![cities xl 1012 cities xl 1012](https://raidofgame.com/uploads/posts/2019-07/1562336032_screenshot-3-cities-xl.jpg)
#Cities xl 1012 update#
Update 1.01 (): airport main building now can be merged in tarmac texture.
#Cities xl 1012 mod#
If this mod pleased you, there are five other tree mods :Īirport pack, the first and real edition! These plazas seem to be less memory-intensive than individual trees. And a splendid set of 3 textures designed expressly by Peluche, approaching more the rich colors of the undergrowth. The green grass texture of the Wooded Park Area of the game, allowing transition between textures The texture of "waste" of brown color that looks like in this case a forest soil with fallen leaves Notice that the tree density is high enough to give precisely the impression of forest which is not the case with the textures of the game (or Malaya's).Įach category is broken down on three grounds: Low shrubs are planted to enhance the appearence of undergrowth. So there are three categories of trees according (approximately) the geographic areas: The trees follow the slope and the ground will respect the roadside.
![cities xl 1012 cities xl 1012](https://www.mdpi.com/molecules/molecules-26-05740/article_deploy/html/images/molecules-26-05740-g008.png)
To be sure to keep the slopes, draw a route up the slope and a second lower and after, put your area of forest. These places have been configured to accept slopes of 60 °. So these are plazas, you'll find them in Environment / Decorations. This mod contains 9 types of forests with three types of trees declined each of three different soils. I have no idea if it works with any other version. IMPORTANT NOTE: This has only been tested with Cities XL 2012. I.e., large cities will have a massive defficit of heavy industry until you build some more to make up for the downgrade. Any existing high-density heavy factories will be automatically downgraded to the vanilla ones. Any existing high-density heavy factories will be automatically upgraded, so in a large city you'll end up with an instant surplus. The point I'm aiming at is basically that zoning for it isn't a loss, but it doesn't turn into a cash cheat, either, and it doesn't remove the incentive to build more manufacturing and high-tech instead if you can. They still do pay a lot more tax per factory, but it is still quite a bit lower than an equivalent manufacturing factory. I've reduced their profits per unit sold to half (mass-production lowers prices), and increased their maintenance per factory by 6 times, so they don't pay insanely high taxes. A city with twice as many elites as unskilled workers is kinda silly. On the whole, because you need less heavy factories and can build more manufacturing and high-tech, you'll still end up with a lot less unskilled workers in the city, but I still wanted to have a half-way believable number of them. I've increased their workforce from 3 unskilled, 3 skilled and 2 executives to 4 unskilled, 3 skilled, and 2 executives.
#Cities xl 1012 full#
You'll still need to zone several full square blocks before coming anywhere near a sandbox factory, but you don't have to fill half the map with heavy industry either. as mentioned, I increased each factory's production by 2.5 times. I wanted something which still maintains at least a thin pretense of realism. I COULD use the wonderful sandbox mod, but it's not very realistic, and trips my suspension of disbelief. The basic story is that I hated having to build that much heavy industry, and the pitiful taxes they paid didn't even cover the cost of cleaning up their pollution. And use the left over space and workforce for, I dunno, manufacturing or high tech. But as soon as you're big enough to zone for high-density heavy industry, you can demolish the old factories and zone for these more efficient ones. It will leave the low and mid density factories unchanged, because I didn't want to screw up your economy while you still have a tiny city and can't build much else to provide jobs. It increases production of the high-density heavy industry by 2.5 times, and makes it pay more taxes too, at the "cost" of also hiring about a third more unskilled workers per factory. Welcome to the age of factory automation and mass production. start up the game, switch to any of the night modes and see your cities like you never seen them before! Other than that, they are much better than the old, default lights.Ģ. The street lights could still be even larger and cover more (especially on large roads, but I can't at the moment due to tiling issue, but it will be done in the next version) Some tiling can be seen in the street lighting (common in diagonals). This is the first version, and first mod that changes the streetlights, so it does have the following bugs:
![cities xl 1012 cities xl 1012](https://archello.com/thumbs/images/2014/09/16/REGAL-01.1506074506.1012.jpg)
#Cities xl 1012 series#
* Please note that this mod was made from a series of experiments, and is still in the expiremental stage. Streetlights are larger and brighter, they are also a more realistic, orange color as well. This mod enhances the night lighting for the game, by giving the lighting in-game a complete overhaul! Tired of dull nightlighting, and tiny dots for streetlights?