Jay wrote:Delete my earlier post please.
which one? there's lots
The relationship between buildings have not changed.
didn't know they were defined in the first place lol
Houses have disposable income to spend.
They spend on commerce.
Support buildings such as school have an AOE effect that applies bonuses.
so a bonus building of (School/Park/Camp) = more income for surrounding houses? is there a cap or are all bonuses cumulative?
i thought we had discussed some things being more of requirements than bonuses, but i guess it can all be merged into more bonus buildings = more income easily enough. since bonus buildings do not generate income themselves, there is a practical limit to how many bonuses could be applied to a single house anyway.
(to be discussed and finalized)
Desirability affects the performance of buildings.
what is desirability, how is it calculated? any specific example would help. by performance, we mean income generated?
Supply and demand is adjusted using the system of 'excess disposable income would bump up commerce, who will bump up industry"
do commerce and industry buildings also generate renew for owners? can residential buildings support industry directly, or strictly through commercial -> industry chain?
if I'm going to write code to do any of this, gotta understand it.