Something very wrong with the loan calculation and how the manual repayments work.
This is the second time I've been able to effectively clear large amounts of debt by paying more than I have available in cash.
I'm trying to get more evidence, but I also suspect that taxes are being calculated based on revenue and not profit.
Makes it extremely difficult to pull yourself out of a downward spiral once the city decides to implement high taxes and you're already in debt.
Case scenario that highlighted it for me was having a flood cause enough damage that it wiped out half of my revenue just before tax day. I paid more tax than the previous month despite the massive discrepancy in final income.
I though I had fixed that issue with paying off the loan with another loan, but apparently not. Will look into it.
Taxes are calculated based on revenues minus some expenses (particularly the cost of buying inventory).
However, the city laws start with Very High Taxes, so passing the High Taxes law actually lowers your taxes.
I'm getting a lot of employees too unwell for training yet well enough to turn up to work on this play through. I don't recall it ever happening on previous play throughs.
Is this supposed to happen?
Edit: This is getting ridiculous. I've now got four employees (all singers) telling me they're "not feeling well enough to come in for training" yet keep showing up for work. I'm wondering if something is borked in this playthrough (as it previously was with social media activities), something has changed in the current update or if due to coincidence (my current MC's attributes?) it's a game feature that's never come up in my previous games but is very frequent in this one.
Edit 2: Make that five singers.
Edit 3: Six singers (i.e. all of them). There's definitely something wrong here.
If your health is over -20, you can come to work. But health below 0 affects your performance at work. So you want them to get healthy (> 0). Characters recover health when resting and for most club employees the morning is the only time they can do that. If they are going to training at that time, they can't rest (or go to the clinic to get treatment) and they would never get healthy. So that's why they won't come for training in that state.
As for why all your employees are getting sick at the same time, I don't know. Never seen that. I haven't implemented any kind of infectuous or transmittable disease (hmmm, should I?) so there's no reason for that. Are they getting in fights/accidents or are they sick? I'd need more info to find out what the common thread is here.
I haven't seen that, but mine keep getting into accidents! Three of them were in car crashes in one week. They must be drinking at the bar before they go home.
Accidents are typically because people are depressed, they get drunk or high and they get in car accidents. So you have a lot of very unhappy employees.
Is it possible to make a cheat or mod like this? For the selected character, all his actions are displayed in the log. That he contacted someone there, or took a photo.
Possible yeah, but not realistic. You would need to modify every possible action and there's hundreds of them. If you are trying to find out what they are doing you can look at the ai_log.txt file which shows most actions NPCs take. But it's not available in-game.
Suggestion: add an optional setting in the config.ini which allows you to adjust the average age of characters that spawn in game (in case you want more f1's and f2's in town, or conversely more milfs and cougars.)
I'll put this on the list, but just like with the gender values, there are a lot of character overrides that this would not apply to. The pool characters created for no particular purpose would be affected but the ones created for something would still be driven by the requirements of their reason to be created.
My two cents worth:- No matter how much you run and workout, your health stat resets every Sunday morning, guessing it's the same for NPC's!
Correct. Health is not affected by running/working out. There's a post in this thread that discusses that so you may want to search for it for full details.
I run in to a bug. if you get "Open Evenings" bevor "Open Sat afternoon" you stuck with Evenings to Late nights.
# 2. Open Sat afternoon
law can_open_after_sa times -80
req can_open_eve_mo_sa
block can_open_after_mo_sa can_open_day_mo_sa can_open_day
open dow=6 ticks=2
end
# 4. Open Evenings (includes 1)
law can_open_evenings times -50
repl can_open_eve_mo_sa
block can_open_nights
open dow=0 dow=1 dow=5 dow=6 ticks=3
end
Oh wow. You are right. That's been broken for a long time. To fix your game and allow it to move forward, change the line (in the #2 section):
req can_open_eve_mon_sa
with
req can_open_evenings
while I come up with a better solution.