Expanded Cargo Demands (Dynamic Growth) TF2
Expanded Cargo Demands (Dynamic Growth) TF2
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)