Any existing high-density heavy factories will be automatically downgraded to the vanilla ones. Any existing high-density heavy factories will be automatically upgraded, so in a large city you'll end up with an instant surplus. The point I'm aiming at is basically that zoning for it isn't a loss, but it doesn't turn into a cash cheat, either, and it doesn't remove the incentive to build more manufacturing and high-tech instead if you can. They still do pay a lot more tax per factory, but it is still quite a bit lower than an equivalent manufacturing factory. I've reduced their profits per unit sold to half (mass-production lowers prices), and increased their maintenance per factory by 6 times, so they don't pay insanely high taxes. A city with twice as many elites as unskilled workers is kinda silly. On the whole, because you need less heavy factories and can build more manufacturing and high-tech, you'll still end up with a lot less unskilled workers in the city, but I still wanted to have a half-way believable number of them. I've increased their workforce from 3 unskilled, 3 skilled and 2 executives to 4 unskilled, 3 skilled, and 2 executives. #Cities xl 2012 serial number list full#You'll still need to zone several full square blocks before coming anywhere near a sandbox factory, but you don't have to fill half the map with heavy industry either. as mentioned, I increased each factory's production by 2.5 times. I wanted something which still maintains at least a thin pretense of realism. I COULD use the wonderful sandbox mod, but it's not very realistic, and trips my suspension of disbelief. The basic story is that I hated having to build that much heavy industry, and the pitiful taxes they paid didn't even cover the cost of cleaning up their pollution. And use the left over space and workforce for, I dunno, manufacturing or high tech. But as soon as you're big enough to zone for high-density heavy industry, you can demolish the old factories and zone for these more efficient ones. It will leave the low and mid density factories unchanged, because I didn't want to screw up your economy while you still have a tiny city and can't build much else to provide jobs. It increases production of the high-density heavy industry by 2.5 times, and makes it pay more taxes too, at the "cost" of also hiring about a third more unskilled workers per factory. Welcome to the age of factory automation and mass production. start up the game, switch to any of the night modes and see your cities like you never seen them before! Other than that, they are much better than the old, default lights.ΔΆ. The street lights could still be even larger and cover more (especially on large roads, but I can't at the moment due to tiling issue, but it will be done in the next version) Some tiling can be seen in the street lighting (common in diagonals). #Cities xl 2012 serial number list mod#This is the first version, and first mod that changes the streetlights, so it does have the following bugs: #Cities xl 2012 serial number list series#* Please note that this mod was made from a series of experiments, and is still in the expiremental stage. Streetlights are larger and brighter, they are also a more realistic, orange color as well. This mod enhances the night lighting for the game, by giving the lighting in-game a complete overhaul! Tired of dull nightlighting, and tiny dots for streetlights?
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |