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I'll be updating them now (will take a little as it's done one by one :P) - I'm especially interested to hear if you're still having issues with raw materials (I dunno how this works, but I assume more workers = more goods produced = more raw materials needed). :)
Also, I wanted to tweak the stats of RICO XML files for these myself, to see what levels work for me, but I simply can't find them in my files, though I did a file search for all XML files in the Addons/Assets_guide folder. What are the asset filenames for these pieces? And are these actually using PloppableRICODefinition.xml files?
Are you satisfying commercial demands as well? I did ignore that a little bit (zoned some, but not so much as usual) as my CIMs always seem to want to work in commercial or offices. :P I'm also wondering how your education levels are - are the missing workers of all educations or ind the higher or lower end?
I love these big industrial buildings you've created, in fact I've DL'd pretty much everything you've ever posted because they are beautifully crafted and thoughtfully chosen assets that add immeasurably to the game, so I hope you don't mistake my comments here for criticism when in fact I want to address this question with all the thoughtfulness you've shown in creating them. :-)
I wasn't familiar with the default stats for level 3 ind, so clearly 50 is way too low. But if default is 2 workers per square, then you have doubled that, and effectively density is even higher than the numbers indicate because there are no roads between these large puzzle pieces, thus concentrating even more workers per tile over a large area.
In normal gameplay, an 8x16 tile area would be its own block, bounded by roads on all sides. Assuming that they are simple roads, the adjacent road tiles would add 50 empty tiles (8+8+16+16+2 corners) to the 256 tiles, lowering the effective density by 20%.
cont...
My own experience is that I plopped about a dozen MM factory pieces in an industrial area next to a city center I was establishing, across a river and linked by bridges and tunnels and a highway. Pop then was ~35k. I doubled the size of high-density residential in the city and added two residential suburbs, but could not satisfy the worker demand. Then I upgraded the central blocks of the closest suburb to high-density residential, added another residential suburb and train, bus and metro networks to feed workers from the whole region into the area, but I still cannot get any balance between the constant worker demand for the factory pieces and also for specialized industrial and now also for commercial.
cont...
My test: Start population of 10k, 17% unemployment, very few high school educated. I plopped down 24 of these buildings (that's 12k workers needed, 6k of these uni educated). 2 years in the complaints for workers needed was gone (my HD commercial had some abandonment). 4 years in they were almost full (84% of all positions filled), population at 67k and unemployment at 9% (and rising).
(and I totally messed up and deleted your comment -_-)
I did test the whole thing before releasing - granted my test city had some unemployment already, which likely helped fill the ranks. The level of education is off - a future update for RICO will allow me to tweek that, but atm I can't do that. Level 3 industry will need some kind of cargo station to be happy, which in my test supplied them fine with raw materials (I also had some oil and ore industry). Traffic wasn't pretty, but it was working and with time they filled up with workers and were happy.