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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.
Interesting. Good that you got it working, though I did test the play order and it seemed that the order surprisingly doesn't matter. Possibly, this is an interaction with another mod or the ordering of that mod, so knowing the list of mods and the order they were in before (if you still have it!) would be helpful.
 
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.

I do, and I doubt it's the mod's fault. That began with the latest patch. Check your commercial balance in your city stats. Everything should be well in the negative trillions.
 
Edit: Nevermind, based on this thread, negative = export. https://forum.paradoxplaza.com/foru...-profitability-keeps-being-low.1732606/page-9

But it should still not be the mod's fault.
to be clear, I do not have any commercial buildings with any HRC icon, only offices have it.
offices are grouped with industry in Info loom mod Trade section and always show as 0 0 0 0 with some exporting numbers (I don't know anyone who does not have all zeros for Office media/software etc in Trade view of infoloom).
note: all Commercial in this city is in surplus as well as all industry products, especially electronics which has the most surplus. but this HRC icon problem is not affecting commercial at all as there is a surplus of electronics and everything else in this tested city.
I'm leaning more that some game bug is being triggered.
 
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?
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To test Office High Resource Cost (HRC) icon or bug in game
- Saved test city link here (asset 114402 in paradox mods if you can't see link): https://mods.paradoxplaza.com/mods/114402/Windows
- mods are All of the official region packs (france, UK/JP, DE, and rest). the paid DLC Leisure/Mediteranian bundle. Skyve, Extended tooltips (although this test was pretty bare mods to prevent interference you might add magic hearse latter or else you get a lot of hearse car icons once a day and won't see the HRC ones as well.
Test is repeatable with 2 different cities I tried. First open map using bare set of mods above to see it is free of office building HRC icons. then add PBIO/Office mod. within a few minutes of just playing , many office buildings get the HRC icon. when first opening the saved map, check Electronics is in surplus in production and in cargo harbor and note the amount.
note: this might be a game bug but good to research this to narrow it down.
 
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In my city, this High Resource Cost issue comes up with industrial buildings that produce metal. Also, not sure if or how it could be related, but the hospital and medical clinics can't seem to keep their pharmaceuticals stocked despite having everything nearby to produce them. Taxes are low to encourage them into the city, but while stock surplus seems to work fine, the materials never get delivered.
 
Apparently I'm good at making a fool of myself - can't read the details right. The HRC issue in my post below is for Stone, not metal. The tax details are the same though - low, to encourage supply.
 
Best mod ever but it is really a inofficiell patch fix. Anyway. I have this issue where the household wealth is constantly decreasing over time. It dropped from 500k to 200k. Can this be caused by this mod?
 
I used this mod up until metropolis, the mod caused some major issues later in the game such as phantom jobs that wouldnt hire, and wildly inconsistent income (-140k-500k per month)
I like what this mod tries to do but it still needs some serious fixing I think
 
I used this mod up until metropolis, the mod caused some major issues later in the game such as phantom jobs that wouldnt hire, and wildly inconsistent income (-140k-500k per month)
I like what this mod tries to do but it still needs some serious fixing I think
Yes I also noticed some wierdeties but I couldn't be precise more then that the amount of jobs goes up en down unusually much and household wealth got halfed.

Anyway. This is still the only alternative for me. Being without it would mean to relay mainly on industries and commercials for jobs. I did that before and that became boring and the profitability in the commercial was so bad that they layed of more than half of there workforce.

I rather just have this mod and progress with my city building until co fix the 5/5 bug.
 
Hello all, a warm welcome to all coming from City Planner Plays!

Just wanted to let you all know three important things to know about this mod.
  1. This mod does not do anything except force offices to sell their products. Any other effects in the game are very likely base game bugs or due to gameplay balancing parameters not yet in the base game. Although we cannot know for sure, these bugs could possibly be the reason why Colossal Order has not implemented this fix this in the base game yet. This is also the reason offices will not immediately have more jobs and will slowly (over in-game months) grow back to normal - this is a good thing, as you will likely have a job catastrophe if offices all immediately had jobs and were unable to fill them.
  2. This mod DOES require PBIAO as it uses PBIAO code. I am currently working on making it independent of PBIAO, but that is significantly more complicated. It will come with benefits, though!
  3. The best time to install this mod is NOW, not later when the symptoms are visible. Ideally, you should install it before you unlock and zone offices, but it will help at any stage of your city. You should not wait until you see the offices decrease their employee count; at that point, it will take a lot of time to reverse the damage (until this mod is updated to help with that too).
Meanwhile, enjoy! Happy zoning!

If you are a modder and know more about the game's code, please reach out to me!