Building Simulation Overhaul
This mod aims to change the growth of buildings in the city by introducing a new factor to the simulation: density levels! They are not visible as a bar, but are fairly clear from the height of buildings. In order for larger buildings to grow, there has to be a certain amount of density and land value in a large area (the distance that the measurement is over is about 2km radius.)
The ban hi rises policy will ban buildings above a certain height.
The number of workers and households per building is dependant upon the level of the building and its size (including height). This means large hi rises will have quite a few more people in them.
Residents will have lower happiness if they don’t have essential services, although this doesn’t do much at the moment, I am planning ways to make happiness more relevant to the game.
Industrial extractors take much longer to deplete reserves of oil and ore. Industry pollution spreads farther, but hi tech industry (level 3) pollutes much less.
Land value and service requirements for building adjusted, leveling up buildings is generally more difficult.
Residents less likely to move in well educated, helps keep the education situation from getting out of control.
Crime, fire hazard, health, and happiness affect each other more, this means that you can end up with parts of town that are worse off than others that you may or may not want to clean up. Citizens have more variable happiness, and things can escalate out of control and cause your town to fail. People have a chance to get sick/injured even with perfect health coverage, so no more cities of 200k with 0 people in the hospitals. Crime builds faster, especially when unemployment is high. No more cities of 200k with 1 police station.
Commercial demand is based on number of goods sold by the shops, if they have lots of unsold goods, the demand will fall. If they are selling out of everything, the demand will increase.
Hi tech housing policy is much more expensive, use it wisely to increase the level of some houses in a district and then turn it off. Commercial policies are not as profitable.
Also, fixes the resident AI bug causing them to hang out in the parks forever. They also like going shopping more, and doing more things in general.
Known issues: some building lot sizes (residential level 3 3×3 for example) don’t have much variety, and your buildings won’t be able to upgrade. This can be fixed by downloading more assets from the workshop or creating your own.
Compatible with my Slower Citizen Aging, Slower Trash Production, and Infinite Oil And Ore. Not compatible with my Fill the Houses and Level Up Balance Mod, but features from both are included.