- Game Version(s)
- Cities XL 2009
- Installation Pre-requiste(s)
- XL User Interface Mod
Hello Community.
How many would now like a mod, which in the Solospiel the fixed prices of OmniCorp in the trade changes.
Note: This is a solo solo mod. There is no effect in the multiplayer game .
Unfortunately the finding of "fair" prices proved to be extremely difficult. The reason for this is that the economic cycle in CitiesXL is very interrelated and cycles occur.
I have made a calculation based on T2 buildings. This included the maintenance costs of the buildings, resource consumption (see building list ) and the quantity numbers that are placed in tokens (see token list ).
There were some surprises that I had not expected. Especially in offices, waste disposal, water and tourism. A cost calculation for "workers" is particularly difficult as this depends on a large number of parameters. The prices I have chosen are a personal assessment since this area is not eligible for any calculation.
Almost all prices are in the purchase, but also in the sale much cheaper. I have used the ascertained token price with + / -% 50 for the selling price or purchasing price.
The values are now at:
Workers (unqualified) - Sales: 25,
Purchasing: 70Workers (qualified) - Sales: 30,
Purchasing: 90
Workers (Executives) - Sales: 45 ,
Shopping: 140 Electricity - Sales: 25, Shopping: 70
water - Sales: 35, shop: 100
Waste - Sales: 25, shopping 80
fuel (oil) - Sales: 15, shop: 50
Office - Sales: 5, shopping: 10
Tourism - sale: 5, purchase: 10
Agriculture - sales: 10 Shopping: 30
heavy industry - sales: 5, shop: 20
production Commercial - sales: 10 Shopping: 30
high Tech - sales: 15 Shopping: 40
In addition, it is Now possible to sell surplus workers.
The ones / solo games I would ask me to give feedback, whether the values are better / worse / lighter / more difficult. But please with regard to that it is not a cheat, but the gameplay cranked up.
How many would now like a mod, which in the Solospiel the fixed prices of OmniCorp in the trade changes.
Note: This is a solo solo mod. There is no effect in the multiplayer game .
Unfortunately the finding of "fair" prices proved to be extremely difficult. The reason for this is that the economic cycle in CitiesXL is very interrelated and cycles occur.
I have made a calculation based on T2 buildings. This included the maintenance costs of the buildings, resource consumption (see building list ) and the quantity numbers that are placed in tokens (see token list ).
There were some surprises that I had not expected. Especially in offices, waste disposal, water and tourism. A cost calculation for "workers" is particularly difficult as this depends on a large number of parameters. The prices I have chosen are a personal assessment since this area is not eligible for any calculation.
Almost all prices are in the purchase, but also in the sale much cheaper. I have used the ascertained token price with + / -% 50 for the selling price or purchasing price.
The values are now at:
Workers (unqualified) - Sales: 25,
Purchasing: 70Workers (qualified) - Sales: 30,
Purchasing: 90
Workers (Executives) - Sales: 45 ,
Shopping: 140 Electricity - Sales: 25, Shopping: 70
water - Sales: 35, shop: 100
Waste - Sales: 25, shopping 80
fuel (oil) - Sales: 15, shop: 50
Office - Sales: 5, shopping: 10
Tourism - sale: 5, purchase: 10
Agriculture - sales: 10 Shopping: 30
heavy industry - sales: 5, shop: 20
production Commercial - sales: 10 Shopping: 30
high Tech - sales: 15 Shopping: 40
In addition, it is Now possible to sell surplus workers.
The ones / solo games I would ask me to give feedback, whether the values are better / worse / lighter / more difficult. But please with regard to that it is not a cheat, but the gameplay cranked up.