Started by Ves, December 12, 2017, 07:58:41 PM
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Quote from: wlindley on December 13, 2017, 10:10:22 PMAgreed, AP. An entirely alternate approach to town and map creation would be that realistically, towns occur only where things like natural harbors or confluences of rivers occur, or else around agricultural or industrial development. As far as coding something like that, some years on we still haven't got ability to make textile mills spawn only next to rivers. I am so rusty at C++ programming...
Quote from: AP on December 13, 2017, 10:06:36 PMWhen a 1750s-1850s coal mine spawns in the hills, miles from anywhere, a little mining town should spawn next to it, to provide the labour.
Quote from: jamespetts on December 17, 2017, 12:25:10 AMApologies for the delay in replying in respect of this: I have been rather busy in the last few days.
Quote from: jamespetts on December 17, 2017, 12:25:10 AMFirstly, I have looked at Jando's saved game. What appears to be happening there with the diary is that it had run out of milk, and so no staff were demanded. Once milk arrived, it took some time for the staff, now demanded, to walk to the diary to start work, during which time, it would be constrained by a staff shortage. However, a short while after the arrival of milk, some staff arrive, and the dairy sets to work as usual. Then the milk runs out and the process repeats itself. There seems to be an inadequate supply of milk to the dairy.
Quote from: jamespetts on December 17, 2017, 12:25:10 AMThirdly, as far as industries' proximity to towns is concerned, the idea is that industries out of town such as mines and farms have a maximum distance to the consumer. This is set in each industry's .dat file. The consumers are almost inevitably buildings in towns such as markets, diaries and shops (and, in later eras, factories), so that the industries will be near enough to towns that enough commuters can walk. In some earlier builds, there was a bug in the system for generating industries such that they were allowed to be too far away from their consumers, but this has now been fixed. However, if your saved game was started before the fix, the effects of this bug in the placement of existing industries will persist. ...
Quote from: Ves on December 17, 2017, 01:45:47 PMJames, dont worry about apologizing!Just curios, did you have a look on the industries I mentioned too? The coordinates are to be used in the servergame.
Quote from: Ves on December 17, 2017, 02:36:35 PMYes and no. They are located more than 8 km away, but there are stagecoaches with appropriate classes serving them with a frequency of around 1 hour and 15 minutes for one of the lines, and 2 hours for the other line.There are plenty of visitors that travel out to them, but few, if any, commuters.
Quote from: Ves on December 17, 2017, 07:23:23 PMOh, I guess you got me there.The travel time for the closest sheep farm to the closest stop within the nearby city is 1:32 hours, and a waitingtime of 31:54 minutes. So that combined is more than two hours indeed.With the current technology level on the map, there are not really any faster way to get there, than by stagecoach. Already I have 5 and 6 convoys on each line to get a ca half hourly service, and the line is indeed also making profit with visitors. Adding even more stagecoaches to get the waiting time down seems to be a bit overkill. Have you ever heard a public transport to a farm every 15 minutes? and in the year 1757?Could I do something different, or should I just consider those industries to be out of reach until better vehicles appear?
Quote from: zook2 on December 18, 2017, 02:32:20 AMYou could introduce a Minimum Staff level for industries - the amount of workers who live on-site. If a coal mine is within walking distance of a town, it automatically gets only 10% of its labour supplied. If it isn't, it gets 50%.
Quote from: jamespetts on December 18, 2017, 12:48:08 AM... However, thinking about this, this really cannot be a complete solution to the issue. The mines, etc., will need to be able to provide realistic transport opportunities to send products to far distant places, yet still be, in the early days, within walking distance of a town.It may well be that industries need to have a maximum distance to towns set, too, although this would take some additional work to implement. I should be grateful for any feedback on the idea of having a maximum distance to town set in each industry, however, especially given that a probable tradeoff for such a feature would be an increased map generation time.
Quote from: Dutchman on Rails on January 25, 2018, 08:37:08 PMSorry to reopen this, but I have another headache to add to the commuter situation, and that has to do with the wayward way of map generation I make a habit of.In my latest map (largest starting town just over 600), I found myself with a grain farm with 36 jobs right next to a village of barely 300 inhabitants. Commuters do show up, in fact the count is at 39 at the moment while jobs decreased to 27. But from what I see the town is simply too small to provide enough commuters to keep this farm running (to say nothing of the two right next door in addition).
Quote from: jamespetts on December 19, 2017, 12:16:46 AMThank you for all of your thoughts. On reflection, it does seem that town generation near industries may well be necessary in due course, and so I have added it to the list of current coding projects. ....