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Maxis Ordinances

Started by RippleJet, September 26, 2008, 04:09:04 PM

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RippleJet

Maxis Ordinances
Benefits, detriments and costs

This list contains all ordinances defined by Maxis.
There are exactly 20 of them, and they are predefined in the game's exe file.
Thus, additional ordinances cannot be added, but the existing ones can be modded to a certain degree.

The ordinances are listed in alphabetical order by their exemplar names within SimCity_1.dat.
The name given for an ordinance is not necessarily the same as seen in game.
In the game they are given in LTEXT files separately for each language.

The number in front of an ordinance is the Instance ID of the ordinance exemplar (you won't need these numbers).
The Type ID and Group ID for all Ordinance Exemplars are 0x6534284A, 0xA9C2C209 (you won't need those either).



C2BF1E04  Car Smogging
Enactment Cost:
20 §
Retractment Cost:
10 §
Monthly Cost:
20 §
+ 0.005 § per person
Air Pollution Effect:
0.90
(decreased by 10%)
Mayor Rating:
-5
 
A2BF1DDC  Carpool Incentive
Enactment Cost:
10 §
Retractment Cost:
10 §
Monthly Cost:
50 §
+ 0.010 § per person
 
A2BF1E43  Clean Air
Enactment Cost:
20 §
Retractment Cost:
10 §
Monthly Cost:
20 §
+ 0.005 § per person
Air Pollution Effect:
0.90
(decreased by 10%)
I-D Demand Effect:
0.9967
(decreased by 0.33%)
 
00D0723D  CPR Training
Enactment Cost:
10 §
Retractment Cost:
10 §
Monthly Cost:
50 §
+ 0.005 § per person
Health Quotient Boost Effect:
110
(increased by 10%)
 
40D07236  Free Clinics
Enactment Cost:
10 §
Retractment Cost:
10 §
Monthly Cost:
50 §
+ 0.005 § per 1 § funding of Medical Clinics
Health Quotient Boost Effect:
110
(increased by 10%)
 
A0D07129  Gambling
Enactment Cost:
0 §
Retractment Cost:
20 §
Monthly Income:
100 §
Crime Effect:
1.20
(increased by 20%)
Enables the Casino
 
815B4CEF  Junior Sports
Enactment Cost:
20 §
Retractment Cost:
10 §
Monthly Cost:
100 §
+ 0.005 § per 1 § funding of Parks
Crime Effect:
0.95
(decreased by 5%)
Park required
 
22F6E80C  Landfill Gas Recovery
Enactment Cost:
20 §
Retractment Cost:
10 §
Monthly Cost:
20 §
+ 0.001 § per person
Air Pollution Effect:
0.97
(decreased by 3%)
Landfill required
Gas power plant required
 
62BF1DB9  Neighborhood Watch
Enactment Cost:
10 §
Retractment Cost:
10 §
Monthly Cost:
10 §
+ 0.001 § per person
Crime Effect:
0.95
(decreased by 5%)
Police station required
 
E0D0722E  Nuclear Free Zone
Enactment Cost:
10 §
Retractment Cost:
10 §
Monthly Cost:
50 §
+ 0.002 § per person
I-Ag Demand Effect:
1.0033
(increased by 0.33%)
I-Ht Demand Effect:
0.9983
(decreased by 0.17%)
Mayor Rating:
+5
Nuclear Plants unavailable
 
22F6E81B  Paper Reduction
Enactment Cost:
20 §
Retractment Cost:
10 §
Monthly Cost:
20 §
+ 0.005 § per person
Garbage Effect:
0.90
(decreased by 10%)
Co§§ Demand Effect:
0.9967
(decreased by 0.33%)
Co§§§ Demand Effect:
0.9983
(decreased by 0.17%)
 
82B9999B  Power Conservation
Enactment Cost:
20 §
Retractment Cost:
10 §
Monthly Cost:
0 §
+ 0.005 § per person
Power Reduction Effect:
0.90
(decreased by 10%)
I-D Demand Effect:
0.9950
(decreased by 0.50%)
I-M Demand Effect:
0.9950
(decreased by 0.50%)
I-Ht Demand Effect:
0.9950
(decreased by 0.50%)
Mayor Rating:
-10
 
E0D07233  Pro-reading campaign
Enactment Cost:
10 §
Retractment Cost:
10 §
Monthly Cost:
20 §
+ 0.005 § per 1 § funding of Libraries
School EQ Boost Effect:
110
(increased by 10%)
 
A2BF1DE5  Shuttle Service
Enactment Cost:
20 §
Retractment Cost:
10 §
Monthly Cost:
20 §
+ 0.005 § per person
Air Pollution Effect:
0.98
(decreased by 2%)
R§ Travel Strategy:
85/15/0
(instead of 80/20/0) for MT/Cars/Fastest
R§§ Travel Strategy:
35/0/65
(instead of 30/0/70) for MT/Cars/Fastest
R§§§ Travel Strategy:
15/75/10
(instead of 10/80/10) for MT/Cars/Fastest
 
62BF1DAA  Smoke Detectors
Enactment Cost:
10 §
Retractment Cost:
10 §
Monthly Cost:
0 §
+ 0.001 § per person
Flammability Effect:
0.95
(decreased by 5%)
 
C2F6E81F  Tire Recycling
Enactment Cost:
20 §
Retractment Cost:
10 §
Monthly Cost:
20 §
+ 0.001 § per person
Garbage Effect:
0.97
(decreased by 3%)
 
62F6E7CF  Tourist Promotion
Enactment Cost:
10 §
Retractment Cost:
10 §
Monthly Cost:
50 §
+ 0.005 § per 1 § funding of Landmarks
Cs§ Demand Effect:
1.0033
(increased by 0.33%)
Cs§§ Demand Effect:
1.0033
(increased by 0.33%)
Cs§§§ Demand Effect:
1.0033
(increased by 0.33%)
 
42BF1E18  Trash Presorting
Enactment Cost:
20 §
Retractment Cost:
10 §
Monthly Cost:
20 §
+ 0.003 § per 1 § funding of Recycling
Garbage Effect:
0.97
(decreased by 3%)
Recycling center required
 
02BF1DFA  Water Conservation
Enactment Cost:
10 §
Retractment Cost:
10 §
Monthly Cost:
50 §
+ 0.005 § per person
Water Use Reduction:
0.90
(decreased by 10%)
I-Ag Demand Effect:
0.9917
(decreased by 0.83%)
I-D Demand Effect:
0.9950
(decreased by 0.50%)
I-M Demand Effect:
0.9967
(decreased by 0.33%)
I-Ht Demand Effect:
0.9983
(decreased by 0.17%)
 
42BF1E18  Youth Curfew
Enactment Cost:
10 §
Retractment Cost:
10 §
Monthly Cost:
40 §
+ 0.002 § per person
Crime Effect:
0.95
(decreased by 5%)
Mayor Rating:
-10


Note that the Mayor Rating, when decreased, are not percentages.
The Mayor Rating can be any value between 0 and 255.
A reduction of -5 means the Mayor Rating is decreased by exactly 5 (not 5%).






At startup of a new city no ordinances are available until one month has elapsed.
After that month the following 16 ordinances become available:


  • Car Smogging
  • Carpool Incentive
  • Clean Air
  • CPR Training
  • Free Clinics
  • Gambling
  • Nuclear Free Zone
  • Paper Reduction
  • Power Conservation
  • Pro-reading campaign
  • Shuttle Service
  • Smoke Detectors
  • Tire Recycling
  • Tourist Promotion
  • Water Conservation
  • Youth Curfew

The remaining four ordinances all require certain buildings to be built first:


  • Junior Sports (Park)
  • Landfill Gas Recovery (Landfill + Gas Power Plant)
  • Neighborhood Watch (Police Station)
  • Trash Presorting (Recycling Center)


Two properties found in the ordinance exemplars are obviously unused:


  • Year Available (0 for all, except 1970 for Power Conservation)
  • Monthly Chance (0.005 for all ordinances)

sim-al2

I have a question about what you mean by "becoming available." In my game, almost all the ordinances (except the ones requiring certain buildings) are available immediately and can be enacted. Are you referring to something I don't know about?
(\_/)
(o.O)
(")_(")

RippleJet

Quote from: sim-al2 on September 26, 2008, 07:32:34 PM
I have a question about what you mean by "becoming available." In my game, almost all the ordinances (except the ones requiring certain buildings) are available immediately and can be enacted. Are you referring to something I don't know about?

I owe you a thank you, sim-al2, for correcting me on that! :thumbsup:
My initial testing was far from complete as I only noted that no ordinances are available at the startup of a new city.
Thus, I've rewritten the last part of the tutorial, and added info about unused properties... ::)

nerdly_dood

You say that the year has to be 1970 for power conservation... SimCities start at year 00 and would take one thousand nine nundred and seventy sim-years to allow that ordinance. But I've had some cities allow the ordinance - i don't really know which cities (big or small) but  I don't really fiddle around with ordinances much anyway - they don't seem to be very effective IMO - and also I mainly concentrate on making the city look good because gameplay is so HORRIBLY lagging because my single gigabyte of RAM has to contend with Windows Vista and also over two gigabytes of plugins.
My days here are numbered. It's been great and I've had a lot of fun, but I've moved on to bigger and better things.
—   EGO  VOBIS  VADELICO   —
Glory be unto the modder and unto the fun and unto the city game!

RippleJet

Quote from: nerdly_dood on September 27, 2008, 04:23:00 PM
You say that the year has to be 1970 for power conservation... SimCities start at year 00 and would take one thousand nine nundred and seventy sim-years to allow that ordinance.

That's why it's considered that property is unused. ::)
The Power Conservation Act is enabled February 1st, year 00, just like most other ordinances.

CabraBuitre

This is really awesome!  It helps really show what you're paying for...  It makes me wonder if it isn't more worthwhile to (for example) build more schools that are funded less than enabling one of the educational ordinances (or vice versa).  Having the actual costs per inhabitant AND the effectiveness allows us to make informed decisions!

Check out Abelfarei!

z

I thought I'd add some info I've learned about the pollution effect of these ordinances, and also what the effect of the traffic simulator is here.

The Air Pollution Effect of the Clean Air Act and the Car Smogging ordinance is cumulative; if you have both ordinances enabled, air pollution is reduced by 20%.  I would imagine that this applies to the smaller Air Pollution Effects of the Landfill Gas Recovery and the Shuttle Service as well.

Interestingly enough, the Air Pollution Effect does not cover all air pollution; specifically, it has no effect on air pollution emitted by vehicles.  This leads to the strange state of affairs where the Car Smogging ordinance has no effect on air pollution emitted by cars or other vehicles.

The NAM traffic simulator (and its Simulator Z predecessor) modifies the Clean Air Act by adding the Traffic Air Pollution Effect property, and setting it to 40% of its original value.  As the name implies, this property affects only the air pollution emitted by vehicles; it is in effect the complement of the Air Pollution Effect.  The Traffic Air Pollution Effect still takes effect only when the Clean Air Act is enabled, of course.  The 40% number can be modified in either direction by the Traffic Simulator Configuration Tool; this tool allows values anywhere from 0% to 200% to be used.

RippleJet

Quote from: z on July 14, 2010, 03:58:47 PM
The Air Pollution Effect of the Clean Air Act and the Car Smogging ordinance is cumulative; if you have both ordinances enabled, air pollution is reduced by 20%.

Or maybe just 19%... it's more likely that the total reduction is 0.90×0.90 = 0.81. ;)


Quote from: z on July 14, 2010, 03:58:47 PM
Interestingly enough, the Air Pollution Effect does not cover all air pollution; specifically, it has no effect on air pollution emitted by vehicles.  This leads to the strange state of affairs where the Car Smogging ordinance has no effect on air pollution emitted by cars or other vehicles.

Quite correct. ;)
Tropod also noticed this and thus RalphaelNinja added the Traffic Air Pollution Effect
(with the value of 0 - complete removal of traffic pollution) in his
Clean Air/Water/Traffic Ordinance, included from version 1.1 of his Radical Ordinance.

pepsibottle1

I read somewhere about some ordinances that were not completed but are hard coded in the exe.  Here's the link if you all are interested.

http://www.simtropolis.com/stex/details.cfm?id=16181

Seems sort of interesting. It's a shame that the devs weren't able to fit these in, but it sure would make a ambitious project to say the least. Too bad we can't access them. 
I love Simcity 4!

Terring7

In the comments of this add-on, we will find this comment by raildigga666: "***beware*** the discription leads you to believe that it does not replace an existing Ordinance but in fact it takes the place of the car pool incentive ordinance. With that said, it works great and is helpful, but misleading."
"The wisest men follow their own direction" Euripides
The Choice is Ours
---
Simtropolis Moderator here. Can I help? Oh, and you can call me Elias (my real name) if you wish.

RippleJet

To be honest, I have no idea what "unfinished ordinances" Madness would be referring to...
There's never been and never will be any more than 20 available ordinances, which are hard coded within the exe.

Also, seeing that Madness replaced the Carpool Incentive with his Lottery Ordinance...
If you've used his Lottery Ordinance and would want to remove it,
you'd find that the Carpool Incentive would now appear among the Monthly Income Ordinances, as seen below:



That picture is taken from my thread here.
Attached to the same post where that picture is, is also a small mod that resets the Maxis ordinances,
so that only Legalize Gambling appears as an income, the others as expenses.

I'm enclosing that mod to this post as well, just in case anyone would want it.