Some more fun file analysis time!
I mentioned before that I wanted to get a crack at the uasset files in the GameData\Camso\Demographics folder, since the file names imply they control how the game’s demographics work. Earlier, I got them open in the unreal editor, but couldn’t really do anything because they’re missing row data. Well, I’m not sure exactly where it’s located, but that RowData is somewhere in the Unreal project from the Automation mod tools which I downloaded since I made a fixture mod earlier. If I open them through there, it works!
Well, most of them have RowData anyway. This one might still be exclusive to Isaac’s computer. You couldn’t think of somewhere better to save it than your desktop?
For the ones that do have RowData, we can get a look inside. Apologies for the GIANT stitched screenshot, but this DemographicMatrix tells us some stuff that I don’t think we can see in the game, such as how many kilometers a given market drives in a year, which is used to calculate affordability. Other interesting notes is that every market has a “Budget type” of EB_G or EB_H, the latter of which is used by all the ‘budget’ demographics and some utility. Also, in addition to everything else, every market is has a “Car Class” which is one of “Budget”, “Normal”, “Premium”, “Luxury”, or “Industry”. No idea what that does that isn’t covered by all the other columns here.
Sadly, I can’t really edit them. These uasset files seem to be used at build time only, not loaded when you start the game like the competitors database. I tried editing some values in this and other files, but nothing shows up in the game. So, I can’t tweak demographic or country behavior, lock off demographics, or any other fun stuff. We can look at these files for hints about unexplained game mechanics though.
RegionFuelData explains how fuel availability works in, if we’re being honest, a more clear way than the in-game fuel availability chart. There’s just a fuel availability given at each decade for each fuel type. In game it gradually approaches the next decade value on a month to month basis.
There a file like Size_Export_Archana for each country. It just has a Size Factor and a Year Modifier, which is the unlock year. This suggests that growth rate of the markets is the same for each country with just a factor applied, so you couldn’t have, say, Family growing Hetvesia at the same as it stalls in Gasmea and is replaced by SUV’s. I think.
StatScoring is confusing to me, but seems to affect the way in which stats give desirability, and define when “Low Stat” penalties should occur.
RegionsData is particularly interesting. Companies have modifiers to Interest Rate and Credit Ease… I’m not clear if this is for the purpose of the player taking out loans, determining the budget of car buyers, or both. I also assumed that country descriptions like “Fruinia has steep hills, narrow streets, and good weather” in the campaign setup screen were just flavor, but they’re actually numbers assigned to the countries. I guess rather than being a flavor reason to explain why Fruinia has Sportiness taste, it’s a consequence of these stats.
Determining taste stats like Drivability, Comfort and Sportiness mathematically by this many different factors seems needlessly complicated compared to just choosing some numbers and justifying them with flavor text later, so I’m absolutely certain this was Killrob’s idea.
We can also see some stuff like “Driver Skill”. Gasmea has the second worst (0.3) just barely ahead of Dalluha (0.2). Well, if Gasmea is supposed to be like North America… okay, maybe. But I’ll have to actually visit europe some time before being so sure Fruinia deserves 0.9, lol. (I think this is mostly just inverse to Drivability taste though.)
There’s also an Econ Start and Econ End… if this controls economy size, it looks like Dalluha is the only country whose economy gets worse through the game, while the others grow by various amounts. Fruinia also has a Displacement Tax Year of 1984 while the rest of the countries have years after the game end, but I don’t think this does anything right now. There is a Safety Regulation number as well, which I think is deprecated by the RegionsSafety table, which has the safety minimums that are actually used in the game.