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Rapporter et oversættelsesproblem
I think better if these don't provide any income to the city. Residents of nursing homes are typically a significant cost to society. They typically don't pay any taxes either (at least in the US).
Using the Quality Level to determine which nursing homes the various income level residents will move in to would be good addition.
1. Residents don't pay taxes on the land. This comes out of the fees that they pay to stay there. However, their old residence does pay for how much they can afford in their retirement place.
2. These places make MASSIVE profits. So the 50 bed lot just posted by Forkboy22 would, at $5,000 /person /month make ($250,000/month * 12 = $30M - 9M (30% expenses, income and taxes) =21M profit.
3. Most of the workers aren't that educated. In a corporate structure that I know, ~70% in just normal labour (educated), ~20% Administrative & managerial staff (well educated), ~10% Nursing & Managerial staff (highly educated). Most are owned by some form of corporation. (they are a business, not a residence, even though they are done in residential zones?)
4. They pay high taxes, as befits a place that pulls in quite a tidy profit. Much higher than a residential lot would pay right beside it.
These places are built to suck all of us dry before death, from the richest to poorest. Capitalism at its worst.
dothe mod collect dead form nursing home?
Would it be possible to tweak the way the AI and other settings gets applied to the prefab?
Boformer has made some great mods that read settings from bundled xml files.
Asset makers just make a normal ploppable building like a hospital, clinic, or unique building, and bundle an xml file that contains settings for this mod.
On scene load, the mod reads the xml settings, and assigns the custom AI and other settings. The advantage of this is that if the mod is disabled, the building will live on in its normal state.
Subscribers to the asset can also use it for its orginal purpose if they don't want to subscribe to the senior homes mod.