Economy Rebalance
Build a self-sufficient city in terms of resources production and consumption.
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About this mod Author’s original text
Economy Rebalance Mod
This mod allows to build a self-sufficient city in terms of resources production and consumption. It achieves that mostly by modifying existing game parameters like companies profitability, resource prices and base consumption or workplaces complexity. The mod's effects become more visible and useful the bigger the city is (>100k).
Version 0.5 includes modded commercial demand that gives more control over the commercials in your city. The increased taxes sensitivity allows to manually control what companies settle in the city.
Version 0.4 includes new commercial companies and allows to selectively toggle key mod features: new parameters, consumption fix, new companies, modded commercial demand. Use BepInEx config RealEco.cfg to enable or disable the features.
Important note.
Tuning and balancing is an iterative process. The feedback about how companies and economy behave is highly appreciated and welcomed. Please see the Support paragraph below on how to reach me. If you decide to try out the mod, please make sure to turn off other mods that affect economy, resource management and companies. While the mod technically will work as advertised, the results produced may be distorted and not very useful for further balancing.
Key features
- (v0.3) Configuration in the xml file can be easily modified.
- Increases output from Extractors allowing for bigger cities to be self-sufficient. Resources on standard maps should suffice for cities >300k.
- The individual consumption does not skyrocket in bigger cities. See "Consumption Fix" below for details.
- Adjusts and tweaks prices and consumption for some resources to make their consumption a bit more balanced and realistic.
- Decreases the profitability of companies. This slows down their leveling and the increase of land value is much slower.
- Tweaks a few production chains, to better support production of resources that are consumed in high quantities.
- Tweaks workplaces number and distribution for better alignment with available workforce.
- Tweaks residential zones upkeep for better rent progression and leveling.
- (v0.4) New commercial companies that sell immaterial resources.
- (v0.5) Rebalanced commercial demand with a dedicated UI window.
- (v0.5) Adjustments for lodging and leisure companies should result in more of them spawning in the city.
Comparison to the vanilla city
- It is possible to turn on the mod on an existing city. The effects will be seen after few in-game hours, but it will take a few in-game days for all processes to fully adjust.
- Output of Extractors should increase by 20%-40%. Conversly, the utilization will also increase, it may be higher than renewal rate in some cases.
- Individual consumption will decrease, the more the bigger the city is. For cities >200k it may decrease by 80% or even more.
- There will be shifts in production and consumption of various resources.
- The land value will slowly start to decrease. It will look for a new equilibrium, but it will take even a few in-game days.
- Companies with profitability Mixed, High Density -> Medium Density -> Row Housing -> Low Density.
New commercial companies (v0.4)
- This feature is DISABLED by default. To enable, set FeatureNewCompanies to true in BepInEx config RealEco.cfg.
- In the vanilla game cims don't buy immaterial resources at all, despite generating household needs for them. It is a by-product of the patch 1.0.15 where cims where forbiden to buy directly at industrial factories. However, somebody forgot that Offices are also Industries and thus cims stopped buying immaterial resources.
- The mod creates 4 new commercial companies that sell immaterial resources. Think of them as Point of Sales for Offices that are Headquarters.
- The mod also fixes an issue where commercial companies pay for resources but don't get them. This is the reason why they end up in a negative cash balance very often.
- Please note. This feature will modify your save
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- Most mods rely on the game's mod loader — the usual route is a community mod manager (such as r2modman): pick this game, install, and it handles the loader and dependencies.
- For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
- Launch the game to confirm it loaded; mods with listed dependencies need those installed as well.
Install locations vary a lot between mods — the bundled readme is the most reliable guide. Code mods go into the Mods folder inside the game directory and must be enabled from the in-game Mods menu.
Install these first, or the mod will not work: