Instalar Steam
iniciar sesión
|
idioma
简体中文 (Chino simplificado)
繁體中文 (Chino tradicional)
日本語 (Japonés)
한국어 (Coreano)
ไทย (Tailandés)
български (Búlgaro)
Čeština (Checo)
Dansk (Danés)
Deutsch (Alemán)
English (Inglés)
Español - España
Ελληνικά (Griego)
Français (Francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (Húngaro)
Nederlands (Holandés)
Norsk (Noruego)
Polski (Polaco)
Português (Portugués de Portugal)
Português - Brasil (Portugués - Brasil)
Română (Rumano)
Русский (Ruso)
Suomi (Finés)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Informar de un error de traducción
Also, try to keep smelly industries away from residents because they decrease the desirability level of areas and you cannot upgrade houses.
Now I have around 400 people and it's going very smooth. Only issue is after anniversary patch the trader stopped bringing coals so now I need to make a coal industry :)
I have a granary right next to a row of fishing huts and they have plenty of stock. The idiotic transporter then walks right across the map to the fishing huts on other side of town to get stock.
How is this method of pathfinding effecient?
I know its sandbox but I have 18 huts but am always low on fish.
Same goes for cheese, cloth, etc. I have to have more resource buildings than I really need to account for this wasteful method.
Also, why is it Citizens only want one type of luxury item and go for nearest? How to plan for need/supply? There is so much need sorting (IMO) in the needs/supply chain.
Are devs going to revisit pathfinding?
I have skyline, transport fever, etc for citybuilding but the logic in this game mystifies me at times