Hi both,
Many thanks for testing, and for your useful feedback!
I'll take the issues one at a time:
1. City cars: good call on this. I'll make sure that the pakset's configuration files specify a lower value in the next version. (As I understand it, these will take precedence over whatever is found in Experimental's simuconf.tab file).
2. Low purchase costs and fixed maintenance costs: There is a
known bug in Experimental 9.12 concerning vehicle costs and fixed maintenance costs, and this may be causing many of these problems. This will be fixed in the next version of Experimental, and once this is released we will have a better idea of which vehicles need to be more expensive to buy/run. In general, the fixed maintenance costs have been set quite conservatively at the moment to ensure playability -- the idea is that these will be made more accurate and appropriate through testing.
3. Paper: I'll increase the value of paper in the next version. I'd like it to be possible to make a profit, not least because I'm adding a new city industry ('stationer') which receives paper.
4. Catchment area of 3 squares. I set this higher than usual mainly because cities tend to 'sprawl' far more in Experimental than in Standard -- making it harder to cover the whole city with 2-square stops. Do you think 3 is too high, on balance? Colonyan -- your story about oil makes me think that it might be appropriate to reduce this to 2. Any further thoughts on this?
5. Recommended starting date: although this can be set by the player each time they start a new game, the default value should presumably reflect the year that it's 'best' to start in. I'm not really sure how to judge this.
Just a warning, as I see an asymmetric building: Be aware that you need to specify also a rotation of that building.
Apart from taht, more attraction in pak64 style could easily benefit also standard.
Thanks for the tip on the asymmetric building.
Of course, if any of the new attractions make the grade then I'd be more than happy for them to be ported to standard.