Search found 4 matches

by Covak
Sat Apr 18, 2009 7:19 am
Forum: Strategy
Topic: Maintenance Costs In Depth
Replies: 34
Views: 64940

Re: Maintenance Costs In Depth

It's possible you hit a point where a number truncation is effectively causing a zero... or maybe you'll get 1 increase every million ticks or something, laugh. If it works, it works. I'm pretty sure it does just make it zero. When rounding earnings to the nearest thousand it'll go right down to 0 ...
by Covak
Sat Apr 18, 2009 2:50 am
Forum: Strategy
Topic: Maintenance Costs In Depth
Replies: 34
Views: 64940

Re: Maintenance Costs In Depth

There's so much we can't change :( Especially anything that you'd want to change along with iTurnsPerMonth (city/industry growth rates, periodic maintenance, maintenance frequency, event/patent frequency, etc). If I'm reading things right, I can take the ARC values from your engine stats spreadsheet...
by Covak
Sat Apr 18, 2009 1:03 am
Forum: Strategy
Topic: Maintenance Costs In Depth
Replies: 34
Views: 64940

Re: Maintenance Costs In Depth

Right Covak, that sounds like a great solution... or you could do it like Jancsika says... or you can set the periodic maintenance increase to 0 (what's the variable for that?) and set the base maintenance to something near the optimized maintenance cost (adjusted for ticks like you did). Then you ...
by Covak
Wed Apr 15, 2009 12:56 am
Forum: Strategy
Topic: Maintenance Costs In Depth
Replies: 34
Views: 64940

Re: Maintenance Costs In Depth

Just adding my 2 cents here, as this was an issue for me recently... We're stuck with maintenance every 40 ticks and the increases every 1000 ticks, which is annoying when making iTurnsPerMonth larger. But we do just barely have enough control to compensate! :) Let's say we want the game 10 times sl...