mod.io · Mod 6496513
Ogg's Sensible Geography & Economy
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Beschreibung
IMPORTANT — NEW GAME / NEW MAP ONLY: This mod is designed exclusively for starting a New Free Game map and should NOT be added to an already in-progress savegame. (As a safety guard, if accidentally enabled on an ongoing vanilla save, the mod will automatically disable its town and farm changes so it does not disrupt your existing supply chains.)
Overhauls Transport Fever 3's Free Game map generator so industries spawn in believable geographic biomes, processors sit between their raw resources and towns, farms specialize by crop, and cities actually demand the goods produced right next door.
No clutter in the map settings menu—simply select one of the 5 'Sensible' economies directly from the standard New Game 'Industries' dropdown!
Key Features:
• 5 Sensible Economies in the 'Industries' Dropdown: Choose from Sensible Temperate, Sensible Dry, Sensible Subarctic, Sensible Tropical, or Sensible All Industries.
• Complete Core Supply Chains in Every Climate: Clay & Bricks, Stone & Cement, Paper & Books, Breweries & Beverages, and Vegetables are available in every climate, while preserving signature regional industries (Cotton & Textiles, Rubber & Tires, Offshore Fisheries, Coffee & Alcohol).
• Permanent Farm Crop Variety (45 / 45 / 10 Split): Generated farms permanently lock into 45% Grain Only, 45% Vegetables Only, or 10% Both Crops at map creation—never switching crops when fields expand or roads/stations are built nearby (also manually configurable in-game via the Farm 'Configure' menu when owned by the player or in Sandbox mode).
• Coupled Supply Chains & Biome Placement:
- Forests spawn in wooded biomes; Sawmills & Paper Mills spawn between Forests and Towns.
- Clay Pits spawn near rivers/coasts; Brickworks spawn coupled between Clay Pits and Towns.
- Quarries & Ore Mines prefer highland ridges and hills; Cement Plants & Smelters couple nearby.
- Livestock Farms & Breweries spawn near Grain Farms and Towns.
- Fisheries spawn in deep coastal waters; Sand Pits, Glass Works, and Oil Refineries hug coastlines.
• Nearest-Producer Town Cargo Desires: Fixes vanilla's random cross-map Day 1 town demands. Every town evaluates actual Euclidean distance to generated industries on Day 1—selecting its closest Tier 0 Food producer (Vegetables, Meat, Fish) and closest Tier 0 Industrial producer (Bricks, Planks/Lumber, Cement, Fuel) first, and strongly favoring nearby supply chains (Beverages, Tinned Food, Tools, Books, Clothes, Glass, Tires) as the city levels up.
Included Economies & Search Index:
• Economy Presets: Sensible Temperate, Sensible Dry (Desert / Arid), Sensible Subarctic (Boreal / Northern), Sensible Tropical (Island / Jungle), Sensible All Industries (Full Global Economy)
• Biome & Terrain Rules: Coastal, Shoreline, Deep Water, River, Forest, Woodland, Highland, Hills, Mountain Quarry, Lowland Farmland Plains
• Coupled Industry Chains: Farm (Grain / Wheat, Vegetables / Veggies), Livestock Farm & Slaughterhouse (Meat), Food Factory (Tinned Food), Brewery (Beverages), Fishery (Fish), Coffee & Alcohol, Forest & Sawmill (Logs -> Planks / Lumber), Paper Mill & Printing Press (Paper -> Books), Clay Pit & Brickworks (Clay -> Bricks), Stone Quarry & Cement Plant (Stone -> Cement), Sand Pit & Glass Works (Sand -> Glass), Coal Mine, Iron Ore Mine & Steel Mill, Copper Ore Mine, Oil Well, Oil Refinery & Chemical Plant (Fuel, Plastic), Cotton Plantation & Textile Mill (Clothes), Rubber Plantation & Tire Factory (Tires)
• Gameplay Mechanics: Map Generation, Industry Placement, Supply Chain Proximity, Town Growth, Town Cargo Demand, Nearest Producer, Logistics Overhaul
Bilder
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