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Most of the features first proposed by @boformer for the Total Overhaul Mod have already been implemented, either in patches or (often popular) mods. Therefore, I think that if the Total Overhaul Mod is to ever be released, it should be limited in scope to things not already covered. Most important is  'Citizen wealth level and growable wealth level are separated' and is the only feature of the minimum viable product.

So... who wants to make this happen? Who can help? What has been done so far?

 

Foundation

The mod uses the existing assets and shaders of the game (with new textures and occasionally scaled meshes and a few tweaked models every once in a while, maybe with some workshop assets with permission).

The mod will be compatible with as many other mods as possible

The mod is inspired by SimCity 2013, Cities XL, and real life

 

Citizens & Migration

Citizens entering would consist mostly of single young adults

Citizens will sometimes move to a new home when the wealth level changes, only in certain situations they will "upgrade" their existing home

Citizen wealth level depends on their job

 

Education Levels

6 Education levels

  • Illiterate - no school
  • Uneducated - Elementary/Primary School only
  • Literate - Middle/Secondary School
  • Educated - High/Preparatory school
  • Well Educated - Community College (vanilla university)
  • Highly Educated - University/Campus

 

Uneducated label switches to 'oneschool' and Illiterate is 0 schools (‘uneducated’ in code), Educated becomes 'fourschools'

Illiterate workers only demanded by farms, working forests, and the poorest, smallest industry (though this type of industry will hire mostly uneducated workers)

The Hadron Collider wonder will be changed to either provide ‘fourschools’ education or ‘sixschools education’ depending on whether the button is pressed to exclude college education

Universities will be able to take not only Community College educated students but also High School educated students and grant them the highest level of education

Community Colleges will be able to educate at least literate students

 

Wealth Levels

5 main wealth levels for residential

  • L1 - Precarious Proletariat (poor)
  • L2 - Working Class (low-wealth)
  • L3 - Stable Middle Class (medium-wealth)
  • L4 - Upper Middle Class (high wealth)
  • L5 - Upper Class (rich)

Ultra-poor (squatters) and Ultra-rich (Tier 6 Unique Building) extra levels (late-game challenges)

Citizen wealth tied to jobs

Certain workplaces will pay more for a certain education level than others

Overeducated workers are paid according to their job title (so if Cities: Skylines gives the better job title to overeducated workers, then they get paid more, otherwise they are paid the same as just barely qualified workers)

 

Demand

Separate demand bars for poor/low/medium/high/rich wealth

Separate demand bars for retail goods (generic), food (Local and Organic Produce), fuel (gas stations in generic), and luxury goods (from unique factories)

New demand bar for logistics (provided by generic offices and Industries warehouses)

New demand bar for business hotels (demanded by offices), cheap hotels, middle-class hotels, and luxury hotels (tourism)

Negative demand possible

 

Zone Types & Zoning

New Hotel zone (generic/no AD would be limited to business hotels, which help offices)

Either have 3 densities of zones or have densities depend on district policy (whichever is easier)

Single-family working-poor housing (low-density L1) do not require electricity or water (though they prefer it)

Single-family working-class housing (low-density L2) do not require water (though they prefer it)

Medium-density impoverished housing do not require electricity or water (though they prefer it)

Medium-density will not require public transport, high density does, all densities benefit/desire

 

Growables & "Upgrading"

All of the vanilla growables are reclassified (correct density and wealth level)

Citizen wealth level and growable wealth level are separated (adjacent wealth levels can live in the same building (example working class, middle class, and upper-middle class in a middle-class condominium)

Buildings will not disappear when you change zones (they might be repurposed or abandoned, texture and props changed)

Multiple plots can merge when a building is replaced, or a plot can be split up

Buildings of a certain type (density, wealth level, lot size, asset) will form accumulations (the first building that spawns works as a seed)

Might require subbuildings to work

 

Attractivity & Density

SC4-style Attractivity Data Maps for every wealth level

Residential attractivity depends on proximity to services, parks, commercial zones, public transport and untouched nature (weight depends on wealth level)

Commercial attractivity depends on proximity to services, roads (traffic density) and public transport

Medium-density buildings will only spawn when attractivity and demand pressure are high

High-density (skyscrapers) will only spawn when attractivity, land value and demand pressure are extremely high

 

Taxes, Budget and Service Capacity

Separate taxes for every wealth level

Each subsequent wealth earns twice as much

Taxes heavily influence demand and migration (high taxes for businesses = no jobs)

Service budget depends on service usage (but of course also the number of buildings)

The budget will adapt automatically, service buildings with more "customers" in range receive more money

There will be a slider in every building info window that lets you modify the service intensity/quality (from 50% to 150%)

When you are in debt and the balance is negative, the government will force you to shut down certain services (traffic infrastructure -> education -> medical treatment -> power/water)

 

City Services

Water pumps and service buildings are prioritized when there is not enough electricity

Every service building only has a certain capacity. A popup will warn you when the capacity is reached

Buildings will work over capacity, though at a reduced service quality (that means the service quality you defined with the slider cannot be reached)

 

Problems & Events

Low-wealth people have a far higher tolerance for noise, pollution, and missing services

High-wealth and super-rich citizens have a lower tolerance and will move to a different home or leave the city

 

Simulation Feedback

Chirpy will be supplemented with a news station Chirper account (like CNN's twitter feed) that will give you better feedback and different sounds (green alert, yellow alert and red alert get very different sounds, uses current red-circled numbers for hidden messages)

Non-news chirps can be hidden (and chirp sound turned off) but missed chirps will add up as they do now (though they will be next to the news chirps and a faint blue instead of red)

The news messages will mention the district or direction (north, east, center...)

Icons will flash up when the wealth level of a citizen or business changes, or when the attractivity or happiness changes

 

Difficulty & Unlocks

"Waiting for money" or leaving the simulation running the whole night will likely not work

There will be a stable and unstable state, cities will drop back to the stable state when something goes wrong

The stable state: Low-density homes with 60% poor, 20% low wealth, 15% medium-wealth, 4% upper-middle class and 1% high-wealth citizens. Higher-density homes might be abandoned (missing water/electricity/services). This state is usually reached when the government shuts down your services and you are in the debts

The unstable state: This one can only be reached by your actions. The population will grow all the time, which increases the challenge

 

  • Like 2

Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

Words to live by:
"Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

"Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
"Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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On 17/06/2019 at 11:02 PM, OcramsRzr said:

Most of the features first proposed by @boformer for the Total Overhaul Mod have already been implemented, either in patches or (often popular) mods. Therefore, I think that if the Total Overhaul Mod is to ever be released, it should be limited in scope to things not already covered. Most important is  'Citizen wealth level and growable wealth level are separated' and is the only feature of the minimum viable product.

So... who wants to make this happen? Who can help? What has been done so far?

Zone Types & Zoning

New Hotel zone (generic/no AD would be limited to business hotels, which help offices)

Either have 3 densities of zones or have densities depend on district policy (whichever is easier)

Single-family working-poor housing (low-density L1) do not require electricity or water (though they prefer it)

Single-family working-class housing (low-density L2) do not require water (though they prefer it)

Medium-density impoverished housing do not require electricity or water (though they prefer it)

Medium-density will not require public transport, high density does, all densities benefit/desire

Large lots and medium density, as was thought by boformer when started with the "Growable Overhaul Mod".

It would be great.

 

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