Transport Fever 2

Transport Fever 2

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Dynamic Infrastructure Costs v1 (Inflation)
   
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Misc: Script Mod
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364.254 KB
23 Apr, 2022 @ 3:20pm
6 May, 2022 @ 4:39am
7 Change Notes ( view )

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Dynamic Infrastructure Costs v1 (Inflation)

Description
- A new and improved version of the mod is available, where maintenance costs change based on actual usage of infrastructure: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2805165537


Incentivizes building optimal infrastructure by increasing maintenance and build costs of various pieces of infrastructure, such as tracks, stations, depots, etc.
Costs change dynamically and non-linearly as you progress through the years. So at 1850 you will mostly see the default low costs but they will gradually increase.
Maintenance costs will keep increasing even for previously constructed pieces of infrastructure, so make sure to get rid of unused stuff to prevent extra costs piling up!

See tooltips for every slider for additional information.


>> Compatibility with new Advanced Settings (Spring 2022 Update):

- Infrastructure Build Costs should work as you expect and act as additional multiplier on top of Cost setting. But it's recommended to set it to 100% to simplify the math.
- Infrastructure Maintenance Costs MUST be set at 100% in Advanced Settings, otherwise calculations for extra maintenance costs will be slightly off the expected value.


>> Known issues/limitations:

- Build costs of tracks and roads will not be affected by inflation, due to modding API limitations. But maintenance costs will!
- Red floating numbers will keep showing the original unmodified maintenance costs. Rest assured, additional fees will be deducted from your account behind the scenes. You can monitor this in Finances window.
- Refund amounts for individual station modules will still be based on original (lower) module price, so you might get much less money back than you expect. This is also modding API limitation.
- If you add this mod to existing game where you set Maintenance Cost to something other than 100% and built a bunch of infrastructure, the calculations will be slightly off (in higher or lower direction) because of how the mod works.


For additional economic challenge, see my tax mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2802501762
Popular Discussions View All (1)
7
1 May, 2022 @ 4:41pm
Crash on build 35037 and other mods
GordonDry
5 Comments
phobos2077  [author] 7 May, 2022 @ 4:40pm 
A new version has been released, where I redesigned cost scaling completely. This version will remain as an alternative.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2805165537
phobos2077  [author] 26 Apr, 2022 @ 2:34pm 
Visual changes are definitely out of scope this mod. Regarding only counting the used tracks - sounds logical, but in the end I don't think it will add much to the gameplay for the amount of effort it needs to be implemented. Tracks are dirt-cheap compared to everything else, so adding this kind of differentiation will not have much visible effect in most games, IMO.

The original motivation for the mod was the fact that I can build lots of excessive infrastructure in mid-game, like insane bridges and tunnels, without too much thought. Maintenance costs become joke later, so this adds additional money sink to make mid-late game a little bit more challenging (hopefully), as well as a bit more immersive as you see infrastructure costs being at comparable levels to vehicle costs even in later game.
Der_eine_Ami 26 Apr, 2022 @ 12:56pm 
I feel like only used pieces of infastructure should have increasing cost since if its nused that could be considered abandoned and having deteriorating track on the map could add alot of nice extra detail
sandy_beograd 24 Apr, 2022 @ 3:44am 
Wow very nice! I always looking for some mods about spending money.
I hope so you will make something more about spending in future. :*
jay_ 23 Apr, 2022 @ 11:56pm 
awesome