Swixel
Epic Member
      
Posts: 1,087
Joined: Sep 2011
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RE: Question about specific buildings per populations
(17-12-2011 07:08 AM)genfinity Wrote: How many Tropicans per marketplace?
Depends on age, if they're married, and if they're eating from local food production sources.
(17-12-2011 07:08 AM)genfinity Wrote: & how many tropicans per teamster office?
Depends on industry, not on population, and that depends on output from things like traits and other modifiers.
My rule of thumb is this: Build what works, tweak when it doesn't. There are formulae which I could put out there, but, like revealing the score mechanism, it would ruin the game.
"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.
"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
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| 17-12-2011 07:13 AM |
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genfinity
Junior Member
 
Posts: 33
Joined: Aug 2011
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RE: Question about specific buildings per populations
(17-12-2011 07:13 AM)Swixel Wrote: (17-12-2011 07:08 AM)genfinity Wrote: How many Tropicans per marketplace?
Depends on age, if they're married, and if they're eating from local food production sources.
(17-12-2011 07:08 AM)genfinity Wrote: & how many tropicans per teamster office?
Depends on industry, not on population, and that depends on output from things like traits and other modifiers.
My rule of thumb is this: Build what works, tweak when it doesn't. There are formulae which I could put out there, but, like revealing the score mechanism, it would ruin the game.
I'd rather not have a spoiler (thanks).
I ran into a problem were people "refused" to work at the marketplaces even when the wages were high.
I guessed it was because I didn't have enough teamsters so I went on a teamster building marathon (adding garages as well) but it didn't work.
I'd have to check the saved game for specifics.
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| 17-12-2011 07:31 AM |
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