Newspaper: Difference between revisions

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==Removed Mac OS Debug Menu==
==Removed Mac OS Debug Menu==
[[File:SimCity 2000 (Mac OS Classic) - PaperText.png|thumb|Mac OS screenshot of removed menu]]
[[File:SimCity 2000 (Mac OS Classic) - PaperText.png|thumb|Mac OS screenshot of removed menu]]
In the MacOS Simcity 2000 1.0 release a hidden nonfunctional debug menu of all the possible newspaper story types was left in the release copy. This was later completely removed in 1.2
In the MacOS Simcity 2000 1.0 release a hidden nonfunctional debug menu of all the possible newspaper story types was left in the release copy. This was later completely removed in 1.2. Most stories are generated in [[SimulationRCIDemandUpdates]].


{| class="wikitable"
{| class="wikitable"
|+ This and a "Pass-Value" are required for the func.
|+ This and a "Pass-Value" are required for the func.
|-
|-
! Number !! Story-type !! Notes
! Number !! Story-type !! Pass-value !! Notes
|-
|-
| 0 || Weather||
| 0 || Weather|| unknown || Weather
|-
|-
| 1 || Junk||
| 1 || Junk || 0 ||Filler story
|-
|-
| 2 || Founding|| City Founded
| 2 || Founding||  0 ||City Founded
|-
|-
| 3 || Growth || City Progress (Mayor's House, City Hall)
| 3 || Growth ||  wCityProgression ||City Progress (Mayor's House, City Hall)
|-
|-
| 4 || Invent || Technology invented
| 4 || Invent ||  inventionID ||Technology invented
|-
|-
| 5 || Innovate || Technology invented
| 5 || Innovate ||  inventionID - 7 ||Technology invented
|-
|-
| 6 || War
| 6 || War || 0 || Filler story
|-
|-
| 7 || Market
| 7 || Market ||  wNationalEconomyTrend || when trends change, a new story is made
|-
| 8 || Sports||  rand() % 5 ||Filler story
|-
|-
| 8 || Sports
| 9 || Fed Rate Up ||  wNationalTax || Related to Fed rate increased.
|-
|-
| 9 || Fed Rate Up
| 10 || Fed Rate Down ||  wNationalTax || Related to Fed rate decreased.
|-
|-
| 10 || Fed Rate Down
| 11 || Politics||  0||Filler story
|-
|-
| 11 || Politics
| 12 || Diplomacy|| 0||Filler story
|-
|-
| 12 || Diplomacy
| 13 || Disaster||0||Filler story
|-
|-
| 13 || Disaster
| 14 || Medical|| 0||Filler story
|-
|-
| 14 || Medical
| 15 || Upbeat|| 0||Filler story
|-
|-
| 15 || Upbeat
| 16 || High Crime|| 0||
|-
|-
| 16 || High Crime
| 17 || High Traffic|| 0||
|-
|-
| 17 || High Traffic
| 18 || High Pollute|| 0||
|-
|-
| 18 || High Pollute
| 19 || Poor Educate|| 0||
|-
|-
| 19 || Poor Educate
| 20 || Poor Health|| 0||
|-
|-
| 20 || Poor Health
| 21 || Poor Employment|| 0||
|-
|-
| 21 || Poor Employment
| 22 || Fire|| word_4E86B4||
|-
|-
| 22 || Fire
| 23 || Flood|| word_4E86B4||
|-
|-
| 23 || Flood
| 24 || Plane Crash|| word_4E86B4||
|-
|-
| 24 || Plane Crash
| 25 || Heli Crash|| word_4E86B4||
|-
|-
| 25 || Heli Crash
| 26 || Tornado|| word_4E86B4||
|-
|-
| 26 || Tornado
| 27 || Earthquake|| word_4E86B4||
|-
|-
| 27 || Earthquake
| 28 || Monster|| word_4E86B4||
|-
|-
| 28 || Monster
| 29 || Meltdown|| word_4E86B4||
|-
|-
| 29 || Meltdown
| 30 || Microwave|| word_4E86B4||
|-
|-
| 30 || Microwave
| 31 || Volcano|| word_4E86B4||
|-
|-
| 31 || Volcano
| 32 || Pollution|| word_4E86B4||
|-
|-
| 32 || Pollution
| 33 || Chemical Spill|| word_4E86B4||
|-
|-
| 33 || Chemical Spill
| 34 || Hurricane|| word_4E86B4||
|-
|-
| 34 || Hurricane
| 35 || Riot|| word_4E86B4||
|-
|-
| 35 || Riot
| 36 || Old Power Plant|| unknown ||
|-
|-
| 36 || Old Power Plant
| 37 || Overcrowded Prisons|| 0||
|-
|-
| 37 || Overcrowded Prisons
| 38 || Teachers Complain|| 0||
|-
|-
| 38 || Teachers Complain
| 39 || Bridge Collapse|| 0||
|-
|-
| 39 || Bridge Collapse
| 40 || Bulldozer Upset|| 0||
|-
|-
| 40 || Bulldozer Upset
| 41 || Ordinance || OrdinanceNumber (0 - 19)|| whenever the city council randomly passes an ordinance a story is generated
|-
|-
| 41 || Ordinance
| 42 || Freds Opinion|| ||
|-
|-
| 42 || Freds Opinion
| 43 || Editor Opinion|| ||
|-
|-
| 43 || Editor Opinion
| 44 || Survey|| ||
|-
|-
| 44 || Survey
| 45 || MisSim|| ||
|-
|-
| 45 || MisSim
| 46 || Power Demand|| 0|| From [[SimulationDetermineCityIssuesCrisis]]. Sent if Power usage is or over 98.
|-
|-
| 46 || Power Demand
| 47 || Transit Demand|| 0|| From [[SimulationDetermineCityIssuesCrisis]]. Sent if Road, Bus, Subway and Train station tiles < City Population / 100
|-
|-
| 47 || Transit Demand
| 48 || Police Demand|| 0|| From [[SimulationDetermineCityIssuesCrisis]]. Sent if CityPop over 1000, and there isn't 1 Police Station or Prison every 20,000 CityPop.
|-
|-
| 48 || Police Demand
| 49 || Fire Demand|| 0|| From [[SimulationDetermineCityIssuesCrisis]]. Sent if CityPop over 1000, and there isn't 1 Fire Station every 20,000 CityPop.
|-
|-
| 49 || Fire Demand
| 50 || Water Demand|| 0|| From [[SimulationDetermineCityIssuesCrisis]]. Sent if CityPop over 1000, and Water usage is or over 98.
|-
|-
| 50 || Water Demand
| 51 || Hospital Demand|| 0|| From [[SimulationDetermineCityIssuesCrisis]]. Sent if CityPop over 3000, and there isn't 1 Hospital every 25,000 CityPop.
|-
|-
| 51 || Hospital Demand
| 52 || School Demand|| 0|| From [[SimulationDetermineCityIssuesCrisis]]. Sent if CityPop over 3000, and there isn't 1 School every 20,000 CityPop.
|-
|-
| 52 || School Demand
| 53 || Seaport Demand|| 0|| From [[SimulationDetermineCityIssuesCrisis]]. Sent if CityPop over 8000, city has river or ocean and there isn't 1 Rail Connection, Highway Connection or Seaport Crane for every 10,000 Industrial Pop.
|-
|-
| 53 || Seaport Demand
| 54 || Airport Demand|| 0|| From [[SimulationDetermineCityIssuesCrisis]]. Alternates with Com Connex Demand. Sent if CityPop over 8000, and there isn't 1 Road Connections or Runway tile for every 2,000 Commercial Pop.
|-
|-
| 54 || Airport Demand
| 55 || Zoo Demand|| 0|| From [[SimulationDetermineCityIssuesCrisis]]. Sent if CityPop over 8000, and there isn't 1 Recreational Tile for every 1,000 Residential Pop. Randomly alternates between all Recreational Demands.
|-
|-
| 55 || Zoo Demand
| 56 || Stadium Demand|| 0|| From [[SimulationDetermineCityIssuesCrisis]]. Sent if CityPop over 8000, and there isn't 1 Recreational Tile for every 1,000 Residential Pop. Randomly alternates between all Recreational Demands.
|-
|-
| 56 || Stadium Demand
| 57 || Marina Demand|| 0|| From [[SimulationDetermineCityIssuesCrisis]]. Sent if CityPop over 8000, and there isn't 1 Recreational Tile for every 1,000 Residential Pop. Randomly alternates between all Recreational Demands.
|-
|-
| 57 || Marina Demand
| 58 || Park Demand|| 0|| From [[SimulationDetermineCityIssuesCrisis]]. Sent if CityPop over 8000, and there isn't 1 Recreational Tile for every 1,000 Residential Pop. Randomly alternates between all Recreational Demands.
|-
|-
| 58 || Park Demand
| 59 || Ind Connex Demand|| 0|| From [[SimulationDetermineCityIssuesCrisis]]. Sent if CityPop over 8000, city doesn't have river or ocean and there isn't 1 Rail Connection, Highway Connection or Seaport Crane for every 10,000 Industrial Pop.
|-
|-
| 59 || Ind Connex Demand
| 60 || Com Connex Demand|| 0|| From [[SimulationDetermineCityIssuesCrisis]].  Alternates with Airport Demand. Sent if CityPop over 8000, and there isn't 1 Road Connections or Runway tile for every 2,000 Commercial Pop.
|-
|-
| 60 || Com Connex Demand
| 61 || Low Crime||0 ||
|-
|-
| 61 || Low Crime
| 62 || Low Traffic||0 ||
|-
|-
| 62 || Low Traffic
| 63 || Low Pollute||0 ||
|-
|-
| 63 || Low Pollute
| 64 || Good Educate||0 ||
|-
|-
| 64 || Good Educate
| 65 || Good Health||0 ||
|-
|-
| 65 || Good Health
| 66 || Good Employment||0 ||
|-
| 66 || Good Employment
|}
|}

Latest revision as of 11:10, 24 March 2025

The Newspaper subsystem is mostly flavor text but provides general feedback for "City Issues", replacing "Survey" in Simcity Classic.

Removed Mac OS Debug Menu

Mac OS screenshot of removed menu

In the MacOS Simcity 2000 1.0 release a hidden nonfunctional debug menu of all the possible newspaper story types was left in the release copy. This was later completely removed in 1.2. Most stories are generated in SimulationRCIDemandUpdates.

This and a "Pass-Value" are required for the func.
Number Story-type Pass-value Notes
0 Weather unknown Weather
1 Junk 0 Filler story
2 Founding 0 City Founded
3 Growth wCityProgression City Progress (Mayor's House, City Hall)
4 Invent inventionID Technology invented
5 Innovate inventionID - 7 Technology invented
6 War 0 Filler story
7 Market wNationalEconomyTrend when trends change, a new story is made
8 Sports rand() % 5 Filler story
9 Fed Rate Up wNationalTax Related to Fed rate increased.
10 Fed Rate Down wNationalTax Related to Fed rate decreased.
11 Politics 0 Filler story
12 Diplomacy 0 Filler story
13 Disaster 0 Filler story
14 Medical 0 Filler story
15 Upbeat 0 Filler story
16 High Crime 0
17 High Traffic 0
18 High Pollute 0
19 Poor Educate 0
20 Poor Health 0
21 Poor Employment 0
22 Fire word_4E86B4
23 Flood word_4E86B4
24 Plane Crash word_4E86B4
25 Heli Crash word_4E86B4
26 Tornado word_4E86B4
27 Earthquake word_4E86B4
28 Monster word_4E86B4
29 Meltdown word_4E86B4
30 Microwave word_4E86B4
31 Volcano word_4E86B4
32 Pollution word_4E86B4
33 Chemical Spill word_4E86B4
34 Hurricane word_4E86B4
35 Riot word_4E86B4
36 Old Power Plant unknown
37 Overcrowded Prisons 0
38 Teachers Complain 0
39 Bridge Collapse 0
40 Bulldozer Upset 0
41 Ordinance OrdinanceNumber (0 - 19) whenever the city council randomly passes an ordinance a story is generated
42 Freds Opinion
43 Editor Opinion
44 Survey
45 MisSim
46 Power Demand 0 From SimulationDetermineCityIssuesCrisis. Sent if Power usage is or over 98.
47 Transit Demand 0 From SimulationDetermineCityIssuesCrisis. Sent if Road, Bus, Subway and Train station tiles < City Population / 100
48 Police Demand 0 From SimulationDetermineCityIssuesCrisis. Sent if CityPop over 1000, and there isn't 1 Police Station or Prison every 20,000 CityPop.
49 Fire Demand 0 From SimulationDetermineCityIssuesCrisis. Sent if CityPop over 1000, and there isn't 1 Fire Station every 20,000 CityPop.
50 Water Demand 0 From SimulationDetermineCityIssuesCrisis. Sent if CityPop over 1000, and Water usage is or over 98.
51 Hospital Demand 0 From SimulationDetermineCityIssuesCrisis. Sent if CityPop over 3000, and there isn't 1 Hospital every 25,000 CityPop.
52 School Demand 0 From SimulationDetermineCityIssuesCrisis. Sent if CityPop over 3000, and there isn't 1 School every 20,000 CityPop.
53 Seaport Demand 0 From SimulationDetermineCityIssuesCrisis. Sent if CityPop over 8000, city has river or ocean and there isn't 1 Rail Connection, Highway Connection or Seaport Crane for every 10,000 Industrial Pop.
54 Airport Demand 0 From SimulationDetermineCityIssuesCrisis. Alternates with Com Connex Demand. Sent if CityPop over 8000, and there isn't 1 Road Connections or Runway tile for every 2,000 Commercial Pop.
55 Zoo Demand 0 From SimulationDetermineCityIssuesCrisis. Sent if CityPop over 8000, and there isn't 1 Recreational Tile for every 1,000 Residential Pop. Randomly alternates between all Recreational Demands.
56 Stadium Demand 0 From SimulationDetermineCityIssuesCrisis. Sent if CityPop over 8000, and there isn't 1 Recreational Tile for every 1,000 Residential Pop. Randomly alternates between all Recreational Demands.
57 Marina Demand 0 From SimulationDetermineCityIssuesCrisis. Sent if CityPop over 8000, and there isn't 1 Recreational Tile for every 1,000 Residential Pop. Randomly alternates between all Recreational Demands.
58 Park Demand 0 From SimulationDetermineCityIssuesCrisis. Sent if CityPop over 8000, and there isn't 1 Recreational Tile for every 1,000 Residential Pop. Randomly alternates between all Recreational Demands.
59 Ind Connex Demand 0 From SimulationDetermineCityIssuesCrisis. Sent if CityPop over 8000, city doesn't have river or ocean and there isn't 1 Rail Connection, Highway Connection or Seaport Crane for every 10,000 Industrial Pop.
60 Com Connex Demand 0 From SimulationDetermineCityIssuesCrisis. Alternates with Airport Demand. Sent if CityPop over 8000, and there isn't 1 Road Connections or Runway tile for every 2,000 Commercial Pop.
61 Low Crime 0
62 Low Traffic 0
63 Low Pollute 0
64 Good Educate 0
65 Good Health 0
66 Good Employment 0