Cities: Skylines

Cities: Skylines

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Move Towards The Light (fully functional)
   
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Assets: Building
File Size
Posted
4.639 MB
29 Apr, 2021 @ 9:40pm
1 Change Note ( view )

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Move Towards The Light (fully functional)

Description
Introduction
An Eldercare facility that's somewhat kinder than the Pensioner Extraction Centre ... surplus Seniors that have no family are humanely disposed of by the Dead End Retirement Facility, by being gently encouraged to eat chocolate until they drop dead

If placed in a pollution-free / noise-free area, no 'sickness' icon will ever appear above this Facility, only the occasional 'Death by Chocolate' icon appears. The benefits of this Asset are:
[1] Seniors' housing is freed-up for fresh migrant workers, and
[2] The player can precisely manage the percentage of Seniors in the population

Short Version
[1] Subscribe to Move Towards The Light
[2] Download the Nursing Homes mod
[3] Set Options for the mod to determine level of occupancy, and profits, then enable
[4] If not already acquired, download the files in the Recommended Assets list below
[5] If building a Facility that's remote from the rest of your city, it's recommended that you read through Potential issues for remote Facilities

How to manage your population of Seniors ...
... and also how to reduce the number of unemployed workers / create a mini-Disaster, see Change Notes

Recommended Assets
The following Assets are not required, but they represent the best approach to creating a fully serviced and self-sufficient Facility. None of these Assets incur costs to either build or maintain.

Block Services - Death (0.695Mb)
Block Services - Electricity (0.754Mb)
Block Services - Garbage (0.760Mb)
Block Services - Police (0.761Mb)
Block Services - Sewage (0.757Mb)
Block Services - Water (0.758Mb)
Total: 3.80Mb

... or, you can of course service the Facility with the usual ingame buildings.

The Facility also employs the following finely-crafted Assets (subscribing is not necessary for them to display correctly) ...

A manned Security Booth by potato24x7
An Industrial Warehouse by =D= Comrade Intense

Background
The Nursing Homes mod calculates the number of Seniors in a city using the vanilla Retirement age of 50. As a result, the mod sees anyone over 50 as a Senior, even if the Retirement age has been changed to a higher figure via Lifestyle Rebalance Revisited. So if the Retirement age is much higher than 50, the Facility can end up with substantial numbers of Adults alongside Seniors.

In my own case, I elected to adjust my city's Retirement age from 65 back to 50, but a side-effect was that I ended up with a city where 47% of the population were Seniors. So the Facility was devised to humanely dispose of surplus Seniors, then - by changing the [Options] for the Nursing Homes mod - I was able to transform it from a cost centre to a profit centre.

Dead End Retirement Facility - Details
- found under Healthcare
Range
- sufficient to service an entire 25 tile city (meaning it can be placed in a remote corner of a 25-tile map)
Workforce
- 2 Receptionists (uneducated)
- 1 Chocolatier (educated)
Other
- the number of rooms can be modified via Nursing Homes options, and can range from 50, to the default of 100, through to 300. The number of occupants peaks at around 1.35 * Number of rooms. So more rooms = more occupants (and greater profit).
- if you need to process more Seniors, just build additional Facilities (to get around the 'Building already exists' message, use the 'copy' function within Move It!)
- Seniors do very occasionally breed, so you may see a few children after a while - about 2-3% of total occupants over the long term
- the Facility is designed to enable precise management of Senior numbers, so demolishing a Facility to instantly remove all occupants from a city should rarely if ever be necessary
- gathering points are placed in the form of a path leading from the Facility's entrance, then on to the 'Light' ...
- Entertainment: 0
- see Image No.6 above for all other stats (cost etc)
Popular Discussions View All (1)
0
5 May, 2021 @ 2:53am
PINNED: Potential issues for remote Facilities
bluemoon
3 Comments
Lordwarblade 18 Feb, 2024 @ 6:34pm 
Doesn't plop for me. I got an error message:
ERROR: Method not found: 'Citizenmanager.CreateUnits'

Did I miss something obvious?

Using 81 Tiles and tried to build it out near the edge of the map, so valid for 81 tiles, but outside the 25 tile area. I build a lot of stuff in that outer part of maps and this doesn't act like other buildings I plop there.

Could "Nursing Homes for Senior Citizens" mod be the problem?
bluemoon  [author] 1 May, 2021 @ 4:14pm 
Hi heymegalodon ... I don't own any 3D Modelling software to create a block and customise it with a logo, sorry. And as Block Services are really Naylin's invention, I wouldn't want to 'steal' their idea by doing the same thing. But if you ask Naylin, they'll probably make one for you, as they already possess the templates needed for creating Block Services.
heymegalodon 1 May, 2021 @ 3:21am 
Do you have plans to do in the form of block service? It is quite difficult to choose the design for this controversial theme.