安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题








This issue have been frequently reported by the mod users. It is a bit annoying, as I planned my last Real Time city to have a nice and crowded downtown, but this is not happening due to the almost nonexistent commercial demand.
I've made an extensive search over forums to better understand the mechanics of commercial demand in C:S, and here's my pick for what is happening: as cims spend less time in their relaxing activities than in vanilla game, shops "loose" the competition against parks and unique buildings for visits, which kills the demand. However I might be wrong, as in the early months after the game launch people complained a lot about parks killing commercial demand, which apparently was quickly solved by Colossal Order - so this could not be the problem. On the other hand, the "shopping for fun" feature of Real Time could have reactivated the problem with parks, I don't know...
I may also be experiencing less truck traffic from the industries to the shops, but have no solid evidence for it.
Anyway, this mod is one of my favorites! Really hope to have an answer from @dymanoid. Is it a mod's feature that we should deal with? Or is it a bug/miscalibration that could be solved with an update?
But isent there a way to adjust the mod so the commercial zones dont fail while its work-shift
or night?