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- only use the most cheapest roads (no asphalt roads)
- decrease and adapt the slider for water and electricity on demand
- use specialized industrial zones
I am playing it this way with Populationmod and it really is a challenge.
Sadly I don't get any tax revenue because of some porblems between my mods, but it worked fine till the day before yesterday
I'm at about ~16k pop now and finally starting to upgrade roads and hoping to get a medical clinic soon. I think this mod might be a little too much for my play-style but I definitely prefer something like this over vanilla.
Real changes in difficulty comes in things like people not despawning so easily, more realistic cost for watts in power generation, level up bulidings take longer, etc. Making it so that you have to start the game with dirt roads and what not just means I have to waste a lot of time saving money initially to get that one item, but doesn't make the game any more difficult.
Of course, hard mode make this more difficult and slow, but even in normal mode it offers a more interesting experience that vanilla.
The 'disasters' are also a bit random (which is fine), but they can strike power plants, which will basically kill your income until it's extinguished (because there will be a power shortage).
I'd recommend a few features to address a handful of problems, especially with early city setup:
Pause the game when the budget switches from positive to negative (or when a blackout or water shortage starts.
Provide 100% refund of recent purchases while the game is paused (e.g. if you are laying roads you get 100% back until you unpause once after laying them). City planners get the magic of pre-laid grids and being able to make curves in advance; players do not.
I'd start at $125,000 (mostly because proper pump placement and starting with a coal plant basically require 50,000 (for the plant an maint until you're using 50% of the power because the budget can't go lower) and because roads and pipes are expensive (which is good and more realistic). In fact, I'd also recommend slightly shrinking the pipe radius to be like 5 or 6 tiles).
Hold off on disasters until like 3500 population.
Hopefully, this is never implemented, or if it is, it is optionnal. Whats the point of a management/simulation game if you are held by the hand everytime something isnt working?
Personally, I'd love a difficulty being added to make it even harder. So grateful for this mod as I wouldnt be playing the game in its current state without this mod as I feel its too broken.
Not as much as sc2013 was broken, but really... They made some mistakes in the balancing of this game and also some decisions they took make no sense.
Good thing there are mods to save the day. Its funny tho to see how long its taking them to fix the glaring issues the game have while there's a mod already available since a while who fixes alot of these issues.
They might as well take this mod and make it patch 1.0.8.
You need to play it slow and actually try to delay some of the milestones (so some services don't become required before you can pay for them). I only ever laid down gravel roads, my budget for everything is at the minimum possible (energy and water increasing as needed), etc.
The only problem is that this cause quite a bit of downtime while you just sit around waiting for you cash to increase enough for you to build another block and/or build a services building (if your income can already support it).
Playing like this kinda feels a bit like a different style of Banished.