BLISH CITY UPDATEby HazedBlish city builds are proceeding but Alan found a couple of problems which he has now fixed. The first was that a bug meant that if you did not have enough goods in your graving dock warehouse to do the day's building, the requirements list was not getting regenerated for the next day. This wasn't fatal, because the list would get set up for the day after, so you only lost a day of production. But it has been fixed now anyway. The other problem was in one of the commodities required for a size 5 city, and it's been solved by changing one requirement. Instead of toxicmunchers, the build now requires tracers. So the complete list of requirements is now as follows: Blish City size 1 - 6 meg, 5 days Blish City size 2 - 4 meg, 2 days Blish City size 3 - 4 meg, 2 days Blish City size 4 - 5 meg, 3 days Blish City size 5 - 6 meg, 4 days The amounts given are the totals needed for the whole build, so divide them by the number of days required to figure out the daily needs. The workers are not taken from your population until the city is launched, and the amounts are cumulative, so for example a size 3 city would need 32 workers in total (10+10+12). |