Economy Fixer v1.1.0

Economy Fixer v1.1.0

Changes factors in the Economy to make it more challenging for players.

Economy Fixer Mod – Harder Economy

This mod aims to make the game harder to play by balancing out factors of the economy, and fixing the bug where you would gain money while the money trend says otherwise.

The mod offers the following features:
– 4 difficulty settings in the mod’s options.
– Milestone rewards use static money values based don the difficulty setting, instead of scaling up the higher you go.
– Subsidies’ formula is completely reworked, you get money at the start and lose subsidies the bigger your city is. You get less money, for a lower period of time the higher the difficulty setting.
– Income factors and expenses are re-balanced and are affected by the difficulty setting. This includes changes to exported electricty, water, goods, garbage fees, etc…
– Adds the missing import/export income/expenses to the budget screen.
– Bulldozing a building causes it to collapse and you have to wait for it to be cleared before using the space. (can be toggled in the options)
– Bulldozing a building costs money based on how many people are evicted, the land value, and the size of the building. (can be toggled in the options)
– Bulldoze costs are added to your monthly budget and scale with the difficulty setting.

Installation – Manual Install only

– Install BepInEx 5, and download the correct version of the mod.
– Run the game once, then close it. You can close it when the main menu appears.
– Download the mod. Unzip it into the Cities Skylines II/BepInEx/plugins folder.
– Launch the game, and your mods should be loaded automatically.


Author: TDW
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Discover the world of Cities: Skylines 2 Mods and take your gaming experience to the next level. The Cities: Skylines 2 Economy Fixer v1.1.0 Mod download process is simple and easy to follow. Just save the file to your PC and follow the instructions – it's that easy!



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3 Responses

  1. Duke says:

    ” Bulldoze costs are added to your monthly budget and scale with the difficulty setting”
    That is plain stupid. Sorry, but after a while, for just a few buildings (less than 30-40) it will cost you millions per month. What the heck. Now I have to revert to an early savegame and hope I haven’t lost too much progress. Right after a very tedious build marathon that I just had. So very f*** great. 🙁

  2. Gaz says:

    Can anyone tell me what i have done wrong?

    [CRITICAL] System update error during GameSimulation
    NullReferenceException: Object reference not set to an instance of an object
    at Unity.Entities.EntityQueryImpl.GetSingletonChunk (Unity.Entities.TypeIndex typeIndex, System.Int32& outIndexInArchetype, Unity.Entities.Chunk*& outChunk) [0x000f2] in :0
    at Unity.Entities.EntityQueryImpl.GetSingletonEntity () [0x00006] in :0
    at Unity.Entities.EntityQuery.GetSingletonEntity () [0x00006] in :0
    at Game.Simulation.CitizenBehaviorSystem.OnUpdate () [0x00591] in :0
    at Unity.Entities.SystemBase.Update () [0x0004e] in :0
    at Game.UpdateSystem.Update (Game.SystemUpdatePhase phase, System.UInt32 updateIndex, System.Int32 iterationIndex) [0x0007a] in :0
    Colossal.Logging.CustomLogHandler:LogFormat(LogType, Object, String, Object[])
    UnityEngine.Logger:LogFormat(LogType, String, Object[])
    Colossal.Logging.UnityLogger:Log(Level, String, Exception)
    Colossal.Logging.UnityLogger:CriticalFormat(Exception, String, Object)
    Game.UpdateSystem:Update(SystemUpdatePhase, UInt32, Int32)
    Game.Simulation.SimulationSystem:OnUpdate()
    Unity.Entities.SystemBase:Update()
    Game.UpdateSystem:Update(SystemUpdatePhase)
    Game.SceneFlow.GameManager:LateUpdateWorld()
    Game.SceneFlow.GameManager:LateUpdate()

  3. Thomas says:

    Im trying to run it on version 1.019f1. Doesnt work.

    [CRITICAL] System update error during GameSimulation
    NullReferenceException: Object reference not set to an instance of an object
    at Unity.Entities.EntityQueryImpl.GetSingletonChunk (Unity.Entities.TypeIndex typeIndex, System.Int32& outIndexInArchetype, Unity.Entities.Chunk*& outChunk) [0x000f2] in :0
    at Unity.Entities.EntityQueryImpl.GetSingletonEntity () [0x00006] in :0
    at Unity.Entities.EntityQuery.GetSingletonEntity () [0x00006] in :0
    at Game.Simulation.WorkerSystem.OnUpdate () [0x00296] in :0
    at Unity.Entities.SystemBase.Update () [0x0004e] in :0
    at Game.UpdateSystem.Update (Game.SystemUpdatePhase phase, System.UInt32 updateIndex, System.Int32 iterationIndex) [0x0007a] in :0
    Colossal.Logging.CustomLogHandler:LogFormat(LogType, Object, String, Object[])
    UnityEngine.Logger:LogFormat(LogType, String, Object[])
    Colossal.Logging.UnityLogger:Log(Level, String, Exception)
    Colossal.Logging.UnityLogger:CriticalFormat(Exception, String, Object)
    Game.UpdateSystem:Update(SystemUpdatePhase, UInt32, Int32)
    Game.Simulation.SimulationSystem:OnUpdate()
    Unity.Entities.SystemBase:Update()
    Game.UpdateSystem:Update(SystemUpdatePhase)
    Game.SceneFlow.GameManager:LateUpdateWorld()
    Game.SceneFlow.GameManager:LateUpdate()

    On which version its supposed to run?

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