Report with a game in 1.196

Post a reply

Confirmation code
Enter the code exactly as it appears. All letters are case insensitive.
Smilies
:D :) ;) :( :o :shock: :? 8-) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: :!: :?: :idea: :arrow: :| :mrgreen: :geek: :ugeek:

BBCode is ON
[img] is ON
[url] is ON
Smilies are ON

Topic review
   

Expand view Topic review: Report with a game in 1.196

Re: Report with a game in 1.196

by David » Thu Aug 02, 2012 4:26 am

In the latest version 1.922, when you get the error saying that another playing is using your account, it will also display the error codes.

Please report the error codes to us to help us debugging.

Re: Report with a game in 1.196

by Inarius » Mon Jul 30, 2012 6:26 am

yesterday was the first time. It happened twice. When I played yesterday night, it didn't happen. If it happens again today, i will tell you again.

Re: Report with a game in 1.196

by David » Mon Jul 30, 2012 3:40 am

I have a problem while playing. Sometimes the game says that another playing is using my account, and then the game saves and quits. It's quite annoying. Do you know why this happen ? It never happened before this version
How many times have you encountered this problem so far?

Re: Report with a game in 1.196

by David » Mon Jul 30, 2012 3:40 am

I have observed some games (without playing), and i didn't thought that crisis effect was so well designed.
Things with a great "necessity index" are loosing less than those with a lower one.
I saw a brutal change from 10% growth to -4% in a few months, and the change was very dramatic.
Gold rings fell from 39M$ market to 3/4M$, (necessity 10%)

whereas bread fell from 22M$ to 15M$ (70% necessity)

and cakes from 13M$ to 6-7M$ (50%) necessity.

Is there a mathematic link ?

I mean, falling from 40M$ to 4M$ is divided by 10, bread fall from a third (not far from 30%), and cakes lost 50%.
Yes, they are closely linked, just like the real world - people still have to buy and eat bread even if the economy is poor.

Re: Report with a game in 1.196

by Inarius » Sun Jul 29, 2012 6:38 pm

I have observed some games (without playing), and i didn't thought that crisis effect was so well designed.
Things with a great "necessity index" are loosing less than those with a lower one.
I saw a brutal change from 10% growth to -4% in a few months, and the change was very dramatic.
Gold rings fell from 39M$ market to 3/4M$, (necessity 10%)

whereas bread fell from 22M$ to 15M$ (70% necessity)

and cakes from 13M$ to 6-7M$ (50%) necessity.

Is there a mathematic link ?

I mean, falling from 40M$ to 4M$ is divided by 10, bread fall from a third (not far from 30%), and cakes lost 50%.


It's not a bad idea


PS : I have a problem while playing. Sometimes the game says that another playing is using my account, and then the game saves and quits. It's quite annoying. Do you know why this happen ? It never happened before this version

Re: Report with a game in 1.196

by Inarius » Sat Jul 28, 2012 9:44 pm

Thank you David. You are really listening to people :)


I will try to note everything and send it to you.

About Iron and Coal, I'm not 100% for "doubling the reserve" without counterparts. For Silica and CM, the reserves are doubled, but on the other side the price is doubled too.

So it's good that only the first Iron and Coal mines are doubled, or their profitability will be completly flawed against other materials.

I think that all the mines have more or less the same profitability. But Iron and Coal are on shorter time.

About unemployement, i only gave you my view on 100 years and 7 cities. It's only a part of what the game can make.

I prefer to try everything i can try, with 1 full game per version. Perhaps i see less things, but i try to report you everything i can.

However it's harder to give you savegames with examples as versions change quite a lot and previous versions are not compatible (and it's quite a good thing because it means that you are well working). Now that the game is quite stabilized (even if i think that with the new beta testers and new bugs, we will have a 1.21 very soon), it will be easier. Perhaps if version haves to change a lot, you should keep a previous very installed on your computer ?

Re: Report with a game in 1.196

by David » Sat Jul 28, 2012 9:44 am

I would consider the game as really realistic when a lot of plants were closed during a depression.
If you play mostly in rents, you are impacted by crisis. But if not, you see nearly no impact.
This depends on the AI companies' balance sheet - whether the balance sheet is strong enough to absorb losses during the recession times.

In the real world, lots of plants close down during a depression. In the games, such numerous plants are represented by local competitors. And firms simulated in details only account for a percentage of all the plants. That's the reason why we may not necessarily see firms being closed down in great numbers during recessions.

If you find otherwise (recessions' effect is too minor, doesn't impact companies at all - a company with poor balance sheet can still survive), please send me saved game and we will look into it.

Re: Report with a game in 1.196

by David » Sat Jul 28, 2012 9:37 am

Idem for unemployement which is quite unrealistic. Even during the most severe phase of depression (-4.5% for me), the unemployement never reached more than 5%. The reason is that the demand in not affected.
In my recent game, the unemployment rate approached 9% during a recession. (screenshot attached). You may play more games and should be able to experience high unemployment rates.
Attachments
UNEMPLOY.jpg
UNEMPLOY.jpg (624.93 KiB) Viewed 1613 times

Re: Report with a game in 1.196

by David » Sat Jul 28, 2012 9:16 am

Ive had depressions of -5% and a boom of 7%.
In the depression, non essential items were severely punished! (Which is a good reflection)
SUGGESTION: In a boom there are no benefits to demand. If citywide demand goes down in a bust, it should go up in a boom- (but not by as much).
I support the demand of mwyeoh. The prices of houses and appartements are strongly connected to growth. BUT NOT THE DEMAND. It's highly problematic.
Can you manage to change the % of necessity of products in relation to growth ? This would greatly impact the game.
Some class of products would have a % variable. For example instead of 20% necessity, it would be 10%+(growth-3), which could lead to a range between 15 to 2%( it's just an example, of course). I know that programming necessity index different from one city to another, or linking necessity to the power of purchasing (which would be realistic) is very hard. But if you could manage to do something i think that it would be interesting. I support mwyeoh !
It is programmed to behave this way - when GDP growth is high, people tend to spend more money (but high unemployment will counter the effect).

You may observe this in games and send me saved games if you find it not working as expected.

Re: Report with a game in 1.196

by David » Sat Jul 28, 2012 9:13 am

Some AI built back all their stocks until they are 100% controlled by them, and after that nothing happens anymore.
CHANGE TO BE MADE IN THE NEXT VERSION 1.921: AI will have less tendency to buy up to 100% of his/her own company.

- Technology is still cheap. 200/250 tech costs 8M, whereas you have to wait 10 years with a 3x3 R&D center to make the same amount of technology. When you make 200 or 300M per year, it's nothing. I still think and claim that the amount should be linked to the size of the market.

CHANGE TO BE MADE IN THE NEXT VERSION 1.921: The cost for acquiring tech will be further increased.

Top