4 ms·
Small bug: the sim seems to double count residential population for taxes, industrial pop gets ignored. The duplicate logic seems to exist in UI but it's correc
by Tiberium 9mo ago
Small bug: the sim seems to double count residential population for taxes, industrial pop gets ignored. The duplicate logic seems to exist in UI but it's correct there.
Also I wonder if all the repetition could be reduced, or would it affect performance on MicroPython?
https://github.com/chrisdiana/TinyCity/blob/88d07cf98f13bb73c0c73e7b8c29e5935db992aa/src/sim.py#L672 https://github.com/chrisdiana/TinyCity/blob/88d07cf98f13bb73...
- inflam52 9mo agoYeah great catch. So I mentioned this in the README but much of the mechanics were heavily inspired by jhhoward's MicroCity. This is the same way he calculated taxes and I figured to test it out to see how it worked in game. I really liked the flow of how his game played and seems like there are some pros/cons to that inbalance. Pros: - Makes residential population more valuable for taxes, which helps early‑game cash flow. - Encourages zoning residential since it has outsized budget impact. - Offsets the fact that residential growth can be more constrained by pollution/unemployment. Cons: - Skews the economy away from industrial/commercial impact. - Makes budget feel inconsistent with “total population.” - Can mask balance issues by injecting extra money, making difficulty tuning harder.