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Cities XXL Game reduces token trade between multiple cities.

Discussion in 'Game Play Support' started by Bannor, Oct 5, 2017.

  1. Bannor

    Bannor Unskilled Worker

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    Hello

    I have created several specialised 'support' cities which are intended to supply any 'normal' cities I may wish to make. One specialises in food, another specialises in fuel, etc, etc. etc. I have carefully set up trading between them, so that the food city supplies food to all my other cities, and sells the surplus to OmniCorp, the fuel city supplies fuel to all my other cities, and sells the surplus to OmniCorp, and so on. It works very well and I'm happy with it.

    My complaint is that, every now and again, I'll get a notification (in the top centre of the screen) saying something like, "[CityName] has 11 Food Industry tokens available; reducing export of Food Industry to cities other than OmniCorp by 96%". The city name is whatever city I happen to have open at that time, the kind of token is seemingly random, as is the number of tokens I allegedly have available.
    The problem is that each time this happens, it really does reduce ALL trades of that token, in each city that trades it - and this reduction is always a very high percentage. I have to go and set up all the trades again each time - which is annoying (otherwise I get bombarded by "[XXX] is VERY hard to sell; reduce production or trade!" - as if that's not exactly what I was doing before being rudely interrupted!) It can give the same kind of notification - with the same kind of results - for several different kinds of tokens, one notification after the other, in quick succession. Not fun at all.
    If the number of tokens I produce changes at all, it will only increase - not decrease. I never make less of something than I was, and every now and again I go and re-balance all my trades, in each city, to make sure everything is OK.

    I'd like to know the following:
    1) What is actually happening here - and why? If I have *extra* tokens of a certain kind, then why does the game *reduce* trade of that token? Surely, if I have more, I can trade more - not less!
    2) How can I prevent this from happening? It's VERY tedious! :(

    I have minimal mods installed - the CommunityMod, the UnlockerLlight, the DependencyFurniturePack, the OfficesBuyRetail mod, the Retail&HotelJobsElite mod, the ParisPack mod, the Walmart mod, and about 4 building mods. I do NOT have the UltimateOmniCorp mod (or similar) installed.

    Any suggestions?
     
  2. Skater27

    Skater27 Executive

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    I tried the same thing long ago. It would reset trade without warnings.
    I think it is a bug.
    I only trade with Omnicorp now.
     
  3. Bannor

    Bannor Unskilled Worker

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    I'm not convinced that yours is the same problem as the one I'm experiencing - I'm definitely getting warnings; it seems this behaviour is entirely by design (possibly bad design - but design nonetheless).

    I'd prefer to not trade with OmniCorp at all if I can help it. I'd prefer my cities to be entirely self-sufficient, and not rely on trade with OmniCorp to generate cash. And OmniCorp doesn't have enough trade slots to handle all my cities, anyway.
     
  4. Bannor

    Bannor Unskilled Worker

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    After a bit of playing around, experimenting and testing, I think I may have a slight clue as to why this behaviour occurs. Take for example High Tech factories. I have a city (City A) which produces (among other things) High Tech. It requires (from memory) Manufacturing. City A produces zero Manufacturing - it must all be imported from another city (City B) which produces it.

    I increase the production of High Tech in City A substantially. This increase in production requires a lot more resources (i.e. Manufacturing) - the total amount of Manufacturing required now exceeds the amount of Manufacturing I am importing from City B. Result: Trade of Manufacturing to all my cities is reduced drastically. This doesn't make much sense, but that's the kind of behaviour I seem to observe in the game.

    Solution / workaround: Make sure you import sufficient surplus of whatever commodity required to produce another commodity so that, if you substantially increase production, you don't go 'into the red'. Constantly monitor production and demand for all commodities, in all cities, and make sure there is more than enough.
     
    delaybrick likes this.

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