deMangler -> RE: Administrative strain and Truck Stops? (6/8/2021 1:17:49 PM)
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ORIGINAL: zgrssd quote:
ORIGINAL: Wtface Just track decimals but hide them under the hood. The random chance thing is however a good way to do it, however. The most common solution to the rounding issue is: 1. Take a Integer 2. Move the decimal place during display 3 place sto the right 3. Do not display the last digit at all. That way we see something like 65.53 as value, when it realy is 65536. Reliable rounding, no need to handle those annoying floating point numbers. quote:
ORIGINAL: phyroks quote:
ORIGINAL: BlueTemplar Also, be careful, I think that the increase is gradual rather than immediate ? Yeah it slowly moves towards its target, made some building and tough it was fine, then noticed later that it was sitting at 32%, took 5 ish turns for it to drop down after the assets were changed. I usually just pop new town/zone with truck station as it starts off with enough population to keep it running, but I try to get it bit further away I was told once that if you found a city on a free folk town, all the free folk becomes population automagically. Never gotten around to test it. I just had an opportunity to test that in my current game. I built a truck stop on a free-folk community and then created a zone from that. Next turn there is a town there named after the previous community, which is still there but with a slightly reduced population. In the Zone News there is no mention of free folk from that community immigrating, and the zone population matches immigration from other places. However the free folk community no longer has a name - it is there as an asset on that hex though.
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