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Game.City.CityModifierType

Assembly:
Namespace: Game.City

Type: enum

Base: System.Enum

Summary:
Enumeration of city-wide modifier types used by the game's simulation systems. Each member represents a particular gameplay parameter that can be adjusted (for example by policies, buildings, disasters, or mods) to change behaviour such as demand, efficiency, costs, pollution effects, crime, education outcomes, resource amounts and other city mechanics.


Fields

  • Attractiveness = 0
    Modifies overall attractiveness / appeal of tiles/buildings (affects land value, tourism, and citizen satisfaction).

  • CrimeAccumulation = 1
    Affects how quickly crime levels build up over time in districts or areas.

  • DisasterWarningTime = 3
    Adjusts the advance warning time for disasters (how long before impact players/citizens get notice).

  • DisasterDamageRate = 4
    Scales the severity of disaster damage to buildings/infrastructure.

  • DiseaseProbability = 5
    Alters the chance for disease outbreaks or spread rates.

  • ParkEntertainment = 6
    Changes the entertainment value provided by parks and recreational assets.

  • CriminalMonitorProbability = 7
    Modifies the probability that criminal monitoring/detection systems will spot criminal activity.

  • IndustrialAirPollution = 8
    Scales air pollution output from industrial buildings/sectors.

  • IndustrialGroundPollution = 9
    Scales ground/soil pollution output from industrial activity.

  • IndustrialGarbage = 10
    Affects garbage generation or waste handling specifically from industrial zones.

  • RecoveryFailChange = 11
    Adjusts the chance of recovery efforts failing (e.g., post-disaster or recovery tasks); name in enum is "RecoveryFailChange".

  • OreResourceAmount = 12
    Modifies available ore resource amounts from ore resource tiles/nodes.

  • OilResourceAmount = 13
    Modifies available oil resource amounts from oil resource tiles/nodes.

  • UniversityInterest = 14
    Changes citizen interest/attendance or effects related to universities (demand/uptake).

  • OfficeSoftwareDemand = 15
    Alters demand for software-related office jobs or products in office zones.

  • IndustrialElectronicsDemand = 16
    Alters demand for electronics products from industrial sectors.

  • OfficeSoftwareEfficiency = 17
    Scales productivity/efficiency of office software production or office workplaces.

  • IndustrialElectronicsEfficiency = 18
    Scales productivity/efficiency of electronics production in industrial facilities.

  • TelecomCapacity = 19
    Adjusts the capacity of telecom/communication infrastructure (affects throughput and services).

  • Entertainment = 20
    A general modifier for entertainment value across city services and facilities.

  • HighwayTrafficSafety = 21
    Modifies traffic safety levels on highways (affects accident rates).

  • PrisonTime = 22
    Adjusts the length/duration of prison sentences (influences crime rehabilitation/timing).

  • CrimeProbability = 23
    Alters the base chance that criminal incidents occur.

  • CollegeGraduation = 24
    Changes college graduation rates or output (affects workforce qualification).

  • UniversityGraduation = 25
    Changes university graduation rates or output.

  • ImportCost = 26
    Scales costs for importing goods/resources.

  • LoanInterest = 27
    Adjusts loan interest rates (affects city finances/borrowing costs).

  • BuildingLevelingCost = 28
    Alters the cost for buildings to level up/upgrade.

  • ExportCost = 29
    Scales costs or penalties associated with exporting goods/resources.

  • TaxiStartingFee = 30
    Changes the base/starting fee for taxi services.

  • IndustrialEfficiency = 31
    Global modifier for industrial productivity/efficiency.

  • OfficeEfficiency = 32
    Global modifier for office productivity/efficiency.

  • PollutionHealthAffect = 33
    Scales the health impact on citizens caused by pollution.

  • HospitalEfficiency = 34
    Modifies hospital/healthcare service effectiveness.

  • IndustrialFishInputEfficiency = 35
    Affects input efficiency for fish-processing industries (e.g., how much raw fish is needed).

  • IndustrialFishHubEfficiency = 36
    Adjusts efficiency of fish-hub/processing facilities in the fisheries supply chain.

Properties

  • This enum defines named integral constants only and does not expose instance properties. Use standard System.Enum methods to work with it (e.g., ToString(), GetNames(), Parse()).

Constructors

  • Enums are value types with implicit constructors; there are no public constructors to call. You create values directly using the enum members (e.g., CityModifierType.Attractiveness).

Methods

  • The enum type itself declares no custom methods. Use System.Enum and typical value-type operations. Example helpful APIs:
  • Enum.ToString()
  • Enum.TryParse()
  • (int)cityModifier to get underlying integer value

Usage Example

using System;
using System.Collections.Generic;
using Game.City;

// Store modifier magnitudes (example: multipliers or additive values)
var modifiers = new Dictionary<CityModifierType, float>
{
    { CityModifierType.Attractiveness, 1.10f },         // +10% attractiveness
    { CityModifierType.ImportCost, 0.90f },             // -10% import cost
    { CityModifierType.HospitalEfficiency, 1.25f }      // +25% hospital efficiency
};

// Apply a modifier in code (example pattern — adapt to actual game APIs)
void ApplyModifier(CityModifierType type, float value)
{
    switch (type)
    {
        case CityModifierType.Attractiveness:
            // Example: modify a city's attractiveness multiplier
            city.UIData.AttractivenessMultiplier *= value;
            break;

        case CityModifierType.ImportCost:
            economy.ImportCostModifier *= value;
            break;

        case CityModifierType.HospitalEfficiency:
            health.HospitalEfficiency *= value;
            break;

        default:
            // Fallback handling
            Console.WriteLine($"Unhandled modifier: {type} ({(int)type})");
            break;
    }
}

// Example usage:
ApplyModifier(CityModifierType.Attractiveness, modifiers[CityModifierType.Attractiveness]);

Note: The example uses placeholder objects (city, economy, health) to illustrate typical usage patterns. Replace these with the actual game API calls or manager classes provided by Cities: Skylines 2 modding SDK.