Started by jamespetts, April 05, 2014, 10:48:24 PM
0 Members and 1 Guest are viewing this topic.
QuotePassenger generation and distribution should have nothing to do with the renovation and building in cities (as in reality too, the worker just go where they have to go).
QuoteWhat you describe as the industry levelling system is very similar to the industry density system that has been in the code for a very long time now: each industry (even in Standard) as a "distributionweight" value, which determines the chance of that type of industry being built relative to other industries.
QuoteThe most difficult part is not working out, in the abstract, how much growth that there should be, but the actual details of how the game works out in exactly what tile to build what when (and doing so in a way that does not consume too many computational resources and yet produces a result that is realistic and balances well with the game as a whole). Any thoughts on this aspect in particular would be most welcome.
Quote from: neroden on October 15, 2023, 05:00:18 AM-- City limits should stop being rectangular, and start expanding in a more amorphous fashion. (...take a look at the legal borders of some American cities, which are absolutely wild) There is already a system for marking individual tiles as part of a particular city or not, but it requires a pretty hairy rewrite to eliminate the places which assume that the city is rectangular, and it requires quite a bit of thought to prevent cities from becoming completely fragmented, while also preventing them from swallowing up the countryside entirely.