Municipal buildings: are added demands worthwhile?
Posted: Wed Jan 24, 2018 6:28 pm
I was just thinking about this while testing some high-density seeding for Riga and other cities. If you wind up the building density slider for a large city, it will tend to seed with a lot of municipal buildings. The Commercial Building, Department Store, and Retail are fine because at least they do something (they demand Paper, Clothing and Goods respectively) and their footprints are reasonable. The rest of them (Church, Cinema, Museum, Radio Station, School House and Stadium) do absolutely nothing AFAICT, except add a bit of eye candy and chew up a lot of valuable real estate that could be used for other things.
Edit: Aha! Just found out that the Commercial Building supplies and demands pax and mail, while the Cinema, Church, Department Store, Museum and Stadium supply and demand pax. That leaves the Radio Station and School House being the ones that do nothing, which I suppose is ok.
It's the latter that bugs me, since with a high building density you can easily get a seed which has two stadiums and two museums, as well as a department store and whatever else. This not only looks a bit over the top, but it chews an awful lot of useful building space within the city's restricted building region.* This leads me to thinking that if these things are going to infest your city they should at least do something useful. It would also be handy to be able to fine tune their seeding rates (I've had a look at this thread).
I know Jim modded the department store, but his added demands may be a bit much for more common buildings like stadiums and museums. I was thinking that demand levels similar to a large house might be more suitable for integration into a large range of existing scenarios, but not with all the same cargoes as houses. It doesn't make sense for a museum to demand Diesel, but OTOH it would make sense for it to demand Paper and Furniture. A stadium could demand Furniture and Alcohol. Etc, etc. Something like this might work well:
Church: 0.03 Alcohol*(= 1 Small House), 0.01 Furniture (= 1 Small House), 0.01 Paper (= 1 Small House).
*For communion wine.
Cinema: 0.08 Furniture (= 2 Large Houses), 0.24 Milk* (= 2 Large Houses), 0.04 Paper (= 1 Large House), 0.24 Produce (= 2 Large Houses).
*For milk shakes.
Museum: 0.04 Furniture (= 1 Large House), 0.10 Goods (= 2 Small Houses), 0.04 Paper (= 1 Large House).
Radio Station: 0.04 Furniture (= I Large House).
School House: 0.08 Furniture (= 2 Large Houses), 0.08 Paper (= 2 Large Houses), 0.10 Goods (= 2 Small Houses), 0.08 Toys (= 1 Large House).
Stadium: 0.08 Paper (= 2 Large Houses), 0.16 Furniture (= 4 Large Houses), 0.20 Goods (= 1 Large House), 0.24 Alcohol (= 2 Large Houses), 0.24 Meat (= 2 Large Houses), 0.16 Cheese (= 2 Large Houses).
Has anyone ever played around with editing these buildings to include small demands of common cargoes?
*This is always 32 economic cells, sometimes minus a bit depending on exactly where the city centre marker is in relation to the economic grid. The base shape is a 6x6 square with the four corners cells removed, but the generated shape will distort to some extent depending on the exact terrain and city marker placement.
Edit: Aha! Just found out that the Commercial Building supplies and demands pax and mail, while the Cinema, Church, Department Store, Museum and Stadium supply and demand pax. That leaves the Radio Station and School House being the ones that do nothing, which I suppose is ok.
It's the latter that bugs me, since with a high building density you can easily get a seed which has two stadiums and two museums, as well as a department store and whatever else. This not only looks a bit over the top, but it chews an awful lot of useful building space within the city's restricted building region.* This leads me to thinking that if these things are going to infest your city they should at least do something useful. It would also be handy to be able to fine tune their seeding rates (I've had a look at this thread).
I know Jim modded the department store, but his added demands may be a bit much for more common buildings like stadiums and museums. I was thinking that demand levels similar to a large house might be more suitable for integration into a large range of existing scenarios, but not with all the same cargoes as houses. It doesn't make sense for a museum to demand Diesel, but OTOH it would make sense for it to demand Paper and Furniture. A stadium could demand Furniture and Alcohol. Etc, etc. Something like this might work well:
Church: 0.03 Alcohol*(= 1 Small House), 0.01 Furniture (= 1 Small House), 0.01 Paper (= 1 Small House).
*For communion wine.
Cinema: 0.08 Furniture (= 2 Large Houses), 0.24 Milk* (= 2 Large Houses), 0.04 Paper (= 1 Large House), 0.24 Produce (= 2 Large Houses).
*For milk shakes.
Museum: 0.04 Furniture (= 1 Large House), 0.10 Goods (= 2 Small Houses), 0.04 Paper (= 1 Large House).
Radio Station: 0.04 Furniture (= I Large House).
School House: 0.08 Furniture (= 2 Large Houses), 0.08 Paper (= 2 Large Houses), 0.10 Goods (= 2 Small Houses), 0.08 Toys (= 1 Large House).
Stadium: 0.08 Paper (= 2 Large Houses), 0.16 Furniture (= 4 Large Houses), 0.20 Goods (= 1 Large House), 0.24 Alcohol (= 2 Large Houses), 0.24 Meat (= 2 Large Houses), 0.16 Cheese (= 2 Large Houses).
Has anyone ever played around with editing these buildings to include small demands of common cargoes?
*This is always 32 economic cells, sometimes minus a bit depending on exactly where the city centre marker is in relation to the economic grid. The base shape is a 6x6 square with the four corners cells removed, but the generated shape will distort to some extent depending on the exact terrain and city marker placement.