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Growing demand for cargo (dynamic growth)

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Mod version:1
Game version:All
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About This Mod

Briefly: This mod adds extra requirements to cities as time goes on and your cities grow.

Alternate versions:

> Static version - 4 units per city. (My Favorite)

> Static version - 6 items per city.

> Dynamic Version - 1850: 2 pcs., 1920: 4 pcs., 1990: 6 pcs.

> Progressive version - 1850: 2 food/construction, 1920: + tools/fuel, 1990: + goods/machines.

Compatibility:

Compatible with Magnetic Reaper’s industry diversity

- adding new resource chains and urban needs

Industry Compatibility Enhanced by Col0Korn

- Add new resource chains

Third-party compatible fashion, which includes housing needs, will increase the number of items required by cities, and additional industrial/commercial goods will remain within the limit of 2.4 or 6 per city maximum

Industry mods that use only basic urban supply products are compatible by default, but those that add products can be compatible by the fashion author - see details at the bottom of the description.

This mod is not compatible with other mods that make changes to townbuildingutil.lua

In 1850 you will start with 2 per city as usual.

From about 1920, two more needs will be forming in your cities

Capacity-building and primary commodities will define new needs

* Level 1 buildings have

80% chance of a standard item dropping,

20% of non-essential goods

* Level 2 buildings have

50% chance of getting the default item,

50% of non-essential goods

* Buildings of 3 levels have

33% chance of default,

33% chance of 2 items and

33% chance of getting 1 minor item.

* 4 level buildings accept 2 items, depending on the main demand (x or y)

This allows the city to require a maximum of 4 items.

Starting around 1990, all needs will begin to form in your cities

Capacity-building will determine subject(s)

* Level 1 buildings accept one of any items

* Level 2 buildings accept one of any items

* 3rd level buildings accept 2 items (x or y)

* 4th level buildings accept 3 items (x or y or z)

This allows all affordable products to be in demand in your cities.

This will add diversity to how cities evolve over time, and require you to expand cities to accept more goods, think of it as a local business expanding from a small local store to a high-rise department store 😉

Known issue

Currently, a larger view (city/icon name) does not show additional requirements, but when you click on a city, they are accepted (see screenshot). I think it's hard coded in the engine.

Safely save game?

This mod is safe to save and can be added/removed at any time.

If the building is removed, just keep in mind that the additional requirements will remain in your cities until the buildings are modified/improved or replaced. If you add to an existing game, cities will need to evolve to start requiring new items.

Fashion Authors

Industry mod authors, especially those who add new products for urban consumption, can include a compatibility file so that the mod can choose to use new products by simply adding their products to the appropriate list.

Copy and edit the file below so it is in the same path in your fashion: res/scripts/expanded_industry.lua

The default file (with some comments) can be found:

Steam/steamapps/workshop/content/1066780/1940838524/res/scripts/expanded_industry.lua

The load order must have an extended load over any industry mod

1 - Extended cargo

2 - Industrial Fashion

This will override the defaults with the settings specified in your mod, however only one additional product mod will work at a time, although obviously may contain multiple new products

Similar Mods/Addons

Game Version *

0 (1940838524_Expanded_Cargo_Demands___40_Dynamic_Growth__41_.zip)