CAM/posts/3
Maybe I'd better try to explain the basics with the property "Stage # vs. Size" before I continue. :crazy2:
I'll use the CS$ as an example. The figures I'm using below are those applicable for Rush Hour.
In a newly founded city (empty region) every CS$ building will of course be of Stage 1. This is true all the way up till you reach a regional CS$ job count of 300. At that stage a few CS$ buildings of Stage 2 will start to appear. Furthermore, when the regional CS$ job count reaches 432, the first CS$ buildings of Stage 3 will start to appear, and so on...
The properties that set these limits are called "Stage # vs. Size" and determine in what percentage different stage buildings will appear (on an average) once a certain threshold (job count or population level) has been reached.
In order to visualize it further, I'm listing the first few thresholds of the CS$ stage limits in the table below:
Regional Jobs | Stage 1 | Stage 2 | Stage 3 | Stage 4 |
0 - 299 jobs | 100% | |||
300 - 359 jobs | 95% | 5% | ||
360 - 431 jobs | 92% | 8% | ||
432 - 517 jobs | 89% | 10% | 1% | |
518 - 621 jobs | 86% | 12% | 2% | |
622 - 745 jobs | 83% | 14% | 3% | |
746 - 894 jobs | 80% | 16% | 3% | 1% |
...and so on.
The sum of each line in the table above has to be 100% (naturally), and the game balances the development so that the distribution between buildings of different stages moves into the direction set up by the values above.
For my experiments I have changed the table above accordingly:
Regional Jobs | Stage 1 | Stage 2 | Stage 3 | Stage 4 | Stage 5 | Stage 6 | Stage 7 | Stage 8 | Stage 9 | Stage 10 |
0 - 99 jobs | 100% | |||||||||
100 - 199 jobs | 50% | 50% | ||||||||
200 - 299 jobs | 33% | 33% | 34% | |||||||
300 - 399 jobs | 25% | 25% | 25% | 25% | ||||||
400 - 499 jobs | 20% | 20% | 20% | 20% | 20% | |||||
500 - 599 jobs | 16% | 16% | 16% | 16% | 17% | 17% | ||||
600 - 699 jobs | 14% | 14% | 14% | 14% | 14% | 15% | 15% | |||
700 - 799 jobs | 12% | 12% | 12% | 12% | 13% | 13% | 13% | 13% | ||
800 - 899 jobs | 11% | 11% | 11% | 11% | 11% | 11% | 11% | 11% | 12% | |
900 - 999 jobs | 10% | 10% | 10% | 10% | 10% | 10% | 10% | 10% | 10% | 10% |
...and so on.
These are the numbers presented in the properties "Stage # vs. Size" quoted earlier in my posts.
The reason for making these changes, is to enable higher stages earlier in game and to get a larger percentage of them growing. And then, of course, I have also extended them to include all stages up to 15.
With the additional stages in play, we need to extrapolate those existing stage limits, so that we still get a balanced distribution between existing and additional stages. Once the testing phase is over I'll get into looking at them. ;)
Finally, I am enclosing an Excel sheet to this post, so that everyone interested can take a closer look at all those stage limits as they apply for Rush Hour.