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And what I found about the problem, I know from my own game playing, so how devs are going to solve the issue, I have no idea. They are aware of this issue.
Warehouses are probably not that of a problem, at least I think so.
I had an end or beginning city branching out to 2 cities.1 on each side of the mountain. I needed 2500 more people to unlock Furniture. A private party owned the Furniture Factory in the city. I spent hours sending people, mail and and any freight it wasn't already getting.
Got the population to go up 500 people after a few hours and gave up.
This game is lacking a lot if only train freight moves the game forward. I guess the people and mail get's you money. But you don't even need the Expess Items to play the game it sounds like.
thanks guys for the replies
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That's exactly what I'm doing with Warehouses or sending direct from the farms. Sometimes it works and sometimes it doesn't. I was going to start a new game and just use warehouses to move single items like sugar. These type items seem to flow through the warehouses with ease.
Sounds like Warehouses are the bug in this game if it works fine without them. I was going to start one that way, but said why? and didn't. That's the same way the 1st one works, just play it.
I like using the warehouses making complicated routes over and under each other. I have a good amount of hours in the 1st version and liked the way the warehouses worked. I also like the idea they are going for here with the warehouses if they can get it work correct.
Plus I've got a gazillion hours in TF and TF2 and games like Sim City. Didn't play City Skylines that much, but the CS 2 looks good.
thanks for the replies.
g
There are some buildings in RE 2 that have an affect, but it is primarily determined by your Satisfaction of Supply versus of Demand of Consumer Goods, i.e. Freight Goods to each City, including whatever is produced by the local Industries.
In RE 1 ONLY Resources and Manufactured Goods Consumed, i.e. Consumer Goods, by the population (citizens) affected growth of the City. (Except for the Library)
Resources/Goods consumed and demanded by Industries had NO Affect on growth of the City. Some Resources such as Grain can be consumed and demanded by the population as well as by an Industry, i.e. a Brewery.
The demand amounts in Carloads per week for Consumer Goods in RE 2 are figured somewhat differently in RE 2 than in RE 1. I am not going to describe how that was done in RE 1, it was more complicated, and does not matter for RE 2.
In RE 2, the 1st 5 Consumer Goods (Grain, Corn, Wood/Lumber, Beer and Meat) all have the same demand amounts. Cattle and Wool are ONLY Industrial Goods, Not Consumer Goods, i.e. they are only used by Industries. Cattle and Wool Consumption and Demand have NO affect on population growth, they act through Meat and Cloth being consumed and demanded by the population.
Those 1st 5 Consumer Goods have twice the Weekly Demand of all other Consumer Goods, but Individual Consumer Goods only start being demanded when the population grows in size, by 5000 population increments. You can see the Demands in the City Info screen, and at what populations they start being demanded. They also depend on the Techs currently available in your game, and therefore on the Date/Era of your game.
The first 7 Consumer Goods (Grain, Corn, Wood, Beer, Meat, Sugar and Cloth) are demanded by ALL Cities, even the smallest.
In RE 1, satisfaction of Consumer Demand was calculated by taking the Total Carloads of Consumer Goods Supplied (i.e. Consumed) and divide by the Total Carloads of Consumer Goods Demanded, on a weekly basis, This is what gives you that N% figure for satisfaction of Demand.
With one last adjustment: it was a weighted average over the last 2 months (60 Days) with old results weighted less than more recent results. Possibly they are figuring the weighted average somewhat differently than they did in RE 1.
If the N% was less than 40% the population shrinks,
between 40% and 60% the population does not change,
between 60% and 80% the population grows,
and over 80% the population grows even faster.
In RE 2 they have not said that they changed how it was figured from RE 1,
So our only reasonable guess it that it is the same or very similar, other than how the demand levels for Consumer Goods are figured, and how the weighting of the average is done.
What it looks like to me is that for example,
at 40k population of a City: Grain, Corn, Wood, Beer and Meat are all demanded at 0.8 Carloads per Week, all other Consumer Goods are at 0.4 Carloads per Week, IF they are demanded at all
at 100k population of a City: Grain, Corn, Wood, Beer, and Meat are all 2 Carloads demanded per Week, and all other Consumer Goods are at 1 Carload per Week, IF they are demanded at all.
or for each 10k of population in a City: 0.2 Carloads per week for the the 1st Five Consumer Goods and 0.1 Carload per Week for the rest of the Consumer Goods (IF they are demanded at all).
From personal observation of Cities in RE 2, allowing for a time lag of the weighted average, to change/update the current N%, RE 2 seems to be following the above way of figuring Satisfaction of Consumer Supply versus Demand. (I suspect the weighted average may be over a shorter time period, or figured somewhat differently than in RE 1)
Remember that they are looking at Total Carloads Consumed (Supplied) divided by Total Carloads Demanded per week of Consumer Goods by the population of the City.
Supply and Demand of Grain By Breweries does not enter the calculations for growth of City population. Other Industrial Goods, such as Cattle Wool, Iron, etc. do not matter either.
Cloth is BOTH consumed by population as well as used as an input good to Industry to produce Clothing.
Wooden Planks are another Consumer Good that is also an Industrial Input Good (for furniture).
Many other Industrial Input Goods can also be Consumer Goods.
Manufactured Goods that are consumed by the population, DO MATTER in this calculation, but not any demands by Industry.
"How exactly does the Immigration building fit in?"
I think it makes your population grow somehow by I believe 15%. And the town has to have over 30K people.
g
Nah, from what I saw the OP was wondering how it worked because other games similar would increase population with tourists.
There's no doubt the Warehouse functions are out of wack as a guy explained. You bring goods in to supply a Factory to your Warehouse. The Warehouse sends the items on down the chain and not to your Factory. It should supply your Factory 1st and ship any extra down the line to make room for the next load.
I found that if you took all items out of the Warehouse that pertained to the Factory. Sometimes I could send the goods straight from the farm to the Factory and they would produce the goods. But sometimes it still wouldn't send any goods to my Town or Factory when it says they have none.
The Dev said we have Warehouses that transfer goods by pre-orders from towns or factories. The Warehouses are not for stocking goods. I think the 1st game was for stocking goods. I like that better.
My other thought was why when you add more people to your town by trains (you know, it's a train game) the town doesn't grow. But I see, you get more goods 1st, then the people show-up. In the business's I've owned or run for someone else as a manager. When the town grows and more people show up, we then buy more goods. (I've done this stuff in real life also, retired now. Furniture Stores mostly as a Manager.)
anyway, thanks for the info Dray also.
g
Look in game under the "?" next to the speed control. That's where I get some of my info.
g
Also fright is only good at growing cities not making real money. Once I am at 5-6 stations I start a express only line at a second station and second track. Express is where you make your real money.
I understand now from reading, watching and asking how they want the game to function. They just have a problem with the Warehouses not doing what the game needs. Like sending logs to a warehouse in a city which makes planks. And the factory making planks gets 1st shot at the logs. If any are left, they can help fulfill an order say in the next city with a need for logs.
Stuff like sugar, salt, veggies, etc. seem to flow through the warehouses fine.
The problem has been reported I've read a couple times. Doesn't seem like a hard fix, I'm sure they're working on the problem. I got other games to play and I'll be back for the full game as intended.
thanks
g