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City attributes
#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.
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Messages In This Thread
City attributes - by BesnyPista - Yesterday, 01:49 PM
RE: City attributes - by Eric.B - Yesterday, 03:28 PM
RE: City attributes - by BesnyPista - Today, 03:24 AM
RE: City attributes - by Eric.B - 11 hours ago
RE: City attributes - by BesnyPista - 11 hours ago

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