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Old March 13 2013, 11:30 PM   #128
Robert Maxwell
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Re: The new SimCity...*sigh*

TheGodBen wrote: View Post
Robert Maxwell wrote: View Post
That's actually kind of clever, and makes sense in a statistical sort of way. Beyond a certain number, there's no real benefit to simulating that many individuals.
That's true in some simulations, but that doesn't appear to be what is happening here. 1 sim in the game does not represent 10 people, in every aspect of the simulation 1 sim represents 1 person, except in the UI call for the population. Here's the actual code:

simcity.GetFudgedPopulation = function (a) {
  a = "undefined" !== typeof a ? a : simcity.gGlobalUIHandler.mLastPopulation;
  if (500 >= a)
    return a;
  if (40845 < a)
    return Math.floor(8.25 * a);
  a = Math.pow(a - 500, 1.2) + 500;
  return Math.floor(a)
simcity.GetRoundedFudgedPopulation = function (a) {
  a = simcity.GetFudgedPopulation(a);
  return a = 25E3 < a ? 10 * Math.round(a / 10) : 5 * Math.round(a / 5)
That's not a joke, the actual function name is GetFudgedPopulation.

All other statistics in the game use the real numbers. For example, in a city with a reported population of around 100,000 (really 15,000), only around 11,000 of those people will have jobs, leaving you to think that you have an 89% unemployment rate when it's actually 27% (including students, the elderly and whatnot). It is just a really lazy attempt to cover up how small the cities are by vastly inflating the population number that appears on the main screen.
OK, that is a monstrously stupid implementation.
You wish you could move like this.
I has a blag.
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