Cities: Skylines

Cities: Skylines

192 ratings
Proper Hardness
File Size
0.775 MB
Apr 7, 2015 @ 6:14am
Jun 6, 2015 @ 7:36am
35 Change Notes ( view )

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Proper Hardness

Configurable difficulty overhaul mod, workers must go to work, traffic takes much longer to despawn, fire spreads a lot more, buildings level up sensibly, extra panel which displays exactly what you need to level a building up, adjusted a lot of costs, revamped income system to factor in commute time and happinness, and various other tweaks. You can select different options for each saved city.

*Note: Because of the way cims decide to use a vehicle or not, some cims will try to walk to work and fail if they are too far away and there is no public transport. So for now public transport is mandatory with this mod (although cims can walk quite far).

If you're getting 0 income it means there is a conflict with another mod which modifies the building AIs. This includes the "Random Name" mod!
Do not use with extended building information, this mod already includes that.

Detailed Changes:

Added config options.

Added a wealth counter to residential buildings, every time a worker leaves for work or to shop it goes down, when the worker succeeds in reaching their destination it goes up. Your tax rate affects the amount it goes up by. Needs to pass a threshhold to level up the building, and the building will get abandoned if it gets too low (will show low land value problem).

Income is dependant on the cims working (unemployed cims make no money, that includes those in school). Income is based on cim's happinness, education, commute time, and health. If you're struggling to balance your budget, build some parks and bus routes!

Added commute wait time. This is not the distance cims have to travel but the time they spend waiting (at bus/train stops or in traffic).

Click on any residential building to see the wealth level. It will show the (current wealth level) / (wealth level needed to level up)

Made it much more likely for fire to spread.

Added flooding disaster.

New window when you click on buildings to tell you exactly what a building needs to level.

Trains now have greatly increased capacity.

Low denstiy zoning buffed.

Industry produces much more pollution.

Made it much harder for traffic to despawn.

Made it much harder for Cims taking public transport to despawn.

Tripled the number of residents who travel to offices.

25% progression milestone cash reward.

Increased construction costs (especially highways, subways, and wonders).

Increased maintenance costs by 40%.

Greatly increased unlock price and allow 25 tiles.

Increased starting funds by 30k.

Increased tax rate effect on happiness.

Workers were less likely to want to go to work when a lot of cars were out, removed this.

Cims live a little longer (more seniors in your city), this should also have the benefit of having less spiky death spikes.

If you like my mods you can further support me by checking out my own game currently currently on Steam Greenlight, thanks!

Popular Discussions View All (19)
Apr 3, 2015 @ 6:36am
Starting a new city with PH?
Apr 1, 2015 @ 7:09am
Random feedback
Apr 19 @ 5:23pm
Proving mod
< >
benzoll Apr 19 @ 5:32pm 
@dada1134 - Mod is updated by @knighthawkGP for CS v1.4.
-Install mod:
Downloaded "source code" zip from here:

Unzipped, and the "DifficultyMod" folder, copied and pasted into game directory:
C: \ Users \ <username> \ AppData \ Local \ Colossal Order \ Cities_Skylines \ Addons \ Mods

-Star game, active mod, and load savegame or new of city: choose options mod, click in bottom "update". Done.
benzoll Apr 19 @ 5:15pm 
@[NL]LUURT - Surely the worst is increased traffic, CPU frying .. hehe.
@XeoNovaDan - Rare, I'll keep an eye.
dada1134 Apr 11 @ 4:48am 
Could someone fix/update this mod ? It looks awesome but I never tried it.
XeoNovaDan Apr 10 @ 4:07am 
One thing: I've ran my city with this mod enabled and I'm still only having 240 spaces on trains utilised instead of 560...
[NL]LUURT Apr 10 @ 12:38am 
My feedback to this mod; Very interesting concept, nice challenge, but the increase it gives in cpu usage slows my game down to much at a city of only 60k pop. This is likely due to the increased number of data that needs to be processed as a result of the increased traffic and the new wealth level stat that requires a lot of calculations.

My solution would be this; rather than making wealth a building specific stat, could you make it a ground effect, similar to pollution. This wouldnt require as much of an increase in the amount of spawning vehicles since, in an area not every building would need to travel to work/shops for the same effect. it also wouldnt be necessary to keep track of every building's wealth values, rather the building every once in a while, similar to how it interacts with pollution, will check to see if the wealth value went up enough for it to level up.
Thx for the great work, I really enjoyed the mod and hope to see more of it in the future.
XeoNovaDan Mar 12 @ 11:27am 
Alright, thanks ^_^ All up and running

I think this mod will really make me consider dirt roads xD
knighthawkGP Mar 11 @ 7:49pm 
@XeoNovaDan - On windows - Typically C:\Users\<username>\AppData\Local\Colossal Order\Cities_Skylines\Addons\Mods\DifficultyMod
XeoNovaDan Mar 7 @ 9:47am 
Alright, cheers :)

One last question: which folder does the .dll go in?
knighthawkGP Mar 7 @ 1:21am 
@XeoNovaDan - You just need the .dll from the source tree not the source itself.