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Another thing WhiteFang. If I have high rise assets form the workshop, that really tall structures that have 2 to 3x the height of the default vanilla buildings, your mod take it in consideration and add more households/jobs?
I'm thinking in creating a medium and a high density theme to use im my cities to mymic the 3 density zonings from SC4, and I want to know if the "High" Density Theme will flood my city with people jobs.
Thank you. =)
<IndustryFarm_1 space_pp="150" level_height="25" lvl_0="90" lvl_1="10" lvl_2="0" lvl_3="0" />
I have also received reports that the other two big mods no longer work properly. :-(
@Blackdragonbird - Use a value of 256 for space_pp which makes the employment be approximate a quarter of the vanilla game which is about 4 employees for the largest block (1024 sqm)
For specialist industry..
Level 1 is the extraction buildings which are the oil pumps/mines/farms/wood harvesting areas.
Level 2 are the oil refineries, furniture factories, food factories, refineries, etc.
I am slowly updating the documentation but I'll try and get it done this weekend.
The lines you want in Realistic Population are:
<IndustryFarm_1 modifier="40" lvl_0="90" lvl_1="10" lvl_2="0" lvl_3="0" />
<IndustryFarm_2 modifier="100" lvl_0="45" lvl_1="50" lvl_2="5" lvl_3="0" />
<IndustryForest_1 modifier="40" lvl_0="90" lvl_1="10" lvl_2="0" lvl_3="0" />
<IndustryForest_2 modifier="100" lvl_0="40" lvl_1="55" lvl_2="5" lvl_3="0" />
The 'modifier' tag is the scaler that effects how many jobs are provided. A value of 100 will give (on average) 16 jobs on a 4x4 farm, 50 will give 8, 25 will give 4 (these numbers are effected by a random number generator, so setting them to exsact values isn't possilbe. This mod is equivilent to setting the modifer to 50.
What is the formula to calculate the jobs I want? If I want 4 jobs in a building, what value a put in the XML? What the proportion?
Thanks.
Thanks. =)