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Bugs in municipal expenditure automation

Posted: Sat Jan 02, 2021 6:49 am
by xuxin1458
Hello, David, I found a bug about the simulation of city economy. If you set up multiple public facilities in a city, then if you select automation of municipal expenditure, it will result in 100% of the expenditure on all buildings. Theoretically, it should be 100% of the total expenditure on all buildings. Then I would like to make a suggestion on whether we can add a slider under the municipal expenditure automation so that the municipal expenditure can be automated by percentage.

Then there is another bug. If you build multiple identical buildings at the beginning and then demolish them, the supply / demand index will become negative and the satisfaction will become negative.

Re: Bugs in municipal expenditure automation

Posted: Sat Jan 02, 2021 9:09 am
by paulwoman
xuxin1458 wrote: Sat Jan 02, 2021 6:49 am Then there is another bug. If you build multiple identical buildings at the beginning and then demolish them, the supply / demand index will become negative and the satisfaction will become negative.
Personally, I wouldn't consider this a bug, but a way of transcribing "reality" if I can put it that way. Imagine the following scenario:

1) You find a nice flat. So you find a job and give money to the economy of the country.

2) Suddenly, the place where you live is demolished. You find yourself homeless. As a result, you need less things ---> the demand is decreasing.

On the other hand, you would have to see if there were actually people in the building you destroyed, in which case it would have to be otherwise.

Re: Bugs in municipal expenditure automation

Posted: Sun Jan 03, 2021 11:35 am
by xuxin1458
paulwoman wrote: Sat Jan 02, 2021 9:09 am
Personally, I wouldn't consider this a bug, but a way of transcribing "reality" if I can put it that way. Imagine the following scenario:

1) You find a nice flat. So you find a job and give money to the economy of the country.

2) Suddenly, the place where you live is demolished. You find yourself homeless. As a result, you need less things ---> the demand is decreasing.

On the other hand, you would have to see if there were actually people in the building you destroyed, in which case it would have to be otherwise.
But even if the cost of the building is set to zero, the satisfaction will turn negative instantly after the demolition

Re: Bugs in municipal expenditure automation

Posted: Mon Jan 04, 2021 12:34 pm
by David
I found a bug about the simulation of city economy. If you set up multiple public facilities in a city, then if you select automation of municipal expenditure, it will result in 100% of the expenditure on all buildings.
While it gave an impression that it spent 100% of the expenditure on all buildings, how it actually works in the game is described below:

There is a setting called "the percent of the demand to be met"

The AI will build all the necessary public buildings based on the above setting, as long as it has cash.

Then I would like to make a suggestion on whether we can add a slider under the municipal expenditure automation so that the municipal expenditure can be automated by percentage.
Thanks for your suggestion.

I would recommend that you create a poll for your suggestion to gauge the community's interest in it. There would be a higher chance that the dev team will implement it if the interest level is high.

You could see some examples of the polls in the Suggestions forum at viewforum.php?f=14
But even if the cost of the building is set to zero, the satisfaction will turn negative instantly after the demolition
Which satisfaction rating turned negative? Could you please describe it in more detail as I don't quite understand what you meant.