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Topic: Total P****enger VS Total Population (Read 5473 times) previous topic - next topic

Total P****enger VS Total Population

   All corresponding buildings generates p****engers indefinitely as long as they have connection to destination.
   This creates unrealistic amount of p****engers compared to total population.

   There should be always only some proportion of population traveling at any time.
   
   This help control the profit player earn by limiting the total travel demand.

   Once a few day in game hour, compare all p****enger on map and total population.
   If former's proportion exceed some proportion (say for example 13% of total population), halt the p****enger
   generation until next calculation.

  [con: this feature will require or limit the game's "freedomeness" and requires a fixed value which require some balancing.]
 

Re: Total P****enger VS Total Population

Reply #1
Well, every bilding per city will generate only once or twice a month some p****engers. And most of them are local or workers, i.e. not in transit very long. Thus I do not think your proposal will change much.

And as one of the OpenTTD developer said it: This is not reality but a game. It just looks like reality. But with 1km long trains and p****engers traveling several days to work and back.

Re: Total P****enger VS Total Population

Reply #2

Oh, this is much less p****enger generation than what I've imagined.

Yes, of course this is a game.
But I still think that balancing the number of people traveling among the total population seems logical and reasonable.
Sure, it doesn't need to be realistic, but wouldn't it better if its more logical?

Re: Total P****enger VS Total Population

Reply #3
A limitation like this (better: slow-down instead a halt of generation) would help against the (unrealistically) overflowing nodes of the p****enger network.

It would be easily possible to compare p****enger "in transit" with the global population, but not with the ones of  single buildings.

Re: Total P****enger VS Total Population

Reply #4
Finally, think of it now, this problem has lot of things to do with overcrowded transfer stations...

Re: Total P****enger VS Total Population

Reply #5
This was said many times by prissi and Hajo, "City size" is not the number of peoples. Then, "Total inhabitants" on "City list" window is not the number of total peoples but the sum of "City size".

If you don't like many p****engers, you can decrease them by changing "p****enger_factor" in simuconf.tab.

Re: Total P****enger VS Total Population

Reply #6
I see, I misunderstood city size for population count.
I remember I've heard that one city size count for 100 population.
Or is city size other type of barometer? Is it counting area of city too? I'm just curious.

-I know this is a game and simulation at the same time. But to call it simulation, I'm little bit
 unsure of p****enger coming out without  any question, no matter how many ppl already in
 circulation.
-It is not the I'm disliking the level of number of p****enger appearing on the network, but
  the fact that p****engers come out as if there were indefinite number of people residing
  in any building.

 

Re: Total P****enger VS Total Population

Reply #7
The total number of p****engers is fairly constant; only at the beginning of the game most of them are "no route". If you do not believe, you can check it in the world statistics ...