Latest version (V11) : https://docs.google.com/uc?id=0B9FqMMo3L6W_Vk5FcGp2X1J3ZFk&export=download
Pak128-ilu is a complete rebalance of your favorite pak128 1.5.3 with a competitive, challenging and complex gameplay in mind using most of the mechanics in the game at their fullest extent. Sadly it came at the cost of some realism, but if you are here for a game this pak is for you !
Oh ! I want to make it clear here. I recently added assets from the pak128.Britain into the mix. I didn't really bothered up until now with copyright, but obviously I don't own any of the assets here.
Pak64 is now also in the party, but it make a graphical bug. I don't plan to fix it in near futur, it's up to you to chose if you want to use the vehicle.Features
How to start
- Full control of the speed bonus and maintenance cost to give players much more complex choices to make.
- Players encouraged from clever gameplay to build one massive and extremely complex network instead of smaller isolated one.
- Complex "optimal solution" dependent on your available money and very fragile to outside event. You might discover that one single new monument made you eventually rebuild half your entire network.
- All vehicles and road unlocked at 1930. The are all viable for some situations. No obvious strong choice you need to pick all the time.
- Auto-balance managed by a script with a very specific balance in mind. This again mean, all vehicles balanced correctly, no obvious outliers and a ton of choices !
It's crucial that you play with timeline around 1930 ! This only control the speed bonus which will make the game later much harder then at the start. If you feel like you're struggling, you can try up down to 1830 instead of beginner bonus.
My favorite setting right now is : 512x512 16 cities, 48 factories, 32 attractions with the starting 250'000$. I feel like it gives a large array of projects of different size to tackle, enough money to keep you busy the first year and yet a small enough area so in term, you'll start to maximize it and not just expand small projects.
To be successful, you need to understand the concept of a "line". Each factories produce 100 units of 100% of deliverable a month or the equivalent $ value of another product. It's controlled this way. If you build a straight 30km/h road between the producer and the consumer, you should make a profit of 5% of your investment (6$ per km). If you try to build a 50km/h road the same way, you might find out you do even less profit. This is because I designed the maintenance cost of the roads that way. To make good use of a 50km/h road, you need to merge 2 lines together. You should then retrieve roughly your 5%* per month at now 10$ per km. So you get more benefit from the same amount of product. The mechanics are reiterative and for every slice of 20km/h you need 175% more trips to make the optimal profit for the optimal initial cost.The railway is balanced using the same code, but expect 2 rails on any given speed. So you should get a decent result even at start with 1 single rail at 50km/h instead of the missing 2 at 30.
This will slowly push you into merging more and more traffic into the same enormous network and keep you busy upgrading again and again. In spiraling complexity. This might sounds much like your standard game, but thrust me, this is balanced by a script. It does that to a whole new level. Once you grasp the basics, making profit shouldn't be hard at all. The challenge reside into reinvesting your profits and making the most out of it.
Be careful about the assets of some vehicle which could be high enough to reduce the operation cost. Don't be fooled by this, it's also taken into account. Also, be very careful about the cost of some late game items. You might bankrupt on the very first km of rail if you dont look at the price !
*There is a small reduction of the cost which make faster roads just a bit more rewarding.In numbers :
30 km/h, 1 supplier, 6$ per km per supplier, 5% investement per month
50 km/h, 1.75 suppliers, 10$ per km per supplier, 6% investement per month
70 km/h, 3.06 suppliers, 14$ per km per supplier, 7.2% investement per month
90 km/h, 5.35 suppliers, 18$ per km per supplier,8.8% investement per month
110 km/h, 9.4 supplier, 22$ per km per supplier, 10% investement per month
130 km/h, 16.4 supplier, 26$ per km per supplier, 12% investement per month
380km/h 18k suppliers (good luck with that)
Alternatively 200 passengers count for 1 line so theoricaly with 3.5m passengers a month, you could run the fastest train in this pak.Beginers tips
An experimented player would immediately merge as much road as he could with his starting money, but it's still totally profitable to start small with straight 30km/h lines between everything. Slower roads are both easier and need less money. IMPORTANT: you need to build the roads first, and choose your vehicles after. There will always be a vehicle for the speed you need.
The "special" vehicles are more expensive. The all rounder vehicles of a given speed (medium capacity) will also happen to be the cheaper. In doubt, just seek for the cheaper vehicle.Conclusion:
The major break to the pak progress is play testing. It involve playing a game just long enough to see a problem and then scrap it. It's quite annoying and last time it sent me into a 18 months break from simutrans. So please if any play tester is volunteer ? I'll take any comment gladly.
Did you managed to break the figures I just mentioned ? please report it. How did you enjoyed the pak ? Any suggestions ? comments ? What is the fastest road you managed to build and run correctly ?
Below, an image of a 70 road meeting a 30 road. I chose this one because the same material is transported in both using 2 different vehicles and road in a 90 degree curve. In pak128, you would have no reason to chose the kroytor gaz-4 over the rvg-white 1064 if you had both avalaible.