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iemfi

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Proper Hardness (now with more fire)

My biggest gripe with the game is the lack of any challenge. So here's my attempt at fixing it, haven't had time to test it much, but it seems to work ok. Thanks to Copernicus for the snippet of code he posted in his mod.
  • Added a wealth counter to residential buildings, every time a worker leaves for work or to shop it goes down, when the worker succeeds in reaching their destination it goes up. Your tax rate affects the amount it goes up by. Needs to pass a threshhold to level up the building, and the building will get abandoned if it gets too low.
  • Made it much more likely for fire to spread.
  • Added flooding.
  • Made it much harder for traffic to despawn.
  • Made it much harder for Cims taking public transport to despawn.
  • Increased the number of residents who travel to offices.
  • Halved progression milestone cash reward.
  • Increased construction costs (especially highways, subways, and wonders).
  • Increased maintenance costs by 40%.
  • Increased chance of Cims using their car.
  • Greatly increased unlock price and allow 25 tiles.
  • Increased tax rate effect on happiness.
  • Workers were less likely to want to go to work when a lot of cars were out, removed this.
  • Cims live a little longer (more seniors in your city), this should also have the benefit of having less spiky death spikes.

*Note: Because of the way cims decide to use a vehicle or not, some cims will try to walk to work and fail if they are too far away and there is no public transport. So for now public transport is mandatory with this mod (although cims can walk quite far).

Mod: http://steamcommunity.com/sharedfiles/filedetails/?id=408706691.
 
Last edited:

Leermeister

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Yeah I like the work buffer thing, as it is some type of punishment for the problem.

Is there anyway to use these features separately? Or just activate the buffer and not other things.

good job
 

Copernicus

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@iemfi: Your despawn timer does not work. You are just setting the despawn threshold to 500, but the blockCounter is a byte and will never exceed 255. Your cars will not despawn.
 

Copernicus

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I do disable that as well, yes. I am not sure about the real difference between the two despawning methods though. I find that vehicles despawn much less frequently due to the congestion flag.
 

Reichl22

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Mar 8, 2015
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Guys (iemfi and copernicus), could you please tell us - do we need both mods (works [did they even works together?] somehow different) or only this one (works same and this one has more tweaks)?
 

maddogmark25

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Feb 26, 2015
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Definitely one of my favorite mods, but the increased costs make it incredibly difficult to start a new city. IMO it should be a little less painful to start a new city, maybe increase starting money a little bit with this mod to make up for the increased costs in the beginning? I can barely make 1 stretch of road without killing off my cash supply.
 

Copernicus

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@iemfi: Another comment. In the original game, it is checked whether the blockCounter is equal to 150/100. The blockCounter is stored in save games, thus your mod will lead to cars not despawning after deactivating the mod.
 

aethyr_

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Copernicus

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@iemfi: I have experimented further and I recommend not tinkering with the blockCounter at all. It really only accounts for blocking vehicles. To properly disable despawning, clear the congestion flag.
 

PForsberg

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I got the problem, that tings start to flicker when I use this mod. When I am closing up to my areas water hydrants and other objects flicker as hell ... anyone else with this issue ?