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- Setting up LandValue mod

Setting up LandValue mod
About This Mod
Features
- Correction of two "intended" features related to the value of land in the original game (or, simply put, bugs). The mechanics of land value in the basic version seems to take into account the influence of densely populated or, on the contrary, sparse buildings located along the road. This is not a bad function, but it does not seem to work quite correctly due to incorrect parameters. In addition, the developers considered a situation where the cost of land at the beginning of the road is lower than at the end, but the opposite was not taken into account. As a result, the value of land on the edge of long, undeveloped roads is extremely high, which in turn has led to an increase in the value of land everywhere.
- Added a new feature that allows calculating the cost of land separately for each type of area (residential, commercial, production, office, exhaust, etc.), in order to achieve greater realism.
- A change has been made to make the cost of land fall faster as it moves away from the center (compared to the original game).
Requirements
- Cities: Skylines 2 (yes, of course)
– BepInEx 5.4.22
Compatibility and Known Issues
- System to change: LandValueSystem
- Incompatibility: LandValueOverhaul, LandValue Rent Control, RenterandLandvaluePolicy and any other mods affecting LandValueSystem.
List of changes
v1.0.5 (18.03.2024)
- The land value and housing content have been changed in accordance with RealEco.
v1.0.3
— Fixed another "intended" (or rather, 🙂 error) function in the land value system. In the original version, only the excess of the road start value over the endpoint value was taken into account, and the reverse was not. As a result, as the long road lengthened, land prices gradually increased along this new, extended road, regardless of the zoning available.
- The coefficient of land value calculated by the type of zone has been adjusted to achieve a greater balance.
— Added the function of reducing the cost of maintaining residential buildings to ensure their correspondence with the low cost of land. (Residential buildings may be destroyed because of the low cost of land, resulting in low rents that cannot cover maintenance costs.)
- Achieved greater compatibility with RealEco, by manually installing the prefab in "false". (When adding up the mod effects, applying a predefined RealEco prefab will result in too low a rent. Alternatively, you can manually configure prefabs.)
v1.0.0 (2024-03-13)
- Initial version.
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