
To get started on your first mod all you have to do is create a folder for your mod in the mods folder.
Mod settings UI| Mod Options Panel - Create a UI page for your mod with custom settings. IThreading - Update loop, simulation time stuff, add action to simulation/main thread,. ITerrain - Heightmap management, change heights. IMilestones - Unlock milestones, change population target of the next milestone. ILevelUp - Modify how buildings (resedential,commercial,industry,office) are leveled up, modify eduction, land value, wealth, service progress. IEconomy - Set/give money, Change the cost of anything (construction, relocation, maintenance, refunds).
IDemand - Change demand of residents, commercial and industry. IChirper - Remove chirper messages, change position, hide. IAreas - Unlock areas, change price of areas, change how areas are unlocked. ILoading - Callbacks when maps are loaded, change theme of maps. Not everything is listed here so make sure to look at the ICities Modding API page to see exactly what you can do. Here are some examples you could do and things you can't do with basic mods. If that's the case you can start creating advanced mods by following this setup guide. There are obviously some limitations to basic mods, it's a good starting point to create mods but at some point you will probably find out that you want to do more. This means that creating a basic mod is much easier and setting up is as simple as creating a folder and a file. This guide is for setting up a project for a basic mods that use the ICities API.īasic mods are compiled from c# source files when the game starts into a dll.