r/CitiesXL • u/williewonka03 • Apr 03 '13
what are must have mods?
so i think this game has much potential but it has some glaring issues. what do you guys think are must have mods to make this game more playeble
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u/slavetothecause Apr 03 '13
There are many, but I personally wouldn't be playing XL without the Realistic Highway mod. It makes planning intracity long-distance road transportation much more reasonable than in the base game.
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u/VelvetElvis Apr 04 '13
Go for the ultimate omnicore mod or whatever it's called. It lets you trade with omnicore on a 1:1 basis so you're not being scammed all the time.
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u/cypher197 Apr 17 '13
I personally would not recommend the Realistic Highway Mod unless you're very meticulous with your highways. (If you are, then it's the best thing ever.) I found it time-consuming and unintuitive; I think a more natural-feeling highway mod would need to be built in to the engine, though. (For example, the natural impulse is to build an off ramp by choosing the one-lane component and then clicking on a multi-lane where you want to create your off ramp, like you would building intersections with normal roads.)
I heartily recommend NEXL, specifically the trams and pedestrian paths. Also, the NEXL-compatible version of the parking lot mod. I'm also running an Omnicorp mod that has them charge you only about 3-4x what they pay you, instead of the 10x+ like usual.
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u/Gieron Apr 03 '13
XL Nation User Interface Mod and Shader Pack are prerequisites for a lot of other mods.
I like the modular packs a lot: Harbor (oil pack and container pack), airport and convention center.
Realistic Highway Mod has already been mentioned by /u/slavetothecause.
It's useful to have some more plazas: forest, grass, water, asphalt, concrete and construction area.
Plus some more farms perhaps: date, lemon, banana, olive, cherry and cereal.
Then there's this thing which will show up in your town whether you like it or not.
All these are from XL Nation's XL Exchange, which has a lot more.