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Raportează o problemă de traducere
Its pure accountant stuff. And don't worry, that is all correct economy-wise.
The "profit" shown in green is how much that "balance" will increase next month, in constrast to the money you see on top of the screen, which is the money you have in your coffers at the current time. Accountants name it "immediate balance".
you could set a higher sell value than a buy value for a certain vehicle inside your game files.
Allows you to add money (and other cheats). Adding a little extra in the coffers where needed in such emergencies would help the beginner at what seems to be, an overly restrictive and rather tight budget that has no difficulty setting.
Also, here's info on debugging mode which allows more options than the simple mod above: http://www.gamefaqs.com/pc/605288-cities-in-motion/cheats
Cheating once is okay, i think, when you really can't get past something. But the really hard bit is to do it just once. The next time you face something challenging, one usually recurs to cheating again.
Also, simply building what is lucrative sounds dull in a game (although works perfectly in real life). The game is very well made, all it needs is a patch that increases passanger capacity, changes the prices a bit and nerfs down the traffic to make it more according to what you get from the graphs (generally when private motoring hit 12%, you get REALLY clogged up roads. Its ridiculous).
If you have to cheat in a game to keep it runnning it aint worth the time.