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Cimplicity

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Jun 23, 2025
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  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Campus
Welcome! This is the place to get support, report bugs, request new features, or offer any general feedback for the Office Sales Go! mod. This is my first mod, so please tell me any and all feedback!

When reporting a bug, please provide a detailed description of the issue. Logs and/or screenshots are highly recommended to help me understand and resolve it quickly.

Modifies offices to actually sell their products, fixing the office 5/5 employee bug. Based on the PBIAO mod, but maintains vanilla AI behavior apart from selling goods.

Mod ID: 113843
 
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I've just put this to the test. Enabling PBIAO will give you an error message about the mod not being loaded due to a newer version being enabled. No matter, I've monitored one high density office in particular at 21 employees and a -3M$ commercial balance and 90k 'units' of financial services sell 70k units in three in-game hours, gain one employee and return to a positive 500k commercial balance. This is the fix the game needed. To expedite the recovery, I'll still destroy understaffed offices. Thank you.
 
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I've just put this to the test. Enabling PBIAO will give you an error message about the mod not being loaded due to a newer version being enabled. No matter, I've monitored one high density office in particular at 21 employees and a -3M$ commercial balance and 90k 'units' of financial services sell 70k units in three in-game hours, gain one employee and return to a positive 500k commercial balance. This is the fix the game needed. To expedite the recovery, I'll still destroy understaffed offices. Thank you.
Hmmm, I'll have to look more into the double install issue. I think I have a good idea of why that happens though.

Glad you enjoy it!
 
Do we need to install PBIAO? It's currrently marked as broken.
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was the fastest Cimplicity could get this Office Go mod uploaded by using some of the code that is in old PBIO and in new mod code, and disabled the parts of old PBIO that would break the game. original author of PBIO did not add a license to their github. which is why the good section could not just be forked into this mod. people are trying to contact PBIO author now to get them to add some open license to it or permission. alternately, that section of code would have to be rewritten from scratch which is also a posibility.
TLDR, for now yes it is needed to make this mod work and is the work around. morale of story, if you make a mod please add an MIT license or other open license so people can freely use it in future especially since people do stop playing and it would be lost. easy templates on github to pick a license and add it.
 
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Perhaps you could circumvent the unclear license issue by including a git submodule in your codebase to statically link the required functionality from PBIAO. Having users of this mod depend on a mod that is marked broken could be a concern and could have a negative impact on future updates.
 
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The game is just crashing right to desktop about 3/4 of the way through the loading screen (with the 3 rings). I have this (version 1.01) and PBIA enabled. No error messages at all. The game worked fine before.

(update) Created a brand new playset with just these two mods and the game loads fine, now I need to figure out where the conflict might be with my 52 other mods
 
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The game is just crashing right to desktop about 3/4 of the way through the loading screen (with the 3 rings). I have this (version 1.01) and PBIA enabled. No error messages at all. The game worked fine before.

(update) Created a brand new playset with just these two mods and the game loads fine, now I need to figure out where the conflict might be with my 52 other mods
Interesting, could you send a list of your mods and the order that they are in? Most likely, this will be a bug with PBIAO itself or a Harmony conflict - potentially there might be conflicts with mods that radically change the economy.
 
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Perhaps you could circumvent the unclear license issue by including a git submodule in your codebase to statically link the required functionality from PBIAO. Having users of this mod depend on a mod that is marked broken could be a concern and could have a negative impact on future updates.
Good idea, thanks!
 
The game is just crashing right to desktop about 3/4 of the way through the loading screen (with the 3 rings). I have this (version 1.01) and PBIA enabled. No error messages at all. The game worked fine before.

(update) Created a brand new playset with just these two mods and the game loads fine, now I need to figure out where the conflict might be with my 52 other mods
Interesting, could you send a list of your mods and the order that they are in? Most likely, this will be a bug with PBIAO itself or a Harmony conflict - potentially there might be conflicts with mods that radically change the economy.

Got it working, seems I had to use the 're-order' function of the playset to make sure PBIA was loading before this mod. Sorry for the hassle.
 
Is anyone else getting offices now with High Resource Cost icon shortly after installing the mod?
after a couple hours the mod did help increase total jobs available and unemployment went down a lot, but I can't get rid of all these new High Resource Cost (HRC) icons. never got this on offices before just on commercial buildings.
hoping these icons go away naturally in a few days as they're kind of eyesore.
I tested from a few old save maps that did not have any HRC icons, then added office mod, and got HRC icons on offices within first 10 min playing.
 
Is anyone else getting offices now with High Resource Cost icon shortly after installing the mod?
after a couple hours the mod did help increase total jobs available and unemployment went down a lot, but I can't get rid of all these new High Resource Cost (HRC) icons. never got this on offices before just on commercial buildings.
hoping these icons go away naturally in a few days as they're kind of eyesore.
I tested from a few old save maps that did not have any HRC icons, then added office mod, and got HRC icons on offices within first 10 min playing.
my guess the office building sold off their already full stock of product it starts to produce in which case consuming the source material, and you don't have enough so cost is high
 
Is anyone else getting offices now with High Resource Cost icon shortly after installing the mod?
after a couple hours the mod did help increase total jobs available and unemployment went down a lot, but I can't get rid of all these new High Resource Cost (HRC) icons. never got this on offices before just on commercial buildings.
hoping these icons go away naturally in a few days as they're kind of eyesore.
I tested from a few old save maps that did not have any HRC icons, then added office mod, and got HRC icons on offices within first 10 min playing.
my guess the office building sold off their already full stock of product it starts to produce in which case consuming the source material, and you don't have enough so cost is high
Yes, I have a similar suspicion. I did not have this bug on my testing (both in an established save and in a new save) and have only one report of this, but I have heard that, if it does happen, only offices that take in material goods (electronics for software and telecom) will have the notification. I suspect that this is a base game bug (the same that affects commercial) that only comes through because the offices are actually selling stuff now.

Could you provide a save file?

Questions I am thinking about (that the save file would answer): Does this happen immediately when you load the save or after a while? Do you have a surplus or deficit of electronics? Do you have alternative goods transport other than highways (ships, trains, planes)? What do your office and electronics industrial tax look like? If you have the Info Loom mod, what does the Industrial Products tab look like, and what are the Import / Export costs of the products?