Advanced Worker Travel Mod.
This would be a mod from the developer. In other words optional just like the 3 mods in the vanilla game. Processor load would assuredly be altered.
Some things would have to be worked on first:
Fix cims piling up at transit stops. Only allow cims to use a transit stop in their path if the number of cims already at the stop waiting for the transit vehicle they are going to use is less than 2x the capacity of the vehicle. (Or something of this nature)
Fix stuck in the park bug. Other things which cause cims to be stuck.
Suggested changes before releasing the mod:
Improve traffic lane usage. Split Office from Industrial.
Add employee numbers to the info on service buildings. I noticed that hearse drivers don't have homes (they are not 'real cims') but I saw a car at the hospital which belonged to a person working there. This a good thing I think. If it's not already so, for all service buildings make it so service drivers aren't real, but employees are.
Allow cims to be stuck longer before they despawn.
Allow cims to refigure their path one time. If a cim were triggered to despawn, instead of despawning they would exit their vehicle if in one and advance one leg on foot and then calculate a new path to their destination. (Or something of this nature.)
The proposal:
For the mod:
Maybe make slowest speed run a little slower for the mod if needed.
Keep in mind that days aren't really days and months will be 28 days.
Allow cims to be stuck longer before they despawn.
Allow cims to refigure their path once as I proposed above, but if they fail the second try they despawn and don't make it work.
How to decide how many workers need to show up at a particular building?
Assumption: the game uses a certain percentage of the total population to decide how many cims to represent in game at once (max 65000).
Assumption: people need to be represented doing other things than going to work.
T = Total number of Cims employed.
A = Number of cims in the city who are assigned as active 'workers' for the week.
B = Total number of buildings which need employees.
W = Sector weight of a building.
Calculated based on their work sector. You would have to assign a value to each sector (Commercial Industrial/Office, and Service) by how many buildings of each type are present in the city. Use 2 decimal places.
Example: I have 12 total buildings - 6 industrial buildings, 2 Commercial, 1 Office, and 3 Service. Commercial (2 buildings) would have a weight of .16. Industrial/Office (7) aweight of .58 and Service (3) a weight of .25.
F = Size factor of a building.
This is set in the building properties. Set when the building is built or changes number of employees through leveling up (also it would change if a building with a new 'highest number of employees' appeared in the city). Use 1 for the building with the highest number of employees in the game. All other buildings are figured proportionally from this 'highest' building.
Example: In a town where the highest number of employees in a building is a level 1 industry (16 employees). A building with 4 employees in that town would have an S factor of .25. If in that same town you built a hospital with 20 employees. The building with 4 employees would have a new factor of .2 and the industry building would have a new factor of .8.
S = Number of different sectors. For the existing game, this number is 3 (Commercial, Industrial/Office, and Service.
E = ((T * A)/B) * (S * W * F) = Number of people needed to be at work for any specific building for next month.
Example: Entire City is calculated Monday Week 1 of the month.
You have a city with:
6 industrial buildings with 16 employees each. 2 industrial buildings with 9 employees each.
2 commercial buildings with 8 employees each, 3 commercial buildings with 4 employees each.
1 Service building with 10 employees. 1 Service building with 5 employees, 1 service building with 3 employees.
T = 160
W = .5 (arbitrary constant I made up since I don't know how this is assigned in the current game)
B = 16
S = Industrial .5 (16/8)
Commercial .31
Service .18
F = 16 employees 1
10 employees .62 (10/16)
9 emp .56
8 emp .5
5 emp .31
4 emp .25
3 emp .18
The first part of the calculation ((T*A)/B) = ((160 * 5)/16) = 5 for all buildings in this city.
(emp. per bulding) xbuildings of this type =total
Service with 10 emp E=5 * (3 * .18 * .62) = 1.674 (round up to 2) x1 2
Service with 5 emp E=5 * (3 * .18 * .31) = .837 (1) x1 1
Industrial with 16 emp E=5 * (3 * .5 * 1) = 7.5 (8) x6 42
Commercial with 4 emp E-5 * (3 x .31 * .25) = 1.1625 (2) x3 6
Service with 3 emp E= .486 (1) x1 1
Industrial with 9 emp E= 4.2 (5) x2 10
Commercial with 8 emp E= 2.325 (3) x2 6
___________________________________________________________________________________
Total 70 people traveling to work that month.
70 is obviously less than 80(W), but this is ok. It could be more than 80 if you have a lot of tiny buildings in your city.
Also keep in mind that only one sector is activated per week and that it can take more than a "week" for a cim to travel to work.
How this impacts building performance.
Tax collection/payouts are now on a monthly basis. Stagger zone tax collection and payout times to divide processor workload.
For example:
Commercial 'fires' on Monday week 1, Residential/Leisure on Monday Week 2, Industrial/Office on Monday week 3, Service on Monday week 4.
At this time for each building in the sector that 'fires' you calculate the efficiency for the previous month, and calculate the number of cims needed for 100% building efficiency in the upcoming month (E).
Previous months Efficiency is E (Employees needed) / the number of employees who actually made it to work in the previous month.
For those that produce taxes, the buildings expected taxes are multiplied by the Efficiency and that amount of tax is collected.
Take a business, for example a level 1 industry with 16 employees. For this example we'll say E is 4. If only 2 Cims arrived at work in the previous month, the business would be at 50% efficiency and only pay 50% taxes.
For Service and buildings the efficiency would impact the number of vehicles/services available for the following month.
For buildings with vehicles.
Let's say you have a fire station which has 8 employees and E = 3 for the building that month. The station has 6 trucks. If only 2 people make it to work on time, your efficiency is 2/3. Only 4 trucks would be available in the upcoming month.
For buildings which cims visit/have a capacity it would impact the number of cims able to be served.
For things like hospitals that have both vehicles and cim capacity, the efficiency would also determine how many patients they could serve.
Commercial would impact the amount of shoppers they could service.
Leisure buildings efficiency would impact the 'fun level' provided to visitors. (I have no idea how Leisure works now, but you get the idea I think)
Budget levels: Would impact the number of employees as well as the level of service level/number of service vehicles. Spending more on services would employ more people and benefit by increasing performance/capacity/number of vehicles, but also puts more people on the road.
So with all that said
You (the player) would not want cims to despawn.
Benefits of the system.
Would still allow cims to despawn but with consequences.
Easy to plug in new zone types.
Building efficiency could also be used to impact how imports/exports/commercial supplies work.
Tourism easy to plug in
Provides more depth for those wanting more 'city simulator' activities. (me included)
Easter Egg:
Would possibly create "rush hours" because of the staggered zone firing.
This would be a mod from the developer. In other words optional just like the 3 mods in the vanilla game. Processor load would assuredly be altered.
Some things would have to be worked on first:
Fix cims piling up at transit stops. Only allow cims to use a transit stop in their path if the number of cims already at the stop waiting for the transit vehicle they are going to use is less than 2x the capacity of the vehicle. (Or something of this nature)
Fix stuck in the park bug. Other things which cause cims to be stuck.
Suggested changes before releasing the mod:
Improve traffic lane usage. Split Office from Industrial.
Add employee numbers to the info on service buildings. I noticed that hearse drivers don't have homes (they are not 'real cims') but I saw a car at the hospital which belonged to a person working there. This a good thing I think. If it's not already so, for all service buildings make it so service drivers aren't real, but employees are.
Allow cims to be stuck longer before they despawn.
Allow cims to refigure their path one time. If a cim were triggered to despawn, instead of despawning they would exit their vehicle if in one and advance one leg on foot and then calculate a new path to their destination. (Or something of this nature.)
The proposal:
For the mod:
Maybe make slowest speed run a little slower for the mod if needed.
Keep in mind that days aren't really days and months will be 28 days.
Allow cims to be stuck longer before they despawn.
Allow cims to refigure their path once as I proposed above, but if they fail the second try they despawn and don't make it work.
How to decide how many workers need to show up at a particular building?
Assumption: the game uses a certain percentage of the total population to decide how many cims to represent in game at once (max 65000).
Assumption: people need to be represented doing other things than going to work.
T = Total number of Cims employed.
A = Number of cims in the city who are assigned as active 'workers' for the week.
B = Total number of buildings which need employees.
W = Sector weight of a building.
Calculated based on their work sector. You would have to assign a value to each sector (Commercial Industrial/Office, and Service) by how many buildings of each type are present in the city. Use 2 decimal places.
Example: I have 12 total buildings - 6 industrial buildings, 2 Commercial, 1 Office, and 3 Service. Commercial (2 buildings) would have a weight of .16. Industrial/Office (7) aweight of .58 and Service (3) a weight of .25.
F = Size factor of a building.
This is set in the building properties. Set when the building is built or changes number of employees through leveling up (also it would change if a building with a new 'highest number of employees' appeared in the city). Use 1 for the building with the highest number of employees in the game. All other buildings are figured proportionally from this 'highest' building.
Example: In a town where the highest number of employees in a building is a level 1 industry (16 employees). A building with 4 employees in that town would have an S factor of .25. If in that same town you built a hospital with 20 employees. The building with 4 employees would have a new factor of .2 and the industry building would have a new factor of .8.
S = Number of different sectors. For the existing game, this number is 3 (Commercial, Industrial/Office, and Service.
E = ((T * A)/B) * (S * W * F) = Number of people needed to be at work for any specific building for next month.
Example: Entire City is calculated Monday Week 1 of the month.
You have a city with:
6 industrial buildings with 16 employees each. 2 industrial buildings with 9 employees each.
2 commercial buildings with 8 employees each, 3 commercial buildings with 4 employees each.
1 Service building with 10 employees. 1 Service building with 5 employees, 1 service building with 3 employees.
T = 160
W = .5 (arbitrary constant I made up since I don't know how this is assigned in the current game)
B = 16
S = Industrial .5 (16/8)
Commercial .31
Service .18
F = 16 employees 1
10 employees .62 (10/16)
9 emp .56
8 emp .5
5 emp .31
4 emp .25
3 emp .18
The first part of the calculation ((T*A)/B) = ((160 * 5)/16) = 5 for all buildings in this city.
(emp. per bulding) xbuildings of this type =total
Service with 10 emp E=5 * (3 * .18 * .62) = 1.674 (round up to 2) x1 2
Service with 5 emp E=5 * (3 * .18 * .31) = .837 (1) x1 1
Industrial with 16 emp E=5 * (3 * .5 * 1) = 7.5 (8) x6 42
Commercial with 4 emp E-5 * (3 x .31 * .25) = 1.1625 (2) x3 6
Service with 3 emp E= .486 (1) x1 1
Industrial with 9 emp E= 4.2 (5) x2 10
Commercial with 8 emp E= 2.325 (3) x2 6
___________________________________________________________________________________
Total 70 people traveling to work that month.
70 is obviously less than 80(W), but this is ok. It could be more than 80 if you have a lot of tiny buildings in your city.
Also keep in mind that only one sector is activated per week and that it can take more than a "week" for a cim to travel to work.
How this impacts building performance.
Tax collection/payouts are now on a monthly basis. Stagger zone tax collection and payout times to divide processor workload.
For example:
Commercial 'fires' on Monday week 1, Residential/Leisure on Monday Week 2, Industrial/Office on Monday week 3, Service on Monday week 4.
At this time for each building in the sector that 'fires' you calculate the efficiency for the previous month, and calculate the number of cims needed for 100% building efficiency in the upcoming month (E).
Previous months Efficiency is E (Employees needed) / the number of employees who actually made it to work in the previous month.
For those that produce taxes, the buildings expected taxes are multiplied by the Efficiency and that amount of tax is collected.
Take a business, for example a level 1 industry with 16 employees. For this example we'll say E is 4. If only 2 Cims arrived at work in the previous month, the business would be at 50% efficiency and only pay 50% taxes.
For Service and buildings the efficiency would impact the number of vehicles/services available for the following month.
For buildings with vehicles.
Let's say you have a fire station which has 8 employees and E = 3 for the building that month. The station has 6 trucks. If only 2 people make it to work on time, your efficiency is 2/3. Only 4 trucks would be available in the upcoming month.
For buildings which cims visit/have a capacity it would impact the number of cims able to be served.
For things like hospitals that have both vehicles and cim capacity, the efficiency would also determine how many patients they could serve.
Commercial would impact the amount of shoppers they could service.
Leisure buildings efficiency would impact the 'fun level' provided to visitors. (I have no idea how Leisure works now, but you get the idea I think)
Budget levels: Would impact the number of employees as well as the level of service level/number of service vehicles. Spending more on services would employ more people and benefit by increasing performance/capacity/number of vehicles, but also puts more people on the road.
So with all that said
Benefits of the system.
Would still allow cims to despawn but with consequences.
Easy to plug in new zone types.
Building efficiency could also be used to impact how imports/exports/commercial supplies work.
Tourism easy to plug in
Provides more depth for those wanting more 'city simulator' activities. (me included)
Easter Egg:
Would possibly create "rush hours" because of the staggered zone firing.
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