Started by The13thRonin, June 16, 2017, 12:52:01 PM
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Quote from: The13thRonin on June 17, 2017, 03:39:27 PMAre we supposed to start in 1750 or would I enjoy a more balanced game if I started in 1900?I'm pretty good at standard Simutrans now but I'm at a loss when it comes to Extended.
Quote from: Jando on June 17, 2017, 08:59:57 PMMy advise would be to start in 1920 if you want to transport passengers too. Reason is that you have no reasonably fast passenger road transport between 1842 and 1920 in the current pakset (no stage coaches). Else focus on freight.
Quote from: jamespetts on June 17, 2017, 09:04:32 PMThere are stage coaches in varying types all the way from the 1750s to the regency period.
Quote from: killwater on August 19, 2017, 09:19:24 AMI want to add something to point 2. I think land cost is the problem. It will sometimes cost you 30000 to connect one small industry even with the most basic road. Making it rail is not much more costly as the land is so expensive. Industries should be either spawned by the road or a basic one should be built to connect it to the network automatically. It makes no sense to have an industry in a middle of nowhere without even basic road connection. Unless it is nearby a navigable water.
Quote from: jamespetts on August 19, 2017, 01:37:23 PMI had wondered about this, too: it does make sense for industries to have a road connexion. The trouble is that there is a very long queue of other things to do first, each of which will take a very long time.If anyone would like to code this feature, I should gladly incorporate it.
Quote from: jamespetts on August 20, 2017, 12:30:45 AMHaving industries in towns is workable for some industries (manufacturing industries, mostly), but makes no sense for farms, so this problem is not one that can simply be solved by placing all industries in towns.
Quote from: jamespetts on August 20, 2017, 12:30:45 AMI am looking to see whether I can amend the book-binder to be placed in towns, too. Edit: The bookbinder does appear to have a city location. Are you sure that this consistently appears outside towns?
Quote from: Jando on August 20, 2017, 08:56:07 AMHello James!I would disagree here. In the real world farms are frequently on the edges of towns, just where most consuming industries in Simutrans-Extended are placed. After all farms need workers and consumers. As to resource locations like collieries, iron ore mines, clay pits. etc. in the real world towns would have formed close to natural resource locations, after all workers need to live somewhere. Since we cannot bring towns to resource locations in Simutrans we may as well bring resource locations to town then. An exception would probably be the forest/sawmill combo we have in Simutrans-Extended. Logging camps should certainly be away from town, sawmills closer to town however. Since we have these functions combined both locations close and away from town could be possible.
QuoteYes, sure, on all maps I have seen all bookbinders are always away from town like in this screenshot: http://files.simutrans.com/index.php/s/tPC9MMv5yiU9uon
Quote from: Ves on August 20, 2017, 11:07:50 AMI know this is derailing the topic further, but would it not be possible for the industry code to call "build city" if, say there is no other city within walking distance (max walking distance would be set in simuconf tab and should be like 6-10 km. Could even change during timeline to allow for longer distances)?Only problem would be to find a good location for the city, but that maybe could be solved by duplicate the initial build city routine that is utilized on startup but within the "walking distance" radius only? The build city routine would know it should only place one city with very few inhabitants. Since it is the same routine as the one placing the initial cities, it would already try and place the city in the most optimum position, just like on game startup.