LandValue Tuning

v1.0.5·Updated 2024-03-18

Fix landvalue bugs in vanilla, and tune landvalue mechanism to be more realistic by separately calculation for each zonetype

About this mod Author’s original text

Cities: Skylines 2 Mod - LandValueTuning

Fix landvalue bug and Tune methods of measuring landvalue to be more realistic.

Features

  • Fix 2 landvalue "designed" feature in vanilla game(or just bugs). The vanilla landvalue system seems to calculate the impact factor of dense or sparse buildings on the road. Its a good feature but it seems to be going in the wrong direction by incorrectly defined symbols. Also they considered the situation where the landvalue at start of a road is lower than at the end, but does not take into account the opposite. As a result, landvalue on the edge of long roads without buildings are exceptionally high, also caused the high landvalue spread to everywhere.
  • Add new feature to calculate landvalue separately for each zonetype(residential,commerial,manufacturing,office,extractor,etc), try to be more realistic.
  • Modification will make landvalue decreases faster with distance (compared to vanilla).

Requirements

  • Cities: Skylines 2 (duh)
  • BepInEx 5.4.22

Usage

  • Place the *.dll file in BepInEx Plugins folder.

Compatibility & Known Issues

  • Modified System: LandValueSystem
  • Not compatible: LandValueOverhaul, LandValue Rent Control, RenterandLandvaluePolicy and anyother mod which modified the LandValueSystem.
  • Issues:

Changelog

  • v1.0.5 (2024-03-18)
  • Tweak the landvalue coefficient & residential upkeep to fit RealEco.
  • v1.0.3
  • Fix another "designed"(or bug actually:-) feature in landvalue system.In vanilla, only the value of the beginning of the road is higher than the value of the end point is considered, and the opposite is not. As a result, if a long road is extended, land prices will gradually increase along a new extended road, with or without zoning.
  • The landvalue coefficient calculated by zonetype has been adjusted to make it more balanced.
  • Add feature to reduce the upkeep cost of residential to make it more suitable for low landvalue.(Residential buildings can collapse due to low landvalue resulting in low rents that cannot afford maintenance fees)
  • Now it's more comapatible with RealEco, by manually setting prefab to "false".(When the mod effect is stacked, use the preset prefab of RealEco will cause the rent to be too low. Or you can adjust prefabs manually.)
  • v1.0.0 (2024-03-13)
  • Initial build.

Notice

  • Strongly recommand save your game data before use this.

Credits

  • Thanks to captain_on_coit for the Git repo template, and Jimmyokok for reference the code structure.
  • Thanks to Cities Skylines 2 Unofficial Modding DiscordDISCORD
  • CSLBBS: Cities: Skylines 2 community ( in chinese )

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. 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.
  3. For a manual install, put the mod files into the matching Mod / plugins folder inside the game directory.
  4. 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.

Dependencies

Install these first, or the mod will not work:

BepInEx-BepInExPack

File & checksum

Filename
LandValue_Tuning-1.0.5.zip
File size
116.7 KiB