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Topic Title: 1 AGI = 1AP Topic Summary: how many wind turbines make a token Created On: Oct-27-2009 11:14 AM Status: Post and Reply |
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| Does ANYONE understand the math involved in calculating the trades of CXL. How many citizens does 1 farm handle How many Heavy industry does 1 manufacturing need How many High Tech does an office need But thats not all, thats just to keep your token balance at 0 If i build 60 wind turbines to get a token balance to 0. The math says this is costing me 30500c per month, well ok, But then, say 1 elec token is gona cost me 50c just as an example, this will last for 5 days, well how often am i paying 50c over this 5 day period. Ive been told that 50c trade is 5000c game money but how the hell is this worked out as well?? Is it me or is all of this just missing, there is no explination anywhere i could go on and on but im just starting to complicate things even more |
| Trade credit tokens "represent" your cashflow, where 1 token is 100c.
Eacht "turn" (the white/red stopwatch in the middle of the screen indicates turns) your cashflow is added to your cash reserves. The cost of a trade is deducted from your cashflow, so you pay the price each turn. Example: you have 8000 cashflow and 1000000 cash, each turn you get 8000, so a turn later you have 1008000. Then, you accept a contract to buy 1 electricity token for 40 credit tokens. Now, you're cashflow will be 8000-(100*40)=4000. So the next turn, you'll get 4000 and have 1012000... (except of course for the fact that the extra ele token enables your city to operate better, increasing your income, creating jobs, etc. ) |
| You dont have to keep your token amount at 0, you just have to make sure theyre not getting extreme. When you have a large city, having -5 of a token doesnt matter that much. And since its not important to keep perfect balance, theres no need for those extreme explAnations either.
Btw, it takes about 20 windmills i think, for 1 token. |
| Things like this really make me wish they could have just been specific about how much of something is required and produced by buildings. Really annoys me not knowing exactly how many wind turbines to build because i never know what the exact demand is. |
| Wacka wacka wacka. |
Trade credit tokens "represent" your cashflow, where 1 token is 100c. Eacht "turn" (the white/red stopwatch in the middle of the screen indicates turns) your cashflow is added to your cash reserves. The cost of a trade is deducted from your cashflow, so you pay the price each turn. Example: you have 8000 cashflow and 1000000 cash, each turn you get 8000, so a turn later you have 1008000. Then, you accept a contract to buy 1 electricity token for 40 credit tokens. Now, you're cashflow will be 8000-(100*40)=4000. So the next turn, you'll get 4000 and have 1012000... (except of course for the fact that the extra ele token enables your city to operate better, increasing your income, creating jobs, etc. I LOVE YOU MAN!! that helped alot! |
> How many citizens does 1 farm handle > How many Heavy industry does 1 manufacturing need > How many High Tech does an office need I've written/generated a Wiki-table for the biggest german community site which provides all those detailed information. But sorry all texts there are currently in german only, maybe you can guess the captions or use a translator utility. |
| Thanks Okeanos, a big help. So now i know there are numbers involved, have MC released these numbers are is it all down to guess work? Id love to get my hands on all the figures and ill check out the site you suggested, time to dust of my D grade GCSE german memories haha |
Where did you get those figures? did you crack into the code? ![]() also, can you translate those tables for the rest of us? ![]() |
To see SimCitySocieties the way it was meant to be seen visit Fable Falls. |
Where did you get those figures? did you crack into the code? also, can you translate those tables for the rest of us? http://translate.google.com/translate?hl=en&sl=de&tl=en&u=http://www.citiesxs.de/wiki/TabelleGeb%25C3%25A4ude http://translate.google.com/translate?hl=en&sl=de&tl=en&u=http://www.citiesxs.de/wiki/Tabelle_Token |
Cities XL Wiki http://citiesxl.wikia.com/![]() |
| Just like in wow you never get a 1 to 1 converstion ratio (cuz damn that would be OP if 1 AP = 1 AGI, ANYWAYS.... back to this game) because of this i am going to look at this from a diffrent view, i want to produce 15 power tokens, 15 tokens is the point where all plants produce a flat level of production With this we need to first ask a few questions Where are the points where a single plant will produce a Even token count?
What will the cost be where all these meet? Well first we need the even point where all these make the same number of tokens and thats going to be 15 (3*5=15)
So we can see final price per token and how many to get 1 token from that will be
Power tokens take 1,000 power to produce
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Cities XL Wiki http://citiesxl.wikia.com/![]() |
| Nice calculations. Some users here on the mentioned german community site (citiesxs.de) do this all along with quite everything, mostly to get a feeling how much value a certain type of token has and what would be fair prices for it. Or how to get the best profit for buildings, or how to get the best output with minimal input or on minimal space. There are endless combinations for perfectionists.
To make your calculations a little more difficult, you need to know, that there are certain buildings which gives bonuses to the base production, e.g. 35%, 40%, 45% and so on. Blueprints/megastructes (available since today!) also can have bonusses. And you need to incorporate the type of workers you need for the buildings and how many, which makes it even more difficult to get a hold on this. And to make it even more complex (and intresting), the circulation of goods and services have at least two cycles. Also there are two important points of intrest in citiesXL regarding money/income/wealth/economic healthiness, the resource part important for trade and building of megastructres and the taxes part for city income. Economic buildings have their own small internal income/expanses/balance calculation based on sold resources/services, needed resoures/services (and their dynamic prices = much available = lower prices and vice versa), type and amount of workers, tax rates, traffic density, environment (for some) amount of freight/passenger traffic), sometimes based on the size of the zone (agriculture) and and and All this makes CitiesXL quite intresting and surely somewhat more complex and more difficulty than any other citybuilding game there is. -Okeanos |
I desperately want this info, but none of the links are working for me :/ Is it just me or are they not working?
How do you request a sticky? |
| @Okeanos
Is there some info about airports and harbours? Im especially interested in their pollution levels. |
| Toothpaste, Mayor, Cities XL Ima total n0b that cant zone right. |
| I am working on Translating some stuff from the German site and Data Mining all of this info and posting it on the citiesxl wiki in English (see my sig) i will post here to let you guys know when i have posted some updates on this stuff, right now i have only put up the token table (how much of a resource = 1 token), and blueprints information |
Cities XL Wiki http://citiesxl.wikia.com/![]() |
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