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Balance:
Sells and purchases a resource until you have exactly as much as the specified amount.
Example:
If you set Timber to 30 and you have less than that, you'll automatically tell other (AI) players that you want to purchase Timber. If you have MORE than 30, then you'll tell other players that you want to SELL Timber (to get back down to 30). (This is where the "balance" aspect comes into play.)
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Purchase:
Purchases a resource until you reach the specified amount.
Example:
If you set Timber to 30 and you don't yet have that much, you'll attempt to purchase it from other players until you reach that number. If you have 30 or above, nothing will happen (you'll no longer try to purchase it at all; nor will you try to sell it even if you go above 30).
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Sell:
Sells excess resources above the specified amount.
Example:
If you set Timber to 30 and you end up with, say, 40, then you'll attempt to sell Timber until you get back down to 30. You'll never attempt to purchase it, however, even if you hit 0.
The easiest way to test these out is to make a temporary save game for testing purposes, set a resource to Balance/Purchase/Sell, then set the game speed to max and sit back and watch what happens. You can just re-load the game over and over again to test out different scenarios without worrying about screwing up your actual campaign or sandbox.
Also, just a heads up: to stop Balancing/Purchasing/Selling a resource, right-click on it at the Trading Post.
Its kinda common sense :D Great to see that some people on steam forums still take their time to actually answer stuff like that tho.
have crunched to get this game out if they have such oversights
so instead of being a jerk off why not answer the question? iT'S CoMmOn SeNsE