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jimmyok

Recruit
Aug 25, 2017
7
4
Discussion thread for the mod Land Value Overhaul.

If you have encountered technical problems, such as mod functions not working/compatibility/CTDs, I would recommend you to open up github issues.
 
Reading the logs I can see "Patched 7 methods" and various "Modded ThingSystem created!". Should I still be worried if I don't see "Building upkeep modified!"?
 
It is very common that the building upkeep modifications are not correctly loaded. This behavior is reported to be totally random and is most likely due to PDXMods. Manually installing every mod from PDXMods, clearing everything belonging to PDXMods and avoiding clicking the PDXMods option in game will fix the issue.
Yes, the mod is not correctly loaded. The above method I mentioned would fix this for sure but I don't think it's a welcomed solution.
 
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Update 1.5.4 has fixed this problem. Ignore it.
It is very common that the building upkeep modifications are not correctly loaded. This behavior is reported to be totally random and is most likely due to PDXMods. Manually installing every mod from PDXMods, clearing everything belonging to PDXMods and avoiding clicking the PDXMods option in game will fix the issue.
 
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V1.5.4 It works ok.
By putting it in my new city of 110k cims updates levels of low density buildings, and "high rent" disappears in them.
And by magic, abandoned middle zone buildings no longer appear.
The game never explains because he passes, I deduced some high noise, because they leave red in noise panel, but nothing more.
Great mod, for me the best in terms of "game mechanics".

Posdata.- This has nothing to do with mod, but this new city has no "high residential" demand.
I put mod to see "miracle", but no. I don't know what a reason can be.
 
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V1.5.4 It works ok.
By putting it in my new city of 110k cims updates levels of low density buildings, and "high rent" disappears in them.
And by magic, abandoned middle zone buildings no longer appear.
He never explains the game because he passes, I deduced some high noise, because they leave red in noise panel, but nothing more.
Great mod, for me the best in terms of "game mechanics".

Posdata.- This has nothing to do with mod, but this new city has no "high residential" demand.
I put mod to see "miracle", but no. I don't know what a reason can be.
The mod reduces building upkeeps which makes residents easier to afford rent, and that results in less residents looking for new properties, and reduced demand.

Do not use 1.5.4. It's bugged. You may see hospitals with skyrocketing monetary upkeeps.
 
To Jimmyok
There is no "Configurable Elevated Road" forum, so I would like to ask you here
How do I use this mod?
Please explain it briefly.
There is a discord discussion thread, but I haven't add it to the mod desciption.

Basically, go to the game setting menu, find the setting for configurable elevated road, and play with those options.
 
i still get high rent warnings with the defualt settings you set but i have fast leveling up if that would affect anything
High rent warnings are still going to pop up if you have a high-variance citizen wealth distribution.
And the system is dynamic, you may need to run the city for a while and see what does a stable state looks like.
 
Hello, the use of this module does solve the problem of land price, but there is a new problem found, before using the land price module, I can manually improve the building level through the developer mode, but after using the module, I can not use the developer mode to manually improve the building level, please reply and solve ~~
 
I think the mod is vast improvement over that initial vanilla experience I had in launch weeks, but at the same time, I cannot shake the feeling that adjusting the land value growth is also having some unintended consequences:
I started playing a new city with this land value mod active, and soon enough, the profitability and efficiency ratings of my industries and businesses were skyrocketing, to the point where all 4 types are now at 100 % profitability on average, efficiencies are showing over 100 % in many cases, I have demand coming out of my ears and the city is making stupid amounts of profit, despite the fact that I'm running a college, high school, uni and a hospital with only 18k population and fairly low taxes whilst importing nearly all of my electricity.

Now, looking at the overall map view and using the extended tool tip mod, the land value does seem to vary like how you would expect it to, such as being high in my central main streets with lots of commercial, the indy-focused area is also high due to the clustering of the businesses while the low density areas stay low value even if they're fairly close to fully urban areas with only a little bit of medium row housing and low commercial as a buffer. but at the same time, the absurdly high efficiencies and profitability bothers me...
So, I'm fearing that by stabilizing the land value, one is somehow taking away the economical challenge of growing one's city, assuming that the game's challenge is structured to be mainly reliant on growing land value?
 
I think the mod is vast improvement over that initial vanilla experience I had in launch weeks, but at the same time, I cannot shake the feeling that adjusting the land value growth is also having some unintended consequences:
I started playing a new city with this land value mod active, and soon enough, the profitability and efficiency ratings of my industries and businesses were skyrocketing, to the point where all 4 types are now at 100 % profitability on average, efficiencies are showing over 100 % in many cases, I have demand coming out of my ears and the city is making stupid amounts of profit, despite the fact that I'm running a college, high school, uni and a hospital with only 18k population and fairly low taxes whilst importing nearly all of my electricity.

Now, looking at the overall map view and using the extended tool tip mod, the land value does seem to vary like how you would expect it to, such as being high in my central main streets with lots of commercial, the indy-focused area is also high due to the clustering of the businesses while the low density areas stay low value even if they're fairly close to fully urban areas with only a little bit of medium row housing and low commercial as a buffer. but at the same time, the absurdly high efficiencies and profitability bothers me...
So, I'm fearing that by stabilizing the land value, one is somehow taking away the economical challenge of growing one's city, assuming that the game's challenge is structured to be mainly reliant on growing land value?
The economic challenge does not exist in CS2. With mod or without mod.
This mod avoids "high rental" In residencial low density, and "abandoned building" in residencial zone without apparent reason. The "non-apparent" reason is the cost of maintenance of the building, but the game does not explain it.
The mod lowers that maintenance cost.

If you have too high income, it monitors taxes from industries, because the bug continues in v1.1.1 in those taxes of a merchandise or several.
 
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Excellent mod, thank you. As someone mentioned below, my high density residential demand has gone to zero after letting the time run for a bit. As a test I took the mod off and it went back up. For reference, I have all service buildings and excess education. Perhaps I'll keep letting time run to see what happens, just curious if you or anyone else is running into this issue.
 
Excellent mod, thank you. As someone mentioned below, my high density residential demand has gone to zero after letting the time run for a bit. As a test I took the mod off and it went back up. For reference, I have all service buildings and excess education. Perhaps I'll keep letting time run to see what happens, just curious if you or anyone else is running into this issue.
In new city "Isla Barrera", with 102k cims, when I put mod, the demand began to disappear, but returned with 250k cims.

I think that "high residential demand" is a vanilla adjusment.
From V1.1.0 it is scarce by default. However, "media residential demand" has improved.