CAM/posts/3

From SC4D Encyclopaedia
< CAM‎ | posts
Jump to navigation Jump to search

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 JobsStage 1Stage 2Stage 3Stage 4
0 - 299 jobs100%
300 - 359 jobs95%5%
360 - 431 jobs92%8%
432 - 517 jobs89%10%1%
518 - 621 jobs86%12%2%
622 - 745 jobs83%14%3%
746 - 894 jobs80%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 JobsStage 1Stage 2Stage 3Stage 4 Stage 5Stage 6Stage 7Stage 8Stage 9Stage 10
0 - 99 jobs100%
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.