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Industry Doubler  2

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This mod doubles the number of jobs provided by the in-game industry buildings. There are 4 files you can optionally install; they double the jobs for each industry category (farming, dirty, manufacturing, and high-tech). So, you don't have to double all the industry categories if you don't wish to do so; you can pick & choose.

I made this mod after trying out the industry-quadrupler mod on this site. I found that mod to be unbalanced, and in the "cheat" category, so I made an alternative mod to be more balanced with the rest of the game.

1. I only doubled the number of jobs, rather than quadrupled them. I found 4x was just too much.

2. I doubled the building tax values. This makes the income from industry to be the same as the default for the same number of jobs. This allows a "industry city" to be economically feasible, just as with the default game values.

3. I doubled the power and water requirements for the buildings. This means you have to spend the same amount of money to support a similar number of jobs as you would with the game default. (I found this balance to be lacking in the industry quadrupler.)

4. I doubled the pollution from each building. Again, this means that the same amount of jobs will produce the same amount of pollution as with the game's default. (Again, missing in the 4x mod.)

See the readme for installation details.

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Nice Mod. Gets my city going again after a growth stop because of the lack of space for industry. Going for 1 milion inhabitants now :).

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For all you wondering about doubling pollution: It comes with the option of NOT doubling pollution! So do not worry!

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AMAZING! Saved my city/region! Many unemployed before installing this mod and then after installing this I was able to coax my dying city back to its former glory! Great mod, one of those things that makes the game just a bit more realistic, I mean like, what two acre large factory only offers 70 jobs? 140 jobs sounds more like it!

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More than once, I've decided to download a mod despite it having one or more features perceived as unfavorable only to discover that the developer had already taken that into account by making their mod modular (no pun intended).  Although, I'm sure I missed out on some nice work before adopting this policy.  To the users: It's in your best interest to read ALL the reviews AND the documentation before passing judgement on a mod.  To the developers: you wouldn't have uploaded your work had you not intended for others to benefit from it, so be thorough in your descriptions because afterall, we're only human.  Now, back to the review.  Bones1, your mod is far more advantageous than it's predecessors.  God job! 

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A warning to people before REMOVING this mod: 

Removing this mod will cause traffic inconsistency BETWEEN cities you have built while having this mod activated. Neighbouring cities will act as if you still have this mod installed, sending double the traffic to your industrial cities even though the number of industrial jobs have reduced by 50%. Deleting all industrial and letting it regrow does fix the problem.

Not complaining about the mod, its a great mod and does what it promises, I just wanted to give out this warning to people because this bug forced me to delete a region I had been working on for many many hours.

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Totally agree the 4X is outright cheating --- while 2X brings a realistic scale to industry. Thank you!

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Just download/installed this, jobs appear straight away with no re-plopping. From comments here I'm confident this will have no ill effects. I didn't use the Water/Air Pollution doubler files, but as mentioned before you can choose these optionally, for me it's too much hassle keeping I-HT going with pollution without doubling my problems. Thanks.

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Thank you so much...I know that the 4x mod was overkill for the maxis 50 jobs for a huge factory...now I can have an industry town with out having to have a population of 2 million!

 

I haven't tried either one yet, but I have noticed that i have to buld huge lots of industry for my towns demand, but thanks to this comment now I have an idea of what the X4 demands (2 million residents). wow, my largest city is 200k. 

 

I will try x2 first and add x4 if I need it. ... 

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Quote

I liked your idea and was ready to download until the double of the pollution. For me that is a killed.

Install the appropriate four files if you wish to double all the jobs. If you don't want pollution values doubled, then install the blah.dat file instead of the blah_includingPollution.dat file.

That was on his read file.
so you can use it and omit the double pollution.
Have you seen those air purification mods? there is a few of them on the site I have seen. that could help with pollution too.
nice of him to do all that.
Hope that helps you.
what happened to the X4? i can't find the extension for it. 

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For whatever reason I didn't really notice a change in my power consumption. But noticed the water consumption hit hard.

Superb, must-have mod.

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I restart a map because with cam and the game that never let industrials to stay (sims always WANT commercials buildings) It doesn't work with a 7 century big city and -20 000 industrial demand.. lol Too much for doubler. My plan is to have always 98 percent Ind. and 2 percent CO. Very difficult with a game already made for CO (financial purpose).

After 30mins of game with this mod, I say thank you alot !! My town is industrial and keep the industrial demand even if the game complain about the choice : IDcare!

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24 minutes ago, Moses Zal said:

Guys, does any one know if this mod is compatible with IRM by T Wrecks?

It is indeed!

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Hi, perhaps a dumb question but when unzipping into my Plugins folder should I make a new subfolder and call it "Industry Doubler" then place the unzipped files within? Or will it just work when all the files are separate in standard Plugins folder? Thanks in advance ! 

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55 minutes ago, RussianBoi420 said:

Hi, perhaps a dumb question but when unzipping into my Plugins folder should I make a new subfolder and call it "Industry Doubler" then place the unzipped files within? Or will it just work when all the files are separate in standard Plugins folder? Thanks in advance ! 

Hi there,

Yes, this will be fine either way. I previously made a post in this topic which explains about the installation, and where I actually recommended creating a subfolder to place the chosen 4 files inside. This way it'll keep them contained inside to know what they're for.

Hope this helps, and welcome to Simtropolis! *:)

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1 minute ago, Cyclone Boom said:

Hi there,

Yes, this will be fine either way. I previously made a post in this topic which explains about the installation, and where I actually recommended creating a subfolder to place the chosen 4 files inside. This way it'll keep them contained inside to know what they're for.

Hope this helps, and welcome to Simtropolis! *:)

Thanks a lot ! Played SC4 in my pre teens and just picked up again and discovered the world of mods. Appreciate your help! 

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On 21/10/2017 at 2:20 PM, Moses Zal said:

Does this mod doubles the jobs provided by custom lots as well?

No it can't, there isn't a simple setting by which you can increase the number of jobs. Instead, you must alter each Buildings Exemplar manually with the new number. It works with IRM, because IRM only alters the Lots from Maxis' Industrial, in other words the values they use still come from either the SimCity dats or where installed, an override like this mod.

It's simply impractical for anyone to put together such a mod that covers the custom content. But I would also say, most creators who make Industrial lots, generally give them better figures than Maxis did to start with.

On 31/03/2013 at 3:22 PM, MoarTriangle said:

A warning to people before REMOVING this mod: 

Removing this mod will cause traffic inconsistency BETWEEN cities you have built while having this mod activated. Neighbouring cities will act as if you still have this mod installed, sending double the traffic to your industrial cities even though the number of industrial jobs have reduced by 50%. Deleting all industrial and letting it regrow does fix the problem.

Not complaining about the mod, its a great mod and does what it promises, I just wanted to give out this warning to people because this bug forced me to delete a region I had been working on for many many hours.

Well yes everything you say makes sense. Just bear in mind, if you enter each city with Industrial in your region, quickly save, then repeat until all have been "refreshed", you solve the problem. The only reason those values don't update, is because the data in connected cities isn't updated, until they are opened and refresh the previously modified values.

Honestly, if you had to delete a region, it's because the loss of half your industrial workforce is going to seriously screw with the balance of your economy. Not really a bug, just cause and effect. The same is true when doubling it too, however you can more easily compensate by growing lots of Res. The equivalent solution, removing 50% of your population is so destructive, especially with very large populations, it's a big ask of the simulation to re-balance everything.

But yeah, it's not the sort of mod you want to be removing from developed regions.

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