t# 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.)
#
# Due to this location inside a pak folder, we will only touch the pak dependent values!
#
##################################industry stuff#################################
quick_city_growth=1
# passenger generation (default is 16) Smaller values means less passengers
passenger_factor=16
# 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.
crossconnect_factories = 0
# how much is the total electric power available in releation 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 = 33
cities_like_water=60
# 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
show_month=8
bits_per_month=20
distance_per_tile=25
growthfactor_villages = 400
growthfactor_cities = 200
growthfactor_capitals = 100
station_coverage=3
starting_month = 10
max_alternative_destinations = 6
congestion_density_factor = 5
citycar_level=8
factory_worker_percentage = 15
tourist_percentage = 25
local_passengers_min_distance = 5
local_passengers_max_distance = 40
midrange_passengers_min_distance = 30
midrange_passengers_max_distance = 140
longdistance_passengers_min_distance = 100
longdistance_passengers_max_distance = 16384
min_bonus_max_distance = 4
median_bonus_distance = 250
max_bonus_min_distance = 400
max_bonus_multiplier_percent = 300
# These next settings affect the interaction between comfort and revenue in Simutrans. Comfort only
# affects passenger traffic, for obvious reasons. Passengers have a certain level of comfort that
# they will tolerate for certain distances. All comfort ratings are in the range of between 0 and
# 255. At the tolerable level, the revnue is unaffected. At above the tolerable level, a luxury
# bonus is applied. At below the tolerable level, a discomfort penalty is applied. The values can
# be set to anything, but, to reflect real life, it is suggested that the discomfort penalty is
# significantly higher than the luxury bonus.
#
# tolerable_comfort_short is the tolerable comfort rating of a vehicle (0 - 255) for a journey of no
# more than tolerable_comfort_short_minutes.
#
# tolerable_comfort_median_short is the tolerable comfort rating of a vehicle for a journey of no more
# than tolerable_comfort_median_short minutes.
#
# tolerable_comfort_median_median is the tolerable comfort rating of a vehicle for a journey of no more
# than tolerable_comfort_median_median minutes.
#
# tolerable_comfort_median_long is the tolerable comfort rating of a vehicle for a journey of no more
# than tolerable_comfort_median_long minutes.
#
# tolerable_comfort_long is the tolerable comfort rating of a vehicle for a journey of at least
# tolerable_comfort_long minutes.
#
# For any journeys of a time between any of the values, a scaled proportion is taken.
#
# Note that (versions 7.2 onwards), the impact of comfort on revenue decreases with journey time.
# It is at its maximum level down to tolerable_comfort_median_long_minutes, after which it gradually
# reduces to 20% of its maximum at tolerable_comfort_short_minutes, and does not decrease further
# thereafter.
tolerable_comfort_short_minutes=2
tolerable_comfort_short=15
tolerable_comfort_median_short_minutes=30
tolerable_comfort_median_short=60
#Two hours
tolerable_comfort_median_median_minutes=120
tolerable_comfort_median_median=80
#Five hours
tolerable_comfort_median_long_minutes=300
tolerable_comfort_median_long=120
#12 hours
tolerable_comfort_long_minutes=720
tolerable_comfort_long=150
# max_luxury_bonus_differential is the maximum number of comfort rating points above the tolerable level
# that affects the luxury bonus. Anything beyond that, and further added luxury makes no difference to the
# revenue.
#
# max_luxury_bonus_percent is the percentage increase in revenue from the maximum level of luxury specified in
# max_luxury_bonus_differential. So, if the tolerable comfort level for any given travelling time was 100, the
# max_luxury_bonus_differential 50, and the max_luxury_bonus_percent 50, then the revenue would increase up to
# 50% beyond the normal revenue for additional comfort up to 150, but would not increase further with any increase
# in comfort beyond 150.
max_luxury_bonus_differential=55
max_luxury_bonus_percent=45
# These settings control the revenue that can be earned from catering and travelling post offices. Note that catering
# vehicles on a convoy also increase the comfort by a small amount, which has an indirect effect on the revenue. These
# settings do not affect that: these settings affect the revenue earned from the catering itself: i.e., by selling food
# and drink.
#
# catering_min_minutes is the shortest journey time that will provide any catering revenue. Anything below that, and
# passengers will not bother to buy any food or drink at all.
#
# catering_level1_minutes is the journey time at which any convoy with a catering level of 1 or higher will earn, per
# passenger, the number of Simu-cents (1/100th of a Simucredit) specified in catering_level1_max_revenue.
#
# The same applies for each subsequent catering level: in other words, higher catering levels only earn more than lower
# catering levels on journeys of at least the catering_levelX_minutes (where X is the catering level in question).
#
# Between each level, the a scaled proportion is applied. So, for example, if catering_min_minutes is 100,
# catering_level1_minutes is 200, and the actual journey time is 150 minutes, then, any convoy with a catering level
# of at least 1 will earn 50% of the amount specified in catering_level1_max_revenue per passenger.
catering_min_minutes=60
catering_level1_minutes=90
catering_level1_max_revenue=150
catering_level2_minutes=120
catering_level2_max_revenue=250
catering_level3_minutes=150
catering_level3_max_revenue=350
catering_level4_minutes=240
catering_level4_max_revenue=400
catering_level5_minutes=300
catering_level5_max_revenue=475
# The following settings determine the minimum and maximum number of towns in which
# workers in industries live (and thus from which they need to be transported to
# the industries in question).
factory_worker_minimum_towns = 3
factory_worker_maximum_towns = 8
# The maximum distance in tiles from which workers at industries may travel.
factory_worker_radius = 128
###################################display stuff##################################
# show random objects to break uniformity (every n suited tiles)
random_grounds_probability = 10
# show random moving animals (n = every n suited tiles)
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
# 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
###################################money stuff##################################
# Starting money of the player. Given in Credit cents (1/100 Cr)
starting_money = 20000000
# Maintenance costs of buildings
maintenance_building = 2000
# buying obsolete vehicles is disallowed by default
allow_buying_obsolete_vehicles = 2
# 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=1000
# 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=1000
cost_buy_land=100
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
# unlimited bridges and tunnels
way_max_bridge_len = 4095
###################################time stuff###################################
# 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 = 1956
##################################forest stuff#################################
# 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, 4 very nice looking
max_no_of_trees_on_square = 3
# 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 = 38
# Forest count divisor - smaller it is, the more forest are generated
forest_count_divisor = 16
# Determins how dense are spare trees going to be planted (works inversly)
forest_inverse_spare_tree_density = 400
# 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 = 4
# climates with no trees at all (desert and arctic at the moment)
no_tree_climates = 130
###################################other stuff##################################
# how far cities should be minimum apart (default 16)
minimum_city_distance = 10
# at which number of inhabitants we need a new market?
industry_increase_every = 2000
# 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
# 4000 will connect almost every city if possible
# note: this will slow down map creation dramatically!
#
intercity_road_length = 70
# 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.
# order is random
# format is besch_name[,into_year[,retire_year]]
# if intro or retire is not given, the default dates from the pak is used
city_road[0] = city_road, 1945
city_road[1] = cobblestone_road, 1921
city_road[2] = gavel_road, 1830
city_road[3] = dirt_road, 0
# rivers:
# The highest number is the smallest. A river with max_speed==0 is not navigavable by ships.
river_type[0] = river
river_type[1] = river2
# start with 16 (looks nice on not too large maps)
river_number = 16
# river min length (not too short)
river_min_length = 20
# river max length (not too long?)
river_max_length = 512