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  #1  
Old 05-25-2008, 02:58 PM
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Default A look around Patch # 5

Here is a look around the new features in patch 5.
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  #2  
Old 05-25-2008, 07:12 PM
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There's also the new "policies" option.
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  #3  
Old 05-25-2008, 08:46 PM
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Originally Posted by Azeem View Post
There's also the new "policies" option.
I think the Maintenance sliders as well as the new budget graph with detailed mouse help on each day will appeal to many as well.

Though I am not a big fan of it, I know some people will like the terrain leveling tool.

Not to mention the goodie you get at nightmare JOT. (Trust us, Nightmare JOT is going to be tough.) Getting smaller achievements, such as small town and re-starting may be necessary. (Getting any small amount of maintenance free revenue is a good thing.)
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  #4  
Old 05-26-2008, 06:57 PM
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Oh My Gwad! I am so excited about this and haven't even installed patch 5. Finally it looks like there are some goals and scenarios to accomplish with this game. This is the first time I've been back to the site for a few months and can't wait to try it out. Thanks for listening to all your customers. I hope it is as great as I think it will be. LOL
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  #5  
Old 05-27-2008, 08:12 AM
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I have found sadly a problem : a few buildings cost more per week that their week income like Brewery 500 only per week and the bank 1000 per week only, is it normal ?
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  #6  
Old 05-27-2008, 09:16 AM
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I have found sadly a problem : a few buildings cost more per week that their week income like Brewery 500 only per week and the bank 1000 per week only, is it normal ?
I've noticed this also, you have to balance it with other buildings that have low maintenance and high income. I like to cluster my work places around the admin building so they can reap extra income from that building. In the 1st scenario (can't remember the name, the romantic one) I used 4 of the farming places and a couple gas stations, they have an excellent income with low maintenance and placed near the admin building they bring in even more $$$. I know that is redundant but, income is income.
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  #7  
Old 05-27-2008, 09:42 AM
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Originally Posted by Sim-Maire
I have found sadly a problem : a few buildings cost more per week that their week income like Brewery 500 only per week and the bank 1000 per week only, is it normal ?
That's normal, I'd imagine. The real income from the Brewery is from the "Production Drive" effect. In order to make money off of industrial buildings, you'd have to balance worker's needs so that they can give you a bigger boost per week.

The new economic system is quite interesting (in my view at least) in that in order to have stability at higher difficulty levels, you're more encouraged to "develop" a city from a farming community into a real serious city as opposed to just making a corporate haven or an industrial sweatshop right off the bat.

Last edited by Azeem; 05-27-2008 at 09:45 AM.
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  #8  
Old 05-27-2008, 12:23 PM
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Quote:
Originally Posted by Azeem View Post
That's normal, I'd imagine. The real income from the Brewery is from the "Production Drive" effect. In order to make money off of industrial buildings, you'd have to balance worker's needs so that they can give you a bigger boost per week.

The new economic system is quite interesting (in my view at least) in that in order to have stability at higher difficulty levels, you're more encouraged to "develop" a city from a farming community into a real serious city as opposed to just making a corporate haven or an industrial sweatshop right off the bat.
Yes to industrial (autocast is nice here)

Yes (to development, but not in all societies)

What you have to do at higher difficulties is, like most city builders, grow your city in stages. Make sure you don't spend all your starting funds before you have a positive flow of income. Bank loans (2) come in handy for the weekends if you make a mistake- and you probably want to find the right level of risk on the maintenance budget as well. Enjoy
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  #9  
Old 05-27-2008, 01:07 PM
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Ok, its not a bug, i understood
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  #10  
Old 05-27-2008, 09:30 PM
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Originally Posted by mountanddo View Post
Oh My Gwad! I am so excited about this and haven't even installed patch 5. Finally it looks like there are some goals and scenarios to accomplish with this game. This is the first time I've been back to the site for a few months and can't wait to try it out. Thanks for listening to all your customers. I hope it is as great as I think it will be. LOL
Ok, I downloaded patch 5 and after all my initial excitement I am dissapointed. The scenarios have a completely ground landscape. No Rivers, lakes or water. One scenario has some water on the edge but that is it.

Please tell me that there is a way to change the landscape before you enter a scenario. I hate building on a full edge to edge land with no water.
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  #11  
Old 05-27-2008, 10:03 PM
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Originally Posted by mountanddo View Post
Ok, I downloaded patch 5 and after all my initial excitement I am dissapointed. The scenarios have a completely ground landscape. No Rivers, lakes or water. One scenario has some water on the edge but that is it.

Please tell me that there is a way to change the landscape before you enter a scenario. I hate building on a full edge to edge land with no water.
The scenarios use parameters based on terrain type, and where the designers wanted to set the limits and parameters- like using the advanced map. But the result is random.

So, if you don't like the landscape- restart.

In some scenarios, like Futureopolis, part of the theme is that it takes place in an unusual terrain- so you probably will never see water there.
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  #12  
Old 05-28-2008, 07:29 PM
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Quote:
Originally Posted by Jeff Fiske View Post
The scenarios use parameters based on terrain type, and where the designers wanted to set the limits and parameters- like using the advanced map. But the result is random.

So, if you don't like the landscape- restart.

In some scenarios, like Futureopolis, part of the theme is that it takes place in an unusual terrain- so you probably will never see water there.
The only problem with that was that I had to restart it 30 times before I got a little pond in the middle of my city. Just wish they would of added advanced sliders to the scenarios.
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  #13  
Old 06-08-2008, 01:48 PM
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some of the buildings and ambient stuff seems to take more place to place them down, and with the cars the place taken is not with length of the car but across the car.
how can i fix this.
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  #14  
Old 06-08-2008, 04:37 PM
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Good news every ones ! I just created a strong and nice autoritarian city

Autoritarian is a really challenging society but nothing of impossible, can i show my authoritarian city when will i have the Autoritarian Trophy ?
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  #15  
Old 06-09-2008, 10:08 AM
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gwynnblaid gwynnblaid is offline
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Default why is this happening??

take a look at these, before patch 5 there were all size 1 x 1 except warehouse 6 x 4. xml's are written with the old measurements. all 1 x 1 and warehouse 6 x 4.

I can't just go on and change allt he xmls in the game installation folder, do I?
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  #16  
Old 06-09-2008, 02:14 PM
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I concur with gwynblaid. I checked some of my vehicle decoration mods and they are all orriented incorrectly. somehow the X/Y coordinate system is all switched. I know this has nothing to do with the XML files themselves because you patch could not have rewritten my mods.

either the X/Y system is switched or the models have all been affected to be orriented in a different direction. either way, all of my vehicle mods are now taking up space in the worng direction.

I will see about getting a pic to show you.

as for my warehouse, the size is ok for me.
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  #17  
Old 06-09-2008, 02:17 PM
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well I switched the metrics for weight and height in ALL xml files and they seem ok now. only the warehouse is the same.still don'w know what the yellow quadre surrounding it means (we now, red means "can't place", green meens "go on, place it if you want")
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  #18  
Old 06-09-2008, 02:18 PM
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maybe it has something to do with the terrain level?
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  #19  
Old 06-09-2008, 02:27 PM
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The yellow area shows the neighborhood which will be less attractive for people to live and work. That is, if you place normal buildings there, they will be negatively affected.
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  #20  
Old 06-09-2008, 02:30 PM
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oh, ooohhhh, ok. then everything is ok. but is it possible to turn that down
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