luk3Z wrote: 05 Jul 2022 18:34
In temperate climate houses don't accept food. Is this intentional or this is a bug (or engine limitation etc.) ?

- Default inhabitants don't need food.png (9.27 KiB) Viewed 3374 times
Sometimes it makes sense to read the descriptions.

You can fix the game by adding one of the building sets. Not immediately, but over time, as the city grows, the buildings will be replaced. I guess all sets are accept the food.
By the way, you've made a really nice set Pikka.

Finally, accumulated supplies are visible and finally supplying coal to the power plant makes sense.

I must admit that Milek and I planned to add something similar to the New World Disorder script. There, the supply of coal to the power plant was to be counted globally (or locally, taking into account distance) and shared between cities. This was to condition their development...
In any case, there will be a few things that could be improved.
1. Steel mills have a very low productivity.
I provide 820 tons of iron ore and 270 tons of coal. The smelter produces only 520 tons of steel, of which even less, about 400 tons, ends up at the station. Taking this into account and the unattractive rates for the transport of steel, its transport and production seem to be not very encouraging.
2. Low maximum steel production.
This is an additional and also discouraging problem with the steel mills. Breaking production records can be one of the most interesting elements of the gameplay and competition. Here the maximum level is reached very quickly. For example, an option to disable or increase this limit would be useful.
3. Overfilling the steel mills and power plant depots is inevitable, even with a small oversupply.
Even if I deliver just 20 tons of coal too much, the depot will overflow over time. With larger deliveries, sometimes it's really hard to keep the perfect balance. I think it could be easily prevented if, in the event of a large stockpile, some simply disappeared. For example, 1% a week if there are more than 20,000 and 2% if there are more than 40,000.
4. For some reason, a power plant doesn't always see eneterprises that require energy.
The numbers of cities and eneterprises are changing all the time, eg 0/480/0/480. In addition, the given number of cities and enterprises does not have much to do with the situation on the map.

- Power Station bug.png (114.05 KiB) Viewed 3374 times
Perhaps a better solution, if feasible, would be to consider the population instead of the number of cities and the sum of all production instead of the number of enterprises.
5. Could use another explanation for the power boost function.
For eneterprises, it would be useful to know what this feature does. I can see that production is doubling, but I don't know if it's because of the increased processing speed or because the same amount of raw material is simply producing twice as much.
In the case of power plants, the "Boost will be disabled if fuel stockpile falls to 0 days" rule is not the most convenient one to remember. I think it would be better if there was always one value, which is these 90 days.
6. The graphics of the power plant don't look much like a power plant.
For me it is misleading and more like some chemical plants. Cooling towers are the main characteristic of most power plants. This is also the case with power plants in other sets. If not, at least larger main chimneys could be used.
7. Stores that accept food.
They would be a solution to the problem of non-acceptance by default buildings.
8. Fuel depot for accept fuel by cities.
I don't know which set currently accepts them, but most just don't. So it would be useful to add enterprise that could be built near cities and would accept these cargoes.
9. Goods and food accepted only by dedicated stores.
I always thought that such a solution could have an interesting effect in the game, if this acceptance was proportional to the size of the cities. This would probably require the use of different identifiers and thus no translations for these cargoes would be available anymore.
10. Building materials.
For the previous set you made an add-on with a brickworks, clay pit and quarry. I don't think it would be bad if these enterprises also appeared here, but it would be better if they produced building materials instead of goods - they can be used more interestingly through the script for city development.
11. Valuables
They were also in the previous set. They could be an interesting complement to the set, if some more interesting mechanism was used. For example, if their production volume depended on the size of the city, or the amount of goods delivered... The maximum production could be limited, for example, at random. When the bank reaches its end of capacity, another bank may appear in the city with another randomly set limit. I don't know if it's feasible and interesting. Just one of the ideas.
12. Translations into other languages.
It would be nice if you could provide this option. I would like to do a translation at least for my language.

When there are default and new cargoes, their names are in different languages. This is quite confusing and you have to deal with it every time you buy a vehicle.