Started by Carl, September 05, 2011, 10:41:45 PM
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Quote from: colonyan on September 09, 2011, 04:46:57 PMAnother Finding/Question.In a town, there was a daily factory which consumes the milk as the final product.I placed two bus stop in the town to cover the entire town, and the factory got production boost.1.Is daily factory should get a "consumption" boost from the first place? If increased consumption rate contribute to above 100% growth speed, it would make some sense. (Which I assume does not happen) But the boost is big for just two bus stop and single bus. 1250>1450
Quote2.Does increased consumption rate affect base growth rate?
Quote from: prissiJust a warning, as I see an asymmetric building: Be aware that you need to specify also a rotation of that building.Apart from taht, more attraction in pak64 style could easily benefit also standard.
Quoteone large city of 400,000 people and eight smaller cities of 50,000 people.
Quote from: colonyan on September 12, 2011, 11:43:05 PMThe thing is that in ST, every single cities grow following exactly same rule.The result is the cities of resembling sizes. I want cities to have different growth schemes. There is a button to allow/disallow the growth of city but should a mere transportation entity should have such an important power?
# The rate at which towns grow depends on their size. There are three different size categories:# "Villages", "Cities" and "Capitals". The following settings define the thresholds (in numbers # of population) above which towns become "Cities" and "Capitals". Anything smaller than # city_threshold_size is a "Village".city_threshold_size = 2500capital_threshold_size = 25000# These values represent the rate at which towns grow. The raw growth number is *divided*# by the growth factors; ergo, the lower the number, the higher the growth. Longer games# should have less growth, whereas shorter games do better with more growth.growthfactor_villages = 895growthfactor_cities = 600growthfactor_capitals = 350
# town growth is size dependent. There are three different sizes (<1000, 1000-10000, >10000)# the idea is, that area increase by square but growth is lineargrowthfactor_villages = 400growthfactor_cities = 200growthfactor_capitals = 100
Quotethere are different growth factors for different city sizes.
Quotebut as setting the game,
QuoteI understand player can setup the map in the very beginning. But one should not being able to alter it while game goes on. It feels more natural that the button is exclusive to the public player mode.
Quote from: carlbaker on September 11, 2011, 07:59:26 AM4. Catchment area of 3 squares. I set this higher than usual mainly because cities tend to 'sprawl' far more in Experimental than in Standard -- making it harder to cover the whole city with 2-square stops. Do you think 3 is too high, on balance? Colonyan -- your story about oil makes me think that it might be appropriate to reduce this to 2. Any further thoughts on this?
Quotesince I think that transporting passengers/mail/goods to and from a city leads to higher growth -- is this right?