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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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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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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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Hello again,
question: does newer City file (City1930) overwrite these values (variables) from older City file (City1900):?
- pop
- cap
- infit
- ski
- empwage
- manub
or does it take higher value (achieved during game vs. new City file)? or only value achieved during game?
Thank you
Pišta
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The only thing a newer city.xml replace in an active game is the growth values.
If you were starting a new game in 1931, it will use the 1930.xml file as the base for numbers.
Country names and flags start at 1900 file and then updated via turnevents.xml file.
"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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(10-04-2026, 03:22 AM)BesnyPista Wrote: Thank you Eric,
except 1 attribute all is clear 
How exactly does resources (res) work? I understand 1.00 is average price but have no clue from tests whether closer to 0 makes resources (factories, branches, vehicles) cheaper or is it opposite?
Thank you
Pišta
Effects of these are in the game mechanics manual:
https://wiki.gearcity.info/doku.php?id=g..._factories and
https://wiki.gearcity.info/doku.php?id=g...m_branches and
"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