Rekkles Posts: 36
9/3/2017
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Is it possible (and would it be wise) to have components, end products and civil services have a decreasing effect on population growth based on the population at a city?
For example - Since components only start climbing at 2 Mil, could they also start of with say only a 50% effect on the population at 2 Mil, rising to 100% at 4 Mil. Likewise with End products having 50% effect at 3Mil up to 100% at 6 Mil and Civil services at 5 and 10 Mil. On the flipside, once a city drops below 2.5Mil (half of 5), Civil services would have 0 effect on population decline. Likewise with End products at 1.5 and Components at 1.
This would mean that, during growth they are less important, and also importantly in a crashing city, they eventually become less important. A city with 1 mill population thats still declining hard because there isnt enough Adult Toys is a bit silly. A city could still crash without the raw materials, but it makes it a whole lot easier to save a city, and stabilizes the growth of a city without affecting the actual end population or profits. edited by Rekkles on 9/3/2017
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+1
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Doctor Dread Administrator Posts: 1478
9/4/2017
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Rekkles wrote:
Is it possible (and would it be wise) to have components, end products and civil services have a decreasing effect on population growth based on the population at a city?
For example - Since components only start climbing at 2 Mil, could they also start of with say only a 50% effect on the population at 2 Mil, rising to 100% at 4 Mil. Likewise with End products having 50% effect at 3Mil up to 100% at 6 Mil and Civil services at 5 and 10 Mil. On the flipside, once a city drops below 2.5Mil (half of 5), Civil services would have 0 effect on population decline. Likewise with End products at 1.5 and Components at 1.
This would mean that, during growth they are less important, and also importantly in a crashing city, they eventually become less important. A city with 1 mill population thats still declining hard because there isnt enough Adult Toys is a bit silly. A city could still crash without the raw materials, but it makes it a whole lot easier to save a city, and stabilizes the growth of a city without affecting the actual end population or profits. edited by Rekkles on 9/3/2017
That would be tricky, Already if the population is low, the end products go up very slowly and will not exceed 200. And when the population falls below 5 mil again, the demand on end products starts to fall , not increase until it hits 200.
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+1
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Rekkles Posts: 36
9/5/2017
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Ah i didnt know about that! Awesome!
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Vulpex Posts: 390
9/7/2017
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Doctor Dread wrote:
That would be tricky, Already if the population is low, the end products go up very slowly and will not exceed 200. And when the population falls below 5 mil again, the demand on end products starts to fall , not increase until it hits 200.
You realise this is the first time you have actually stated this? It is GREAT to know and it explains quite a few things that were really not adding up with supply, demand and city growth.
Thanks for sharing!
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Aywanez Posts: 64
9/9/2017
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Vulpex wrote:
Doctor Dread wrote:
That would be tricky, Already if the population is low, the end products go up very slowly and will not exceed 200. And when the population falls below 5 mil again, the demand on end products starts to fall , not increase until it hits 200.
You realise this is the first time you have actually stated this? It is GREAT to know and it explains quite a few things that were really not adding up with supply, demand and city growth.
Thanks for sharing! He said that before. http://forum.baronsofthegalaxy.com/topic2701-regarding-demand-in-cities.aspx#post5738 And if you look at the end of the thread, you will notice that you were there.
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Vulpex Posts: 390
9/11/2017
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Now I feel senile about it all!!!
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