• Moose

Better Heavy Industry 1.0

(3.50)    (6 Reviews)

2 Screenshots

About This File

Welcome to the age of factory automation and mass production. 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.

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. 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. And use the left over space and workforce for, I dunno, manufacturing or high tech.

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. I COULD use the wonderful sandbox mod, but it's not very realistic, and trips my suspension of disbelief. I wanted something which still maintains at least a thin pretense of realism.

So the changes are as follows:

- as mentioned, I increased each factory's production by 2.5 times. 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.

- I've increased their workforce from 3 unskilled, 3 skilled and 2 executives to 4 unskilled, 3 skilled, and 2 executives. 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. A city with twice as many elites as unskilled workers is kinda silly.

- 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. They still do pay a lot more tax per factory, but it is still quite a bit lower than an equivalent manufacturing factory. 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.

How to install it: just unpack the .zip file in your Paks folder. Any existing high-density heavy factories will be automatically upgraded, so in a large city you'll end up with an instant surplus. Sell it or demolish some.

How to uninstall it: just delete the .patch file from your Paks folder. Any existing high-density heavy factories will be automatically downgraded to the vanilla ones. I.e., large cities will have a massive defficit of heavy industry until you build some more to make up for the downgrade.

IMPORTANT NOTE: This has only been tested with Cities XL 2012. I have no idea if it works with any other version.




User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an Account  

Sign up to join our friendly community. It's easy!  :thumb:


Register a New Account

Sign In  

Already have an account? Sign in here.


Sign In Now

BIWDC

Unknown date

  • 4
  

Share this review


Link to review
simmytu

Unknown date

  • 5
  

Share this review


Link to review


  • Announcements

    • Dirktator

      04/30/2017

      We need your support to help keep Simtropolis online. We also need a little bit more this month to enhance the new chat with some features, such as mobile support! Please consider a donation today if you can help out, it would mean a lot! And we'll send you a little gift in return.  Help us reach our May goal so we can keep bringing you site improvements as well!  Donate and Get a Gift or Donate Any Amount Thanks so much! - Dirktator & The Admins
  • STEX Featured

  • Similar Content

    • By Stellaris88
      How do i increase the hapiness in tropico 5? and how do i build an strong good economy? any tipps?
    • By SorinT
      Dawn of Humanity is a town-building strategy game that puts you in control as you experience the growth and development of your hunter-gatherer tribal settlement into a prosperous town fit for a modern civilization. Starting in 10,000 BC, you must ensure that you evolve and grow your village through the perils of prehistoric Stone Age to the challenges and opportunities presented by the late Middle Ages up to the Renaissance era. The player will have a choice of four different civilizations and cultures in which to develop their town that will be based on the climate and geographical location of the original settlement. To secure victory, the player must ensure that all available resources are used to their best potential in order to have a healthy, happy and productive population who will be the backbone of your success.
      Check out more details on Kickstarter and feel free to contact me if you need any more details
      Kickstarter      Facebook
    • By Sebaestschn
      Hi All,
      Today, CitiesCorp Concept has been submitted to Steam Greenlight. 
      The basic idea is to scale and shape your buildings, putting them into complexes, setting own productions lines and many more features. This gives you a different city building experience in comparison to the well established brands.
       
      Check it out on Steam Greenlight and if you like it, vote Yes!
      Small town during testing

       
      Control Panel to control what is going on inside the building

       
       

    • By A Nonny Moose
      The buckwheat crisis
       
      Buckwheat (a Russian stable - greshka) is disappearing from store shelves.  Could Mr. Putin and his elite circle have a five-year plan on buckwheat?  No more greshka, no more Putin?
    • By usha
      FUTURE AND ECHONOMY 2/2

      7th February 2010,

      Dear President of the United Nations,

      Ses Isles Qiuck Gowth in port Tuduri

      In these ten years I have seen grow building construction, investment firms and tourism and recreation centers.
      The means of transport are exceptional safety and health assistance, too.

      Port Tuduri as a Tourism Center

      Dear President,The final decision must be taken by all member countries, but if the entire nation of Aralar
      has progressed as it has this region, of course, is a country that should be part of the organization.

      Univeristy in Port Tuduri

      SES ISLES MAP AND OVERVIEW
  • Newest STEX Uploads

  • Recent STEX Reviews

  • Recent STEX Comments

    • Nice idea. Should anyone have preferences or favourite buildings they recall, it would certainly help narrow down the total. Especially with the filter list on the Wayback, the accompanying preview images are there at least to give some visual indication for anyone searching. If there really are 10,000 buildings, I guess it's not even worth uploading 10% of them given the likely inconsistencies with quality.
    • It may be worth setting up some kind of "I would like ..." topic .... people can go thru the old exchange and point out to Cori the ones that should be retrieved ... it should end up a more manageable list
    • That could be arranged. But since these are legacy files, I don't think it matters too much either way since credit would be given. If Cori would like to continue uploading these (as intended following Dirk's approval), it may be nice for her to receive the occasional Rep as a by-product reward for retrieving, packaging and uploading them here. With hundreds if not thousands of them, it'd require a mammoth effort after all. (Should the quality of content resemble anything to the old SC4 EA exchange, I'm guessing it's not worth restoring all of them.)
    • Very nice, too bad the Grass Textures dont match my Terrain Mod
    • The appropriate words escape me - this is freaking brilliant!!! You've done some great stuff over the years Rivit (particularly from an Australian bias), but this tool is, well, exemplary. I've been away for some years and have missed a lot, but this one has been a significant highlight as I try to wrangle my old plugin folder into line (which, prior to running this, I thought was in pretty good shape...)