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Author Topic: General re-balancing/Town zones and other buildings  (Read 468 times)

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Offline Václav

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General re-balancing/Town zones and other buildings
« on: October 02, 2021, 08:05:38 PM »
Hmm, I don't know if this was requested or not, but ...

As I know, town buildings (res, com and ind) almost don't generate and demand passengers and post - in comparison with factories, town halls, tourist attractions and so on. But town buildings should bear main flow of passengers and post.

RES town buildings should generate most passengers - as they are source of people for all other buildings;
COM town buildings may generate passengers too, of course - but they should consume more.
IND town buildings should only consume (however people go not only to work, but also from work) passengers, but mostly generate post (as very common placehoolder of goods - to take various office duties into consideration)

It would be good if all three building types (regardless of Simutrans is not about building of town) could be zoned by player - to give town any reasonable shape, that would boost transportation at least between each other, but better from them to other types of buildings (factories, tourist attractions).

FACTORIES should behave like IND town buildings - they need people to run, and post to take office duties into consideration (hmm, well, in late ages  ??? amount of post may decrease with electronisation of post and office duties and so on)
MONUMENTS should consume and generate only passengers - there is no sense for post.

Passengers and post demanded by FACTORIES would be depending on factory production - if it is not set in dat file (I think that this might be very useful in case of some older factories).

Online prissi

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Re: General re-balancing/Town zones and other buildings
« Reply #1 on: October 03, 2021, 01:29:58 PM »
The RES-IND-COM are zoned, ind tries not to be closed t res, and each tries to be close to each other. The houses actually generate all passengers in the game, the passengers at factories and attractions are only return passengers.

1/3 of the passengers are roughly going from house to factories, 1/3 to attractions and 1/3 to other houses (most liley in the larger city). The demand by factories is set by the pakset. As the town grow, there are less and less factories build and thus more and more workers.

Offline Freahk

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Re: General re-balancing/Town zones and other buildings
« Reply #2 on: October 03, 2021, 01:47:36 PM »
1/3 of the passengers are roughly going from house to factories, 1/3 to attractions and 1/3 to other houses
Iirc this can be set in simuconf. So if you feel 1/3 to industries or attractions (or whatever is set in simuconf) is too much, just tweak those numbers.

FACTORIES should behave like IND town buildings - they need people to run
This is implemented in extended, but the mechanism behind this is quite broken. Practically, industries will often suffer staff shortage.
« Last Edit: October 04, 2021, 08:30:17 AM by Freahk »

Online prissi

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Re: General re-balancing/Town zones and other buildings
« Reply #3 on: October 04, 2021, 12:26:35 AM »
Monuments and attractions have a kiosk to write Postcards. Or how a volcano generates mail otherwise ...

Monuments and attractions send 8 times more mail than recieving. Due to only generating return trips, receiving a little is the only way to generate mail at all.

Offline DrSuperGood

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Re: General re-balancing/Town zones and other buildings
« Reply #4 on: October 04, 2021, 09:57:01 AM »
This is implemented in extended, but the mechanism behind this is quite broken. Practically, industries will often suffer staff shortage.
I think that is due to Extended having different industry spawn logic that is not tied to exponentials of town population. The other part is that getting those commuters to work on time from within a large city can be very difficult or even impossible early during the pakset due to how slow transport is.
As I know, town buildings (res, com and ind) almost don't generate and demand passengers and post - in comparison with factories, town halls, tourist attractions and so on. But town buildings should bear main flow of passengers and post.
Cities do generate most of the traffic. However between city traffic is generated with random destinations rather than with what is serviced. As such if you only service a small part of the map you will get a small fraction of the potential passenger and mail traffic. If you service 100% of the map the amount of traffic and mail generated can quickly become unmanageable. On some smaller multiplayer pak64 servers I have seen mail and passenger pickup in the area of 70%+ and pretty much every city needed 1-2 dedicated double track lines of high speed trains to maybe cope with the traffic.

This mechanic is similar to Railroad Tycoon 3 where if you cover just a few houses you have practically no passenger traffic, while late game once you have most of the houses on the map covered most of your rail traffic is passengers.