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edit (twice edited!): Advanced to 1900 on high, only additional industries it spawned were a saw mill and 1 forest to support it(?), all the way til 1898 when a new oil well appeared.
So, had a new question - "are the "additional industries that have yet to appear" spread out across technological year advancement?" - and through figuring out how to use Debug speed 32x to speed things up and turning off year advancement, I've been able to rule that out, industries do keep spawning in.
I'm still not sure how to figure out what the final density target is and will look like in terms of industries, however.
- 2 goods factories
- 3 food factories
- 2 tools factories
- 2 fuel refineries
- 2 machine factories
- 3 bricks factories
- 4 oil refineries
- 2 plastics factories
- 4 sawmills
- 4 steel mills
- 8 oil wells
- 9 farms (this number was 9 to start with)
- 3 stone quarries
- 8 coal/iron mines respectively
- 8 forests
(64 total)
My biggest question from this result - why is the game 'locked' onto only 3 farms per food factory? Doesn't it take 4 farms to fully supply a food factory? Is there a file with a setting I can tweak to adjust this?
Of course. But my goal is not hand-placed model simulation. My goal is playing the game with organic industry placement.
you can check if a factory was deleted and the next one is exactly placed where the old one was before, it could be an issue of not finding another location for a new one
To clarify, this is not with industry closure enabled.
If you're referring to the 'per area' parameter...it doesn't *look* like it's too crowded? But if it is that, why would it add in all other industries but not any additional farms?
higher target means spawning. lower target means closure. same setting just means same spawning as closure at set frequency
and not enough "Fabs" is a default vanilla problem:
https://steamcommunity.com/sharedfiles/filedetails/?id=1937724636
- 2 goods factories
- 3 food factories
- 3 tool factories
- 2 fuel refineries
- 3 machine factories
- 3 bricks factories
- 4 oil refineries
- 2 plastics factories
- 5 sawmills
- 4 steel factories
- 9 oil wells
- 10 farms
- 3 quarries
- 9 iron/coal mines respectively
- 9 forests
(71 total)
Interesting that it's roughly comparable with medium from before?
So, going again with the new ratio and target set to medium, new industries keep appearing for much longer - stopped around 2180 or so - when before it seemed to stop around 1970.
This raises a new question - what decides *when* new industries spawn? Sometimes it seems to take a couple decades, while other times it's as little as 3 years apart. I guess that would indicate some random chance?
Final count seems to be this:
- 3 goods factories
- 4 food factories
- 4 tool factories
- 3 fuel refineries
- 3 machine factories
- 4 bricks factories
- 7 oil refineries
- 3 plastics factories
- 7 planks factories
- 7 steel factories
- 14 oil wells
- 15 farms
- 4 quarries
- 14 iron/coal mines respectively
- 14 forests
(106 total, which is still a bit south of the 113.33 that 'should' be the goal for 10 towns according to the mod)
I find it odd that it *still* puts farms as dead last priority, apparently? 15/16 is closer than 9/12 from before but still, weird.
I wonder if there's a way to 'lock in' the end-product industries that are present at map start, and have the new industries that spawn in *only* complete the missing parts of the industry chains? Or would that require more industry spawn logic/variables to be added by UG?