Transport Fever 2

Transport Fever 2

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[OLD] Expanded Demands ALTERNATIVE
   
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22 Dec, 2019 @ 12:13pm
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[OLD] Expanded Demands ALTERNATIVE

Description
Alternative Versions:
> Static Version - 4 items per city. (My favorite)
> Static Version - 6 items per city.
> Dynamic Version - 1850: 2 items, 1920: 4 items, 1990: 6 items.
> Progressive Version - 1850: 2 food/construction, 1920: + tools/fuel, 1990: + goods/machines.

This mod adds additional city demands when generating maps for all base products.

************ Please Note *****************
This mod is discontinued and will not be updated.

This is variation will allow all industry/commercial to accept ANY related item, which basically means you can supply all of your cities with say, food and fuel and be done with it. The demand is shared, which essentially makes it a lot easier gameplay wise. This wasn't my intention, hence updating my other mod, however, I have published this due to a request

I highly recommend one of the other versions, that are more balanced
********************************************


Known Issue.
Currently, The zoomed out overview (City name/icons) does not show the additional demands, but clicking the city does and they are accepted (See screenshot). It doesn't really matter though, because you already know they will accept any of the available products ;)

Compatibility
This mod is not compatible with other mods that make changes to townbuildingutil.lua
6 Comments
CashonWheels 9 Feb, 2020 @ 1:01pm 
never mind your right, I bet I was comparing your files though a loaded game.
𝓕𝔁  [author] 9 Feb, 2020 @ 12:44pm 
This is it.
𝓕𝔁  [author] 31 Dec, 2019 @ 7:57am 
I have no plans for any other variants, but all I am saying is, this is essentially no different to having two items per city, other than it can be any two items, disregarding what the building shows.

So whilst this may show 60 demand for x y and z, that's essentially 20 of each or 60 of one.
The other mods may show 20 for each.

Yes, lower numbers of goods = less profitable lines, but that's why you grow the cities, to increase demand and its easier to grow from lower demand numbers than higher.

The population modifier percentage, is essentially the percentage of goods you are supplying versus the demand, so its easier to supply 10 out of 10 items and get 100% population modifier than it is 100/100 items to get 100% population modifier, of course, as the city expands, demand will increase and the modifier will lower again until you fulfil the new demand.
Flexible Games 30 Dec, 2019 @ 10:41pm 
No, I wanted one where as I supply more products the city grows faster. With the one you linked each building only accepts one item, so the total quantity of any item demanded is very very low, so low that a supply route wouldn't be profitable.

In the end what I want is a economy model where a, for example, commercial building will accept all three types, all at the same quantity. So I can initially supply food, which boosts growth, then supply tools, which further boosts growth, and finally goods which boosts growth farther. That way the total demand of those goods goes up as the city grows, which makes the lines ever more profitable.

Is this possible?
𝓕𝔁  [author] 30 Dec, 2019 @ 3:37pm 
This mod shares demands so you can supply one city with a single item to satisfy building growth, since it uses X OR y OR z.

I would think this would work better, since it uses x AND y AND z:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1940437537


Flexible Games 30 Dec, 2019 @ 3:06pm 
I'm glad you made this available, I want to supply all goods to all cities and do so with the maximum city growth. I assume that if you fully supply commercial with, say, food AND goods that you get both at 100% and that will drive more city growth?