Higher tier city demands

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Author: Jorn

Last revision: 27 Mar, 2022 at 11:30 UTC

File size: 852.99 KB

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Description:

When a city generates a new business, makes it one of the appropriate current tech tier instead of just demanding raw materials all the time.

It works like this:

First, it determines a score for the currently supplied items, for each tier:
* Awful or Bad: 0 points
* Average: 2 points
* Good: 3 points
* Very good: 4 points

Then it determines the what is the highest tier that is currently being supplied (2 or more points). Call that tier N. The store that spawns will be:
* Tier N+1 if tier N has at least 5 points, with probability equal to the points for tier N
* Tier N with probability equal to the points for tier N-1, plus the points for tier N if < 5
* Tier N-1 with probability equal to the points for Tier N-2 and lower.

This means while you are supplying enough of a tier 2 item, a city won’t ever spawn a tier 0 store any more. You can affect the chances by supplying more higher tier items, and fewer lower tier items. Note that cities have a maximum number of stores based on population, so once a city grows it’s probably a good idea to stop supplying low tier items. The store will disappear, and eventually be replaced by a store with higher tier demand.

The base game has a limitation that each city can have at most 2 stores of the same tier. This mod removes that limitation, so that high tier stores will keep spawning even if you’ve reached endgame.

Source: https://github.com/jorn86/VoxelTycoonMods
Changelog: https://github.com/jorn86/VoxelTycoonMods/blob/master/ImprovedDemands/changelog.md
Version 0.1.0