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Recourcerate defines how good or how easy you are able to get recources in that City.
Meanwhile in-game the more stars the cheaper it is.
I found out resource rate actually works as expected as long it is bigger than 0 and smaller than 2... as soon I put a resource rate bigger than 2 then it gets locked into weird stuff. (I also saw it going half red star permanently too)
Resizing factories:
f_selectedcityres is resources.
So in this, the higher the resources, the better the production technologies are. That results in more vehicles produced per production line.
Costs:
So yes, it improves production via having easier access to resources, but increases costs as well. (Likely I did this for balancing purposes. The idea being that because resources are more available, you'll use better sources because it increases you production technologies system.) In the very old builds (pre early access even) we had 5 different sliders for making a factory. That is likely why I ended up making resources increase costs, rather than have them increase the many slider values we had which in turn increased costs.
Anyway, as I mentioned before, take what is in the mod tools manual with a grain of salt. They have not been edited yet. I am currently on the game mechanics section of the manual, and it has raw formulas for the game. Once I am done with that, I will begin editing/refining the mod tools section of the manual.
Star wise, resources works like this:
But really there is no limits to the variable, except don't go below 0.
If I set it high to simulate it has a lot of steel, result is high quality but expensive cars... The high quality part makes sense.
But if I set it low to simulate that it has a lot of steel, result is cheap but crap cars... also accurate in the cheap part.