The mod adds basic, but globally impactful changes to the economy and skill progression for those wanting a challenge without fearing of the mods breaking after updates. The mod is largely auto-applied in-game using Core Library, which makes it rather resistent to any patches.
Here's what each mod package does:
- Higher Utility Bills: Significantly increases water and power utility costs, raising the rate from §0.7 to §6 per unit. Power and water production from Eco Lifestyle have been adjusted to produce 10 times as much utility. Fuel-based generators now last a full week per refill instead of one or two days, making them less tedious to maintain. A Simoleon-based fuel option has also been added.
- Reduced Sale Prices: Significantly lowers the sale value of most collectibles, craftables, and general items, including upgrade parts and fertilizers.
- Higher University Costs: Increases the cost of university classes.
- Slower Skill Gain: Cuts skill gain rates in half for Young Adults through Adults. Elders learn skills 5% slower than Adults. This encourages players to make use of skill-gain reward traits and lot traits to offset the slower progression. Some skills, such as Nectar Making, Research & Debate, and social skills, are unaffected, as their long learning times offer relatively little additional gameplay value.
- High Schools Years Trift Store Exploit Fix: Makes it impossible to sell thrift store outfits for insane amounts of profit that make the grind for money pointless.

