| The economy #1097 |
| Updated: 4/27/03 |
OS/platforms(s): All |
Versions: All |
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Contributor/author(s): Kyle D.J.
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Supply and Demand
The economic supply and demand in your city involves interaction of the
following 7 parameters:
- Residential (Res) -- These are residents in your city (i.e., population).
- Commercial (Com) -- These are commercial activities in your city (i.e.,
commercial "population").
- Industrial (Ind) -- These are industrial activities in your city (i.e.,
industrial "population").
- Recreation (Recr) -- These are things for your residents to do when they are not
working (i.e., activities).
- Commercial Connections (Com CX) -- These are commercial relations with the economy outside of your
city (i.e., trade).
- Industrial Connections (Ind CX) -- These are industrial relations with
the economy outside of your city (i.e., import/export).
- Workforce (Work) -- These are jobs created in your city for your residents
(i.e., employment).
These interactions are shown in the picture below:
Available employment (Work) attracts residents (Res). These residents demand
recreation (Recr). The employment is created by commerce (Com) and industry (Ind).
Commerce and industry also demand connections (Com CX and Ind CX) to the rest of
SimNation.
The items built in your city influence supply and demand as shown in the
following table:
Supplies Demands Item
~~~~~~~~ ~~~~~~~ ~~~~
Rewards
128000 Recr 256 Work Amusement Park
9000 Recr 36 Work City Hall
37500 Recr 75 Work Country Club
-- 135 Work Courthouse
1750 Ind 500 Work Defence Contractor
25000 Recr 50 Work Geyser Park
10000 Recr 1 Work Historic Statue
6000 Recr 8 Work Lighthouse
6000 Recr 4 Work Mayor's House
-- 135 Work Medical Research Centre
2000 Res 1000 Work Military Base
48000 Recr 40 Work Performing Arts Centre
-- 375 Work Science Centre
125000 Recr 200 Work Stadium
480 Com 480 Work Stock Exchange
-- 500 Work University
750000 Recr, 250 Work Spaceport
750000 Ind CX,
750000 Com CX
Business Opportunities
-- 225 Work Maximum Security Prison
1750 Ind 250 Work Toxic Waste Conversion Plant
75000 Recr, 250 Work Casino Row
750 Com
25000 Recr, 250 Work Gigamall
1250 Com
Transportation
-- 2 Work Bus Station
-- 2 Work Subway Station
-- 2 Work Subway-to-Rail Station
-- 4 Work Train Station
25000 Ind CX -- Rail neighbour connections
25000 Com CX -- Subway neighbour connections
20000 Com CX, -- Highway neighbour connections
14000 Ind CX
12000 Com CX, -- Road neighbour connections
12000 Ind CX
Civic Services
-- 45 Work City College
-- 45 Work City Jail
-- 45 Work Fire Station
-- 45 Work Hospital
7000 Recr 20 Work Library
9000 Recr 45 Work Museum
-- 45 Work Police Station
-- 45 Work School
Entertainment
4000 Recr 16 Work Ballpark
2250 Recr 9 Work Big Park
24000 Recr 48 Work City Zoo
250 Recr 1 Work Fountain
9000 Recr 18 Work Marina
1000 Recr 4 Work Playground
1000 Recr 4 Work Pond
250 Recr 1 Work Small Park
Utilities
-- 36 Work Desalinization Plant
-- 18 Work Incinerator
-- 18 Work Recycling Centre
-- 18 Work Waste-to-Energy Incinerator
-- 16 Work Water Treatment Plant
Power Plants
-- 48 Work Coal Power Plant
-- 48 Work Fusion Power Plant
-- 48 Work Gas Power Plant
-- 48 Work Microwave Power Plant
-- 96 Work Nuclear Power Plant
-- 48 Work Oil Power Plant
-- 32 Work Solar Power Collector
Zones (effects are per tile)
23 Res 22 Recr LD LLV Res
19 Res 20 Recr LD MLV Res
18 Res 18 Recr LD HLV Res
73 Res 73 Recr MD LLV Res
71 Res 70 Recr MD MLV Res
67 Res 67 Recr MD HLV Res
157 Res 157 Recr HD LLV Res
151 Res 150 Recr HD MLV Res
147 Res 142 Recr HD HLV Res
20 Res 10 Recr Generic Res
18 Com 17 Work, 18 Com CX LD LMLV Com
17 Com 16 Work, 17 Com CX LD MHLV Com
64 Com 59 Work, 64 Com CX MD LMLV Com
61 Com 57 Work, 61 Com CX MD MHLV Com
130 Com 123 Work, 130 Com CX HD LMLV Com
128 com 117 Work, 128 Com CX HD MHLV Com
19 Com 19 Work, 19 Com CX Generic Com
19 Ind 17 Work, 20 Ind CX LD Dirty Ind
67 Ind 61 Work, 67 Ind CX MD Dirty Ind
130 Ind 127 Work, 130 Ind CX HD Dirty Ind
17 Ind 17 Work, 17 Ind CX LD Clean Ind
61 Ind 59 Work, 61 Ind CX MD Clean Ind
129 Ind 123 Work, 129 Ind CX HD Clean Ind
11 Ind 11 Work, 11 Ind CX Generic Ind
11 Ind 10 Work, 11 Ind CX Agriculture
100 Ind CX, 5 Work Airport
500 Com CX
250 Ind CX, 5 Work Seaport
100 Com CX
LD = Low Density
MD = Medium Density
HD = High Density
LLV = Low Land Value
MLV = Medium Land Value
HLV = High Land Value
LMLV = Low/Medium Land Value
MHLV = Medium/High Land Value
"Generic" tiles are under construction, accumulating garbage,
or abandoned.
Examples from the table:
- The Courthouse reward doesn't supply anything, but demands 135 workers.
- The Spaceport reward supplies 750 000 of each of recreation, commercial
connections and industrial connections, and it demands 250 workers.
- A road connection to a neighbouring city provides 12 000 of each of
commercial and industrial connections, and doesn't demand anything.
- A single tile of low-density residential zone with low land value provides
23 residents and demands 22 recreation.
- A single farm tile (agriculture) provides 11 industry, and demands 10
workers and 11 industrial connections.
Every city also starts with a base amount of economic connections.
These represent connections provided from outside the city that are beyond your control.
These drive your economy when your city is small. They are:
25000 Recreation (Recr)
25000 Commercial Connections (Com CX)
70000 Industrial Connections (Ind CX)
(As you can see the city starts with a stronger demand for industry than
commerce.)
As your city grows it will use this initial supply/demand to survive.
But once they are all used up you will need to add more to continue
growth. For example, the initial 25000 recreation will support about 25000
residents. To grow beyond this you need to increase the supply of
recreation in your city by building suitable recreation items, as listed in the
large table above. (This is often called "raising or relieving a
demand cap".)
Employment
Each job in the city attracts 2 residents. (Think of it this way: each Sim that moves to your city to find work brings with them on average one other
person who does not work, e.g., spouse, child, relative, etc.) So if for
example you want your city to grow to a population of 2 million, then you will
need 1 million jobs available. The large table above shows
how you can create these jobs.
There are always 150 Sims looking for work in your city, but not living in
your city (meaning they commute in). The simulation uses these commuters to help start
a new city when population and industry are very small. However once the city
starts growing, the importance of these external workers very rapidly becomes
negligible. For example when your population is 3000 (so 1500 workers), then you have 10 times as many workers living in your city as commute in.
Economic Phases
When population is low, it is the city's industry that employs most of the residents. As population increases, a greater percentage of Sims will find
work in commerce instead of industry. The following chart shows the required
distribution of commerce and industry based on population. The zoning in your city
should evolve to suit the trends in this chart:
To estimate the commerce and industry percentages in your city, use the
game's graph feature to display the data for commerce and industry. The
numbers at the right of that graph are the commercial and industrial sector
sizes. Compare these two numbers to determine the percentage distribution
between them in your city. Then compare your city's percentage to the
required percentage on the chart above (for your current residential population)
to determine if you should adjust your zoning distribution.
"Major events" influence the larger economy
of SimNation, and this affects the residential demand within your city. These
events are hard-coded into the game to occur at predetermined times. There
is nothing you can do to change these events. But knowing when they occur can
help explain why the residential demand plummets sometimes. The effect and duration of these
major events are shown in the table below. Also shown is the game year
assuming a starting year of 1900.
Duration Year Influence
[years] [%]
~~~~~~~~ ~~~~ ~~~~~~~~~
27 1900 0
3 1927 - 5
13 1930 0
2 1943 -90
14 1945 0
6 1959 -10
20 1965 0
2 1985 -50
3 1987 + 5
18 1990 0
2 2008 -90
22 2010 0
4 2032 -20
4 2036 +10
10 2040 0
2050
These fluctuations appear to be partly modelled after the historical economy of the USA. For example, the Great Depression appears as an influence of -5%
between 1927 and 1930, and World War II appears as -90% between 1943 and 1945.
After 2050 (again assuming a start of 1900) the cycle keeps repeating itself:
Duration Year Influence
~~~~~~~~ ~~~~ ~~~~~~~~~
27 2050 0
3 2077 - 5
13 2080 0
2 2093 -90
14 2095 0
...etc.
Effect of Taxation on RCI Demand
The RCI tax rates affect demand (and thus growth potential) for their respective zones. For any given population there is a
"neutral" tax rate
which has no effect upon demand. If the tax rate is set lower than this neutral rate, then demand will be
increased (encourages growth). If the tax rate is set higher than the
neutral rate, then demand will be decreased (encourages decline). So there is a trade-off between tax revenues and zone demand. These trends are shown in the following
chart:
Note that above 320 000 population there is no further change. At the higher populations there is virtually no growth benefit due to low taxes, and high
taxes carry a huge demand penalty. Keeping tax rates set equal to the neutral tax rate may be the best strategy. The trends for neutral tax rate versus
population are shown in the following chart:
Again, these are the RCI tax rates which will have no effect upon demand.
There is no further change above 320 000 population (i.e., the neutral tax rate
remains 5%).
Effect of Ordinances on Demand
The following ordinances influence the demand for commerce and industry:
Tourist Promotion +15% Com & -1.5% Ind
Water Conservation -3% Ind
Power Conservation -3% Ind
Industrial Waste Disposal -2% Com & -8.5% Ind
See also
RCI building density table
RCI building density table (detailed)
Land value vs. density tables
Bonds, Taxes, and Neighbour Deals
Knowledge Tree
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