Monuments seem to have the ability to build outside any sort of connection to the main city - and I think (I may be wrong) that they do not increase teh city limit size - becasue I'll see monuments built outside the city, and the city won't expand on them... the city will remain trapped.
I think you are wrong. I think the triggers are : 1) on a connected route 2) inside what _could_ be the city limit. Or maybe it is pak dependent ? That's why I ask the question. That's why I ask... we think but we don't really know.
Yes, but where ? An attraction is built on the next free spot of a connected route. But monument seems to follow another set of rules. Maybe it as to be in the city limit ? what happen to them when there is no room ?
This is just messing around with the city building. But without "cheating" (juste starting on a flat land 512x512 with no trees) I managed to pull a big 16,000 credits each month with only one small city of 2'700 citizens (no goods).
Here is basically how I did it :
While I am here... how exactly does monuments build themself ? Generally at this point there is some monuments in the city, but I have none actually. Does it need a free space around the city or it is lost ? how exactly around ? hehe.
Hello, I'm pretty late but I observe that the rafinery and the gas stop are pretty much in a 22.5° angle. This is the worst scenario ever since the price of the goods is calculated with distance but it is impossible to send the truck in a straight line. Just for that, this line is pretty much harder to make profitable.
I feel like the maintenance cost is indeed pretty high. I see an asphalt road going outside the screen. Where does it go ?
Always reset to 0 in the setting. tought "pay_for_distance_total=1" works just as it should so that's why I play with this setting. Maybe I should make that bug repport in the good section of the forum ?
I tried the pak.german, with the same setting as above. I didn't finished to link everything together, but I'm in a good way to do it. I don't feel that it is pretty much harder. The price of the raise-land/lower-land tool at 5'000 instead of 1'000 slowed me a bit due to the Map roughness. Sincerly, will I can't really say why, I thing I prefer the original pak. But i'll probably try the other paks sooner or later to see how I like them.
IFor the bigger maps : I've played once in the WORLDPACIFIC1624x933.ppm and in other big map. I'll take your advises in account and play on bigger maps. I'll try the setting of AP (256x4098) pretty soon and see if it make the game harder.
The "maintenance_building" option only affect building right ? I tried it but at some point it affect the balancing of the game. Shorter route become impossible to do and longer route are is not that much affected due to the cost of the two depot on each side. Also p****engers transport become near impossible while transport of good on reasonnably long route still profitable.
I don't get it... if i'm blindfolded how will I know when i'm bankrupted ?
Jamespetts, I might try Simutrans-Experimental and Pak128.Britain-Ex one day. I will give my feedback .
Once again thanks ! You have a great game there and a even greater community. Keep the good work.
English is my second language, I can read it pretty well, but I don't write it as much as I'd like. I'm sure that I do misspelling, bad sentence construction and weird words choices quite a bit. Sorry about that; Hope I got undestood.
I've played a game with these settings : *128x128 map *Pay_for_distance_total=1 *no_routing_over_overcrowded=1 *Map_roughness=7 *Mountain_height=320 And starting with only 5000 credits.
Still, I'm in July 1931 now and all relevant factories are connected, all cities are linked (appart some "in the wild" attractions) and I'm making about 55'000 credits/month. The thrill for the challenge of the map is already behind me. I'm aware that the game is at the base a simulation and the major fun of it might be in the construction of a cool looking, functional network and not purely in a capitalist race.
But... is there an option, a button or something that I missed to make the game even harder ? Let say... a mode that would trouble me at least up to 1940 before I consider razing all mountains down to flat land just to help cities grow faster ?
Ok. So I am on the 102.2.2 version and as hard as I try the option "pay_for_total_distance =2" don't seem to stay on. It just reset to 0 when I start the game, so it's not working for some reason. Beside "pay_for_total_distance =1" works fine. So I guess I will play with that for now. It's much better for me.
Hello all, I'm new to simutrans. It's a pretty good game. I like all the choices we can made in the game, micromanagement and all that stuff.
But now that I understood the core principles of the game, I'm concerned, no consterned, about how the game really calculate prices for the good we deliver. Here is a screenshot :
So, one of my truck go straight from the coal mine to the power station. The shortest distance possible and deliver and manage to deliver 1,100t of coal each month. It make 473 credits for that.
On the other and, my other truck is a f*** retarded. He take is load of coal and take a ride with it, up and down and again and again the WRONG road just delivering 32t of coal a month, but still he make credits (3,600) like hell ! Why ? because he is always full (opposingly to the "wise" truck who is half of the time empty) and he go staight from the wrong point A to the wrong point B. So from the point of vue of the price calculator, the ride is optimal.
I know what you'll say to me : « Juste don't do that. Play normaly and have fun ». Yeah, I understand, but for a hardgamer like me it's hard to do. I'll probably manage to get some more money now that I know this and build route that still seem to make sens. But until this is somehow fixed, there will be no multiplayer game possible since there is now clear rules to make about how far we can use this exploit.
This is my proposition to calculate prices between two point : 1) Calulate the distance between the center of the "emiter" and the true "receptor" of the goods. 2) Subtract from that the mean radius of the factory and the mean coverage radius of a stop. (this will give bonuses to player who manage to get more from the reach of their stop, not that much but enought to push the player to put the stop the closest to one another instead of behind each factory like now ). (say X) 3) You keep track of a second variable for each package : the distance from emiter since last stop (say Y) 4) You calculate the price of the whole trip based on X. ( X*K ) K being the value of the good. 5) and you give the right value for the portion of the trip done. Wich would be (X*K)/((Y1-Y2)/X) or (K)/((Y1-Y2)
That way, everybody will always get a fair price for their trip (sometime negative if they go in the wrong direction) even if they stop at a public stop.