Transportation dependency March 03, 2010, 10:06:35 pm EDIT(5th March 2010): I wasn't clear on my intention. This is not just to imitate real world situation. This could create situation where only higher level of service will able to create larger transportation client. You could partially service city and fast forward the game, city still can grow at comfortable manner to increase the network later at player's taste. Plus, there were situation where when city gets large enough, some could ignore part of city area since city can still grow with partially serving the city. Plus, there is fast forward thus it is more so. Game's one of goal was to connect everything together. This proposal was to curve down above mentioned controversial situation where one arbitrary ignores developed area. Also, when online play comes into play, this feature could used to show more per city service quality player can express. As cities grow, they become dependent on player's transportation service to run their city. Affected by its size village, city and capital size. I wish we could put various negative value multiplier on p****enger, mail and freight on different stage of city size. Like example below for example. Multiplier type Village City Capital P****enger 40 60 80 Mail 20 30 40 Freight 20 30 40 P****.Dependency 0 -20 -40 Mail.Dependency 0 -10 -20 Freight.Dependency 0 -10 -20 So at city level, if one succeeds departing all p****enger, it will be 60-20=40 and will be as if there were no penalty. If no p****enger departed for example in above city, half of supposed to be growth value from p****enger multiplier will turn into negative value and either subtracted from city population or add up as penalty to be overcome with later growth. EDIT: If this renders game harder to grow too much, pak designer or interested player can modify the growth factor to off set the proposed effect. Quote Selected Last Edit: March 05, 2010, 03:04:16 pm by colonyan
Re: Transportation dependency Reply #1 – March 04, 2010, 09:16:51 am Would this not mean that, if a player started a new game with lots of larger towns, they would all shrink until they became villages or the player got around to connecting them? Quote Selected
Re: Transportation dependency Reply #2 – March 04, 2010, 01:50:31 pm For that matter, I ****ume initial population to be absolutely independent.So, if they were cities or capitol cl**** from the beginning, they will remain so.There's even other possibility I can think of where they have one or two decade time beforethey get actual shrink/penalty.There could be actual shrink in population number(so there's less p****enger/mail generated and next industry generation is pushed away) orGrowth penalty where population does not shrink but city could suffer a penalty where if for example if it is -100, city must grow +100 for actual real growth can be started.EDIT1-5th-March-2010-:This shouldn't make these cities and capitols exempt from dependency factor. Maybe instead of city size cl****, it should change depending on how much it grown. So in chart in 1st post, it will be instead of village, city, capitol, it will be experienced growth: X,Y,Z. For example, 500, 2000, 10 000. So, first 500 population growth is free of dependency, from 501~2000, the next stage and so on. Quote Selected Last Edit: March 05, 2010, 01:31:29 pm by colonyan