Expanded Cargo Demands (Dynamic Growth)

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Author: FxUK

Last revision: 6 Jan, 2020 at 00:23 UTC (4)

File size: 1.07 MB

On Steam Workshop

Description:

TLDR: This mod adds additional demands to cities as time passes and your cities grow.

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.

Compatibility:

Compatible with Industry Diversity by Magnetic Reaper
– Adds new resource chains and city demands
Compatible with Industry Expanded by Col0Korn
– Adds new resource chains

Third-party compatible mods that include residential demands, will increase the number of items demanded by the cities, additional industrial/commercial goods will stick within the set limit of 2,4 or 6 max per city

Industry mods that use only the base products for city supply are compatible by default, however mods adding products can be made compatible by the mod author – see info at the bottom of the description for more details.

This mod is not compatible with other mods that make changes to townbuildingutil.lua

In 1850 you will start with 2 per city, as normal.

From approx 1920 an additional 2 demands will begin to form in your cities

Building capacity and the primary item will determine the new demand(s)

* Level 1 buildings have a

  • 80% chance of default item,
  • 20% of a secondary item

* Level 2 buildings have a

  • 50% chance of default item,
  • 50% of a secondary item

* Level 3 buildings have a

  • 33% chance of a default,
  • 33% chance of 2 items and
  • 33% chance of 1 secondary item.

* Level 4 buildings accept 2 items, based on the primary demand (x or y)

This allows a maximum of 4 items in total being demanded by the city.

From approx 1990 all demands will begin to form in your cities

Building capacity will determine the item(s)

* Level 1 buildings accept one of any item
* Level 2 buildings accept one of any item
* Level 3 buildings accept 2 items (x or y)
* Level 4 buildings accept 3 items (x or y or z)

This allows all available items being in demand by your cities.

This will add variation to how cities develop over time and will require you to grow your cities in order to accept more items, think of it like the local businesses expanding from a small local store into a multi-floor department store 😉

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). I believe this is hardcoded in the engine.

Save game safe?

This mod is save-game safe and can added/removed at any time.
If removed, just bear in mind that additional demands will remain in your cities until the buildings change/upgrade or are replaced. If added to an existing game, cities will need to develop to begin demanding new items.

Mod Authors

Industry Mod authors, specifically those adding new products for city consumption, can include a compatibility file to enable this mod to pick use the new products, by simply adding their product(s) into the relevant list.
Copy and edit the file listed below, so its in the same path within your mod: res/scripts/expanded_industry.lua
The default file (with some comments) can be found:
Steam/steamapps/workshop/content/1066780/1940838524/res/scripts/expanded_industry.lua

Load order needs to have expanded cargo above any industry mod
1 – Expanded Cargo
2 – Industry Mod
This will over-ride the defaults with the options specified in your mod, however only one additional product mod will work at any one time, although can obviously contain multiple new products

Download
Revisions:

Old revisions of this mod are available below. Click the link to download.