City Planners - And Fixers
Posted: 29 Dec 2005 01:55
First of all, hi. Ive been lurking about these forums a while, and you all have given me some great insights into this game. I thank you. Im not writing this looking for "hack" fixes...I already know the tricks to "wall" in a city.
Now down to buisness. I love this game, theres no doubt, but it was very obviously released unfinished. Ive read the forums, and it seems one of the biggest complaints out there is the insane city growth model.
I think we can fix that without hacking the .exe
Heres the reasoning - In the games ive been playing lately the city will grow without aid, expected. However at a certain point the city takes on its own, uncontrolled, growth pattern. Any player aid (tram, train, bus) included in this pattern simply causes it to grow much faster. Thats a given.
Now, there is a model involved in the city growth that we as players have very little influence over, short of passenger movement. From what I can tell food and goods really do nothing to cause city growth...which is too bad. But there is a model, that is the key.
Somewhere on these forums someone put forward the idea that city growth is directly tied to either money, or people. I concur with that. And that is what I am putting forward to this community. We can not change the exe, but we can change the .dat files.
This is all theory:
After playing around with a few (short) games, i noticed that the towns will build houses and these houses were ADDING 12 people to the population.
I put it to you that one possible fix is the population added by building type...it is a tad high, and if it were cut back- say 1/3 to 1/4 of what it is this MAY cause city growth to slow. It could, however, cause it to grow faster...and thats where the money comes in.
If we assume there is a monetary value on a building, and the city has to "buy" each building then the case above would slow growth, simply stated it would cost more to grow the city poplulation.
It could also be put forward that the city growth model could be adjusted by INCREASING both the cost of the buildings and the clearing cost (I assume the city pays to clear land before building).
What we should do is focus on how the city EARNS its funding. Im sure the primary factor is populace, maybe $1 per month per citizen or something, which would explain how a city bursts when it reaches a population of several thousand. It can afford to build whatever it wants, and each building is adding to the population in massive numbers. It becomes perpetual.
In closing, I am messing with these building dat files, but I havent a clue what the building costs may be, or how they are calculated. I have the wiki, which gives an idea of the population added, but we are very short on actual information of what these variables are and/or do.
So...sorry this is so long...I put it to you all to observe and give any information that may be useful to adjust the model (assuming it is possible by variable)....namely the COST of a city build. As well as the "financial" ability of a city at any given point.
If we lower the population produced by a building, and increase the cost of a building, we slow growth in a city. Simple as that. And then it may be possible to control the demands of food and goods into the city and make the products worth more than move from point A to point B in x amount of time.
Thanks for listening.
P.S. I would sign any petition to get Locomotion into the public domain and open sourced.
Now down to buisness. I love this game, theres no doubt, but it was very obviously released unfinished. Ive read the forums, and it seems one of the biggest complaints out there is the insane city growth model.
I think we can fix that without hacking the .exe
Heres the reasoning - In the games ive been playing lately the city will grow without aid, expected. However at a certain point the city takes on its own, uncontrolled, growth pattern. Any player aid (tram, train, bus) included in this pattern simply causes it to grow much faster. Thats a given.
Now, there is a model involved in the city growth that we as players have very little influence over, short of passenger movement. From what I can tell food and goods really do nothing to cause city growth...which is too bad. But there is a model, that is the key.
Somewhere on these forums someone put forward the idea that city growth is directly tied to either money, or people. I concur with that. And that is what I am putting forward to this community. We can not change the exe, but we can change the .dat files.
This is all theory:
After playing around with a few (short) games, i noticed that the towns will build houses and these houses were ADDING 12 people to the population.
I put it to you that one possible fix is the population added by building type...it is a tad high, and if it were cut back- say 1/3 to 1/4 of what it is this MAY cause city growth to slow. It could, however, cause it to grow faster...and thats where the money comes in.
If we assume there is a monetary value on a building, and the city has to "buy" each building then the case above would slow growth, simply stated it would cost more to grow the city poplulation.
It could also be put forward that the city growth model could be adjusted by INCREASING both the cost of the buildings and the clearing cost (I assume the city pays to clear land before building).
What we should do is focus on how the city EARNS its funding. Im sure the primary factor is populace, maybe $1 per month per citizen or something, which would explain how a city bursts when it reaches a population of several thousand. It can afford to build whatever it wants, and each building is adding to the population in massive numbers. It becomes perpetual.
In closing, I am messing with these building dat files, but I havent a clue what the building costs may be, or how they are calculated. I have the wiki, which gives an idea of the population added, but we are very short on actual information of what these variables are and/or do.
So...sorry this is so long...I put it to you all to observe and give any information that may be useful to adjust the model (assuming it is possible by variable)....namely the COST of a city build. As well as the "financial" ability of a city at any given point.
If we lower the population produced by a building, and increase the cost of a building, we slow growth in a city. Simple as that. And then it may be possible to control the demands of food and goods into the city and make the products worth more than move from point A to point B in x amount of time.
Thanks for listening.
P.S. I would sign any petition to get Locomotion into the public domain and open sourced.