Asenna Steam
kirjaudu sisään
|
kieli
简体中文 (yksinkertaistettu kiina)
繁體中文 (perinteinen kiina)
日本語 (japani)
한국어 (korea)
ไทย (thai)
български (bulgaria)
Čeština (tšekki)
Dansk (tanska)
Deutsch (saksa)
English (englanti)
Español – España (espanja – Espanja)
Español – Latinoamérica (espanja – Lat. Am.)
Ελληνικά (kreikka)
Français (ranska)
Italiano (italia)
Bahasa Indonesia (indonesia)
Magyar (unkari)
Nederlands (hollanti)
Norsk (norja)
Polski (puola)
Português (portugali – Portugali)
Português – Brasil (portugali – Brasilia)
Română (romania)
Русский (venäjä)
Svenska (ruotsi)
Türkçe (turkki)
Tiếng Việt (vietnam)
Українська (ukraina)
Ilmoita käännösongelmasta
Thanks for answering though. Game is great, but man does it need a few changes.Thank god for mods.
But this is the formula for services:
a = access %
u = upgrade (at 0 upgrade, you're at 1/(1+number of upgrades) e.g. .33 at 0 upgrade of 2)
q = quality %
p = proximity %
return (int) (64*(a * (0.2 + 0.8*u) * (0.5 + 0.5 * q) * (0.5 + 0.5 * p)));
So having 50% proximity means you can only get 75% of the service fulfillment even if you max out the others. 80% proximity is nearly impossible, so all services are really only able to get 90% of any fulfillment they state they can get.
I put a lot of food stalls and markets next to the roads, hoping it'd fix it. I think it did slightly, but since food and goods were so far away with the warehouse was in the city, I doubt they could resupply their stock fast enough.