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I think another problem we have (it's been in the game since day 1) is that when we zone a business (ind, com or off) they automatically start fully stocked at max value of 15 tons (it's magic!) so they can start producing right away.
That had been mentioned in one of the WoW's last year, so it must be a design choice.
 
图表上的负值实际上代表该市的出口量。当它们大于 0 时,表示该城市正在导入。当您建造港口、机场或货运火车站时,这些货运站会进口一定的货物,以确保仓库有一定数量的应急库存。这就是为什么当你构建它们时,你的图表会上升并变成正的。当这些货运站进口了紧急库存后,他们将停止进口货物,因此您的图表将下降到负值并返回到每日导出值。
 
The negative values on the graph actually represent the city's exports. When they are greater than 0, it indicates that the city is importing. When you build a port, airport or freight railway station, these freight stations will import certain goods to ensure that the warehouse has a certain amount of emergency inventory. That's why when you build them, your graph will rise and become positive. When these freight stations have imported their emergency inventory, they will stop importing goods, so your graph will drop to a negative value and return to the daily export value.
 
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The negative values on the graph actually represent the city's exports. When they are greater than 0, it indicates that the city is importing. When you build a port, airport or freight railway station, these freight stations will import certain goods to ensure that the warehouse has a certain amount of emergency inventory. That's why when you build them, your graph will rise and become positive. When these freight stations have imported their emergency inventory, they will stop importing goods, so your graph will drop to a negative value and return to the daily export value.
As shown before in this topic, if that is the intended way this graph should be working, it is not working correctly.

But anyways this is very interesting. We were looking at this graph the wrong way all along. And I have seem CPP and Infrastructurist looking at it wrongly as well. So it is very confusing.

Yet it still doesent explain way creating a connection that is not linked to the city increases the graph.

And still industry profitability seems wierd, as many industry that are exporting and selling all their resorses never leave level 1 and have negative 1 million balance. Or that or once again the game is not making its machanis clear.
 
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As shown before in this topic, if that is the intended way this graph should be working, it is not working correctly.

But anyways this is very interesting. We were looking at this graph the wrong way all along. And I have seem CPP and Infrastructurist looking at it wrongly as well. So it is very confusing.

Yet it still doesent explain way creating a connection that is not linked to the city increases the graph.

And still industry profitability seems wierd, as many industry that are exporting and selling all their resorses never leave level 1 and have negative 1 million balance. Or that or once again the game is not making its machanis clear.
It is a very confusing chart. At this point I don’t think anyone knows what it is actually meant to communicate.
 
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Here's my 2 cents. Businesses will store product in their own storage area until it fills up. Then it will be sent to an actual warehouse which will also fill up. Only when the storage is full will we see product being "sold" to end users (This may be why everyone starts with a full supply of what they actually need for their own production). Kind of like how storage worked in CS1. In CS2, it seems like nothing is going on but if you have warehouses popping up because you recently zoned an area, a business goes out of business and is replaced by a warehouse, or you place down a train or ship freight terminal (both of which are basically huge warehouse facilities), it will take time before actual sales and profits start to roll in. It will be highly dependent on the business, how many of them exist and how quickly the storage in the city is filled up for that product type.
 
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