# 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.) # #################################program stuff################################## # how height is a tile in z-direction (default 16, TTD 8) # THIS WILL BE ONLY USED, WHEN THIS FILE IS IN THE pakxyz/config! tile_height = 8 ##################################industry stuff################################# # passenger generation (default is 16) Smaller values means less passengers passenger_factor=13 # in beginner mode, all good prices are multiplied by a factor (default 1500=1.5) #beginner_price_factor = 1500 # 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 much is the total electric power available in rleation to total production) in parts per thousand electric_promille = 330 # how big is the chance for crossconnections in percent # (100% will give nearly the same results as crossconnect_factories=1) crossconnect_factories_percentage = 43 factory_spacing = 10 # 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################################# # Should stations get numbered names? (1=yes, 0=no) numbered_stations = 1 # Show name signs and statistic? # 0 = don't show anything # 1 = station names # 2 = statistics # 3 = names and statistics # show_names = 1 water_animation_ms=700 ###################################money stuff################################## # Starting money of the player. Given in Credit cents (1/100 Cr) starting_money = 20000000 # Maintenance costs of buildings maintenance_building = 500 # you can adjust all the cost in the game, that are not inside some pak file # 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=10000 # Stromleitungen und Umspannwerke cost_transformer=2500 cost_maintain_transformer=100 # cost for depots 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_alter_land=5000 cost_set_slope=7500 cost_buy_land=100 cost_found_city=5000000 cost_multiply_found_industry=20000 cost_remove_tree=75 cost_multiply_remove_haus=1000 cost_multiply_remove_field=2000 ###################################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 = 1876 # 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 = 4 # 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. # bits_per_month = 20 ###################################other stuff################################## # 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 # note: this will slow down map creation dramatically! # # T. Kubes: 128x128 can use more roads to save player some money. => 19000 # intercity_road_length = 800 # 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 ###################################system stuff################################## # autosave every x months (0=off) autosave = 3 # display (screen/window) width # also see readme.txt, -screensize option display_width = 800 # display (screen/window) height # also see readme.txt, -screensize option display_height = 600