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- By Mr_MaisonHello everyone. This will be my custom content showcase and workshop thread. In all the years I been a member here, I never uploaded any content but enjoying great work by other members. I take this opportunity to say Thank You to all content makers for making our city building experience so enjoyable. I feel that making content is overdue for me and I want to give back to the community. I have some buildings and trees that I will be showing in upcoming updates to this thread. I will also be asking for advice and help.
6/19/2019 Release: Silver Birch 2 Link https://steamcommunity.com/sharedfiles/filedetails/?id=1774634417
More info on last pages of this thread.
Note: This post was edited 5/29/2015 to reserve this first post for all current updates. - By henrylzyI was trying to make a line network but I got confused when the editor ask me to select a template. I chose road and selected a random road as template, but after I tried to use the mesh I made as segment and node, the network I built doesn't have any textures.
I'm trying to give more informations but I'm just so confused about whether I should choose road or not, and the purpose of road textures (road map, pavement map). - By OcramsRzrMost of the features first proposed by @boformer for the Total Overhaul Mod have already been implemented, either in patches or (often popular) mods. Therefore, I think that if the Total Overhaul Mod is to ever be released, it should be limited in scope to things not already covered. Most important is 'Citizen wealth level and growable wealth level are separated' and is the only feature of the minimum viable product.
So... who wants to make this happen? Who can help? What has been done so far?
Foundation
The mod uses the existing assets and shaders of the game (with new textures and occasionally scaled meshes and a few tweaked models every once in a while, maybe with some workshop assets with permission).
The mod will be compatible with as many other mods as possible
The mod is inspired by SimCity 2013, Cities XL, and real life
Citizens & Migration
Citizens entering would consist mostly of single young adults
Citizens will sometimes move to a new home when the wealth level changes, only in certain situations they will 'upgrade' their existing home
Citizen wealth level depends on their job
Education Levels
6 Education levels
Illiterate - no school Uneducated - Elementary/Primary School only Literate - Middle/Secondary School Educated - High/Preparatory school Well Educated - Community College (vanilla university) Highly Educated - University/Campus
Uneducated label switches to 'oneschool' and Illiterate is 0 schools (‘uneducated’ in code), Educated becomes 'fourschools'
Illiterate workers only demanded by farms, working forests, and the poorest, smallest industry (though this type of industry will hire mostly uneducated workers)
The Hadron Collider wonder will be changed to either provide ‘fourschools’ education or ‘sixschools education’ depending on whether the button is pressed to exclude college education
Universities will be able to take not only Community College educated students but also High School educated students and grant them the highest level of education
Community Colleges will be able to educate at least literate students
Wealth Levels
5 main wealth levels for residential
L1 - Precarious Proletariat (poor) L2 - Working Class (low-wealth) L3 - Stable Middle Class (medium-wealth) L4 - Upper Middle Class (high wealth) L5 - Upper Class (rich) Ultra-poor (squatters) and Ultra-rich (Tier 6 Unique Building) extra levels (late-game challenges)
Citizen wealth tied to jobs
Certain workplaces will pay more for a certain education level than others
Overeducated workers are paid according to their job title (so if Cities: Skylines gives the better job title to overeducated workers, then they get paid more, otherwise they are paid the same as just barely qualified workers)
Demand
Separate demand bars for poor/low/medium/high/rich wealth
Separate demand bars for retail goods (generic), food (Local and Organic Produce), fuel (gas stations in generic), and luxury goods (from unique factories)
New demand bar for logistics (provided by generic offices and Industries warehouses)
New demand bar for business hotels (demanded by offices), cheap hotels, middle-class hotels, and luxury hotels (tourism)
Negative demand possible
Zone Types & Zoning
New Hotel zone (generic/no AD would be limited to business hotels, which help offices)
Either have 3 densities of zones or have densities depend on district policy (whichever is easier)
Single-family working-poor housing (low-density L1) do not require electricity or water (though they prefer it)
Single-family working-class housing (low-density L2) do not require water (though they prefer it)
Medium-density impoverished housing do not require electricity or water (though they prefer it)
Medium-density will not require public transport, high density does, all densities benefit/desire
Growables & 'Upgrading'
All of the vanilla growables are reclassified (correct density and wealth level)
Citizen wealth level and growable wealth level are separated (adjacent wealth levels can live in the same building (example working class, middle class, and upper-middle class in a middle-class condominium)
Buildings will not disappear when you change zones (they might be repurposed or abandoned, texture and props changed)
Multiple plots can merge when a building is replaced, or a plot can be split up
Buildings of a certain type (density, wealth level, lot size, asset) will form accumulations (the first building that spawns works as a seed)
Might require subbuildings to work
Attractivity & Density
SC4-style Attractivity Data Maps for every wealth level
Residential attractivity depends on proximity to services, parks, commercial zones, public transport and untouched nature (weight depends on wealth level)
Commercial attractivity depends on proximity to services, roads (traffic density) and public transport
Medium-density buildings will only spawn when attractivity and demand pressure are high
High-density (skyscrapers) will only spawn when attractivity, land value and demand pressure are extremely high
Taxes, Budget and Service Capacity
Separate taxes for every wealth level
Each subsequent wealth earns twice as much
Taxes heavily influence demand and migration (high taxes for businesses = no jobs)
Service budget depends on service usage (but of course also the number of buildings)
The budget will adapt automatically, service buildings with more 'customers' in range receive more money
There will be a slider in every building info window that lets you modify the service intensity/quality (from 50% to 150%)
When you are in debt and the balance is negative, the government will force you to shut down certain services (traffic infrastructure -> education -> medical treatment -> power/water)
City Services
Water pumps and service buildings are prioritized when there is not enough electricity
Every service building only has a certain capacity. A popup will warn you when the capacity is reached
Buildings will work over capacity, though at a reduced service quality (that means the service quality you defined with the slider cannot be reached)
Problems & Events
Low-wealth people have a far higher tolerance for noise, pollution, and missing services
High-wealth and super-rich citizens have a lower tolerance and will move to a different home or leave the city
Simulation Feedback
Chirpy will be supplemented with a news station Chirper account (like CNN's twitter feed) that will give you better feedback and different sounds (green alert, yellow alert and red alert get very different sounds, uses current red-circled numbers for hidden messages)
Non-news chirps can be hidden (and chirp sound turned off) but missed chirps will add up as they do now (though they will be next to the news chirps and a faint blue instead of red)
The news messages will mention the district or direction (north, east, center...)
Icons will flash up when the wealth level of a citizen or business changes, or when the attractivity or happiness changes
Difficulty & Unlocks
'Waiting for money' or leaving the simulation running the whole night will likely not work
There will be a stable and unstable state, cities will drop back to the stable state when something goes wrong
The stable state: Low-density homes with 60% poor, 20% low wealth, 15% medium-wealth, 4% upper-middle class and 1% high-wealth citizens. Higher-density homes might be abandoned (missing water/electricity/services). This state is usually reached when the government shuts down your services and you are in the debts
The unstable state: This one can only be reached by your actions. The population will grow all the time, which increases the challenge - By gobrownsIs there a way to change a building's color to white? Selecting white on in the Asset Editor or Painter mod seems only to return building to its original color.
- By billhannumPlease tell me how to hide district name labels, stars, policies, etc. in campus, university, industrial districts, etc. I want to see just the city; without floating words, stars, symbols, etc. I tried to subscribe to 'Toggle It!' but it givers an error message. In the past we could use a mod (? user interface?) to toggle district names on and off, but says that it isn't supported now. Thanks!
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Modtile A program to efficiently render and serve map tiles for www.openstreetmap.org map using Apache and Mapnik. Requirements OSM map data imported into PostgreSQL using osm2pgsql Mapnik renderer along with the OSM.xml file and map symbols, worldboundaries shapefiles.