Skip to main content
Topic: Problem with growing Towns (Read 12585 times) previous topic - next topic

Problem with growing Towns

Hello everybody,
I'm playing Simutrans 10.2.2 with Pak128, and every time I start i new game i find out a big problem: towns are not growing!
I used before the "search" to have a look around the forum, but any of the solutions provided seems to work.
I setted up connections between towns and inside towns, but the growth ratio, monthy and yearly, is always stucked at 0.0!
Please anyone can help me?
Thank you in advance

Re: Problem with growing Towns

Reply #1
For instanc,e keep connecting towns and more town and haul more p****engers. You will see them grow
eventually. Good luck.

Re: Problem with growing Towns

Reply #2
Thank you.
I tried this solution (i tried it also before) but still doesn't work...in 5 years the growht ratio is stucked to 0.0...

Re: Problem with growing Towns

Reply #3
I'm not sure, but it can be a problem in one of the config files (Simuconf.tab probably). What paksets you use? And maybe attach here you're Simuconf.tab. It's folder:
Simutrans/config
Simutrans/pakXXX/config

Re: Problem with growing Towns

Reply #4
When you start Simutrans, you will see a button "settings". If you click that button you get a dialog. Choose tab "Economy and cities" and scroll down to

growthfactor_villages
growthfactor_cities
growthfactor_capitals

They are default on 400, 200 and 100.

If they are 10000 then no growth will take place.
Bob Marley: No woman, no cry

Programmer: No user, no bugs



Re: Problem with growing Towns

Reply #5
growthfactor_villages
growthfactor_cities
growthfactor_capitals

WHOA!!! I did not even know that. :o

But how would I know a town is a village, city or capital in the game? I could click on a Townhall to see the town category.

Re: Problem with growing Towns

Reply #6
If they are 10000 then no growth will take place.

Ooh, it's inverse? Well, I've been setting those backwards... lol

I like quick-growing villages and slow-growing large cities... I guess I haven't played long-term games recently.

Re: Problem with growing Towns

Reply #7
Thank you for all the suggestions.
I'm playing with the standard growfactors pak.128. Here's my simuconf.tab

Code: [Select]
# forestrules.tab
#
# Forest configuration for Simutrans
#
# author: Tomas Kubes
# date:  
# update:  Hj. Malthaner
#         01-Aug-2004 Increased max. tree per square.
#
#
#  Forest related values Tomas Kubes
#  please be careful in changing them, I spent lot of time finding optimals.
#  those values have impact on no. of spwaned trees -> memory consumption
#
# Number of trees on square 2 - minimal usable, 3 good, 5 very nice looking
forest_no_of_trees_per_square = 4
max_no_of_trees_on_square = 4

# Base forest size - minimal size of forest - map independent
forest_base_size = 36

# Map size divisor - smaller it is the larger are individual forests
forest_map_size_divisor = 32

# Forest count divisor - smaller it is, the more forest are generated
forest_count_divisor = 16

# Forest boundary sharpenss: 0 - perfectly sharp boundaries, 20 - very blurred
forest_boundary_blur = 7

# Forest boundary thickness  - determines how thick will the boundary line be
forest_boundary_thickness = 2

# Determins how dense are spare trees going to be planted (works inversly)
forest_inverse_spare_tree_density = 384

# climate with trees entirely (1: water, 2:desert, 4:tropic, 8:mediterran, 16:temperate, 32:tundra, 64:rocky, 128:arctic)
# zero (default) means no climate with at least one tree per tile
tree_climates = 36
# 36 = 32 + 4 = tundra,tropic

# climates with no trees at all (desert and arctic at the moment)
no_tree_climates = 128

Re: Problem with growing Towns

Reply #8
This is not the .tab-file you need to change town_growth-factors.
Go to simuconf.tab in the PAK-folder/config. There you will find them.
With the standard factors growth is allways to fast.
AvG
Ad van Gerwen

Re: Problem with growing Towns

Reply #9
Oops! Sorry...here you go

Code: [Select]
# simuconf.tab
#
# Low-Level values and constants
#
# This file can be found in many places:
#
# simutrans/config/simuconf.tab
# ~/simutrans/simuconf.tab (in the user directory, if singleuser_install != 0 or not present, first only pak-file path will be read)
# simutrans/pakfilefolder/config/simuconf.tab
# ~/simutrans/simuconf.tab (readed a second time, s.a.)
#

################################road settings###################################

# (=1) drive on the left side of the road
drive_left = 0

# Type of initial intercity roads - must be available
# as PAK file. Fallback (if PAK is not found) is "asphalt_road"
intercity_road_type = cobblestone_road

# Type of city roads - must be available as PAK file.
# Fallback (and default) is "city_road"
# If not set, it is chosen automatically according to speed.
#city_road_type = city_road

# Max. length of intitial intercity road connections
# If you want to speed up map creation, lower this value
# If you want more initial intercity roads, raise this value
# 8000 seems to be a good compromise between speed and road number
#
# T. Kubes: 128x128 can use more roads to save player some money.
#
intercity_road_length = 6000

# way builder internal weights (straight track is 4)
# a higher weight make it more unlikely
# make the curves negative, and the waybuilder will build strange tracks ...
way_straight = 1
way_curve = 2
way_double_curve = 6
way_90_curve = 15
way_slope = 10
way_tunnel = 8
way_max_bridge_len = 15
way_leave_road = 25

# rivers:
# The highest number is the smallest. A river with max_speed==0 is not navigavable by ships.
river_type[0] = river_00
river_type[1] = river_01
river_type[2] = river_02
river_type[3] = river_03
river_type[4] = river_04

#####################################gameplay###################################

# p****enger generation (default is 16) Smaller values means less p****engers
p****enger_factor=16

# in beginner mode, all good revenuses are multiplied by a factor (default 1500=1.5)
beginner_price_factor = 1500

# use beginner mode for new maps (can be switched anyway on the new map dialog)
first_beginner = 0

# size of catchment area of a station (default 2)
# older game size was 3
# savegames with another catch area will be unloadable
station_coverage = 2

# P****engers and goods will change vehicles at most "max_transfer"
# times to reach their destination.
#
# It seems that in good networks, the number of transfers is below
# 5. I think 6 is a good compromise that allows complex networks but
# cuts off the more extreme cases
#
# You can set this lower to save a little bit of CPU time, but at some
# point this measn you'll get less p****engers to transport
#
# T. Kubes: I would say 8 for now, but this definitely should be difficulty
# dependent setting.
#
max_transfers = 7



##################################industry stuff#################################

# allow all possible supplier to connect to your factories?
# This will also affect savegames!
# best to leave it in default position. (only on for simuTTD)
crossconnect_factories = 0

# how big is the chance for cross-connections in percent (new in 99.10)
# (100% will give nearly the same results as crossconnect_factories=1)
crossconnect_factories_percentage = 20

# ???
factory_spacing = 20

# with this switch on (default), overcrowded factories will not recieve goods any more
just_in_time = 1

# powerlines
cost_transformer = 2500
cost_maintain_transformer = 100

###################################money stuff##################################

# Starting money of the player. Given in Credit cents (1/100 Cr)
starting_money = 50000000

# Maintenance costs of buildings
maintenance_building = 1800

# first stops: the actual cost is (cost*level*width*height)
cost_multiply_dock = 750
cost_multiply_station = 600
#stop is cheap bu on other hand max level is 4
cost_multiply_roadstop = 400
cost_multiply_airterminal = 1000
#used for all extra buildings
cost_multiply_post = 500
#cost_multiply_headquarter=10000

# cost for depots
cost_depot_rail = 8500
cost_depot_road = 7000
cost_depot_ship = 9000

# other way related stuff
cost_signal = 500
cost_tunnel = 11000
cost_third_rail = 80

# other construction/destruction stuff
cost_alter_land = 1250
cost_set_slope = 1500
#cost_found_city=5000000
cost_multiply_found_industry = 500000
cost_remove_tree = 40
cost_multiply_remove_haus = 1000


###################################time settings################################

# Enforce vehicle introduction dates?
# 0 = all vehicles available from start of the game
# 1 = use introduction dates
# 2 = (default) use settings during game creation
#
use_timeline = 2

# Starting year of the game:
# Setting it below 1930 is not recommended!
# You will have problems with missing vehicles, do not complain if you do so!
# Setting it above 2040 will render game bit boring - no new vehicles.
starting_year = 1930

# Should month be shown in date?
#(0=no, 1=yes, 2>=show day in japan format=2, us format=3, german=4)
# This is most useful, if you use longer months than the default length (see below)
#
show_month = 1

# Global time multiplier (will be save with new games)
# 2^bits_per_month = duration of a game month in microseconds real time
# default is 18. For example, 21 will make the month 2^3=8 times longer in real time
# production and maintainance cost will be adjusted accordingly.
#
#128x128 use only 2 times longer months... should be way enough for normal games.
#
bits_per_month = 19

###################################misc. stuff##################################

# After how many months a citycar breaks (and will be forever gone) ...
# one day at current settings: 260s
citycar_life = 120

# Do you want to have random pedestrians in town? Look nice but needs some
# CPU time to process them. (1=on, 0=off)
# Impact on frame time: ~10% (16 cities on a new standard map)
random_pedestrians = 1

# there are some other grounds (like rocky, lakes etc. )
# which could be added to the map (default 10)
# probaility is every 10*4 tile will get something
random_grounds_probability = 10

Re: Problem with growing Towns

Reply #10
I just noticed how old the default simuconf.tab from pak128 is... I think I'll bring it a little more up-to-date.
  
***** PAK128 Dev Team - semi-retired*****


Re: Problem with growing Towns

Reply #12
Sorry for the wrong info.
For Standard the growth-factors are to be found in the config-folder on the same level as the .exe-file.
AvG
Ad van Gerwen

Re: Problem with growing Towns

Reply #13
eheh no problem!
Here you go again (sorry for the messy post)

Code: [Select]
# simuconf.tab
#
# Low-Level values and constants
#
# Lines starting with '#' or any non_character letter will be ignored!
# To actually set a value, remove the leading '#'!
#
# This file can be found in many places:
#
# simutrans/config/simuconf.tab (this one)
# ~/simutrans/simuconf.tab (in the user directory, if singleuser_install == 0 or not present, first only pak-file path will be read)
# simutrans/pakfilefolder/config/simuconf.tab
# ~/simutrans/simuconf.tab (readed a second time, s.a.)
#
#################################program stuff##################################
#
# This simuconf.tab will be read first => we set meaningful defaults here.
#
# load/save the files in the users or the program directory directory? (default: 0 = user directory)
# ATTENTION!
# will be only used if this file is located in the program directory at config/simuconf.tab!
singleuser_install = 0

# Default pak file path
# which graphics you want to play?
# Nothing means automatic selection
# ATTENTION!
# This will be only used if this file is located in the program directory at config/simuconf.tab!
# and will be overwritten by the settings from simutrans/simuconf.tab in the user directory
#
#pak_file_path = pak/
#pak_file_path = pak.german/
#pak_file_path = pak128/
#pak_file_path = pak.japan/
#pak_file_path = pak.winter/
#pak_file_path = pak.ttd/
#
#################################program stuff##################################

# maximum number of position tested during a way search
# 100000 should be ok even for large maps with ships
# 10000 is ok for everything else (consumes 16*x Bytes main memory, no further harm)
max_route_steps = 1000000

# size of catchment area of a station (default 2)
# older game size was 3
# savegames with another catch area will give strange results
station_coverage = 2

# Max number of steps in goods pathfinding
# This should be equal or greater than the biggest group
# of interconnected stations in your game.
#
# If you set it too low, some goods might not find a route
# if the route is too complex. If you set it too high, the
# search will take a lot of CPU power, particularly if searches
# often fail because there is no route.
#
# Depending on your CPU power, you might want to limit the search
# depth.
#
# prissi: On a 512x512 map with more than 150000 people daily, the saturation
# value for "no route" was higher, around 8000. Using 300 instead almost doubled
# the value of "no route"
#
max_hops = 2000

# P****engers and goods will change vehicles at most "max_transfer"
# times to reach their destination.
#
# It seems that in good networks, the number of transfers is below
# 5. I think 6 is a good compromise that allows complex networks but
# cuts off the more extreme cases
#
# You can set this lower to save a little bit of CPU time, but at some
# point this means you'll get less p****engers to transport
#
# This value is less critical than "max_hops" from above.
#
# T. Kubes: I would say 8 for now, but this definitely should be difficulty
# dependent setting.
#
max_transfers = 9

# way builder internal weights (defaults)
# a higher weight make it more unlikely
# make the curves negative, and the waybuilder will built strange tracks ...
#
way_straight=1
way_curve=2
way_double_curve=6
way_90_curve=15
way_slope=10
way_tunnel=8
way_max_bridge_len=15
way_leaving_road=25

###############################p****enger stuff##############################
# also pak dependent

# town growth multiplier factors (electricity is not used at the moment)
# A heigher factor mean faster growth
# p****enger_multiplier = 40
mail_multiplier = 20
goods_multiplier = 20
electricity_multiplier = 0

# town growth is size dependent. There are three different sizes (<1000, 1000-10000, >10000)
# the idea is, that area increase by square but growth is linear
growthfactor_villages = 400
growthfactor_cities = 200
growthfactor_capitals = 100

# p****enger generation (default is 16) Smaller values means less p****engers
p****enger_factor=16

# amount of p****engers that travel from/to factories or attractions
# the ramining percentage goes to other cities
factory_worker_percentage = 33
tourist_percentage = 16

# if enabled (default = 0 off) stops may have different capacities for p****engers, mail, and  freight
#seperate_halt_capacities = 0

# three modes (default = 0)
# 1: the payment is only relative to the distance to next interchange, 2 to the trips destination (default 0 is distance since last stop)
pay_for_total_distance = 0

# things to overcrowded destinations won't load if active (default off)
avoid_overcrowding = 0

# do not create goods/p****enger/mail when the only route is over an overcrowded stop
no_routing_over_overcrowded = 0

# in beginner mode, all good prices are multiplied by a factor (default 1500=1.5)
beginner_price_factor = 1500

##################################factory stuff#################################

# smallest distance between two adjacent factories
factory_spacing = 6

# allow all possible supplier to connect to your factories?
# best to leave it in default position. (only on for simuTTD)
crossconnect_factories = 0

# how big is the chance for crossconnections in percent
# (100% will give nearly the same results as crossconnect_factories=1)
crossconnect_factories_percentage = 33

# how much is the total electric power available (in relation to total production) in parts per thousand
electric_promille = 330

# with this switch on (default), overcrowded factories will not recieve goods any more
just_in_time = 1

# use beginner mode for new maps (can be switched anyway on the new map dialog)
first_beginner = 0

##################################display stuff#################################

# how long is a diagonal (512: faktor 2=1024/512, old way, 724: sqrt(2)=1024/724
# THIS WILL BE ONLY USED, WHEN THIS FILE IS IN THE pakxyz/config!
#diagonal_multiplier = 724

# Do you want to have random pedestrians in town? Look nice but needs some
# CPU time to process them. (1=on, 0=off)
# Impact on frame time: ~10% (16 cities on a new standard map)
#random_pedestrians = 1

# there are some other grounds (like rocky, lakes etc. )
# which could be added to the map (default 10)
# show random objects to break uniformity (every n suited tiles)
random_grounds_probability = 10

# show random moving animals (n = every n suited tiles, default 1000)
random_wildlife_probability = 1000

# animate the water each intervall (if images available)
# costs some time for the additional redraw (~1-3%)
water_animation_ms = 250

# Show info windows for private cars and pedestrians?
# (1=on, 0=off)
pedes_and_car_info = 0

# How much citycars will be generated
citycar_level = 5

# After how many month a citycar breaks (and will be forever gone) ...
# default is ten years
default_citycar_life = 36

# (=1) drive on the left side of the road
drive_left = 0

# Show infos on trees?
# (1=on, 0=off)
tree_info = 1

# Show infos also on bare ground?
# (1=on, 0=off)
ground_info = 0

# Show p****enger level of townhalls?
# (1=on, 0=off)
townhall_info = 0

# always open only a single info window for the ground,
# even if there are more objects on this tile
only_single_info = 1

# Should stations get numbered names? (1=yes, 0=no)
numbered_stations = 0

# Show name signs and statistic?
# 0 = don't show anything
# 1 = station names
# 2 = statistics
# 3 = names and statistics
#
show_names = 3

# Color of cursor overlay, which is blended over marked ground tiles
# The available colors and their numbers can be found on
#    http://simutrans-germany.com/wiki/wiki/tiki-index.php?page=en_FactoryDef#mapcolor
# Suggested values (155 is the default)
# -- pak64, pak.german, pak128
#cursor_overlay_color = 155
# -- pak128.japan
#cursor_overlay_color = 149

# show the windows close etc. buttons on the right (like windows 98)
window_buttons_right = 0

# draw a frame with titlebar color around active window
window_frame_active = 0

# show tooltips (default 1=show)
show_tooltips = 1

# background color (+-1 arounf this index is used), taken from playercolor table
tooltip_background_color = 4

tooltip text color (240=black, 215=white)
tooltip_text_color = 240

###################################money stuff##################################
#
# These values are usually set in the pak files
# You can adjust all the cost in the game, that are not inside some pak file
#

# show graphs old style (right to left, default) or rather left to right
left_to_right_graphs  = 0

# Starting money of the player. Given in Credit cents (1/100 Cr)
#starting_money = 20000000

# New system of year dependent starting money. Up to ten triplets are
# possible. The entries are of the form:
# startingmoney[i]=year,money(in 1/10 credits),interpolate (1) or step(0)
# starting_money[0]=1930,20000000,1
# starting_money[1]=2030,35000000,1

# Maintenance costs of buildings
#maintenance_building = 2000

# first stops: the actual cost is (cost*level*width*height)
#cost_multiply_dock=500
#cost_multiply_station=600
#cost_multiply_roadstop=400
#cost_multiply_airterminal=3000
#cost_multiply_post=300
#cost_multiply_headquarter=1000

# cost for depots
#cost_depot_air=5000
#cost_depot_rail=1000
#cost_depot_road=1300
#cost_depot_ship=2500

# other way related stuff
#cost_signal=500
#cost_tunnel=10000
#cost_third_rail=80

# other construction/destruction stuff
#cost_buy_land=100
#cost_alter_land=1000
#cost_set_slope=2500
#cost_found_city=5000000
#cost_multiply_found_industry=20000
#cost_remove_tree=100
#cost_multiply_remove_haus=1000
#cost_multiply_remove_field=5000
#cost_transformer=2500
#cost_maintain_transformer=20

###################################other stuff##################################
#
# also pak dependent
#

# Max. length of initial intercity road connections
# If you want to speed up map creation, lower this value.
# If you want more initial intercity roads, raise this value.
# If the value is too large then very long bridges might be created.
# 200 seems to be a good compromise between speed and road number
# note: this will slow down map creation dramatically!
#
#intercity_road_length = 200

# Type of initial intercity roads - must be available
# as PAK file. Fallback (if PAK is not found) is "asphalt_road"
#intercity_road_type = cobblestone_road

# Type of city roads - must be available as PAK file.
# Fallback (and default) is "city_road"
#city_road_type = city_road

# now river stuff
# first river type (should be defined in pak dependent file)
# The highest number is the smallest. A river with max_speed==0 is not navigavable by ships.
#river_type[0] = river
#river_type[1] = small_river
#river_type[2] = just_the source

# river number (16 gives a few nicely branched rivers)
#river_number = 16

# min length
#river_min_length = 16

# max length
#river_max_length = 320

###################################time stuff###################################

# Enforce vehicle introduction dates?
# 0 = all vehicles available from start of the game
# 1 = use introduction dates
# 2 = (default) use settings during game creation
#
use_timeline = 2

# Starting year of the game:
# Setting it below 1850 is not recommended for 64 set!
# You will have problems with missing vehicles, do not complain if you do so!
# Setting it above 2050 will render game bit boring - no new vehicles.
#
# other recommended vaule for 64 is 1956
#
#starting_year = 1930

# Starting month of the game for people who want to start in summer (default 1=January)
#starting_month = 6

# Should month be shown in date? (0=no, 1=yes, 2>=show day in japan format=2, us format=3, german=4)
# This is most useful, if you use longer months than the default length (see below)
#show_month = 3

# Global time multiplier (will be save with new games)
# 2^bits_per_month = duration of a game month in microseconds real time
# default before 99.x was 18. For example, 21 will make the month 2^3=8 times longer in real time
# production and maintainance cost will be adjusted accordingly.
#
bits_per_month = 20

###################################system stuff##################################

# compress savegames?
# "binary" means uncompressed, "zipped" means compressed
# other options are "xml" and "xml_zipped"
# xml detecht more errors of broken savegames but are much larger
saveformat = zipped

# autosave every x months (0=off)
autosave = 0

# display (screen/window) width
# also see readme.txt, -screensize option
#display_width  = 704

# display (screen/window) height
# also see readme.txt, -screensize option
#display_height = 560

# show full screen
#fullscreen = 0

# How many frames per second to use? Display may look pretty until 10 or so
# (depends very much on computer, game complexity and graphics driver)
frames_per_second = 25

# How much faster should the game proceed with fast forward (limited by your computer and size of the map)
fast_forward = 50




Re: Problem with growing Towns

Reply #14

No worry. If you desire, you can use the [ code ] tag when posting a piece of code. Example:

Code: [Select]
# simuconf.tab
#
# Low-Level values and constants
#
# Lines starting with '#' or any non_character letter will be ignored!
# To actually set a value, remove the leading '#'!

(quote my post to see it)

Re: Problem with growing Towns

Reply #15
Yes, it would be easier to read with the CODE tags, I think.

However, everything looks unchanged from the original as far as I can see... You haven't switched the cities' "Allow city growth" checkbox off in the game (check townhalls to see that)?

Oh and...
...sorry, that wasn't directly adressing your problem, but since you posted pak128's simuconf.tab, I noticed that's there's some of the newer stuff missing - but that should not be related to your problem.
  
***** PAK128 Dev Team - semi-retired*****

Re: Problem with growing Towns

Reply #16
I'm interested in this topic also. I am playing pak128, and connecting my towns with bus service. How fast do towns grow, and do new industries appear? What can I do to get more industries to appear?

Re: Problem with growing Towns

Reply #17
Running Exp8.2+BritPak0,6
Starting year 1750
I changed the towngrowth-factors to 2000/4000/8000
I get now only town-growth when there is action in a town.
The city-rules.tab tells that every 7500 inhabitants you will get industry_increase
For me, scenario-year 1765 now, it means that at the start of allmost every month I get a new industry (some with extra "coupled" industries)
After 15 years of playing I have already hundreds of them.
So what are your settings that you want MORE industries???
AvG
Ad van Gerwen


Re: Problem with growing Towns

Reply #19
My growth factor settings are 400-village, 200-cities, 100-capitals.

I would appreciate any [simple] advice on how to get towns to grow in pak128 and pak128 Britain. These are my 2 favorite paks to play.

Connecting towns and industries does not appear to have any effect on growth, and I am not seeing any new industries.

Re: Problem with growing Towns

Reply #20
1) Transport as many p****engers as you can. "Red" stations within city limits hamper your growth. P****engers not able to travel to other places will also hamper your growth. Don't forget to bring p****engers to attractions and factories.

2) Transport as much mail as you can. Don't forget to bring mail to attractions and factories.

3) Transport as much goods as you can.

4) Be patient. In real life it takes 9 months  ;) .
Bob Marley: No woman, no cry

Programmer: No user, no bugs



 

Re: Problem with growing Towns

Reply #21
I think this is kind of weird here.
Are we running the same game?
I run Exp8.2+BritExp0,6 and want LESS towngrowth and lesser industries.
As written earlier, I use growth-factors 2000/4000/8000, because I don't want every village to become a megacity in 250 years. I have only growth now when acting like Combuijs is advising.
Antonin however seems to get no town-growth and industries at all.
Antonin: Did you make any changes in config-files?
AvG
Ad van Gerwen

Re: Problem with growing Towns

Reply #22
Are we running the same game?
I run Exp8.2+BritExp0,6 and want LESS towngrowth and lesser industries.

Well... most people here talk about Simutrans Standard with pak128. You run Simutrans Experimental with pak128.Britain for Exp. So I'd say the answer is pretty obvious: no, you are not runnning the same game.
Please remember that the majority of people runs plain and simple Simutrans Standard - and comparing it to your own experiences with Experimental all the time, is in most cases not really helpful, as there are often vast differences between the ways both versions work.
  
***** PAK128 Dev Team - semi-retired*****

Re: Problem with growing Towns

Reply #23
...I run Exp8.2+BritExp0,6 and want LESS towngrowth and lesser industries.
As written earlier, I use growth-factors 2000/4000/8000, because I don't want every village to become a megacity in 250 years. I have only growth now when acting like Combuijs is advising.
Antonin however seems to get no town-growth and industries at all.
Antonin: Did you make any changes in config-files?
AvG

No, I did not make any changes in the config files. And Dirk is correct--I am running the standard pak128.

I appreciate all of the advice and I will try some different things in order to get my towns to grow.

I enjoy Simutrans very much!

Re: Problem with growing Towns

Reply #24
What are you transporting? Only P****engers? If so then add Mail-transport and report what happens.
Just for checking your problem I am running now 102.3-3666 with early vehicles because I started in 1910.
After 8 monthes I see the first small growth in a town 2772>2774.
Using the standard growth-settings (100/200/400)
I transport only p****engers and mail.
AvG
Edit: Level up your stops to keep them green.
       After 16 monthes 2772 > 2790 (stop the trial now)
Ad van Gerwen

Re: Problem with growing Towns

Reply #25
I always begin by transporting products to industry, then I begin providing bus service. In the game I was talking about I started my bus lines about 3 years ago in game time.

I have been transporting mail between my 2 biggest cities for about 1 year in game time, but I am confused about mail. Do you need a post office to transport mail, or just mail vehicles going between large bus stops?

Re: Problem with growing Towns

Reply #26
Quote
Do you need a post office to transport mail, or just mail vehicles going between large bus stops?

Both:

1) All stops involved should be mail-enabled. This can be done by placing mailboxes or post offices. (Look at the station info dialog; if the station is mail-enabled you will see a small envelop. If you look at the menu bar you will see those tiny envelopes on some of the icons: those stops or buildings will enable mail).

2) You need mail vehicles going between the stops.
Bob Marley: No woman, no cry

Programmer: No user, no bugs