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SimIdiots Utility and Civic MODS  1.0

   (13 Reviews)

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About This File

This is a package of 5 mods I created myself.  Requested by people who read my city journal : Tales of Eternia , I decided to release them to the public.


 

There are 5 mod's included :
Medical Mod : Increases the capacity, cost, and radius of the Maxis medical buildings.
School Mod : Increases the capacity, cost, and radius of the Maxis education buildings.
Power x 10 Mod : Increases the capacity and cost of the Maxis power plants.
Water Mod : Increases the capacity of the Maxis water pumps / tower.
Park Slope Mod : Changes lot configurations for the basic Maxis parks so they will conform to the terrain better.


 

These mods allow large cities to run off fewer power plants, schools, hospitals, etc. but since the costs were also increased to match the capacity increases the savings are minimal.  In my opinion using these mods help make my cities a bit more realisitic.


 

IMPORTANT!!!

Read the Read Me file

It is imperative that you read the readme otherwise
you will likely have problems with some of the mods.

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Sounds like a second virsion of my mod, the cost shouldsn't rise but thanks any way for steeling my idea

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Thanks a lot for sharing your creations. These will go a long way toward further realism.

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These are great... and don't get too angry at FavreKev... there's a couple other mods out there like this one :-)

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FavreKev04 : These mods were created by me last year, I have been using them long before your mod came out. Some people here asked if they could have a copy of the mods in my CJ. I posted them here to share them with everyone. I did not steal your idea.

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Nothing new to me because i have done this with all my lots also, but excellent to have offered it here on the STEX.Good work

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Excellent job. I'm sure that for people who know how to mod it's a pretty simple mod, but for people like me who don't know how, it will be very useful. If I had the knowledge, I would have done this myself a long time ago. So thanks a lot for sharing this!

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Wow--very nicely thought through! Am I correct that the water is now effectively half the cost, while the ed and med and power are effectively the same cost, but more convenient/realistic in the number of facilities required?

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And to be clear, when demolishing all the old stuff, do we have to also get rid of transit stops/stations? If we are adding only power, e.g., do you only have to demolish the old power stations? Been through this with other mods and it can be a real pain if you don't prepare properly!

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Oh, and one more thing...did you change the pollution produced by the power plants or leave it the same? And while I am at it, I assume the pollution of the original power plants varies depending on the level of the output? Is this correct?

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Marc Collins : Yes, I didn't increase the cost of the water buildings... oops. :) The part about getting rid of old buildings really only pertains to the medical and education ones (in my experience). I just recommended you do it with the water and power to avoid any possible problems.

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The only buildings you should be concerned about rebuilding are ones that already exsist in your city that WILL be altered by the mod. I continually had problems with the school and medical coverage radius until I had found and destroyed ALL of the old buildings affected before I added the mod in.

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And about the power plants, only the cost and capacity were modded, they remain the same pollution wise.

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OK, can we bring the water into line cost-wise? I like these mods a lot, but I don't want to upset gameplay balance by making water too cheap.

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What do you think should be done with the power plant pollution? I can't answer without knowing whether the game varies the pollution based on the plant's output or not?

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