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		<title><![CDATA[Visual Entertainment and Technologies Forum - Maps and Mods]]></title>
		<link>https://www.ventdev.com/forums/</link>
		<description><![CDATA[Visual Entertainment and Technologies Forum - https://www.ventdev.com/forums]]></description>
		<pubDate>Sat, 16 May 2026 00:50:38 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[2nd Gear Map: Great Lakes and Mid-Atlantic]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4828</link>
			<pubDate>Thu, 07 May 2026 21:19:30 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7951">JC_Denton</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4828</guid>
			<description><![CDATA[Two years ago, I released my <a href="https://www.ventdev.com/forums/showthread.php?tid=4529" target="_blank" rel="noopener" class="mycode_url">Great Lakes map</a>, a 2nd Gear exclusive.<br />
<br />
Today, an expansion to that is being released - Great Lakes and Mid-Atlantic.  Like its predecessor, it is for 2nd Gear only, primarily because I prefer playing it to porting it to 1st Gear.<br />
<br />
<a href="https://ajtjp.com/software/GearCity/Downloads/Great%20Lakes%20and%20Mid-Atlantic%20%282026-05-07%29.zip" target="_blank" rel="noopener" class="mycode_url"><span style="font-weight: bold;" class="mycode_b">Download it here!</span></a>  Extract it to your &lt;Gear City Install&gt;/media/maps folder, so that the extracted folder is named "Great Lakes and Mid-Atlantic", and it has two sub-folders, "scripts" and "MapArt".  <span style="font-weight: bold;" class="mycode_b">The name of the folder within the maps folder must be Great Lakes and Mid-Atlantic!</span>  This should be the case by default with most decompression programs, but it is worth checking to make sure it didn't create a nested folder with the date of release.  Otherwise Gear City won't be able to load it up in-game.<br />
<br />
The map:<br />
<br />
<img src="https://ajtjp.com/software/GearCity/Downloads/Screenies/GLMA_Map.jpg" loading="lazy"  alt="[Image: GLMA_Map.jpg]" class="mycode_img" /><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Additions</span><br />
<br />
Compared to the Great Lakes map, it adds six states: New Jersey, Delaware, Maryland, West Virginia, Virginia, and Kentucky.<br />
<br />
This takes the city count from 90 to 120, and the 1900 population from 34 million to 43.4 million - a significant increase in the potential customer base.  If playing with the "Limit New Branches" option (recommended), this also takes the branch-per-year limit from 3 to 4.<br />
<br />
There is also a boost to the number of companies, which go from 104 to 114.  Competition may now be <span style="font-style: italic;" class="mycode_i">quite</span> as harsh per capita, but the early game remains an ultra-violent nightmare!<br />
<br />
Cities by state/province:<br />
<br />
 - Illinois: 7<br />
 - Indiana: 11<br />
 - Michigan: 13<br />
 - Minnesota: 4<br />
 - New York: 7<br />
 - Ohio: 11<br />
 - Ontario: 12<br />
 - Pennsylvania: 12<br />
 - Wisconsin: 13 <br />
 - New Jersey: 4<br />
 - Delaware: 2<br />
 - Maryland: 4<br />
 - West Virginia: 6<br />
 - Virginia: 9<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Recommended Settings</span><br />
<br />
It is strongly recommended to play on <span style="font-weight: bold;" class="mycode_b">Normal</span> difficulty, with optional Hard settings.  This is because sales have been "flattened" to be closer to historical figures, with the result that compared to what you are used to on the Base Cities map, the early years can be an ultra-violent nightmare!  You may well go bankrupt on your first attempt, so don't be afraid to tweak the starting cash to give yourself more of a cushion.<br />
<br />
It is my belief that the new production setting has increased the difficulty of the game, especially early on, adding even more reason than when the <span style="font-style: italic;" class="mycode_i">Great Lakes</span> map was new to give yourself some extra buffer.<br />
<br />
Beyond that, each company's starting funds reflect its founding year and longevity, increasing or decreasing its likelihood of long-term survival.  To keep these funds as intended, it is strongly recommended to <span style="font-weight: bold;" class="mycode_b">move the AI starting funds slider all the way to the left</span>.  This prevents the game from auto-adjusting (read: increasing) the starting funds each company receives.  With the default settings, too few companies will go bankrupt.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Disable Founding New AI Companies</span> is also cautiously recommended; without it, new, non-historical companies are generated to keep the minimum at about 35 companies, which is too little consolidation.  But with it, you may wind up with one or two companies by the 2010s.  Hopefully you are one of them.<br />
<br />
Otherwise, it is up to you.  I like to play with the benefits system enabled, the option to be fired, limited branches, and the import tax, settings that are defaulted on at hard difficulty, but need to be turned on manually with the Normal difficulty preset. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">GNP</span><br />
<br />
Where available, historical province/state and city-level GNP data has been used.  Where this data was not available, data has been interpolated from the most geographically and chronologically close data available.  In general, this means that the GNP data is more rich the later in the timeline you are playing.<br />
<br />
In terms of infrastructure and manufacturing, generally larger cities are more developed. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Infrastructure Development</span><br />
<br />
Thanks to FBS bounty #191, infrastructure now develops at a separate pace from general industrial growth.  Historical information has been added on the development of interstate highways, and you'll now notice a major boost to infrastructure as the interstates are developed, starting in the 1950 to 1960 timeframe.<br />
<br />
As this information has not yet been integrated for the King's Highway and other provincial highways, Ontario still follows the gradual system of development that the U.S. followed in the initial release of this map. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Have fun!</span><br />
<br />
There may or may not be future updates; maps take time, and so does playing them.  It took two years since my last map, so don't expect frequent updates.  I'm considering adding a few foreign automakers in the second half of the 20th century to spice up the level of mid-to-late-game competition, maybe as a second AI file option so you could have only domestic, or have Honda, Toyota, BMW, etc. invade the shores later on.<br />
<br />
It's also possible that I'll do another map expansion at some point - New England being the most likely candidate, perhaps with Quebec.  In theory, the map could expand to the whole Lower 48 and Canada someday... but have fun playing this one first.]]></description>
			<content:encoded><![CDATA[Two years ago, I released my <a href="https://www.ventdev.com/forums/showthread.php?tid=4529" target="_blank" rel="noopener" class="mycode_url">Great Lakes map</a>, a 2nd Gear exclusive.<br />
<br />
Today, an expansion to that is being released - Great Lakes and Mid-Atlantic.  Like its predecessor, it is for 2nd Gear only, primarily because I prefer playing it to porting it to 1st Gear.<br />
<br />
<a href="https://ajtjp.com/software/GearCity/Downloads/Great%20Lakes%20and%20Mid-Atlantic%20%282026-05-07%29.zip" target="_blank" rel="noopener" class="mycode_url"><span style="font-weight: bold;" class="mycode_b">Download it here!</span></a>  Extract it to your &lt;Gear City Install&gt;/media/maps folder, so that the extracted folder is named "Great Lakes and Mid-Atlantic", and it has two sub-folders, "scripts" and "MapArt".  <span style="font-weight: bold;" class="mycode_b">The name of the folder within the maps folder must be Great Lakes and Mid-Atlantic!</span>  This should be the case by default with most decompression programs, but it is worth checking to make sure it didn't create a nested folder with the date of release.  Otherwise Gear City won't be able to load it up in-game.<br />
<br />
The map:<br />
<br />
<img src="https://ajtjp.com/software/GearCity/Downloads/Screenies/GLMA_Map.jpg" loading="lazy"  alt="[Image: GLMA_Map.jpg]" class="mycode_img" /><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Additions</span><br />
<br />
Compared to the Great Lakes map, it adds six states: New Jersey, Delaware, Maryland, West Virginia, Virginia, and Kentucky.<br />
<br />
This takes the city count from 90 to 120, and the 1900 population from 34 million to 43.4 million - a significant increase in the potential customer base.  If playing with the "Limit New Branches" option (recommended), this also takes the branch-per-year limit from 3 to 4.<br />
<br />
There is also a boost to the number of companies, which go from 104 to 114.  Competition may now be <span style="font-style: italic;" class="mycode_i">quite</span> as harsh per capita, but the early game remains an ultra-violent nightmare!<br />
<br />
Cities by state/province:<br />
<br />
 - Illinois: 7<br />
 - Indiana: 11<br />
 - Michigan: 13<br />
 - Minnesota: 4<br />
 - New York: 7<br />
 - Ohio: 11<br />
 - Ontario: 12<br />
 - Pennsylvania: 12<br />
 - Wisconsin: 13 <br />
 - New Jersey: 4<br />
 - Delaware: 2<br />
 - Maryland: 4<br />
 - West Virginia: 6<br />
 - Virginia: 9<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Recommended Settings</span><br />
<br />
It is strongly recommended to play on <span style="font-weight: bold;" class="mycode_b">Normal</span> difficulty, with optional Hard settings.  This is because sales have been "flattened" to be closer to historical figures, with the result that compared to what you are used to on the Base Cities map, the early years can be an ultra-violent nightmare!  You may well go bankrupt on your first attempt, so don't be afraid to tweak the starting cash to give yourself more of a cushion.<br />
<br />
It is my belief that the new production setting has increased the difficulty of the game, especially early on, adding even more reason than when the <span style="font-style: italic;" class="mycode_i">Great Lakes</span> map was new to give yourself some extra buffer.<br />
<br />
Beyond that, each company's starting funds reflect its founding year and longevity, increasing or decreasing its likelihood of long-term survival.  To keep these funds as intended, it is strongly recommended to <span style="font-weight: bold;" class="mycode_b">move the AI starting funds slider all the way to the left</span>.  This prevents the game from auto-adjusting (read: increasing) the starting funds each company receives.  With the default settings, too few companies will go bankrupt.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Disable Founding New AI Companies</span> is also cautiously recommended; without it, new, non-historical companies are generated to keep the minimum at about 35 companies, which is too little consolidation.  But with it, you may wind up with one or two companies by the 2010s.  Hopefully you are one of them.<br />
<br />
Otherwise, it is up to you.  I like to play with the benefits system enabled, the option to be fired, limited branches, and the import tax, settings that are defaulted on at hard difficulty, but need to be turned on manually with the Normal difficulty preset. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">GNP</span><br />
<br />
Where available, historical province/state and city-level GNP data has been used.  Where this data was not available, data has been interpolated from the most geographically and chronologically close data available.  In general, this means that the GNP data is more rich the later in the timeline you are playing.<br />
<br />
In terms of infrastructure and manufacturing, generally larger cities are more developed. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Infrastructure Development</span><br />
<br />
Thanks to FBS bounty #191, infrastructure now develops at a separate pace from general industrial growth.  Historical information has been added on the development of interstate highways, and you'll now notice a major boost to infrastructure as the interstates are developed, starting in the 1950 to 1960 timeframe.<br />
<br />
As this information has not yet been integrated for the King's Highway and other provincial highways, Ontario still follows the gradual system of development that the U.S. followed in the initial release of this map. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Have fun!</span><br />
<br />
There may or may not be future updates; maps take time, and so does playing them.  It took two years since my last map, so don't expect frequent updates.  I'm considering adding a few foreign automakers in the second half of the 20th century to spice up the level of mid-to-late-game competition, maybe as a second AI file option so you could have only domestic, or have Honda, Toyota, BMW, etc. invade the shores later on.<br />
<br />
It's also possible that I'll do another map expansion at some point - New England being the most likely candidate, perhaps with Quebec.  In theory, the map could expand to the whole Lower 48 and Canada someday... but have fun playing this one first.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[More Cities and Companies]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4742</link>
			<pubDate>Thu, 25 Dec 2025 14:04:05 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=8248">mod_3d</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4742</guid>
			<description><![CDATA[<img src="https://i.postimg.cc/13k6Y1cZ/preview.png" loading="lazy"  alt="[Image: preview.png]" class="mycode_img" /><br />
<br />
<br />
<img src="https://i.postimg.cc/pXgpPY9F/USA.png" loading="lazy"  alt="[Image: USA.png]" class="mycode_img" /><br />
<br />
<br />
Cities<br />
The number of cities on the main map is increased to 896.<br />
New cities start appearing on the map from the year 2020 onward.<br />
<br />
<br />
Balance<br />
Adding more cities expands the player’s potential profit, especially early in the game.<br />
The mod activates a purchasing‑power multiplier, providing smoother economic progression.<br />
Starting from 2020, the number of cars bought at the beginning is reduced, but it gradually increases as the game advances.<br />
<br />
Mod available on Steam:<br />
<br />
<a href="https://steamcommunity.com/sharedfiles/filedetails/?id=3631138396&amp;searchtext=" target="_blank" rel="noopener" class="mycode_url">https://steamcommunity.com/sharedfiles/f...earchtext=</a><br />
<br />
<br />
<br />
Non-Steam version:<br />
<br />
<a href="https://drive.proton.me/urls/468SRBHWRR#49mBZCX3piGa" target="_blank" rel="noopener" class="mycode_url">https://drive.proton.me/urls/468SRBHWRR#49mBZCX3piGa</a>]]></description>
			<content:encoded><![CDATA[<img src="https://i.postimg.cc/13k6Y1cZ/preview.png" loading="lazy"  alt="[Image: preview.png]" class="mycode_img" /><br />
<br />
<br />
<img src="https://i.postimg.cc/pXgpPY9F/USA.png" loading="lazy"  alt="[Image: USA.png]" class="mycode_img" /><br />
<br />
<br />
Cities<br />
The number of cities on the main map is increased to 896.<br />
New cities start appearing on the map from the year 2020 onward.<br />
<br />
<br />
Balance<br />
Adding more cities expands the player’s potential profit, especially early in the game.<br />
The mod activates a purchasing‑power multiplier, providing smoother economic progression.<br />
Starting from 2020, the number of cars bought at the beginning is reduced, but it gradually increases as the game advances.<br />
<br />
Mod available on Steam:<br />
<br />
<a href="https://steamcommunity.com/sharedfiles/filedetails/?id=3631138396&amp;searchtext=" target="_blank" rel="noopener" class="mycode_url">https://steamcommunity.com/sharedfiles/f...earchtext=</a><br />
<br />
<br />
<br />
Non-Steam version:<br />
<br />
<a href="https://drive.proton.me/urls/468SRBHWRR#49mBZCX3piGa" target="_blank" rel="noopener" class="mycode_url">https://drive.proton.me/urls/468SRBHWRR#49mBZCX3piGa</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Mod : More AI Companies]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4664</link>
			<pubDate>Tue, 22 Apr 2025 04:20:17 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=8248">mod_3d</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4664</guid>
			<description><![CDATA[More AI Companies<br />
<br />
The mod is in early access.<br />
<br />
Adds more than 2000 companies under AI control.<br />
Support for Base City Map only.<br />
Most of the companies will be generated in the first 50 game years.<br />
<br />
Installation method:<br />
unpack the archive into the folder with the installed game PATH TO GAME/GearCity/media/Mods<br />
start VideoSetting in GearCity/ModTools<br />
Open Modifications tab<br />
select the mod in the Selected Mod Files list<br />
save and exit<br />
start the game.<br />
<br />
<br />
There are about 300 company names with logos in the game.<br />
The number of companies in the mod is more than 2000, it uses these same names, but with some tricks.<br />
<br />
Company names are made according to the following principle:<br />
<br />
1940_AAD_Hano_Pow<br />
<br />
1940 - the year of foundation<br />
AAD - the basic name of the company<br />
Hano - the first symbols of the city in which the company is founded. In this case Hanover<br />
Pow - the first symbols of the dominant behavior of the company. In this case power. Thus the company focuses more resources and attention on designing engines and autos with more power.<br />
<br />
<br />
Note!<br />
In some cases, companies may incorrectly display information about the city of foundation, and data about dominant behavior.<br />
<br />
If the game crashes or another error is detected, a message in this format will help to quickly determine the cause:<br />
game save<br />
game year<br />
full company name<br />
error description or screenshots<br />
<br />
<br />
Download link:<br />
<a href="https://drive.proton.me/urls/6P5Z098AP0#OUEfXOlBhVMf" target="_blank" rel="noopener" class="mycode_url">https://drive.proton.me/urls/6P5Z098AP0#OUEfXOlBhVMf</a>]]></description>
			<content:encoded><![CDATA[More AI Companies<br />
<br />
The mod is in early access.<br />
<br />
Adds more than 2000 companies under AI control.<br />
Support for Base City Map only.<br />
Most of the companies will be generated in the first 50 game years.<br />
<br />
Installation method:<br />
unpack the archive into the folder with the installed game PATH TO GAME/GearCity/media/Mods<br />
start VideoSetting in GearCity/ModTools<br />
Open Modifications tab<br />
select the mod in the Selected Mod Files list<br />
save and exit<br />
start the game.<br />
<br />
<br />
There are about 300 company names with logos in the game.<br />
The number of companies in the mod is more than 2000, it uses these same names, but with some tricks.<br />
<br />
Company names are made according to the following principle:<br />
<br />
1940_AAD_Hano_Pow<br />
<br />
1940 - the year of foundation<br />
AAD - the basic name of the company<br />
Hano - the first symbols of the city in which the company is founded. In this case Hanover<br />
Pow - the first symbols of the dominant behavior of the company. In this case power. Thus the company focuses more resources and attention on designing engines and autos with more power.<br />
<br />
<br />
Note!<br />
In some cases, companies may incorrectly display information about the city of foundation, and data about dominant behavior.<br />
<br />
If the game crashes or another error is detected, a message in this format will help to quickly determine the cause:<br />
game save<br />
game year<br />
full company name<br />
error description or screenshots<br />
<br />
<br />
Download link:<br />
<a href="https://drive.proton.me/urls/6P5Z098AP0#OUEfXOlBhVMf" target="_blank" rel="noopener" class="mycode_url">https://drive.proton.me/urls/6P5Z098AP0#OUEfXOlBhVMf</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[MoreGears - Motorcycle+ Mod for Gearcity]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4624</link>
			<pubDate>Wed, 09 Oct 2024 21:29:50 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=8230">Jovi</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4624</guid>
			<description><![CDATA[<span style="color: #acb2b8;" class="mycode_color"><span style="font-family: 'Motiva Sans', Arial, Helvetica, sans-serif;" class="mycode_font">Have you ever dreamed of producing motorcycles or even larger vehicles like tractors in Gearcity? MoreGears has arrived to meet that demand.</span></span><br />
<br />
<span style="color: #acb2b8;" class="mycode_color"><span style="font-family: 'Motiva Sans', Arial, Helvetica, sans-serif;" class="mycode_font">MoreGears adds a total of 7 new vehicle types to the game, including various types of motorcycles, buses, and tractors. There are 44 new vehicle body types for those who like to customize their vehicles their way—all customizable. We've also added 6 new highly customizable tire types to suit the new vehicle types. If you’re not into customizing vehicles and just want to choose one of the pre-made models, don’t worry; we have 77 pre-made vehicle models ready to use.</span></span><br />
<br />
<span style="color: #acb2b8;" class="mycode_color"><span style="font-family: 'Motiva Sans', Arial, Helvetica, sans-serif;" class="mycode_font"><span style="color: #acb2b8;" class="mycode_color"><span style="font-family: 'Motiva Sans', Arial, Helvetica, sans-serif;" class="mycode_font">And there's more. We've added several new components to be used in the production of motorcycles and heavy vehicles. Do you remember that +2000nm torque engine you developed but couldn’t utilize its full power because the game's transmission boxes couldn’t handle such power? That will no longer be a problem, thanks to the new high-power versions of the transmission boxes in the game. We've also expanded the number of gears from 8 to 18 and remodeled the Wankel engine to use 1 to 12 rotors.</span></span></span></span><br />
<br />
<span style="color: #acb2b8;" class="mycode_color"><span style="font-family: 'Motiva Sans', Arial, Helvetica, sans-serif;" class="mycode_font"><span style="color: #acb2b8;" class="mycode_color"><span style="font-family: 'Motiva Sans', Arial, Helvetica, sans-serif;" class="mycode_font">Regarding artificial intelligence and balancing in the game, all added components and vehicle types have been balanced according to the pros and cons of each component. The game's AI will use the components dynamically over the years, just like the player. If a mod component is more beneficial for the AI, it will use it just as the player would. The popularity of vehicle types has been adjusted to reflect reality while balancing with other aspects of the game. Over the years, the popularity of vehicles will also vary.</span></span></span></span><br />
<br />
<span style="color: #acb2b8;" class="mycode_color"><span style="font-family: 'Motiva Sans', Arial, Helvetica, sans-serif;" class="mycode_font"><span style="color: #acb2b8;" class="mycode_color"><span style="font-family: 'Motiva Sans', Arial, Helvetica, sans-serif;" class="mycode_font">To refresh the game’s atmosphere, 34 new songs were added. We also added 12 new competition types so you can put your motorcycles up against the models created by the AI, and there are also some competitions for tractors.</span></span></span></span><br />
<br />
<span style="color: #acb2b8;" class="mycode_color"><span style="font-family: 'Motiva Sans', Arial, Helvetica, sans-serif;" class="mycode_font">MoreGears has become a much larger mod than I initially anticipated. Many balancing details may have been overlooked. If you have any balancing suggestions, please leave them in the comments below. It’s worth noting that if you modify any component, you will need to create a new game for the changes to take effect. <br />
<br />
Full description: <a href="https://steamcommunity.com/sharedfiles/filedetails/?id=3300085183" target="_blank" rel="noopener" class="mycode_url">https://steamcommunity.com/sharedfiles/f...3300085183</a><br />
<br />
Download: <a href="https://www.dropbox.com/scl/fi/9qw2280hlndoah3wkpao3/moregears_mod.zip?rlkey=hpkf2en933bbglbo18j93ifgz&amp;st=irqy6a3j&amp;dl=0" target="_blank" rel="noopener" class="mycode_url">https://www.dropbox.com/scl/fi/9qw2280hl...y6a3j&amp;dl=0</a></span></span>]]></description>
			<content:encoded><![CDATA[<span style="color: #acb2b8;" class="mycode_color"><span style="font-family: 'Motiva Sans', Arial, Helvetica, sans-serif;" class="mycode_font">Have you ever dreamed of producing motorcycles or even larger vehicles like tractors in Gearcity? MoreGears has arrived to meet that demand.</span></span><br />
<br />
<span style="color: #acb2b8;" class="mycode_color"><span style="font-family: 'Motiva Sans', Arial, Helvetica, sans-serif;" class="mycode_font">MoreGears adds a total of 7 new vehicle types to the game, including various types of motorcycles, buses, and tractors. There are 44 new vehicle body types for those who like to customize their vehicles their way—all customizable. We've also added 6 new highly customizable tire types to suit the new vehicle types. If you’re not into customizing vehicles and just want to choose one of the pre-made models, don’t worry; we have 77 pre-made vehicle models ready to use.</span></span><br />
<br />
<span style="color: #acb2b8;" class="mycode_color"><span style="font-family: 'Motiva Sans', Arial, Helvetica, sans-serif;" class="mycode_font"><span style="color: #acb2b8;" class="mycode_color"><span style="font-family: 'Motiva Sans', Arial, Helvetica, sans-serif;" class="mycode_font">And there's more. We've added several new components to be used in the production of motorcycles and heavy vehicles. Do you remember that +2000nm torque engine you developed but couldn’t utilize its full power because the game's transmission boxes couldn’t handle such power? That will no longer be a problem, thanks to the new high-power versions of the transmission boxes in the game. We've also expanded the number of gears from 8 to 18 and remodeled the Wankel engine to use 1 to 12 rotors.</span></span></span></span><br />
<br />
<span style="color: #acb2b8;" class="mycode_color"><span style="font-family: 'Motiva Sans', Arial, Helvetica, sans-serif;" class="mycode_font"><span style="color: #acb2b8;" class="mycode_color"><span style="font-family: 'Motiva Sans', Arial, Helvetica, sans-serif;" class="mycode_font">Regarding artificial intelligence and balancing in the game, all added components and vehicle types have been balanced according to the pros and cons of each component. The game's AI will use the components dynamically over the years, just like the player. If a mod component is more beneficial for the AI, it will use it just as the player would. The popularity of vehicle types has been adjusted to reflect reality while balancing with other aspects of the game. Over the years, the popularity of vehicles will also vary.</span></span></span></span><br />
<br />
<span style="color: #acb2b8;" class="mycode_color"><span style="font-family: 'Motiva Sans', Arial, Helvetica, sans-serif;" class="mycode_font"><span style="color: #acb2b8;" class="mycode_color"><span style="font-family: 'Motiva Sans', Arial, Helvetica, sans-serif;" class="mycode_font">To refresh the game’s atmosphere, 34 new songs were added. We also added 12 new competition types so you can put your motorcycles up against the models created by the AI, and there are also some competitions for tractors.</span></span></span></span><br />
<br />
<span style="color: #acb2b8;" class="mycode_color"><span style="font-family: 'Motiva Sans', Arial, Helvetica, sans-serif;" class="mycode_font">MoreGears has become a much larger mod than I initially anticipated. Many balancing details may have been overlooked. If you have any balancing suggestions, please leave them in the comments below. It’s worth noting that if you modify any component, you will need to create a new game for the changes to take effect. <br />
<br />
Full description: <a href="https://steamcommunity.com/sharedfiles/filedetails/?id=3300085183" target="_blank" rel="noopener" class="mycode_url">https://steamcommunity.com/sharedfiles/f...3300085183</a><br />
<br />
Download: <a href="https://www.dropbox.com/scl/fi/9qw2280hlndoah3wkpao3/moregears_mod.zip?rlkey=hpkf2en933bbglbo18j93ifgz&amp;st=irqy6a3j&amp;dl=0" target="_blank" rel="noopener" class="mycode_url">https://www.dropbox.com/scl/fi/9qw2280hl...y6a3j&amp;dl=0</a></span></span>]]></content:encoded>
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			<title><![CDATA[Can maps have custom DYK (Did You Know) Files?]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4531</link>
			<pubDate>Mon, 26 Feb 2024 12:35:32 -0500</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7951">JC_Denton</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4531</guid>
			<description><![CDATA[I've added a custom Did You Know file to my map, specifically a "dyk_English.xml" file in the folder "&lt;install dir&gt;\media\Maps\&lt;Map Name&gt;\scripts\", but the entries I removed are still showing up in-game, and the new ones aren't.  If I edit  "&lt;install dir&gt;\scripts\dyk_English.xml", the changes show up, but that isn't distributable as part of a map.<br />
<br />
According to <a href="https://wiki.gearcity.info/doku.php?id=modtools:dykeditor" target="_blank" rel="noopener" class="mycode_url">https://wiki.gearcity.info/doku.php?id=m...:dykeditor</a><br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="font-family: Arial, sans-serif;" class="mycode_font">You may use the <a href="https://wiki.gearcity.info/doku.php?id=modtools:make_a_mod_editor" target="_blank" rel="noopener" class="mycode_url"><span style="color: #dd3300;" class="mycode_color">Mod Data Tool</span></a> to override loading the default DYK files.</span></span><br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="font-family: Arial, sans-serif;" class="mycode_font">The game looks for DKY_LanguageName.xml where LanguageName is the same file name of the localization file being used. For example, if English.xml localization is being used, the game will look for DYK_English.xml in the Scripts folder.</span></span><br />
<br />
<span style="font-family: Arial, sans-serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Mod Files do not have this limitation, they will only look for the selected DYK file defined in the Mod File.</span></span><br />
<br />
<span style="font-family: Arial, sans-serif;" class="mycode_font">However, the "Mod Data Tool" page doesn't exist (should there be an FBS entry for completing those unfinished wiki pages?).  In my MapFileForGame.xml, I have:</span><br />
<br />
<span style="font-family: Arial, sans-serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">    &lt;Scripts&gt;/scripts/&lt;/Scripts&gt;</span></span><br />
<span style="font-family: Arial, sans-serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">    &lt;CityArt&gt;../Base City Map/CityArt/CityArt.zip&lt;/CityArt&gt;</span></span><br />
<span style="font-family: Arial, sans-serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">    &lt;FlagArt&gt;../Base City Map/FlagArt/Flags.zip&lt;/FlagArt&gt;</span></span><br />
<span style="font-family: Arial, sans-serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">    &lt;NewsArt&gt;../Base City Map/NewsArt/News.zip&lt;/NewsArt&gt;</span></span><br />
<span style="font-family: Arial, sans-serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">    &lt;AILogos&gt;../Base City Map/AILogos/AILogos.zip&lt;/AILogos&gt;</span></span><br />
<br />
<span style="font-family: Arial, sans-serif;" class="mycode_font">Is there a &lt;DYK&gt; or &lt;DidYouKnow&gt; tag that I need to add to this?  I don't see such an option in the Mod Tool's Map Data Tools section, or the Mod Data Tools section for that matter (I remain a bit confused over the dividing line for what requires a mod versus what can be done in a map).</span><br />
<br />
I'm hoping it is possible as it seems like a cool feature to have the Did You Knows focus on companies from the area that the map covers.  But if not, that would also be good to be aware of.]]></description>
			<content:encoded><![CDATA[I've added a custom Did You Know file to my map, specifically a "dyk_English.xml" file in the folder "&lt;install dir&gt;\media\Maps\&lt;Map Name&gt;\scripts\", but the entries I removed are still showing up in-game, and the new ones aren't.  If I edit  "&lt;install dir&gt;\scripts\dyk_English.xml", the changes show up, but that isn't distributable as part of a map.<br />
<br />
According to <a href="https://wiki.gearcity.info/doku.php?id=modtools:dykeditor" target="_blank" rel="noopener" class="mycode_url">https://wiki.gearcity.info/doku.php?id=m...:dykeditor</a><br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="font-family: Arial, sans-serif;" class="mycode_font">You may use the <a href="https://wiki.gearcity.info/doku.php?id=modtools:make_a_mod_editor" target="_blank" rel="noopener" class="mycode_url"><span style="color: #dd3300;" class="mycode_color">Mod Data Tool</span></a> to override loading the default DYK files.</span></span><br />
<br />
<span style="font-style: italic;" class="mycode_i"><span style="font-family: Arial, sans-serif;" class="mycode_font">The game looks for DKY_LanguageName.xml where LanguageName is the same file name of the localization file being used. For example, if English.xml localization is being used, the game will look for DYK_English.xml in the Scripts folder.</span></span><br />
<br />
<span style="font-family: Arial, sans-serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">Mod Files do not have this limitation, they will only look for the selected DYK file defined in the Mod File.</span></span><br />
<br />
<span style="font-family: Arial, sans-serif;" class="mycode_font">However, the "Mod Data Tool" page doesn't exist (should there be an FBS entry for completing those unfinished wiki pages?).  In my MapFileForGame.xml, I have:</span><br />
<br />
<span style="font-family: Arial, sans-serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">    &lt;Scripts&gt;/scripts/&lt;/Scripts&gt;</span></span><br />
<span style="font-family: Arial, sans-serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">    &lt;CityArt&gt;../Base City Map/CityArt/CityArt.zip&lt;/CityArt&gt;</span></span><br />
<span style="font-family: Arial, sans-serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">    &lt;FlagArt&gt;../Base City Map/FlagArt/Flags.zip&lt;/FlagArt&gt;</span></span><br />
<span style="font-family: Arial, sans-serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">    &lt;NewsArt&gt;../Base City Map/NewsArt/News.zip&lt;/NewsArt&gt;</span></span><br />
<span style="font-family: Arial, sans-serif;" class="mycode_font"><span style="font-style: italic;" class="mycode_i">    &lt;AILogos&gt;../Base City Map/AILogos/AILogos.zip&lt;/AILogos&gt;</span></span><br />
<br />
<span style="font-family: Arial, sans-serif;" class="mycode_font">Is there a &lt;DYK&gt; or &lt;DidYouKnow&gt; tag that I need to add to this?  I don't see such an option in the Mod Tool's Map Data Tools section, or the Mod Data Tools section for that matter (I remain a bit confused over the dividing line for what requires a mod versus what can be done in a map).</span><br />
<br />
I'm hoping it is possible as it seems like a cool feature to have the Did You Knows focus on companies from the area that the map covers.  But if not, that would also be good to be aware of.]]></content:encoded>
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			<title><![CDATA["Generic Designs" Checkbox]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4423</link>
			<pubDate>Sun, 21 May 2023 02:57:14 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7951">JC_Denton</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4423</guid>
			<description><![CDATA[A question about "Generic Designs", the check box in the mod tools.<br />
<br />
According to the documentation, " <span style="font-family: Arial, sans-serif;" class="mycode_font">This checkbox will remove the AI using the behavior weights when selecting a vehicle type. Instead the AI will build many different types of vehicles under their marque. Typically going for what is most popular."</span><br />
<br />
<span style="font-family: Arial, sans-serif;" class="mycode_font">So I thought, if I uncheck it, and I'm using, say, the Truck Company preset, those companies should highly focus on building trucks, if not exclusively then significantly preferentially.</span><br />
<br />
<span style="font-family: Arial, sans-serif;" class="mycode_font">However, the check box doesn't seem to stick when I change it.  I uncheck if, select a different company, and when I go back to the first one it's re-checked.</span><br />
<br />
<span style="font-family: Arial, sans-serif;" class="mycode_font">Thus I haven't been able to figure out if it has the desired effect.</span><br />
<br />
<span style="font-family: Arial, sans-serif;" class="mycode_font">I'm also curious what the XML value is.  It seems to always be -1.0, but I'm guessing that if it were unchecked in the UI, it would have a different value, I'm just not sure what that is.</span><br />
<br />
<span style="font-family: Arial, sans-serif;" class="mycode_font">Definitely a cool intention behind that check box - I really want my truck companies to make trucks - but so far by truck companies are making landaulets and shooting brakes and surprisingly often not many trucks.</span><br />
<br />
<span style="font-family: Arial, sans-serif;" class="mycode_font">(At a higher level I'm also experimenting with the AI tweaking values in general.  Some of them seem to be having the intended effect, the luxury-focused companies seem to be climbing the luxury reputation ladder for example.  Others still need more data to say, or maybe I just need to set them to father-out values)</span>]]></description>
			<content:encoded><![CDATA[A question about "Generic Designs", the check box in the mod tools.<br />
<br />
According to the documentation, " <span style="font-family: Arial, sans-serif;" class="mycode_font">This checkbox will remove the AI using the behavior weights when selecting a vehicle type. Instead the AI will build many different types of vehicles under their marque. Typically going for what is most popular."</span><br />
<br />
<span style="font-family: Arial, sans-serif;" class="mycode_font">So I thought, if I uncheck it, and I'm using, say, the Truck Company preset, those companies should highly focus on building trucks, if not exclusively then significantly preferentially.</span><br />
<br />
<span style="font-family: Arial, sans-serif;" class="mycode_font">However, the check box doesn't seem to stick when I change it.  I uncheck if, select a different company, and when I go back to the first one it's re-checked.</span><br />
<br />
<span style="font-family: Arial, sans-serif;" class="mycode_font">Thus I haven't been able to figure out if it has the desired effect.</span><br />
<br />
<span style="font-family: Arial, sans-serif;" class="mycode_font">I'm also curious what the XML value is.  It seems to always be -1.0, but I'm guessing that if it were unchecked in the UI, it would have a different value, I'm just not sure what that is.</span><br />
<br />
<span style="font-family: Arial, sans-serif;" class="mycode_font">Definitely a cool intention behind that check box - I really want my truck companies to make trucks - but so far by truck companies are making landaulets and shooting brakes and surprisingly often not many trucks.</span><br />
<br />
<span style="font-family: Arial, sans-serif;" class="mycode_font">(At a higher level I'm also experimenting with the AI tweaking values in general.  Some of them seem to be having the intended effect, the luxury-focused companies seem to be climbing the luxury reputation ladder for example.  Others still need more data to say, or maybe I just need to set them to father-out values)</span>]]></content:encoded>
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			<title><![CDATA[Starting Funds]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4420</link>
			<pubDate>Sun, 21 May 2023 00:38:23 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7951">JC_Denton</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4420</guid>
			<description><![CDATA[I've been adding some AIs to my latest map, and noticed on <a href="https://wiki.gearcity.info/doku.php?id=modtools:aieditor" target="_blank" rel="noopener" class="mycode_url">https://wiki.gearcity.info/doku.php?id=m...s:aieditor</a> that the "Starting Funds" are adjusted.<br />
<br />
I am curious if it's a future possibility (FBS item?) to make it optional whether they are adjusted?  I'd come up with a formula for starting funds based on historical information, and noticed they were being adjusted way higher than where I'd like them, so I've been counter-weighting the values I put in the XML files to mostly counteract the game's adjustments.]]></description>
			<content:encoded><![CDATA[I've been adding some AIs to my latest map, and noticed on <a href="https://wiki.gearcity.info/doku.php?id=modtools:aieditor" target="_blank" rel="noopener" class="mycode_url">https://wiki.gearcity.info/doku.php?id=m...s:aieditor</a> that the "Starting Funds" are adjusted.<br />
<br />
I am curious if it's a future possibility (FBS item?) to make it optional whether they are adjusted?  I'd come up with a formula for starting funds based on historical information, and noticed they were being adjusted way higher than where I'd like them, so I've been counter-weighting the values I put in the XML files to mostly counteract the game's adjustments.]]></content:encoded>
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			<title><![CDATA[Europe Expanded II]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4379</link>
			<pubDate>Fri, 16 Sep 2022 18:48:32 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7951">JC_Denton</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4379</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Europe Expanded II for GearCity - RC 1</span><br />
<br />
<img src="https://ajtjp.com/software/GearCity/Images/EEII_PreviewImage.png" loading="lazy"  width="800" height="600" alt="[Image: EEII_PreviewImage.png]" class="mycode_img" /><br />
<span style="font-style: italic;" class="mycode_i">The Map, showing population growth rates in the mid-1980s</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Installation Instructions</span><br />
<br />
Download the .zip file from <a href="https://ajtjp.com/software/GearCity/Downloads/Europe%20Expanded%20II%20RC1.zip" target="_blank" rel="noopener" class="mycode_url">https://ajtjp.com/software/GearCity/Down...%20RC1.zip</a> (1.11 MB).<br />
<br />
Then decompress the .zip file and put the "Europe Expanded II" folder in your "GearCity/media/Mods" folder.  Then start the Video Settings Editor and go to the mods tab, and select Europe Expanded II.  Start GearCity, and you should be running the mod.  Use the Europe Test map, which should be the only one in green, to start a game of Europe Expanded II.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Summary</span><br />
<br />
This is the first release of version 2 of Europe Expanded.  Europe Expanded seeks to provide a viable second map for GearCity, focusing on Europe, and greatly expands the number of cities available from the base Europe Test map.<br />
<br />
Using current borders, EEII features:<br />
<br />
- 268 cities overall (+199 over the base Europe test map)<br />
- 50 cities in Italy<br />
- 49 cities in the United Kingdom (40 in England, 4 in Scotland, 3 in Wales, 2 in Northern Ireland)<br />
- 47 cities in France<br />
- 40 cities in Spain<br />
- 10 cities in Portugal<br />
- 10 cities in Belgium<br />
- 9 cities in Switzerland<br />
- 9 cities in the Netherlands<br />
- 5 cities in Ireland<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Approach and Demographics</span><br />
<br />
Europe Expanded II takes a hybrid region-city approach to the game.  Each city's population represents the population of a region, or a part of a region if multiple cities from one region are included.  The GNP also reflects the regional GNP rather than that of just the city.  This way, most of the population of the countries that have been covered are included, and are potential customers.<br />
<br />
Countering this increase in population, infrastructure and manufacturing levels are generally lower than in the base game, and starting economic wealth is also generally lower.  In my in-depth playthrough (before the Netherlands, Ireland, and Scotland were revamped), this resulted in industry-wide sales figures that were about half the level of the base game over the first decade, rising to about 75% by the late 1920s.  So while you may have a lot of potential customers, don't think everyone will be able to afford a car in 1900!<br />
<br />
A future post will provide more detail on the demographic and economic approach, but in short while the hybrid city-regional approach means the figures won't match a historic atlas, historic population levels for both regions and cities have been gathered and used as the basis of the mod, as well as historic national-level GNP data and current regional GNP data.<br />
<br />
There are City files for every decade, and where possible historic demographic data was used for each decade; interpolation was necessary in some cases, as the depth of data varied from country to country, largely based around the frequency of censuses.  Nonetheless, there should be at least as much depth on average as in the base game.  If you start a game in 1912, most cities will be growing at different rates than they will in 1902.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">AI Companies</span><br />
<br />
EEII also features real AI company names (though not logos) for 124 of the AI companies, and adds three new AI companies in Portugal.  For many of the AI companies with real names, the starting location has been updated, if need be, to be historically accurate based on the much-expanded roster of cities.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">City Art</span><br />
<br />
For twelve cities, EEII also includes custom city art, deptcing the actual skyline, plazas, or historic landmarks.  These are:<br />
<br />
- Berlin, the Tiergarten viewed from the Reichstag<br />
- Chur, panorama of the city<br />
- Kiev, Maidan Square<br />
- Le Mans, panorama of the city<br />
- London, the Palace of Westminster<br />
- Nancy, Place Stanislas<br />
- Padua, Prato della Valle<br />
- Paris, Notre Dame<br />
- Rome, the Colosseum<br />
- Soria, San Juan de Duero<br />
- Teruel, the Plaza del Torico<br />
- Zurich, Rathausbrucke<br />
<br />
<img src="https://ajtjp.com/software/GearCity/Images/EEII_London.png" loading="lazy"  alt="[Image: EEII_London.png]" class="mycode_img" /><br />
<span style="font-style: italic;" class="mycode_i">London, in 1987</span><br />
<br />
Please see Image Credits.txt, included in the download, for more info on these locations, as well as attributions.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">I played EEI - What's New?</span><br />
<br />
The Italian, Swiss, Belgian, Dutch, British, and Irish revamps are all entirely new.  Another pass has been done for Spain, Portugal, and France as well; France has gained 14 cities since EEI, Spain has gained 11, and Portugal has gained 5.  Much of this has focused on adding cities/regions that had proportionally larger shares of their country's population in 1900 than they did in 2020.<br />
<br />
Overall, the number of cities has increased from 124 to 268.<br />
<br />
The demographics are also much more granular over time; in EE1 there were only 1900 and 2020 city files, now there is one per decade.  All cities have at least 3 data points (1900, 1950, and 2020), but many have far more than they did in EEI.<br />
<br />
The economy also now varies by region, whereas in EEI only country-level economic data was used.<br />
<br />
The real AI names and city art are also new.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Errata</span><br />
<br />
Currently, three historic aberrations are known:<br />
<br />
- The Treaty of Versailles is more favorable to Germany than historically, allowing them to keep Elsass-Lothringen<br />
- It is also more lenient on Austria-Hungary, who gets to keep their Italian cities, though their economy will falter<br />
- The Irish mostly do not gain independence from the UK, only in Dublin<br />
<br />
These will be fixed for the final release, however as my focus has been moving to other hobbies over the past week I wanted to release what's available, rather than wait several months while I did other things as happened with EEI.<br />
<br />
Additionally, infrastructure grows at the same rate as manufacturing due to game limitations, which is not intended.  I am hoping that Feature Bounty item #191 (<a href="https://www.ventdev.com/forums/showthread.php?tid=3975" target="_blank" rel="noopener" class="mycode_url">https://www.ventdev.com/forums/showthread.php?tid=3975</a>) can be funded as that will make this mod (as well as the base map and other maps) more accurate.  If you haven't signed up for the Feature Bounty yet, please consider doing so!<br />
<br />
Aside from these aberrations, as far as I'm aware EEII is working as intended.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Future</span><br />
<br />
After the full release, which will also be posted to the Steam Workshop, there may well be a 2.1 or 2.2 release that includes more historically accurate demographic, economic, or infrastructure data; in particular I've recently found additional sources for historic regional economic data.<br />
<br />
Long term, there may be a 3.0 release that revamps countries father east; Germany would be a top priority, but depending on how much demographic data I can find, a 2.5 release with a smaller country such as Greece may arrive first.<br />
<br />
However, I will most likely do a North America map first unless Eric beats me to it.  I seem to be motivated to work on this about once a year, so that may mean North America 1.0 in 2023, Europe 3.0 in 2024.  Or I could skip a year or decide to make a Japan map before Europe 3.0 if someone hasn't done that first.<br />
<br />
- JC Denton<br />
Ohio, USA]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Europe Expanded II for GearCity - RC 1</span><br />
<br />
<img src="https://ajtjp.com/software/GearCity/Images/EEII_PreviewImage.png" loading="lazy"  width="800" height="600" alt="[Image: EEII_PreviewImage.png]" class="mycode_img" /><br />
<span style="font-style: italic;" class="mycode_i">The Map, showing population growth rates in the mid-1980s</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Installation Instructions</span><br />
<br />
Download the .zip file from <a href="https://ajtjp.com/software/GearCity/Downloads/Europe%20Expanded%20II%20RC1.zip" target="_blank" rel="noopener" class="mycode_url">https://ajtjp.com/software/GearCity/Down...%20RC1.zip</a> (1.11 MB).<br />
<br />
Then decompress the .zip file and put the "Europe Expanded II" folder in your "GearCity/media/Mods" folder.  Then start the Video Settings Editor and go to the mods tab, and select Europe Expanded II.  Start GearCity, and you should be running the mod.  Use the Europe Test map, which should be the only one in green, to start a game of Europe Expanded II.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Summary</span><br />
<br />
This is the first release of version 2 of Europe Expanded.  Europe Expanded seeks to provide a viable second map for GearCity, focusing on Europe, and greatly expands the number of cities available from the base Europe Test map.<br />
<br />
Using current borders, EEII features:<br />
<br />
- 268 cities overall (+199 over the base Europe test map)<br />
- 50 cities in Italy<br />
- 49 cities in the United Kingdom (40 in England, 4 in Scotland, 3 in Wales, 2 in Northern Ireland)<br />
- 47 cities in France<br />
- 40 cities in Spain<br />
- 10 cities in Portugal<br />
- 10 cities in Belgium<br />
- 9 cities in Switzerland<br />
- 9 cities in the Netherlands<br />
- 5 cities in Ireland<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Approach and Demographics</span><br />
<br />
Europe Expanded II takes a hybrid region-city approach to the game.  Each city's population represents the population of a region, or a part of a region if multiple cities from one region are included.  The GNP also reflects the regional GNP rather than that of just the city.  This way, most of the population of the countries that have been covered are included, and are potential customers.<br />
<br />
Countering this increase in population, infrastructure and manufacturing levels are generally lower than in the base game, and starting economic wealth is also generally lower.  In my in-depth playthrough (before the Netherlands, Ireland, and Scotland were revamped), this resulted in industry-wide sales figures that were about half the level of the base game over the first decade, rising to about 75% by the late 1920s.  So while you may have a lot of potential customers, don't think everyone will be able to afford a car in 1900!<br />
<br />
A future post will provide more detail on the demographic and economic approach, but in short while the hybrid city-regional approach means the figures won't match a historic atlas, historic population levels for both regions and cities have been gathered and used as the basis of the mod, as well as historic national-level GNP data and current regional GNP data.<br />
<br />
There are City files for every decade, and where possible historic demographic data was used for each decade; interpolation was necessary in some cases, as the depth of data varied from country to country, largely based around the frequency of censuses.  Nonetheless, there should be at least as much depth on average as in the base game.  If you start a game in 1912, most cities will be growing at different rates than they will in 1902.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">AI Companies</span><br />
<br />
EEII also features real AI company names (though not logos) for 124 of the AI companies, and adds three new AI companies in Portugal.  For many of the AI companies with real names, the starting location has been updated, if need be, to be historically accurate based on the much-expanded roster of cities.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">City Art</span><br />
<br />
For twelve cities, EEII also includes custom city art, deptcing the actual skyline, plazas, or historic landmarks.  These are:<br />
<br />
- Berlin, the Tiergarten viewed from the Reichstag<br />
- Chur, panorama of the city<br />
- Kiev, Maidan Square<br />
- Le Mans, panorama of the city<br />
- London, the Palace of Westminster<br />
- Nancy, Place Stanislas<br />
- Padua, Prato della Valle<br />
- Paris, Notre Dame<br />
- Rome, the Colosseum<br />
- Soria, San Juan de Duero<br />
- Teruel, the Plaza del Torico<br />
- Zurich, Rathausbrucke<br />
<br />
<img src="https://ajtjp.com/software/GearCity/Images/EEII_London.png" loading="lazy"  alt="[Image: EEII_London.png]" class="mycode_img" /><br />
<span style="font-style: italic;" class="mycode_i">London, in 1987</span><br />
<br />
Please see Image Credits.txt, included in the download, for more info on these locations, as well as attributions.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">I played EEI - What's New?</span><br />
<br />
The Italian, Swiss, Belgian, Dutch, British, and Irish revamps are all entirely new.  Another pass has been done for Spain, Portugal, and France as well; France has gained 14 cities since EEI, Spain has gained 11, and Portugal has gained 5.  Much of this has focused on adding cities/regions that had proportionally larger shares of their country's population in 1900 than they did in 2020.<br />
<br />
Overall, the number of cities has increased from 124 to 268.<br />
<br />
The demographics are also much more granular over time; in EE1 there were only 1900 and 2020 city files, now there is one per decade.  All cities have at least 3 data points (1900, 1950, and 2020), but many have far more than they did in EEI.<br />
<br />
The economy also now varies by region, whereas in EEI only country-level economic data was used.<br />
<br />
The real AI names and city art are also new.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Errata</span><br />
<br />
Currently, three historic aberrations are known:<br />
<br />
- The Treaty of Versailles is more favorable to Germany than historically, allowing them to keep Elsass-Lothringen<br />
- It is also more lenient on Austria-Hungary, who gets to keep their Italian cities, though their economy will falter<br />
- The Irish mostly do not gain independence from the UK, only in Dublin<br />
<br />
These will be fixed for the final release, however as my focus has been moving to other hobbies over the past week I wanted to release what's available, rather than wait several months while I did other things as happened with EEI.<br />
<br />
Additionally, infrastructure grows at the same rate as manufacturing due to game limitations, which is not intended.  I am hoping that Feature Bounty item #191 (<a href="https://www.ventdev.com/forums/showthread.php?tid=3975" target="_blank" rel="noopener" class="mycode_url">https://www.ventdev.com/forums/showthread.php?tid=3975</a>) can be funded as that will make this mod (as well as the base map and other maps) more accurate.  If you haven't signed up for the Feature Bounty yet, please consider doing so!<br />
<br />
Aside from these aberrations, as far as I'm aware EEII is working as intended.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Future</span><br />
<br />
After the full release, which will also be posted to the Steam Workshop, there may well be a 2.1 or 2.2 release that includes more historically accurate demographic, economic, or infrastructure data; in particular I've recently found additional sources for historic regional economic data.<br />
<br />
Long term, there may be a 3.0 release that revamps countries father east; Germany would be a top priority, but depending on how much demographic data I can find, a 2.5 release with a smaller country such as Greece may arrive first.<br />
<br />
However, I will most likely do a North America map first unless Eric beats me to it.  I seem to be motivated to work on this about once a year, so that may mean North America 1.0 in 2023, Europe 3.0 in 2024.  Or I could skip a year or decide to make a Japan map before Europe 3.0 if someone hasn't done that first.<br />
<br />
- JC Denton<br />
Ohio, USA]]></content:encoded>
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		<item>
			<title><![CDATA[GearCity Executive Secretary - A Report Utility for GearCity]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4377</link>
			<pubDate>Thu, 15 Sep 2022 16:04:27 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7951">JC_Denton</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4377</guid>
			<description><![CDATA[GearCity Executive Secretary is a utility that provides additional reports based on your GearCity game, allowing you to make more informed decisions, or just see how far you've progressed in make Superleggera frames the dominant chassis type in the industry.  I'm pleased to announce a substantial update.  Update, you say?  Indeed; you may have seen it before in its <a href="https://steamcommunity.com/app/285110/discussions/14/3049482570176415942/," target="_blank" rel="noopener" class="mycode_url">Steam thread</a>.  I'm making this the new main thread since it should be possible to include screenshots here.<br />
<br />
You can <a href="https://ajtjp.com/software/GearCity/Downloads/GearCityExecutiveSecretary_2026-04.jar" target="_blank" rel="noopener" class="mycode_url"><span style="font-weight: bold;" class="mycode_b">download the latest version here</span></a> (7.67 MB, 4/26/2026).  To run it, you'll also need Java 17 or later, which you can download <a href="https://bell-sw.com/pages/downloads/#jdk-25-lts" target="_blank" rel="noopener" class="mycode_url">from BellSoft here</a> (make sure to select "Full JRE").  The Secretary requires JavaFX, and thus either the BellSoft or Azul versions of Java that include it.<br />
<br />
<span style="font-style: italic;" class="mycode_i">Versions of the Executive Secretary prior to 2026 required Java 8; this was changed in the first release of 2026.  You may need to updates your Java to run the latest version.</span><br />
<br />
GearCity Executive Secretary now features 8 reports.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Company Profitability</span><br />
<br />
<img src="https://ajtjp.com/software/GearCity/Images/RunwayScreenshot.png" loading="lazy"  alt="[Image: RunwayScreenshot.png]" class="mycode_img" /><br />
<br />
This report shows each company's profitability, revenue, expenses, and profit margin for any year you select or a combination of multiple years (enter a number for "Years Included" and press Enter to update).  It also shows Market Cap, Price to Book, Equity, and Runway (predicted time until the company goes bankrupt at its current rate of losing money), to help you identify appealing takeover targets.  <br />
<br />
All columns are sortable.<br />
<br />
Profitability numbers do not include stock sales, stock issues such as IPOs, or stock purchases, so they more accurately reflect true profitability than the in-game reports (although over the long term, they also don't reflect gains or losses made via stock market investments).<br />
<br />
New in this update is that you can double-click on a row to get Company Detail report on the company in that row.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Yearly Market Summary</span><br />
<br />
<img src="https://ajtjp.com/software/GearCity/Images/YearlyMarketSummary.png" loading="lazy"  alt="[Image: YearlyMarketSummary.png]" class="mycode_img" /><br />
<br />
The Yearly Market Summary gives overall market conditions for each game year, namely vehicle sales, industry revenue, expenses, and profitability.  This lets you get a sense of the impact of economic conditions.<br />
<br />
There are no new features for this report in this update.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Defunct Companies</span><br />
<br />
<img src="https://ajtjp.com/software/GearCity/Images/DefunctCompaniesScreenshot.png" loading="lazy"  alt="[Image: DefunctCompaniesScreenshot.png]" class="mycode_img" /><br />
<br />
The Defunct Companies report shows you the fate of all defunct companies - if they were acquired, went bankrupt, and when.<br />
<br />
<br />
There are no new features for this report in this update.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Market Trends</span><br />
<br />
<img src="https://ajtjp.com/software/GearCity/Images/MarketTrends.png" loading="lazy"  alt="[Image: MarketTrends.png]" class="mycode_img" /><br />
<br />
The Market Trends, formerly "Engine Layouts", report contains 19 sub-reports (up from 4 in last September's update) that show the trends in popularity of various components and metrics.  The reports available are:<br />
<br />
 - Layout<br />
 - Cylinders<br />
 - Layout and Cylinders (e.g. V4, I5)<br />
 - Fuel Type<br />
 - Valvetrain<br />
 - Induction System<br />
 - Chassis Type<br />
 - Chassis Drivetrain<br />
 - Front Suspension<br />
 - Rear Suspension<br />
 - Combined Suspension<br />
 - Gearbox Type<br />
 - Gear Count<br />
 - Average Gear Count<br />
 - Average Fuel Economy<br />
 - Average Horsepower<br />
 - Average Torque<br />
 - Average Top Speed by Type<br />
 - Sales by Type<br />
<br />
Other than the "Average" reports, all of these can be viewed in either absolute numbers of sales, or as a percentage of the overall market.  Fuel Type, Valvetrain, and Induction system also offer the ability to view the results for only one of your marques, rather than the entire market.<br />
<br />
In all cases, you can click on items in the legend to hide them, and the graph will automatically adjust the y-axis as appropriate.  This lets you easily view the trend even for items that currently have very low market share, useful in those early years of your attempt to take over the world with superleggera.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Geographic Comparison</span><br />
<br />
<img src="https://ajtjp.com/software/GearCity/Images/GeographicComparison.png" loading="lazy"  alt="[Image: GeographicComparison.png]" class="mycode_img" /><br />
<br />
The Geographic Comparison report lets you view sales by marque and by country.  One potential use of this is seeing how your marketing campaigns are influencing sales over time.<br />
<br />
This report can be a bit slow to load, especially in the late-game, due to the amount of data involved, and by default it shows sales by marque, across all countries combined.  But you can instead view one marque by-country (as above), or even all marques by country, if you have a relatively small number of marques * countries.  If you have too many marques * countries on too small of a screen, the legend will unfortunately be hidden.<br />
<br />
This report is new in this update.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Acquisition Advisor</span><br />
<br />
<img src="https://ajtjp.com/software/GearCity/Images/AcquisitionAdvisor.png" loading="lazy"  alt="[Image: AcquisitionAdvisor.png]" class="mycode_img" /><br />
<br />
The Acquisition Advisor Report helps you identify the value of acquiring other companies for their physical assets, factories and branches.  It shows you all the new factories/branches you would acquire by acquiring that company, and only includes factories/branches where you do <span style="font-weight: bold;" class="mycode_b">not</span> already have a factory/branch in that city.<br />
<br />
This saves you the time of filtering that yourself from the in-game stock market report, although currently the Secretary does not tell you where those factories are located as the in-game stock report does.<br />
<br />
You can double-click on a row to view a Company Detail Report for a company.<br />
<br />
This report is new in this update.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Company Detail</span><br />
<br />
<img src="https://ajtjp.com/software/GearCity/Images/CompanyDetail.png" loading="lazy"  alt="[Image: CompanyDetail.png]" class="mycode_img" /><br />
<br />
The Company Detail report shows a trendline of a company's profitability over time, again excluding stock transactions.  This provides a graphical view of long-term profitability, and complements the "Company Profitability" report.<br />
<br />
This report only appears after you double-click on a company in the "Company Profitability" or "Acquisition Advisor" reports, and you can open as many of them as you wish.<br />
<br />
This report is new in the September 2022 update.]]></description>
			<content:encoded><![CDATA[GearCity Executive Secretary is a utility that provides additional reports based on your GearCity game, allowing you to make more informed decisions, or just see how far you've progressed in make Superleggera frames the dominant chassis type in the industry.  I'm pleased to announce a substantial update.  Update, you say?  Indeed; you may have seen it before in its <a href="https://steamcommunity.com/app/285110/discussions/14/3049482570176415942/," target="_blank" rel="noopener" class="mycode_url">Steam thread</a>.  I'm making this the new main thread since it should be possible to include screenshots here.<br />
<br />
You can <a href="https://ajtjp.com/software/GearCity/Downloads/GearCityExecutiveSecretary_2026-04.jar" target="_blank" rel="noopener" class="mycode_url"><span style="font-weight: bold;" class="mycode_b">download the latest version here</span></a> (7.67 MB, 4/26/2026).  To run it, you'll also need Java 17 or later, which you can download <a href="https://bell-sw.com/pages/downloads/#jdk-25-lts" target="_blank" rel="noopener" class="mycode_url">from BellSoft here</a> (make sure to select "Full JRE").  The Secretary requires JavaFX, and thus either the BellSoft or Azul versions of Java that include it.<br />
<br />
<span style="font-style: italic;" class="mycode_i">Versions of the Executive Secretary prior to 2026 required Java 8; this was changed in the first release of 2026.  You may need to updates your Java to run the latest version.</span><br />
<br />
GearCity Executive Secretary now features 8 reports.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Company Profitability</span><br />
<br />
<img src="https://ajtjp.com/software/GearCity/Images/RunwayScreenshot.png" loading="lazy"  alt="[Image: RunwayScreenshot.png]" class="mycode_img" /><br />
<br />
This report shows each company's profitability, revenue, expenses, and profit margin for any year you select or a combination of multiple years (enter a number for "Years Included" and press Enter to update).  It also shows Market Cap, Price to Book, Equity, and Runway (predicted time until the company goes bankrupt at its current rate of losing money), to help you identify appealing takeover targets.  <br />
<br />
All columns are sortable.<br />
<br />
Profitability numbers do not include stock sales, stock issues such as IPOs, or stock purchases, so they more accurately reflect true profitability than the in-game reports (although over the long term, they also don't reflect gains or losses made via stock market investments).<br />
<br />
New in this update is that you can double-click on a row to get Company Detail report on the company in that row.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Yearly Market Summary</span><br />
<br />
<img src="https://ajtjp.com/software/GearCity/Images/YearlyMarketSummary.png" loading="lazy"  alt="[Image: YearlyMarketSummary.png]" class="mycode_img" /><br />
<br />
The Yearly Market Summary gives overall market conditions for each game year, namely vehicle sales, industry revenue, expenses, and profitability.  This lets you get a sense of the impact of economic conditions.<br />
<br />
There are no new features for this report in this update.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Defunct Companies</span><br />
<br />
<img src="https://ajtjp.com/software/GearCity/Images/DefunctCompaniesScreenshot.png" loading="lazy"  alt="[Image: DefunctCompaniesScreenshot.png]" class="mycode_img" /><br />
<br />
The Defunct Companies report shows you the fate of all defunct companies - if they were acquired, went bankrupt, and when.<br />
<br />
<br />
There are no new features for this report in this update.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Market Trends</span><br />
<br />
<img src="https://ajtjp.com/software/GearCity/Images/MarketTrends.png" loading="lazy"  alt="[Image: MarketTrends.png]" class="mycode_img" /><br />
<br />
The Market Trends, formerly "Engine Layouts", report contains 19 sub-reports (up from 4 in last September's update) that show the trends in popularity of various components and metrics.  The reports available are:<br />
<br />
 - Layout<br />
 - Cylinders<br />
 - Layout and Cylinders (e.g. V4, I5)<br />
 - Fuel Type<br />
 - Valvetrain<br />
 - Induction System<br />
 - Chassis Type<br />
 - Chassis Drivetrain<br />
 - Front Suspension<br />
 - Rear Suspension<br />
 - Combined Suspension<br />
 - Gearbox Type<br />
 - Gear Count<br />
 - Average Gear Count<br />
 - Average Fuel Economy<br />
 - Average Horsepower<br />
 - Average Torque<br />
 - Average Top Speed by Type<br />
 - Sales by Type<br />
<br />
Other than the "Average" reports, all of these can be viewed in either absolute numbers of sales, or as a percentage of the overall market.  Fuel Type, Valvetrain, and Induction system also offer the ability to view the results for only one of your marques, rather than the entire market.<br />
<br />
In all cases, you can click on items in the legend to hide them, and the graph will automatically adjust the y-axis as appropriate.  This lets you easily view the trend even for items that currently have very low market share, useful in those early years of your attempt to take over the world with superleggera.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Geographic Comparison</span><br />
<br />
<img src="https://ajtjp.com/software/GearCity/Images/GeographicComparison.png" loading="lazy"  alt="[Image: GeographicComparison.png]" class="mycode_img" /><br />
<br />
The Geographic Comparison report lets you view sales by marque and by country.  One potential use of this is seeing how your marketing campaigns are influencing sales over time.<br />
<br />
This report can be a bit slow to load, especially in the late-game, due to the amount of data involved, and by default it shows sales by marque, across all countries combined.  But you can instead view one marque by-country (as above), or even all marques by country, if you have a relatively small number of marques * countries.  If you have too many marques * countries on too small of a screen, the legend will unfortunately be hidden.<br />
<br />
This report is new in this update.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Acquisition Advisor</span><br />
<br />
<img src="https://ajtjp.com/software/GearCity/Images/AcquisitionAdvisor.png" loading="lazy"  alt="[Image: AcquisitionAdvisor.png]" class="mycode_img" /><br />
<br />
The Acquisition Advisor Report helps you identify the value of acquiring other companies for their physical assets, factories and branches.  It shows you all the new factories/branches you would acquire by acquiring that company, and only includes factories/branches where you do <span style="font-weight: bold;" class="mycode_b">not</span> already have a factory/branch in that city.<br />
<br />
This saves you the time of filtering that yourself from the in-game stock market report, although currently the Secretary does not tell you where those factories are located as the in-game stock report does.<br />
<br />
You can double-click on a row to view a Company Detail Report for a company.<br />
<br />
This report is new in this update.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Company Detail</span><br />
<br />
<img src="https://ajtjp.com/software/GearCity/Images/CompanyDetail.png" loading="lazy"  alt="[Image: CompanyDetail.png]" class="mycode_img" /><br />
<br />
The Company Detail report shows a trendline of a company's profitability over time, again excluding stock transactions.  This provides a graphical view of long-term profitability, and complements the "Company Profitability" report.<br />
<br />
This report only appears after you double-click on a company in the "Company Profitability" or "Acquisition Advisor" reports, and you can open as many of them as you wish.<br />
<br />
This report is new in the September 2022 update.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Displaying Custom Maps in-game: Tutorial and Japan/Korea Screenshot]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4373</link>
			<pubDate>Sat, 10 Sep 2022 03:14:22 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=7951">JC_Denton</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4373</guid>
			<description><![CDATA[I couldn't fall asleep, so I decided to see if I could get a new map displaying in-game.  Visually, that is.  I've been working on a Europe map since I hadn't known how to import new map images when I started (otherwise I likely would have done North America, since I live in North America, and it would be fun to play on a map with even more cities I've traveled to).<br />
<br />
The good news is, I have some results!  The bad news is I'm still figuring out exactly how I did it.<br />
<br />
Let's see if uploading an image works here...<br />
<br />
<img src="https://www.ventdev.com/forums/attachment.php?aid=1481" loading="lazy"  alt="[Image: attachment.php?aid=1481]" class="mycode_img" /><br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1481" target="_blank" title="">screenshot_2022-9-10-238-58.png</a> (Size: 2.23 MB / Downloads: 1665)
<!-- end: postbit_attachments_attachment --><br />
<br />
I started out with Japan and Korea because it's a smaller area than the U.S.  Figured that meant I was less likely to run into crashes due to running out of memory or something like that.<br />
<br />
Steps (please note these are not yet final):<br />
<br />
1.  Download the full-res Blue Marble image from Wikipedia (<a href="https://en.wikipedia.org/wiki/File:Blue_Marble_2002.png" target="_blank" rel="noopener" class="mycode_url">https://en.wikipedia.org/wiki/File:Blue_Marble_2002.png</a>).  Make sure to right click -&gt; Save Link as on "Original File".  It may well crash your browser if you try to view it in the browser.<br />
<br />
2.  Open it in a program that can handle a 500 MB PNG file.  I found that GIMP and IrfanView (64-bit) were the two I had installed that could handle it, but IrfanView was much faster.  IrfanView also lets you drag a box around a subset of the image (I'll use India as the example for this post), and adjust it with the bounding rectangle in case you accidentally selected too little or too much.  Neat!  Once you've got the area you want, paste it into a new file and save it as a PNG in its own folder, optionally shrinking it along the way (not necessary for Japan at 3495x2799, but might be for larger maps).  Let's say you named the PNG BlueMarble_India.png, it should wind up as BlueMarble_India.dds.<br />
<br />
<br />
3.  Open Aorta.exe (which live in Gear City/Mod Tools), go to Batch Convert, choose the folder with your Blue Marble PNG, and choose a fresh folder to put the converted DDS file into.  Make sure Save as DDS is checked.  Click "Batch Convert..." and uncheck all the options, then click Okay.  It might take a couple seconds depending on the size of the map selection.<br />
<br />
4.  Go to the GearCity/media/Maps folder, and copy the Europe Test folder, name it after your map, e.g. India (GearCity/media/Maps/India will be the map folder).<br />
<br />
5.  Go to GearCity/Mod Tools and open GearCity_ModToolSuite.exe.  Choose Map Data Tools in the upper-left, and open GearCity/media/Maps/India/MapFileForModTools.xml.  Customize the Map Name and Map Description, let's say the Map Name is "India Map".  Leave the rest the same, including the Map Picture being "mapPicture_EuropeTest.dds".  I had a bunch of trouble with crashes due to not finding the map picture so I decided to leave well enough alone.<br />
<br />
6.  Save the MapFileForModTools.xml file.  Then click Export Finished Map Files.  Export it to a fresh folder, let's say GearCity/media/Maps/India Exported.  It will export it to a sub-folder based on the name you gave it, such as GearCity/media/Maps/India Exported/India Map.  Copy the "India Map" folder to the GearCity/media/Maps folder.<br />
<br />
7.  Go into your "India Map" folder, and then its MapArt folder, and make a copy of the MapArt.zip file, and then extract it.  Rename the "EuropeCityMap.material" file to "IndiaMap.material", open it, and on line 14 after "texture", change it to BlueMarble_India.dds.  Save the file.  Then find the BlueMarble_India.dds file from step 2, and place it in this same MapArt folder.  Compress both the DDS and the IndiaMap.material file into a new "MapArt.zip" file that will live in this folder.<br />
<br />
8.  Within your "India Map" folder, open MapFileForGame.xml, and on line 17 ("ChangeMap"), change EuropeCityMap to IndiaMap.  Eventually you'll also want to change the lat/lon markers so cities display properly, but at this point you'll still have the cities in Europe and they'll just display weirdly like in the picture above.  Getting a fresh slate and proper cities is for a future tutorial.<br />
<br />
9.  Fire up GearCity (with mods disabled), and click New Game, and click on "India Map".  It might crash here, if so go to "GearCity/GearCity/Logfile.log" and see what it says.  If not, click through to start a game and hopefully you see your map!  If it crashes, check that log file.  Most likely it failed to find a file somewhere.<br />
<br />
(Note to self: I created this with "Japan Two" and copied the exported version to "Japan Test II".  The earlier "Japan" version is hopelessly broken for some reason, and probably needs a diff tool to figure out why.  The working version is also backed up)<br />
<br />
-----<br />
<br />
Also, some of the changes around the .material file are probably intended to be done via "Edit Map Artwork Loading Years" in step 5 (the "Map Data Tools" in the Mod Tools).  I haven't tried or verified that, but it might make things slightly easier.<br />
<br />
----<br />
<br />
Hopefully this is of use to someone.  I'm writing it up in large part for my future self, when I try that North America map.  I'm also fine with it being repurposed for the Wiki's page on the Map Data Tool.<br />
<br />
I should also note that at this point I have no plans to create a Japan/Korea map in the short/medium term future.  I'm currently finishing version 2 of my Europe map, with North America, and then version 3 of Europe likely next.  Japan/Korea might be after that.  In part because I've had reasonably good luck finding demographic/economic data for Europe (especially Spain/Portugal/France/Italy), and am confident I can find good info for at least the U.S., but am not sure if I can for Japan and Korea, in part due to the language barrier.  But also just not knowing what's available... English is my native tongue, but it was way easier to find Spanish data than English for various historical reasons, primarily that there are about five types of counties in England.<br />
<br />
So if anyone wants to start a Japan/Korea map... it's available.]]></description>
			<content:encoded><![CDATA[I couldn't fall asleep, so I decided to see if I could get a new map displaying in-game.  Visually, that is.  I've been working on a Europe map since I hadn't known how to import new map images when I started (otherwise I likely would have done North America, since I live in North America, and it would be fun to play on a map with even more cities I've traveled to).<br />
<br />
The good news is, I have some results!  The bad news is I'm still figuring out exactly how I did it.<br />
<br />
Let's see if uploading an image works here...<br />
<br />
<img src="https://www.ventdev.com/forums/attachment.php?aid=1481" loading="lazy"  alt="[Image: attachment.php?aid=1481]" class="mycode_img" /><br />
<br />
<!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/image.gif" title="PNG Image" border="0" alt=".png" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1481" target="_blank" title="">screenshot_2022-9-10-238-58.png</a> (Size: 2.23 MB / Downloads: 1665)
<!-- end: postbit_attachments_attachment --><br />
<br />
I started out with Japan and Korea because it's a smaller area than the U.S.  Figured that meant I was less likely to run into crashes due to running out of memory or something like that.<br />
<br />
Steps (please note these are not yet final):<br />
<br />
1.  Download the full-res Blue Marble image from Wikipedia (<a href="https://en.wikipedia.org/wiki/File:Blue_Marble_2002.png" target="_blank" rel="noopener" class="mycode_url">https://en.wikipedia.org/wiki/File:Blue_Marble_2002.png</a>).  Make sure to right click -&gt; Save Link as on "Original File".  It may well crash your browser if you try to view it in the browser.<br />
<br />
2.  Open it in a program that can handle a 500 MB PNG file.  I found that GIMP and IrfanView (64-bit) were the two I had installed that could handle it, but IrfanView was much faster.  IrfanView also lets you drag a box around a subset of the image (I'll use India as the example for this post), and adjust it with the bounding rectangle in case you accidentally selected too little or too much.  Neat!  Once you've got the area you want, paste it into a new file and save it as a PNG in its own folder, optionally shrinking it along the way (not necessary for Japan at 3495x2799, but might be for larger maps).  Let's say you named the PNG BlueMarble_India.png, it should wind up as BlueMarble_India.dds.<br />
<br />
<br />
3.  Open Aorta.exe (which live in Gear City/Mod Tools), go to Batch Convert, choose the folder with your Blue Marble PNG, and choose a fresh folder to put the converted DDS file into.  Make sure Save as DDS is checked.  Click "Batch Convert..." and uncheck all the options, then click Okay.  It might take a couple seconds depending on the size of the map selection.<br />
<br />
4.  Go to the GearCity/media/Maps folder, and copy the Europe Test folder, name it after your map, e.g. India (GearCity/media/Maps/India will be the map folder).<br />
<br />
5.  Go to GearCity/Mod Tools and open GearCity_ModToolSuite.exe.  Choose Map Data Tools in the upper-left, and open GearCity/media/Maps/India/MapFileForModTools.xml.  Customize the Map Name and Map Description, let's say the Map Name is "India Map".  Leave the rest the same, including the Map Picture being "mapPicture_EuropeTest.dds".  I had a bunch of trouble with crashes due to not finding the map picture so I decided to leave well enough alone.<br />
<br />
6.  Save the MapFileForModTools.xml file.  Then click Export Finished Map Files.  Export it to a fresh folder, let's say GearCity/media/Maps/India Exported.  It will export it to a sub-folder based on the name you gave it, such as GearCity/media/Maps/India Exported/India Map.  Copy the "India Map" folder to the GearCity/media/Maps folder.<br />
<br />
7.  Go into your "India Map" folder, and then its MapArt folder, and make a copy of the MapArt.zip file, and then extract it.  Rename the "EuropeCityMap.material" file to "IndiaMap.material", open it, and on line 14 after "texture", change it to BlueMarble_India.dds.  Save the file.  Then find the BlueMarble_India.dds file from step 2, and place it in this same MapArt folder.  Compress both the DDS and the IndiaMap.material file into a new "MapArt.zip" file that will live in this folder.<br />
<br />
8.  Within your "India Map" folder, open MapFileForGame.xml, and on line 17 ("ChangeMap"), change EuropeCityMap to IndiaMap.  Eventually you'll also want to change the lat/lon markers so cities display properly, but at this point you'll still have the cities in Europe and they'll just display weirdly like in the picture above.  Getting a fresh slate and proper cities is for a future tutorial.<br />
<br />
9.  Fire up GearCity (with mods disabled), and click New Game, and click on "India Map".  It might crash here, if so go to "GearCity/GearCity/Logfile.log" and see what it says.  If not, click through to start a game and hopefully you see your map!  If it crashes, check that log file.  Most likely it failed to find a file somewhere.<br />
<br />
(Note to self: I created this with "Japan Two" and copied the exported version to "Japan Test II".  The earlier "Japan" version is hopelessly broken for some reason, and probably needs a diff tool to figure out why.  The working version is also backed up)<br />
<br />
-----<br />
<br />
Also, some of the changes around the .material file are probably intended to be done via "Edit Map Artwork Loading Years" in step 5 (the "Map Data Tools" in the Mod Tools).  I haven't tried or verified that, but it might make things slightly easier.<br />
<br />
----<br />
<br />
Hopefully this is of use to someone.  I'm writing it up in large part for my future self, when I try that North America map.  I'm also fine with it being repurposed for the Wiki's page on the Map Data Tool.<br />
<br />
I should also note that at this point I have no plans to create a Japan/Korea map in the short/medium term future.  I'm currently finishing version 2 of my Europe map, with North America, and then version 3 of Europe likely next.  Japan/Korea might be after that.  In part because I've had reasonably good luck finding demographic/economic data for Europe (especially Spain/Portugal/France/Italy), and am confident I can find good info for at least the U.S., but am not sure if I can for Japan and Korea, in part due to the language barrier.  But also just not knowing what's available... English is my native tongue, but it was way easier to find Spanish data than English for various historical reasons, primarily that there are about five types of counties in England.<br />
<br />
So if anyone wants to start a Japan/Korea map... it's available.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[VENT Player Logo Tutorial Mod]]></title>
			<link>https://www.ventdev.com/forums/showthread.php?tid=4265</link>
			<pubDate>Sat, 18 Jun 2022 12:25:20 -0400</pubDate>
			<dc:creator><![CDATA[<a href="https://www.ventdev.com/forums/member.php?action=profile&uid=1">Eric.B</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.ventdev.com/forums/showthread.php?tid=4265</guid>
			<description><![CDATA[This is the logo mod made in the GearCity Modding Tutorials. More tutorial mods will come soon, after I finish the GearCity Manual.<br />
<br />
See <a href="https://wiki.gearcity.info/doku.php?id=gamemanual:installing_mods" target="_blank" rel="noopener" class="mycode_url">https://wiki.gearcity.info/doku.php?id=g...lling_mods</a> for install instructions.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/zip.gif" title="ZIP File" border="0" alt=".zip" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1472" target="_blank" title="">VENT Player Logo.zip</a> (Size: 9.11 KB / Downloads: 788)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[This is the logo mod made in the GearCity Modding Tutorials. More tutorial mods will come soon, after I finish the GearCity Manual.<br />
<br />
See <a href="https://wiki.gearcity.info/doku.php?id=gamemanual:installing_mods" target="_blank" rel="noopener" class="mycode_url">https://wiki.gearcity.info/doku.php?id=g...lling_mods</a> for install instructions.<br /><!-- start: postbit_attachments_attachment -->
<br /><!-- start: attachment_icon -->
<img src="https://www.ventdev.com/forums/images/attachtypes/zip.gif" title="ZIP File" border="0" alt=".zip" />
<!-- end: attachment_icon -->&nbsp;&nbsp;<a href="attachment.php?aid=1472" target="_blank" title="">VENT Player Logo.zip</a> (Size: 9.11 KB / Downloads: 788)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
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