Tutorial:Demand, Supply and CAPs

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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.


Contents

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 §§§


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

Commercial (and a little industrial) CAP relief is given by airports, based on their usage. Industrial (and a little commercial) CAP relief is given by seaports, based on their usage. Industrial CAP relief is given by each freight truck or freight train leaving town.

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.


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.

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