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City attributes
#1
Hello,
want to ask for details regarding attributes used in "FBS1_City19xx" - city xml:
1) INF infit= , SKILL ski= ,  MNFBASE manub= - values should be 1-100? No decimals?
2) POPGROWTH pg= - only 3 decimals accepted? Or does game accept also 4 (1.0045)?
3) GOVERN gov= - what are exact values meanings (-1,1,-2,...)?
4) Does newer file e.g."City1930" strictly overwrite all the valuesachieved from old one"City1900"? And what out of it can be used in "TurnEvents"? 
Thank you Rolleyes
Pista
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#2
So the values should be the same as in the base game. 1) 1-100. Integers.
2) These are 32-bit floats. So you can have quite a few decimal numbers.
3) -2 is destruction, -1 is full war production halted. 0 is limited war, 50% reduction in production and sales. No conflict hampering economics. Full production/sales.
4) The game reads the latest city.xml file from the starting year. So, if you start in 1928, it will use the City1900.xml as a starting file. If you start in 1932, it will use the City1930.xml file. It will use the growth values of that file to simulate to the starting year. So if you had a 1928 start, it will use the growth values from 1900 to 1928 to get you to your 1928 number. If you had a 1932 start, it will use the growth rates starting from 1930 to 1932. The game will read the turn events file from beginning to make sure map, nation, and city name etc data is correct. In the 1932 starting year example, city growth values in the turn events and from the city.xml only apply starting at 1930 to 1932.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
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#3
thank you Eric
some more questions have arisen (2nd Gear version):
4) do I understand it correctly - CityYYYY.xml file is ONLY used to generate starting situation on the map/in the cities? All other/later CityYYYY.xml files have NO IMPACT on ongoing game afterwards? In your example starting in 1928, all the data (for cities) will be generated from file City1900.xml (using Growth attributes both city defined and global to increase base values)? But City1930.xml (and later ones) will not overwritte already achieved values (by automatic calculation for 1900-1928 and real game simulation for 1928-1930)? So to create local differencies (e.g. different impact of WWs on US and European cities) attributes (base and growth) have to be changed in TurnEvents.xml? This will not bypass global attributes but will get combined with them?
Pista
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#4
The growth values in the City.xml are supposed to be interpolated between the files. So it does pull the growth values changes from those files when it reaches the year of those files.

If you sim a game starting at 1900, assuming no random event or economic (like AI building a huge factory there) modifiers, you should end at the same values as the last file you have in your map.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
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#5
I am slightly in doubtsSmile
I have added cities only to City1900.xml and it works only using game mechanics (and probably growth attributes). In 2nd gear all values have their growth attribute - except wage and capita whose increase (decrease) is probably strictly calculated using game mechanics (and can be over 100 value). Will experiment with it further but looks like TurnEvents is strong tool to create local differencies over game time.
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