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XML configuration file settings
This page is for Realistic Population Revisited version 1.x. It does not apply to Realistic Population 2 (except for when Realistic Population 2 is set to use legacy calculations).
This page describes the settings in the WG_RealisticCity.xml file and what they do. Any of these settings can be changed in your favourite XML or text editor.
The game will auto-generate a replacement settings file (with the mod default settings) if this file is missing or damaged. If you want to reset to the defaults, simply delete the file.
The location and other information about the file can be found in the configuration files page.
Firstly, the total floor space for a building (approximately shown as the scaffolding during construction) is calculated as:
- floor space = (building width) x (building length) x (floor(building height divided by level_height) plus ground_mult) However, if the calc variable is set to "plot", this changes the floor space calculation to:
- floor space = (width in cells) x (length in cells) x 64 (each cell is 8m by 8m) x (floor(building height divided by level_height) plus ground_mult)
The number of households in a residential buildings is calculated as:
- number of household = floor space / (space_pp x 5) A minumum number is applied to this calculation:
- 1 for low density
- For high density, the minimum is the higher of 2 or 90% of the number of floors
The total number of workplaces in an employment building is calculated as:
- total number of workers = floor space / space_pp
For workplace buildings, the ground_mult variable adds a constant number of floors (on top of the calculation involving level_height) to a building type.
strictCapacity at the population root node enables forcing people out of their homes or workplaces if the building volume is reduced after levelling up. Default is true.
Attempts to set space_pp or level_height to less than 1 will cause them to be set to 100 and 10 respectively. Setting ground_mult to less than 0 will result in a value of 0 being used.
Total workplaces is broken down proportionally by education level. lvl_0, lvl_1, lvl_2 and lvl_3 (uneducated, educated, well educated, highly educated)
The child elements of bonusHouseHold contain the name of the asset and the value of the override. This override will always set the total number of households to this value. Example:
- asset name
This option is to add buildings not in the bonus segment with a value of 0.
Setting this option to true will enable all future bonus household updates. It will not over ride any user added buildings.
Same as override households.
Traffic (especially commercial buildings where large buildings will draw more people towards it) Demand (via population numbers. But no detrimental effect).
Production (except for offices).
The power, water, sewage, garbage and wealth (income) values in the XML are multiplied by the number of households, or production units for the building.
Wealth will affect how much income will be received from those buildings. This value is supplemented by the land value of the building.
The value of visitors is for commercial only, and is measured in one hundredths of a person per land cell. This sets the customer count for a building and the pull of customers to the shops.
The value of production for industry is measured in one hundredths of a production unit per land cell. This will affect extraction and deleption of non renewable resources, where the default value of the game is 100.
For offices, this is the number of employees required to make one production unit.
- Depletion of non renewable resources (oil, ore).
- Comsumption values for the building producing resources (all except commercial).
The noise and ground values in the XML are multiplied by the number of households (for residential buildings) or production units (for workplaces) for the building.
Residential and commercial do not have ground pollution.