Started by colonyan, July 16, 2012, 09:27:52 PM
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Quote from: Fabio on July 16, 2012, 09:56:16 PMcity industries are already at the city outskirts, as this is the only free location when they are built.
Quote from: Fabio on July 16, 2012, 11:32:56 PM It would be nice and better looking if these would be placed preferably near existing roads or waterways.
Quote from: ӔO on July 17, 2012, 02:03:42 AMmaybe an added parameter for industries, like 'minimum distance to city'?
Quote from: Fabio on July 17, 2012, 06:13:48 AMColonyan's request (and mine as well) would be rather maximum distance from city centre. Actually I rather dislike to see factories scattered all over the countryside.
Quote from: dom700 on July 17, 2012, 08:00:11 AMI am wondering what is wrong with the current system. In my games the factories are fairly close to a town, maybe it is because I have set the minimum space between factories to 1.
Quote from: Roads on July 19, 2012, 04:09:36 PMThen of course cities are added because, just as in real life, people move to areas where there are natural resources or fertile land.
Quote from: Ters on July 19, 2012, 05:03:24 PMHowever the biggest cities seem to be located at strategic locations that aren't particularly rich in natural resources. And I think the "factories" are established at the same time as, if not before, the settlement, though for settlements predating the industrial revolution, the industry started out too small scale for transport simulation.
Quote from: colonyan on July 19, 2012, 09:59:09 PMI thought after reply #11 and #12, course of discussion seemed to go to other direction but I see all relate each other.Also there might be a room to explore to increase believe-ability of cities placement for realism pursuers too. Lets see now...ADD: There's also this issue where "ideal" near city factory placement distance may become adapt to actual city size since cities grows in area.
Quote from: Fabio on July 19, 2012, 09:32:38 PMAwesome explanation. How to translate it in game terms? 1) city builder could detect bodies of water or rivers, as well as farming planes.2) trickier, but after cities of type 1 and 3 are built, roads might be used to determine placement of these commercial hubs.3) the trickiest given Simutrans structure. Maybe with per tile climate some areas can be associate with a specific resource and both industries and settlements can use those locations.This might need more thoughts, but it's the way to have more realistic maps and better player challenge.
QuoteAEO:Perhaps count from the edge of the city border?a value of zero can mean somewhere inside the city border, while one or higher would be outside of the city.The only downside I can see is the industry being placed near a corner, which might be desolate compared to a single side.
Quote from: Roads on July 20, 2012, 03:39:34 AMVery thoughtful stuff here and I hope at least some of it will be implemented. One thing I want to add. Currently the version of pak128 I'm playing, I think it is from November of last year, is disappointing when it comes to city growth. The best I can determine city growth has absolutely nothing to do with anything realistic but seems rather based on some algorithm which makes transport of passengers and mail the most difficult it can possibly be.For example, the first city I built which is pretty close to the center of the map and requires almost all traffic east and west to travel through it is one of the smallest cities on the map. This is directly contrary to what happens in real life. As has already been pointed out, some of the largest cities in the world grew because of no other reason than it was an ideal stop on a trade or travel route - Singapore for example.It seems simple enough to have, as one parameter, the game grow a city based on the number of passengers, mail and cargo that passes through it. Heck, I would be thrilled if it only considered passengers...
Quote from: VS on July 20, 2012, 10:40:12 AMPerhaps grouping industries spatially could give some good results. Simply make coal mines look for other coal mines when spawning, with 60% weight etc. This could result in believable areas with similar resources, although still somewhat random. Or not. ...
Quote from: ӔO on July 18, 2012, 07:22:13 AMah, okay, I see.Then maybe add a maximum, on top of a minimum, or just have an 'ideal' distance.The trouble with the current system is that it can place a farm inside a city or it can place a shop in the middle of nowhere.The former happens when there are multiple large cities that are in close proximity to each other. I'm not entirely sure how the later happens, but it seems to occur when there is already a shop inside a city. The new shop tries to open up in it, and gets bounced outside to whatever the minimum spacing is set to. That's even if the two shops have no relation to each other.