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You can also change these values if you turn on the sandbox mod (built into game) playing around with the numbers there can usually give you the results you desire.
With this you can have cities with limited growth of a few hundred up to thousands of people. I've had almost 5k in one city, probably could get higher if you're meeting the demands, which are also editable in sandbox.
if reached as a reward add a third goods demand to the city
so you have another target to reach then
and which indirectly (if reached this new target) also gives additional city growth then
maybe to another citizen limit where a fourth good demand would be added.
that would provide some new motivation for those reaching all targets before
TPF2 Stadtgrößen kann nur über die Basiswerte der Städte geändert werden. Mehr oder weniger Bewohner pro Haus sorgt nur für mehr oder weniger Häuser. Da zudem der "Wachstum" als Prozentzahl mit eine große Rolle spielt und jede weiter Güterart bis +100% zusätzliche Stadtgröße ermöglicht, gibt es damit mir bekannte 2 Möglichkeiten:
Per GameScript und game.interface.setTownCapacities() die Basiszahlen absolut ändern. Und durch hinzufügen von weiterem Güterbedarf für Stadtgebäude relativ zur Basiszahl diese erhöhen. Das blöde als GameScript ist allerdings, das game.interface.getTownCapacities() nicht die Basiszahl, sondern die aktuellen Gesamtbewohner/arbeitsplätze zurück gibt. Damit ist genaues setzen der Basiszahl nur schwer möglich. Bin mir nicht mal sicher, ob wir überhaupt an alle Infos kommen, um die Grundbasiszahl damit dann zu errechnen. Ich hab mich zumindest jetzt darauf beschränkt, lediglich zum Spielneustart mit einer meiner Mods dann die Basiszahl einmalig zu verdoppeln. Das Update für meine Mod kommt aber erst noch. Vielleicht gibs aber vielleicht auch irgend eine Möglichkeit, die mir bisher nicht bekannt ist. Dann würd ich sie natürlich auch gern wissen :)
MFG PMV
I don't know if this can be modded towards a behavior similar to TF1, where transport does not simply modify a base value, but is a growth modifier. E.g.: Growth per year = -0.2 + X * traveling_population / total_population * rand(0.8,1.2). Needs a bottom cap for undeveloped towns, ideally one that grows over time.
Since there are issues in TPF2 with getting the total world population, a concept like in Population Limiter is no longer followed.
What I expected at first, is that lower number per building leads to larger cities and higher building capacity leads to smaller cities, because I thought towns control the population goal (closed-loop) and continue building or deleting buildings until they reach the desired values.
Turns out: this is NOT the case.
It seems, towns don't care what I'm doing with the capacity. They have the same size (number of buildings), independent of the modified population. Size depends only on the base value (+growth). I assume, the town regulation of reaching the population goal is only based on the number of buildings, not the acutal current population values.
This is good news because with that, the population can be directly multiplied with any factor. I will release this mod in the next week(s) and call it Population Factor or Population Control...
The bad news is that the game often freezes or crashes while testing without error... But that is maybe because of the commonapi