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City Clickers

Quintessential SimCity Clone But Not Really · By Eigen Lenk

Questions for 0.9.3

A topic by Kenbutsu created May 01, 2017 Views: 401 Replies: 1
Viewing posts 1 to 2

Hey,

Thanks for the update. I'm still checking things out but it looks like you've added a bunch and the game is really coming along. I have some questions now that I've started a new city:

1) Do houses have some hidden upkeep cost? If so, what is it? I had figured I would build them ASAP in my town because building all the roads first incurs road maintenance cost while I build all the houses. But before anyone moved in, my ledger was showing a negative housing income.

2) In the factory pricing screen, it looks like I can set the market price for goods, and as I raise it, demand drops. It also looks like if I produce the item (I have a factory devoted to it), I receive (demand * set price) - (overproduction * default price) as income . If I don't produce the item, I pay demand * price as an expense. If all of this is the case, then I think I can set the price of anything I don't produce to a ridiculously high amount so that my people do not demand it, and I don't have to buy it.

3) Production income is shown to two decimals places in the factory pricing screen. On the ledger, it's a whole number. I had income of 2.66/day for the month, but the ledger shows 60 for the month. Is production income floored before it impacts the ledger? Same question with total shop income and loan interest.

4) Water supply costs look like they are $18-19/day for me, in a town with one reservoir. Do water supply costs vary in a way that would cause them to be more than the $15 listed on the reservoir?

5) The shops will still miss houses, but it happens much less. I have a cluster of 13 houses around 3 markets. One house is max range from one market, and outside the range of the other two. That house says it needs shopping and has a considerably lower rating than the other 12. All but one of the other 12 houses are in range of at least 2 markets.

Thanks again for the update,

-Ken

Developer (3 edits)

1) [edit: FIXED] Yes, if a house is vacant it costs negative rent. Since it happens rarely I never noticed. It should be something like -1 instead I think.

2) [edit: FIXED] Yes, but then you're missing a lot of factory income and won't be making positive income most likely. The general idea is that you set the price at which those goods are sold in your city. There is demand and everything you don't produce (or don't produce enough) will be imported. But it looks like there are some issues. Looking into it. It should probably actually work like this:

There is demand. Demand is controlled by the price you set. When you don't produce some item, it will be imported but at a higher price. If you overproduce that will go to waste (finacially).

3) [edit: FIXED] Will check it out.

4) [edit: FIXED] There is an extra cost of piping (+1 cost for every 5 pieces of road). I will add short description text for each of the expense rows.

5) Interesting. Most likely the market your house considers nearest is already full by the time it gets to that house.