to use Demand and Capacity Created/Satisfied properties of lots work and to set jobs, and found this thread.  After reading it I was completely confused, but attributed it to early morning brain fog.  I read it twice more later and still couldn't make complete sense of it.  So after another try today I decided to draw up a schematic to help me visualize it.  There is still confusion, but I think I learned why.
   I looks to me as if there was some cross-wiring in the terminology, and that it started with Maxis or the tool developers (whoever named the demand/supply properties) and was then amplified by loose use in this guide.

   First, please examine the schematic.  This is my visual decipherment of this guide as read word for word as best as I could, using the same terminology where applicable. Lists of demand cap-busters and the health-education-wealth relationships are the only additions based on external knowledge.

   Is that about right?  Where do I have it wrong?

   Now, if I've got the relationships reasonably correct, there's a couple of points of confusion.  First, the terminology.
QuoteNine of these RCI types have a built-in CAP, corresponding to the largest supply (capacity) that can be allowed in a city.
Understood.  Demand has a limit, and the max supply = max demand = demand capacity (assuming equilibrium).
Quote
A CAP (also called CAP status) is normally given as a percentage:
   CAP Status (in %) = 100 × Actual Capacity / Current CAP

E.g., consider a new city with a R§ capacity of 5,000.
That city's R§ CAP status would thus be:
   CAP Status = 100 × 5000 / 50000 = 10%

Note that none of the CS types are capped.
Thus, there is no limit on how much CS capacity a city can have.
So CAP means "capacity", or limit, of the "demand".  This is a fixed number until cap-busters (parks, etc) are applied.  But here "capacity" and "demand" are being used interchangeably.  "Actual Capacity" (in this quote and as labeled in my diagram) should probably be called "(Current) Demand".  Furthermore, there seems to be little distinction between "demand" and "supply" and these are also seemingly interchangeable throughout the guide.
   I think this all starts with a confusion in the actual naming of the exemplar properties.  The way I understand it, ignoring the real property names for a minute, is that "Demand" is like a bunch of empty jars that want to be filled.  Whenever you fill a jar you satisfy demand, or in other words provide supply.  But until you get something to help you carry more, you are limited to only one crate of jars, which is the "Demand Capacity".
   Now, refer to my diagram with attention to the terms "Demand Created", "Demand Satisfied" and the worst one "Capacity Satisfied".  Adding an empty jar is "Demand Created" - perfect.  But increasing the size of the crate is "Demand Satisfied", and should instead be "Capacity Created".  And filling a jar is called "Capacity Satisfied" when "Demand Satisfied" would make more sense.  And a better use for the term "Capacity Satisfied" would be synonymous with what was called "CAP Status" in the above quote.
   This is how it should look to me.

   So, have I been spinning on my chair too much or is the original as twisted backwards as it looks to me.  You can see we're speaking different languages here.  Please explain where I've got it wrong.

   As an aside, when I was looking through some lots on SC4Tool and making a list of all the different building exemplar properties I wrote down "Capacity Created".  There's no mention of that in this guide or anywhere on these forums.  I would bet my last beer I saw it in a lot, but was I just assuming there would be one to go with the others?


   Getting past terminology and now using the language of the guide rather than my own logic, next point of confusion is where "Demand Created" originates and where it goes. 
QuoteIn addition to satisfying capacity as shown above, each commercial and industrial capacity is transformed into jobs.
In other words, there's a Demand Created for Workforce, all in accordance with the Census Drives (Demand for Workforce).
The Demand for Workforce in turn is the main engine for residential growth (see Demand Created below).
Following this carefully and word for word, in context with the rest of the section, it appears that a building directly generates "capacity satisfied", but "demand created" is an indirect function of that and is derived from RCI capacity AKA demand AKA "actual capacity" in my diagram.  And from there is where "demand created" is sent to the workforce drives.
   In my understanding, this is obviously incorrect since that number comes directly from the building exemplar.  The exemplar contains both "capacity satisfied" and "demand created".  Is the building sending one to the actual capacity and one to the workforce/census drives, in each direction?  And if so, maybe there's still be some secondary data coming from the actual capacity handler directly to the drives, but it's probably not necessary  Like this.




QuoteCivic jobs given this way do not create any demand for workforce though.
As noted above, only Commercial and Industrial Capacity leads to Workforce Demand.

Thus, Maxis circumvented this by Creating the same Demand on Amenities as on Jobs.
This will lead to the same residential growth as a corresponding increase in Workforce Demand would:
Lastly, am I about right with the civic jobs thing? Civics pass two sets of values: demand created [jobs] and [amenities].  The jobs are completely ignored data (because "jobs" is handled by demand for workforce process, and those are IND/COM specific??).  The amenities are added directly to the census drives for job allocation and then to Res actual capacity.


   I suppose I could forget I ever read this thread and not try to understand how it all works.  I would live if I just learned how to use the object properties.  Much of it is handled in the Xtool anyway, from what I've been reading.  But there's no joy in knowing the time without watching the gears tick and tock.
Target: You
Method: Finger
Praxis: Point
Calibration: Aim
pew pew

RippleJet

Quote from: Heides on February 07, 2011, 10:06:57 AM
Sorry to necro this thread (again)

Oh please, I would have been more sorry if you would have posted this elsewhere! :P


Quote from: Heides on February 07, 2011, 10:06:57 AM
After reading it I was completely confused

Ahh, objective fulfilled... ;D  ... ehm... maybe not... $%Grinno$%


Quote from: Heides on February 07, 2011, 10:06:57 AM
I looks to me as if there was some cross-wiring in the terminology, and that it started with Maxis or the tool developers (whoever named the demand/supply properties) and was then amplified by loose use in this guide.

In a nutshell, yes! ;)


Quote from: Heides on February 07, 2011, 10:06:57 AM
First, please examine the schematic.  This is my visual decipherment of this guide as read word for word as best as I could, using the same terminology where applicable. Lists of demand cap-busters and the health-education-wealth relationships are the only additions based on external knowledge.

I love that one... karma point awarded! :)


Quote from: Heides on February 07, 2011, 10:06:57 AM
Is that about right?  Where do I have it wrong?

The influence of health...
Each residential building in the saved game contains the maximum capacity, the actual capacity and the workforce (through the HQ).
Let's take an example:

1. Let's assume a R$$ building with a maximum capacity of 100.
2. Let's assume the desirability is 90% of the maximum, which would put the actual capacity at 90.
3. The workforce is a percentage of the actual capacity... all in accordance with two properties in the Residential Simulator;
    Health Quotient to Life Expectancy Curve and Life Expectancy to Workforce % Curve:
       If HQ is 0, then the workforce is 40% of the residential capacity.
       If HQ is 200, then the workforce is 60% of the residential capacity.

In addition to this, the EQ is checked, and thus the workforce (which is of a certain wealth $, $$ or $$$) for each building is further categorized into one of 4 EQ levels.
All these 12 workforce classes (3 wealths and 4 EQ levels) are summed locally and regionally.
Based on them, the Workforce Drives now set the Drives (demands) for different kinds of RCI jobs.


Quote from: Heides on February 07, 2011, 10:06:57 AM
So CAP means "capacity", or limit, of the "demand".

Yes... I am myself not fully convinced if the original meaning of CAP was just that, a cap, or if it indeed was an acronym for Capacity...


Quote from: Heides on February 07, 2011, 10:06:57 AM
This is how it should look to me.

There's no way I could disagree with you here. ;)


Quote from: Heides on February 07, 2011, 10:06:57 AM
As an aside, when I was looking through some lots on SC4Tool and making a list of all the different building exemplar properties I wrote down "Capacity Created".  There's no mention of that in this guide or anywhere on these forums.  I would bet my last beer I saw it in a lot, but was I just assuming there would be one to go with the others?

I'll have that beer, thank you! :)
There's no such property as Capacity Created. :P


Quote from: Heides on February 07, 2011, 10:06:57 AM
In my understanding, this is obviously incorrect since that number comes directly from the building exemplar.  The exemplar contains both "capacity satisfied" and "demand created".

This is where I will have to disagree... you'd normally not find those two properties in the same exemplar.
An RCI building exemplar only contains Capacity Satisfied.
And you'd find Demand Created only in buildings offering civic jobs.


Quote from: Heides on February 07, 2011, 10:06:57 AM
Is the building sending one to the actual capacity and one to the workforce/census drives, in each direction?  And if so, maybe there's still be some secondary data coming from the actual capacity handler directly to the drives, but it's probably not necessary  Like this.



In a way, yes, but not quite...
Each CI lot exemplar in the saved game contains the maximum capacity, actual capacity, and the distribution of the capacity into jobs of three wealth classes.
That distribution is in accordance with the Census Drives, and the numbers are in fact decimal numbers (not integers).
Let's take an example:

1. Let's assume a CO$$ building with a maximum capacity of 100.
2. Let's assume the desirability is 90% of the maximum, which would put the actual capacity at 90.
3. In accordance with the CO$$ Census Drives (this is where they come in), that capacity is divided into:
       40% $ Jobs = 36 $ Jobs
       50% $$ Jobs = 45 $$ Jobs
       10% $$$ Jobs = 9 $$$ Jobs

All local (city-wide) jobs and regionally extrapolated jobs are summed up into Total Jobs, separately for each wealth.
The total jobs in turn contribute by 200% in raising the corresponding residential demand ($ Jobs raise R$ demand, and so on).


Quote from: Heides on February 07, 2011, 10:06:57 AM
Lastly, am I about right with the civic jobs thing?

Yes. The important thing is that they directly increase the demand for jobs, in other words, they do provide jobs.


Quote from: Heides on February 07, 2011, 10:06:57 AM
I suppose I could forget I ever read this thread and not try to understand how it all works.  I would live if I just learned how to use the object properties.  Much of it is handled in the Xtool anyway, from what I've been reading.  But there's no joy in knowing the time without watching the gears tick and tock.

Oh, I fully agree! And I hope I've increased your confusion understanding at least a little bit... :)

Gringamuyloca

@ RippleJet....

I second the Karma point for Heides!!  &apls :thumbsup: :thumbsup:... and I think you deserve one too!  &bis&

@Heides Thank you for this conversation!  ()flower()

&idea The way you asked the questions and provided incredible diagrams, and RippleJet's succinct reply... WOW... thing make a lot more 'sense' now!

Thank you both!

Cheers!  :sunny:
Tamara

Heides

#9
Thank you for taking the time to go through this so thoroughly.  I appreciate all the clarifications.  They helped a lot.  Everything is making sense now, and I'm glad it served to put it in focus for someone else, too.  This thread is linked from various others and I'm sure other people have come here and struggled.  :thumbsup:


Quote from: RippleJet on February 08, 2011, 12:21:57 PM
1. Let's assume a R$$ building with a maximum capacity of 100.
2. Let's assume the desirability is 90% of the maximum, which would put the actual capacity at 90.
3. The workforce is a percentage of the actual capacity... all in accordance with two properties in the Residential Simulator;
       Health Quotient to Life Expectancy Curve and Life Expectancy to Workforce % Curve:
I see what you mean.  I think I should have a red flow from the Health box joining to the Demand Created red flow line, just like I did for Wealth and Edu.  And while I'm at it, create a box for desirability that buffers the Res Buildings from their Capacity Satisfied flows.  Health and desirability seem to cut off at the head (within the Res Sim) the "working population" and "actual capacity", respectively.
Quote from: RippleJet on February 08, 2011, 12:21:57 PM
In addition to this, the EQ is checked, and thus the workforce (which is of a certain wealth $, $$ or $$$) for each building is further categorized into one of 4 EQ levels.
All these 12 workforce classes (3 wealths and 4 EQ levels) are summed locally and regionally.
Based on them, the Workforce Drives now set the Drives (demands) for different kinds of RCI jobs.
I think I had this covered for Wealth and Edu.  Although unlike the health and desirability, they should probably flow directly into the WF drive.  Maybe health should too.  But my diagram is intended to be conceptual, not an accurate algorithmic flow.  That whole section could stand to be dissected, but that's outside the scope of this thread.  Your examples give us a good understanding of it.

Quote from: RippleJet on February 08, 2011, 12:21:57 PM
An RCI building exemplar only contains Capacity Satisfied.
And you'd find Demand Created only in buildings offering civic jobs.
Ahh gotcha.  Had it right in the diagram from following your explanations, but I should have checked it in some actual building exemplars.

Quote from: RippleJet on February 08, 2011, 12:21:57 PM
The total jobs in turn contribute by 200% in raising the corresponding residential demand ($ Jobs raise R$ demand, and so on).
So total Res Demand is derived from (2x) total Jobs for each wealth class, not from surplus jobs as I had it in the gray box insert.  This makes more sense for calculations within the game engine.

I don't think you've left me with any real question I can't answer for myself with a little research, but I'd appreciate confirmation on these:   :-\
1. Unlike CI jobs, census drives do not distribute workers by wealth class for civic jobs.  That means you can specify how to distribute them.  Evenly, concentrated, or like Example#5 below exclusively to one wealth class where zero $ and $$ sims will ever work there.  Correct?
2. As far as the traffic simulator which connects sims to jobs is concerned, civic jobs are pooled together with CI jobs into Jobs$, Jobs$$ and Jobs$$$.  No priority is given to filling civic jobs.  So fully funded and functional schools/hospitals/etc can theoretically have zero sims working there. Yes?
3. And one more
Quote from: Heides on February 07, 2011, 10:06:57 AM
Civics pass two sets of values: demand created [jobs] and [amenities].  The jobs are completely ignored data (because "jobs" is handled by demand for workforce process, and those are IND/COM specific??).  The amenities are added directly to the census drives for job allocation and then to Res actual capacity.
I see I was partly wrong.  I misunderstood that Amenities counted for jobs AND for res demand.  But Jobs are not ignored.  They are still the jobs the building makes available just like CI jobs after they've been through the census drives, only these don't require processing by the census drives and are fed directly to the traffic simulator. And Amenities have nothing to do with jobs, but directly increase the demand for residential.  The two are given the same values in order to keep a balance.  I just wanted to clear that up for anyone reading.  But it brought something else to mind.

If we can artificially inflate demand for C&I like the Maxis casino or Example#5 below do, could we not inflate R demand by setting Jobs to less than Amenities in Demand Satisfied?  Of course if we do this by any significant amount we'd probably throw off the balance of sims vs jobs and create unemployment and residential delapitation.  No matter how much the city grows, there will always be X more demand for sims than there is for jobs, where X=Amenities-Jobs for that building. Am I right?  Or is there some other factor that smooths it out?


Okay, so now....

Quote from: Dark_horse_spirit on October 26, 2008, 06:40:58 AM
This is very good info, thanks for sharing, Do you have an example of the practical aplication of it. How do I use this to adjust my own demands.
CAM certainly is a practical application! But how can us lesser-deities and modding-worms put it to use?
Let's give our new understanding a test drive.   ?$%kar&%h

Ex1 - Midrise Luxury Condo - RES $$$.  Accommodates 350 $$$ sims:
Capacity Satisfied: R$=950, R$$=600, R$$$= 350
R$ & R$$ are delapitated values.  CS and CO can delapitate too, but Ind just abandons (ie there is no I-M$, I-M$$, I-M$$$... just I-M)
Full capacity never attained without desirability at 100% and sufficient residential demand for appropriate wealth class.

Ex2 - Tool and Die Plant - IND-M
Capacity Satisfied: IM=100  --> According to census drives, will employ (at most) 5 R$$$ sims, 45 R$$ sims, and 50 R$ sims.

Ex3 - Public Child Daycare - Civic.  Provides 50 total jobs, increases R$ and R$$ capacity in city, sims want to live nearby, makes sims and com/ind employers happy (Mayor Rating).
Demand Created: Jobs$=30, Jobs$$=20, Jobs$$$=0, R$=30, R$$=20, R$$$=0
Demand Satisfied: R$=1500, R$$=1000, R$$$=0
Park Effect:  20 over 25 tiles
Mayor Rating: 1 over 60 tiles

Ex4 - Butterfly Sanctuary - CS$$ or Landmark.  Employing landscapers, biologists, and tour guides. As an attraction, it improves Com business nearby.
Landmark Effect = 60 over 30 tiles
Capacity Satisfied: CS $$=100  --  Will employ (at most) 5 R$$$ sims, 45 R$$ sims, and 50 R$ sims. Oi. I blame C&P. Thanks Tage.
Will employ (at most) 5 R$$$ sims, 27 R$$ sims, and 68 R$ sims.
OR
Demand Created: Jobs$=68, Jobs$$= 27, Jobs$$$=5, R$=68, R$$=27, R$$=5
[Note-to-self]: Can RCI buildings have landmark effect? If not, then this must be Landmark.  Can Landmark have jobs? Landmark is essentially a civic I think, and can use Demand Satisfied for jobs. Must research & update this.

Ex5 - Congress/Parliament - Where overpaid politicians work hard for Big Corp (using casino 'cheat' described in the first post) and hardly work for Lil Sim (all RCI).
Demand Satisfied: Jobs$=0, Jobs$$=0, Jobs$$$=150, R$=0,R$$=0, R$$$=150, CO$$$ = 10000, ID = 10000
Mayor Rating: -10 over 500 tiles
Target: You
Method: Finger
Praxis: Point
Calibration: Aim
pew pew

RippleJet

Quote from: Heides on February 10, 2011, 10:41:28 PM
1. Unlike CI jobs, census drives do not distribute workers by wealth class for civic jobs.  That means you can specify how to distribute them.  Evenly, concentrated, or like Example#5 below exclusively to one wealth class where zero $ and $$ sims will ever work there.  Correct?

Correct. ;)
There are in fact two ingame rewards that only provide $$$ jobs;
the Stock Exchange with 15 $$$ jobs and the Movie Studio with 34 $$$ jobs,


Quote from: Heides on February 10, 2011, 10:41:28 PM
2. As far as the traffic simulator which connects sims to jobs is concerned, civic jobs are pooled together with CI jobs into Jobs$, Jobs$$ and Jobs$$$.  No priority is given to filling civic jobs.  So fully funded and functional schools/hospitals/etc can theoretically have zero sims working there. Yes?

Yes. All jobs are equally attractive.
To a $$ sim looking for work, it doesn't matter if it's an industrial, commercial or civic job.
The traffic simulator's pathfinder only looks for the nearest available $$ job.
Thus, a remotely situated school would probably not have any teachers at all... &scl()


Quote from: Heides on February 10, 2011, 10:41:28 PM
3. And one moreI see I was partly wrong.  I misunderstood that Amenities counted for jobs AND for res demand.  But Jobs are not ignored.  They are still the jobs the building makes available just like CI jobs after they've been through the census drives, only these don't require processing by the census drives and are fed directly to the traffic simulator. And Amenities have nothing to do with jobs, but directly increase the demand for residential.  The two are given the same values in order to keep a balance.  I just wanted to clear that up for anyone reading.  But it brought something else to mind.

If we can artificially inflate demand for C&I like the Maxis casino or Example#5 below do, could we not inflate R demand by setting Jobs to less than Amenities in Demand Satisfied?  Of course if we do this by any significant amount we'd probably throw off the balance of sims vs jobs and create unemployment and residential delapitation.  No matter how much the city grows, there will always be X more demand for sims than there is for jobs, where X=Amenities-Jobs for that building. Am I right?  Or is there some other factor that smooths it out?

As far as i know, there's nothing else to smooth it out.
And I'm quite sure it's possible to imbalance the equations... ::)


Quote from: Heides on February 10, 2011, 10:41:28 PM
Let's give our new understanding a test drive.   ?$%kar&%h

Quite good examples! :thumbsup:
I was only able to find one minor mistake:

Quote from: Heides on February 10, 2011, 10:41:28 PM
Capacity Satisfied: CS $$=100  --  Will employ (at most) 5 R$$$ sims, 45 R$$ sims, and 50 R$ sims.

This should be:
Capacity Satisfied: CS $$=100  --  Will employ (at most) 5 R$$$ sims, 27 R$$ sims, and 68 R$ sims.

Lior


jmyers2043

Hey Lior

Quote from: Lior on September 21, 2011, 08:12:10 AM
Nice tutorial. But what's CAP???

This is the census shot from a town called Bloomingland. The population is 62,000. There are 42,000 R$ Sims and 19,000 R$$ Sims. The city is all low density RCI right now. I'm building the city with the usual police, fire, education, and medical. But I do not have any churches or parks yet.

Look at the R$$. You'll see that the cap is 98%. CAP means that I'll not be able to grow any R$$ soon unless I plop a park or church or landmark. Plopping a chruch or a reward will lower the CAP back down to 50% or lower and residential zones will start to develop R$$ homes again.



Hope this helps

- Jim

Jim Myers  (5th member of SC4 Devotion)

Lior

Hm... So the higher is the percentage of the CAP, the lower are chances of growing a specific RCI building?

Kitsune

more like the higher the cap... the less of a chance of growing that specific sector of your city. So a 98% cap of r-$$ means you only have 2% remaining. To put this in numbers... lets say you have 9800 r-$$ pop, and have a 98% cap. That means, without any cap modifer's, you only have room for 200 more R-$$. The same principle works for everything from i-r to co-$$$. Its why cap relief is critical to high population. Here is a screen cap from my region. Note I play the game very differently, and in this case all my r is low density homes on a 1x1 lot, except for the r-$$$, which is a variety of sizes.

~ NAM Team Member

Lior

Hmmm, and just by plopping a park or a reward like a church will reduce the CAP?? And your CAP for R$$$ is 0%, does it mean that you dont have any R$$$ on tour city? And where can I download this census repository vault??

Kitsune

yes. I hiked the tax to 20 and used a modify demand thingie to put the r-$$$ in the negatives. This is because the r-$$$ tends to take over my 1x1 zones like a bad pox. You can download the census thingie here -> http://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1831
~ NAM Team Member

Lior

#17
Well, after many times of careful reading of ths tutorial, I think I finally got to figure out this complex system that involves demand. But something are still confusing me.

- The ID of R$ Census, at my Reader, is 1011, and not 1010. This ID is for the exemplar Residential $.
- When you say Amenities R$, is the same of saying R$ CAP?

And I'd like to a correct one information given here. According to Prima Guide, seaports doo provide industrial cap reliefs: " Industrial Demand Caps are relieved by both Seaports and Airports, though in different ways." (page 75)