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simuconf.tab
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# simuconf.tab
#
# Low level settings
#
# Adapted for Simutrans-Experimental by James E. Petts
# June 2009. Released under the Artistic Licence.
#
# This file can be found in many places:
#
# simutrans/config/simuconf.tab (this one)
# ~/simutrans/simuconf.tab (in the user directory, if singleuser_install != 0 or not present, first only pak-file path will be read)
# simutrans/pakfilefolder/config/simuconf.tab
# ~/simutrans/simuconf.tab (readed a second time, s.a.)
#
# Any values set in this file will be over-written by any values set in the simuconf.tab files
# for individual paksets. Any values set here that are not set in the simuconf.tab files for
# individual paksets will be used.
################################# Pak settings ##################################
#
# This simuconf.tab will be read first => we set meaningful defaults here.
#
# load/save the files in the users or the program directory directory? (default: 1 = user directory)
# ATTENTION!
# will be only used if this file is located in the program directory at config/simuconf.tab!
# singleuser_install = 1
# Automatic loading of paksets. If a path to a pakset is specified below, that pakset
# will be loaded by default when the game starts. If no pakset is specified, the user
# will be presented with a menu of all available paksets.
# ATTENTION:
# This will be only used if this file is located in the program directory at config/simuconf.tab
# and will be overwritten by the settings from simutrans/simuconf.tab in the user directory
#
#pak_file_path = pak128.Britain-Ex/
#pak_file_path = pak/
#pak_file_path = pak.german/
#pak_file_path = pak128/
#pak_file_path = pak.japan/
#pak_file_path = pak.winter/
#pak_file_path = pak.ttd/
############################# Program/system settings ###############################
# compress savegames?
# "binary" means uncompressed, "zipped" means compressed
# other options are "xml" and "xml_zipped"
# xml detecht more errors of broken savegames but are much larger
saveformat = bzip2
# autosave every x months (0=off)
autosave = 12
# How much faster should the game proceed with fast forward
# (limited by your computer and the size of the map)
fast_forward = 100
# maximum number of position tested during a way search
# 100000 should be ok even for large maps with ships
# 10000 is ok for everything else (consumes 16*x Bytes main memory, no further harm)
max_route_steps = 1000000
# Max number of steps in goods pathfinding
# This should be equal or greater than the biggest group
# of interconnected stations in your game.
#
# If you set it too low, some goods might not find a route
# if the route is too complex. If you set it too high, the
# search will take a lot of CPU power, particularly if searches
# often fail because there is no route.
#
# Depending on your CPU power, you might want to limit the search
# depth.
#
# 300 seems to be a good compromise for most games. 100 is ok for
# small games. 8000 should suffice for even the largest maps, but
# will take a good amount of CPU time if you have complex transport
# networks. Max. allowed value is 9994.
#
# prissi: On a 512x512 map with more than 150000 people daily, the saturation
# value for "no route" was higher, around 8000. Using 300 instead almost doubled
# the value of "no route"
#
max_hops = 2000
# Passengers and goods will change vehicles at most "max_transfer"
# times to reach their destination.
#
# It seems that in good networks, the number of transfers is below
# 5. I think 6 is a good compromise that allows complex networks but
# cuts off the more extreme cases
#
# You can set this lower to save a little bit of CPU time, but at some
# point this measn you'll get less passengers to transport
#
# T. Kubes: I would say 8 for now, but this definitely should be difficulty
# dependent setting.
#
# Note: in Simutrans-Experimental, the number of max_transfers is no longer
# a hard limit on transfers, but affects routing depth. Use lower settings if
# performance is too slow; use higher settings if passengers or goods are not
# finding routes where they ought to be.
#
max_transfers = 9
# This setting determines whether Simutrans calculates and refreshes paths
# using a distributed or centralised approach. The distributed approach
# refreshes only the paths directly (but not indirectly) affected by any
# changes instantly, and waits until the end of the next path refresh period
# (usually two months: see max_rerouting_interval) before refreshing.
# The centralised approach starts to refresh all paths of any affected goods
# category immediately upon change, but does so only gradually to avoid making
# the game unresponsive; it also refreshes all paths at the start of each month.
#
# NOTE: Initial tests suggest that the centralised approach is faster than the
# distributed approach.
#
# 0 = distributed approach (default);
# 1 = centralised approach
#
path_searching_approach = 1
# This setting is Windows-GDI specific. It does not apply to Linux, Mac or Windows
# SDL platforms. It determines whether multimedia timer functions or performance
# counter functions are used for returning system time in the program. Using
# the multimedia timer functions causes the thread scheduler to switch tasks more
# frequently, reducing overall system performance. Using performance counter
functions will not cause this problem, but the performance counter is not
# supported by all CPUs and it may not work normally on all windows platforms.
# If the performance counter is not supported, setting this option to 1 will have
# no effect.
#
# Some systems have problems with the performance counter, even though they
# support it, which is why the option is given to disable it. It is recommended
# that the performance counter is enabled unless there are problems, in which
# case, it can be disabled to test whether that improves matters. Windows 2000
# is known to have problems with the performance counter, as is some hardware.
#
# NOTE: Never include this option in pakset simuconf.tab
#
# 0 = multimedia timer functions (default)
# 1 = performance counter functions
#
system_time_functions = 1
# way builder internal weights (defaults)
# a higher weight make it more unlikely
# make the curves negative, and the waybuilder will built strange tracks ...
way_straight=1
way_curve=2
way_double_curve=6
way_90_curve=15
way_slope=10
way_tunnel=8
way_max_bridge_len=15
way_leave_road=25
################################# Display settings ################################
# display (screen/window) width
# also see readme.txt, -screensize option
#display_width = 704
# display (screen/window) height
# also see readme.txt, -screensize option
#display_height = 560
# show full screen
#fullscreen = 0
# maximum size of tool bars (0 = no limit)
# if more tools than allowed by height,
# next and prev arrows for scrolling appears
toolbar_max_width = 0
toolbar_max_height = 0
# how long is a diagonal (512: faktor 2=1024/512, old way, 724: sqrt(2)=1024/724
# THIS WILL BE ONLY USED, WHEN THIS FILE IS IN THE pakxyz/config!
#diagonal_multiplier = 724
# How many frames per second to use? Display may look pretty until 10 or so
# (depends very much on computer, game complexity and graphics driver)
frames_per_second = 30
# show the windows close etc. buttons on the right (like windows 98)
window_buttons_right = 0
# draw a frame with titlebar color around active window
window_frame_active = 0
# Do you want to have random pedestrians in town? Look nice but needs some
# CPU time to process them. (1=on, 0=off)
# Impact on frame time: ~10% (16 cities on a new standard map)
random_pedestrians = 1
# Do you want to have random pedestrians after pax are reaching this
# destination? May generate quite a lot. (1=on, 0=off)
stop_pedestrians = 1
# there are some other grounds (like rocky, lakes etc. )
# which could be added to the map (default 10)
# show random objects to break uniformity (every n suited tiles)
random_grounds_probability = 10
# show random moving animals (n = every n suited tiles, default 1000)
random_wildlife_probability = 1000
# animate the water each interval (if images available)
# costs some time for the additional redraw (~1-3%)
water_animation_ms = 250
# Show info windows for private cars and pedestrians?
# (1=on, 0=off)
pedes_and_car_info = 1
# After how many month a citycar breaks (and will be forever gone) ...
# default is ten years
default_citycar_life = 250
# (=1) drive on the left side of the road
drive_left = 0
# Show infos on trees?
# (1=on, 0=off)
tree_info = 1
# Show infos also on bare ground?
# (1=on, 0=off)
ground_info = 1
# Show passenger level of townhalls?
# (1=on, 0=off)
townhall_info = 0
# always open only a single info window for the ground,
# even if there are more objects on this tile
only_single_info = 1
# Should stations get numbered names? (1=yes, 0=no)
numbered_stations = 0
# Show name signs and statistic?
# 0 = don't show anything
# 1 = station names
# 2 = statistics
# 3 = names and statistics
show_names = 3
# Show graphs left to right (normal graph format)
# or right to left (old Simutrans format)?
left_to_right_graphs = 1
#################################### Gameplay settings ##################################
size of catchment area of a station (default 2)
# older game size was 3
# savegames with another catch area will give strange results
station_coverage = 2
# The higher this value, the more passengers generated. (Default: 16)
passenger_factor = 16
# Use beginner mode for new maps
first_beginner = 0
# Town growth multiplier factors. A higher factor mean faster growth.
# These are percentage figures.
passenger_multiplier = 40
goods_multiplier = 24
# NOTE: These two settings are used in Simutrans-Standard, but not Simutrans-Experimental.
# In Simutrans-Experimental, the electricity multiplier is set from electricity.tab, and
# the mail multiplier is set as the remaining percentage after passengers, goods and electricity
# have been taken into account.
# mail_multiplier = 20
# electricity_multiplier = 0
# The rate at which towns grow depends on their size. There are three different size categories:
# "Villages", "Cities" and "Capitals". The following settings define the thresholds (in numbers
# of population) above which towns become "Cities" and "Capitals". Anything smaller than
# city_threshold_size is a "Village".
city_threshold_size = 1000
capital_threshold_size = 10000
# These values represent the rate at which towns grow. The raw growth number is *divided*
# by the growth factors; ergo, the lower the number, the higher the growth. Longer games
# should have less growth, whereas shorter games do better with more growth.
growthfactor_villages = 400
growthfactor_cities = 200
growthfactor_capitals = 100
# amount of passengers that travel from/to factories or attractions
# the ramining percentage goes to other cities
factory_worker_percentage = 15
tourist_percentage = 7
# The program will generate three groups of passengers: (1) local;
# (2) midrange; and (3) long distance. The program will look for a town within
# the specified distance ranges for each class of passenger. If it cannot
# find such a town within a certain number of tries, it will pick a random town.
# The ranges *may* overlap - indeed, this is encouraged.
#
# All distances are in kilometres, calibrated by the distance_per_tile setting.
local_passengers_min_distance = 0
local_passengers_max_distance = 16
midrange_passengers_min_distance = 0
midrange_passengers_max_distance = 96
longdistance_passengers_min_distance = 0
longdistance_passengers_max_distance = 16384
# The following are percentage chances. They represent the chances that
# any passengers generated will try to find a town within each of the three
# ranges, respectively.
passenger_routing_local_chance = 33
passenger_routing_midrange_chance = 33
# passenger_routing_longdistance_chance is 100 minus the sum of the two above values,
# but not stipulated individually.
# Some passengers who are not able to find a route will be content
# to go to an alternative destination. Set the maximum number here.
# (Note: whether any given passenger is content to go to an alternative
# destination, and, if so, the number, will be random. For each
# possible number of alternative destinations, the chances will be even.
# For example, if the number is set at 2, there will be an equal chance
# of passengers having 0, 1 or 2 alternative destinations).
max_alternative_destinations = 4
# Passengers have a maximum tolerance level for how long that they will
# spend travelling. The further that the passengers want to go, the more
# time that they will be prepared to spend travelling. The number is
# expressed in minutes. For each packet of passengers, the number of
# minutes travelling time (including waiting time) that they are prepared
# to tolerate is randomised between the minimum and maximum amount. The
# local, mid-range and long-distance passenger groups correspond to those
# above.
min_local_tolerance = 30
max_local_tolerance = 180
min_midrange_tolerance = 45
max_midrange_tolerance = 480
min_longdistance_tolerance = 150
max_longdistance_tolerance = 4320
# This is the number of passengers routed at once,
# to save CPU resources. Decreasing this number will
# make the game run more slowly. Default = 7.
passenger_routing_packet_size = 7
# Settings for calibrating the revenue system
#
# These settings calibrate the way in which revenue is calculated in the game. Changing
# them might make the game easier or harder, or, if they are changed in odd ways, make it
# behave eratically. Make sure to know what you are doing before changing these values.
# These settings calibrate the speed bonus. Note that, with Simutrans-Experimental, unlike
# Simutrans-Standard, the speed bonus is based on the convoy or line's *average* speed, not
# the convoy's maximum speed.
#
# All distances in these settings are measured in kilometres and calibrated using the
# distance_per_tile setting.
#
# min_bonus_max_distance is the distance below which the speed bonus (or penalty) does not
# apply. Below this distance, goods pay the same no matter what the average speed.
#
# median_bonus_distance is the distance at which 100% of the speed bonus/penalty applies.
# At anything between min_bonus_max_distance and median_bonus_distance, a scaled proportion
# of the speed bonus applies. For example, if the min_bonus_max_distance was 10, and the
# median_bonus_distance was 110, then, for a journey of 50 tiles, 50% of the speed bonus or
# penalty would apply. median_bonus_distance is optional: if it is not specified, or set to
# 0, it will be calculated as the mid point between min_bonus_max_distance and
# max_bonus_min_distance.
#
# max_bonus_min_distance is the distance above which the rate of the speed bonus increases
# no further. In other words, the rate of the speed bonus (or penalty) keeps increasing with
# the distance, until it reaches the max_bonus_min_distance, after which it remains steady.
#
# max_bonus_multiplier_percent is the percentage of the speed bonus that applies at or above
# the distance specified in max_bonus_min_distance. So, if the speed bonus rating was 10%, the
# distance exceeded the max_bonus_min_distance value, and the max_bonus_multiplier_percent was
# set to 200, the speed bonus rating would effectively be 20% for that journey.
# Between the median_bonus_distance and the max_bonus_min_distance, a scaled proportion applies.
# So, if, for example, the median_bonus_distance was 100, the max_bonus_min_distance was 1,100
# the actual distance 500, and the max_bonus_multiplier_percent 200, the speed bonus rating
# would be increased by half of the multiplier, or 150%.
min_bonus_max_distance = 4
median_bonus_distance = 100
max_bonus_min_distance = 300
max_bonus_multiplier_percent = 300
# distance_per_tile represents the length of each tile in tens of meters. So, at a setting of 1,
# each tile would represent 10 meters. At a setting of 100, each tile would repreesnt 1 kilometre.
# The default is 25. (In earlier versions, the default was 30).
#
# This setting is used for calculating journey times, revenues, maintenance costs, comfort and
# catering values. In previous versions, it was known as the "journey_time_multiplier_percent".
distance_per_tile = 25
# These next settings affect the interaction between comfort and revenue in Simutrans. Comfort only
# affects passenger traffic, for obvious reasons. Passengers have a certain level of comfort that
# they will tolerate for certain distances. All comfort ratings are in the range of between 0 and
# 255. At the tolerable level, the revnue is unaffected. At above the tolerable level, a luxury
# bonus is applied. At below the tolerable level, a discomfort penalty is applied. The values can
# be set to anything, but, to reflect real life, it is suggested that the discomfort penalty is
# significantly higher than the luxury bonus.
#
# tolerable_comfort_short is the tolerable comfort rating of a vehicle (0 - 255) for a journey of no
# more than tolerable_comfort_short_minutes.
#
# tolerable_comfort_median_short is the tolerable comfort rating of a vehicle for a journey of no more
# than tolerable_comfort_median_short minutes.
#
# tolerable_comfort_median_median is the tolerable comfort rating of a vehicle for a journey of no more
# than tolerable_comfort_median_median minutes.
#
# tolerable_comfort_median_long is the tolerable comfort rating of a vehicle for a journey of no more
# than tolerable_comfort_median_long minutes.
#
# tolerable_comfort_long is the tolerable comfort rating of a vehicle for a journey of at least
# tolerable_comfort_long minutes.
#
# For any journeys of a time between any of the values, a scaled proportion is taken.
#
# Note that (versions 7.2 onwards), the impact of comfort on revenue decreases with journey time.
# It is at its maximum level down to tolerable_comfort_median_long_minutes, after which it gradually
# reduces to 20% of its maximum at tolerable_comfort_short_minutes, and does not decrease further
# thereafter.
tolerable_comfort_short_minutes=2
tolerable_comfort_short=15
tolerable_comfort_median_short_minutes=30
tolerable_comfort_median_short=60
#Two hours
tolerable_comfort_median_median_minutes=120
tolerable_comfort_median_median=100
#Five hours
tolerable_comfort_median_long_minutes=300
tolerable_comfort_median_long=160
#12 hours
tolerable_comfort_long_minutes=720
tolerable_comfort_long=220
# max_luxury_bonus_differential is the maximum number of comfort rating points above the tolerable level
# that affects the luxury bonus. Anything beyond that, and further added luxury makes no difference to the
# revenue.
#
# max_luxury_bonus_percent is the percentage increase in revenue from the maximum level of luxury specified in
# max_luxury_bonus_differential. So, if the tolerable comfort level for any given travelling time was 100, the
# max_luxury_bonus_differential 50, and the max_luxury_bonus_percent 50, then the revenue would increase up to
# 50% beyond the normal revenue for additional comfort up to 150, but would not increase further with any increase
# in comfort beyond 150.
max_luxury_bonus_differential=55
max_luxury_bonus_percent=45
# The discomfort penalty works in exactly the same way as the comfort bonus. max_discomfort_penalty_percent is the
# percentage decrease in revenue from the maximum level of discomfort specified in max_discomfort_penalty_differential.
max_discomfort_penalty_differential=200
max_discomfort_penalty_percent=95
# These settings control the revenue that can be earned from catering and travelling post offices. Note that catering
# vehicles on a convoy also increase the comfort by a small amount, which has an indirect effect on the revenue. These
# settings do not affect that: these settings affect the revenue earned from the catering itself: i.e., by selling food
# and drink.
#
# catering_min_minutes is the shortest journey time that will provide any catering revenue. Anything below that, and
# passengers will not bother to buy any food or drink at all.
#
# catering_level1_minutes is the journey time at which any convoy with a catering level of 1 or higher will earn, per
# passenger, the number of Simu-cents (1/100th of a Simucredit) specified in catering_level1_max_revenue.
#
# The same applies for each subsequent catering level: in other words, higher catering levels only earn more than lower
# catering levels on journeys of at least the catering_levelX_minutes (where X is the catering level in question).
#
# Between each level, the a scaled proportion is applied. So, for example, if catering_min_minutes is 100,
# catering_level1_minutes is 200, and the actual journey time is 150 minutes, then, any convoy with a catering level
# of at least 1 will earn 50% of the amount specified in catering_level1_max_revenue per passenger.
catering_min_minutes=60
catering_level1_minutes=90
catering_level1_max_revenue=150
catering_level2_minutes=120
catering_level2_max_revenue=250
catering_level3_minutes=150
catering_level3_max_revenue=350
catering_level4_minutes=240
catering_level4_max_revenue=400
catering_level5_minutes=300
catering_level5_max_revenue=475
# Travelling post office revenue is simpler than catering revenue. For every journey that mail makes in a convoy containing
# a travelling post office vehicle (that is, a mail carrying vehicle with a catering level above zero) where the journey time
# exceeds that specified in tpo_min_minutes, the trip will earn the amount specified in tpo_revenue, multiplied by the number
# of mail bags carried, in addition to the ordinary revenue.
tpo_min_minutes=120
tpo_revenue=300
# These settings relate to private car use. See /config/privatecar.tab for
# the configuration of private car ownership for different years.
#
# "Base car preference percent" is the chance, expressed in percentage, that, all
# other things being equal, a passenger with a private car will choose to use that
# car in preference to using public (i.e., the player's) transport. Higher values
# are more realistic; lower values make the game easier.
#
# "Always prefer car percent" is the percentage of drivers who prefer to use their
# car no matter how congested the roads. The remaining percentage of drivers are
# deterred from using their car to go to or from (or within) towns that have a
# high level of congestion. The default is 10.
#
# "Congestion density factor" is the factor by which the population density (in
# citizens per tile) is divided to get a factor multiplied by the number of cars
# per tile per month to get the congestion figure. In simple terms, the lower this
# number, the easier that it will be for cities to register as congested, and
# the more likely that it is that passengers will opt for public (i.e., the player's)
# transport instead. If "congestion density factor" is set to zero, then the congestion
# will be calculated using a much simpler formula that does not depend on the city's
# population density at all.
#
# To revert to the behaviour of Simutrans Standard (with no competition from private cars
# at all), simply set "base_car_preference_percent" to 0. Passengers will then only choose
# private cars if no public transport is available.
base_car_preference_percent = 95
always_prefer_car_percent = 10
congestion_density_factor = 16
# This setting gives the maximum time that passengers are prepared to wait for their
# transport. The setting is divided by speed bonus value to get the number of minutes.
# In pak128.Britain and pak128, the default speed bonus value for passengers is 18. So,
# at the default wait time of 2,700, the maximum time that passengers are prepared to
# wait is 2,700 / 18 = 150 minutes, or two and a half hours.
#
# The same applies for other sorts of goods: for example, the speed bonus value for
# mail is 15. So, with a passenger_max_weight of 2700, mail would wait for 180
# minutes before being discarded.
passenger_max_wait = 19440
# This is the maximum interval between which routes already calculated will be declared
# stale, and require recalculation next time that they are called. The connexions from
# the stations are staggered so that, at the default value of 2, the station connexions
# will recalculate every one month, and the routes every other two months. The lower the
# number, the more up to date that routes will be, but the slower that the game will be.
# It is recommended to set this at either 2 or 4.
max_rerouting_interval_months = 2
# If "avoid_overcrowding" is enabled (avoid_overcrowding = 1), then passengers or goods
# unloading at an overcrowded stop that is not their destination (i.e., a transfer stop)
# will be discarded, and will not pay for their journey so far. Passengers will be added
# to the "unhappy passengers" graph, which will have an effect on revenue.
avoid_overcrowding = 0
# Note: Simutrans-Standard also has a "no_routing_over_overcrowding" setting, but this
# is not available in Simutrans-Experimental due to the differences in the way in which
# goods and passengers are routed.
# with this switch on (default), overcrowded factories will not recieve goods any more
just_in_time = 1
# If this setting is set to 1, halts will have different capacities for each type of goods.
seperate_halt_capacities=1
# Simutrans-Experimental 8.0 introduced a new system of growing cities, which preserved
# density more accurately. However, this can adversely affect performance. Select
# quick_city_growth = 1 to use the old, faster system. Note, however, that the old system
# will result in cities with too high a proportion of high density buildings on map
# generation.
quick_city_growth = 0
# Simutrans-Experimental 8.0 introduced a new feature whereby private car traffic first
# checks to see whether its destination is reachable by road before registering a trip
# (and thus competing with player's transport). On slow systems, this might reduce
# performance. Disable it by setting: assume_everywhere_connected_by_road = 1.
# assume_everywhere_connected_by_road = 0 is the default.
assume_everywhere_connected_by_road = 0
# This setting determines the extent to which cities should be built far away from
# other cities when the map is first generated. The higher the number, the further
# away from each other that the cities are built. This is introduced in Simutrans-Experimental
# 9.0. It replaces Simutrans-Standard's setting of "minimum_city_distance".
city_isolation_factor = 32
# Passengers will walk to their destination if it is close enough, rather than use
# players' transport or private cars. This parameter defines how close that close
# enough is. It is expressed in hundreds of meters (or tenths of kilometres), so
# the default setting of 15 means that passnegers will walk to their destination if
# it is within 1.5km of their origin.
max_walking_distance_km_tenth = 15
# This setting determines the amount of private traffic generated on the roads in the game.
# It does not affect the actual usage of private cars: just how many vehicles appear in
# the game. Range: 0 - 16.
citycar_level = 16
################################### Time settings ###################################
# Enforce vehicle introduction dates?
# 0 = all vehicles available from start of the game
# 1 = use introduction dates
# 2 = (default) use settings during game creation
#
use_timeline = 2
# Starting year of the game:
# Setting it below 1850 is not recommended for 64 set!
# You will have problems with missing vehicles, do not complain if you do so!
# Setting it above 2050 will render game bit boring - no new vehicles.
#
# other recommended vaule for 64 is 1956
#
starting_year = 1900
# Starting month of the game for people who want to start in summer (default 1=January)
starting_month = 1
# Should month be shown in date? (0=no, 1=yes, 2>=show day in japan format=2, us format=3, german=4)
# This is most useful, if you use longer months than the default length (see below)
#
show_month = 4
# Global time multiplier (will be save with new games)
# 2^bits_per_month = duration of a game month in microseconds real time
# default is 18. For example, 21 will make the month 2^3=8 times longer in real time
# production and maintainance cost will be adjusted accordingly.
#
bits_per_month = 19
################################## Finance settings #################################
# These values are usually set in the pak files
# You can adjust all the cost in the game, that are not inside some pak file
# In beginner mode, all revenues are multiplied by a factor (default 1500=1.5)
beginner_price_factor = 1500
# Starting money of the player. Given in Credit cents (1/100 Cr)
#starting_money = 30000000
# Maintenance costs of buildings
#maintenance_building = 2000
# first stops: the actual cost is (cost*level*width*height)
#cost_multiply_dock=500
#cost_multiply_station=600
#cost_multiply_roadstop=400
#cost_multiply_airterminal=3000
#cost_multiply_post=300
#cost_multiply_headquarter=1000
# cost for depots
#cost_depot_rail=1000
#cost_depot_road=1300
#cost_depot_ship=2500
# other way related stuff
#cost_signal=500
#cost_tunnel=10000
#cost_third_rail=80
# other construction/destruction stuff
#cost_alter_land=1000
#cost_buy_land=100
#cost_set_slope=2500
#cost_found_city=5000000
#cost_multiply_found_industry=20000
#cost_remove_tree=100
#cost_multiply_remove_haus=1000
#cost_multiply_remove_field=5000
# Insolvency and debt settings
#
# These settings allow what happens when the player runs out of money and goes
# into the red to be customised.
#
# "interest_rate_percent" is the annual interest rate (charged monthly) on all
# overdraft debt (i.e., on all negative account balances). It can be between 0
# and 255.
#
# "allow_bankruptsy" determines whether, when the player is deemed to have been
# insolvent for more than a certain period, the player should be declared
# bankrupt and the game over. 0 = no, 1 = yes.
#
# "allow_purchases_when_insolvent" determines whether, if the player's bank
# balance falls below the player's credit limit (shown in the finance window),
# the player will be unable to spend any new money on capital items (excluding
# bulldozing) until the player has come back within the credit limit again.
# 0 = no, 1 = yes.
#
# To revert to the behaviour of Simutrans standard, set interest_rate_percent to
# 0, set allow_bankruptsy to 1, and set allow_purchases_when_insolvent to 1.
interest_rate_percent = 10
allow_bankruptsy = 0
allow_purhcases_when_insolvent = 0
# This is a compatibility setting for Simutrans-Standard. Because, in
# Simutrans-Standard, the speed bonus data (in speedbonus.tab) is based on the
# *maximum*, rather than the *average* speed of the vehicles, the speeds in
# speedbonus.tab will be too high. Use this setting to reduce them if playing
# with an incompatible pakset. For paksets produced with Simutrans-Standard in
# mind, the setting should be somewhere between 60-70. For compatible paksets,
# the setting should be 100.
speed_bonus_multiplier_percent = 70
# Settings for obsolete vehicles
#
# Obsolete vehicles cost more to maintain, depending on these settings. The increase
# percent is the extra amount that it costs to maintain a vehicle after its retire
# date. For example, if a vehicle cost 0.10c to maintain when not obsolete, and
# obsolete_running_cost_increase_percent was set to 200, it would cost 0.20c to
# maintain after its retire date.
#
# The phase years stipulate how long it should be after the retirement date before the
# full percentage increase comes into effect. Between the retirement date and that number
# of years after the retirement date, a proportion of the increase percentage applies.
# For example, if the obsolete_running_cost_increase_phase_years was set to 10 in the
# above example, then, 5 years after the retirement date for the vehicle, the running
# costs would be 0.15c, and ten or more years after the retirement date, they would be
# 0.20c.
#
# To revert to previous behaviour (as of Simutrans stable 100 and earlier), in which
# there was no increase in the running costs for obsolete vehicles, set the increase
# percent to 100 and the phase years to 1.
obsolete_running_cost_increase_percent = 400
obsolete_running_cost_increase_phase_years = 50
# These settings determine how long after their retirement date that vehicles become
# obsolete. Obsolete vehicles cost more to maintain than current vehicles. The number
# is expressed in a number of years. So, for example, if a rail vehicle is no longer
# available after January 1900, and default_increase_maintenance_after_years_rail = 30
# is set, the vehicle will become obsolete in January 1930, and its maintenance cost
# will begin to increase from then.
default_increase_maintenance_after_years_road = 15
default_increase_maintenance_after_years_rail = 30
default_increase_maintenance_after_years_water = 40
default_increase_maintenance_after_years_monorail = 30
default_increase_maintenance_after_years_maglev = 30
default_increase_maintenance_after_years_tram = 25
default_increase_maintenance_after_years_narrowgauge = 30
default_increase_maintenance_after_years_air = 35
default_increase_maintenance_after_years_other = 30
################################ Vehicle settings ##############################
# These settings determine how vehicles take corners, for each individual type of way. They
# only apply to vehicles that use fixed ways (road, rail, monorail, etc.), and not aircraft or
# ships.
#
# Corner adjustment facotor (min/max) (%): The percentage of the normal speed limit applied
# on a 45 degree bend (for example, if the speed limit was 200kph, and the adjustment
# factor set to 50, the speed limit on the corner would be 100kph).
#
# Corner limit (min/max) (kph): The minimum and maximum speed limits for phasing of the
# corner adjustment factor. On a way with the speed limit at or below the minimum limit,
# the minimum adjustment factor applies. On a way with the limit at or above the maximum
# speed limit, the maximum adjustment factor applies. Between the two, a phased proportion
# of the adjustment factor applies as a linear function of the difference between the two.
# For example, at halfway between the minimum and maximum speeds, halfway between the
# minimum and maximum adjustment factors apply.
#
# Direction steps (min/max) (number of tiles): The number of steps that the simulation takes
# into account when determining how sharp that a corner is. For example, if the number is set
# to 6, the corner speed limit will be based on the greatest difference in angle between the
# current direction and the direction in which the vehicle was travelling over the last 6 tiles.
# The higher the number, therefore, the more important that it is to have straight ways.
# Higher numbers should be set for railways and track based ways, and lower numbers for roadways.
# The direction steps are phased in the same way as the adjustment factor.
#
# Curve friction factor (x): The number of times extra friction that applies as a vehicle corners.
# Since the friction occasioned by cornering is not usually a significant speed limiting factor for
# most transport vehicles, it is recommended to set this to 0. It is preserved for those who prefer
# the Simutrans-Standard system of cornering.
#
# Reverting to the older cornering system: To make Simutrans behave in the conventional way (by
# using friction rather than speed limits to reduce speed in corners), set the minimum and
# maximum adjustment factors, and the minimum and maximum direction steps, to 1, and the friction
# factor to 8. With those settings, the minimum and maximum speed will be irrelevant.
max_corner_limit_road=200
min_corner_limit_road=30
max_corner_adjustment_factor_road=80
min_corner_adjustment_factor_road=90
min_direction_steps_road=2
max_direction_steps_road=2
curve_friction_factor_road=0
max_corner_limit_track=425
min_corner_limit_track=45
max_corner_adjustment_factor_track=50
min_corner_adjustment_factor_track=85
min_direction_steps_track=4
max_direction_steps_track=14
curve_friction_factor_track=0
max_corner_limit_tram=250
min_corner_limit_tram=30
max_corner_adjustment_factor_tram=70
min_corner_adjustment_factor_tram=87
min_direction_steps_tram=3
max_direction_steps_tram=8
curve_friction_factor_tram=0
max_corner_limit_monorail=425
min_corner_limit_monorail=75
max_corner_adjustment_factor_monorail=50
min_corner_adjustment_factor_monorail=85
min_direction_steps_monorail=5
max_direction_steps_monorail=16
curve_friction_factor_monorail=0
max_corner_limit_maglev=500
min_corner_limit_maglev=50
max_corner_adjustment_factor_maglev=40
min_corner_adjustment_factor_maglev=80
min_direction_steps_maglev=4
max_direction_steps_maglev=16
curve_friction_factor_maglev=0
max_corner_limit_narrowgauge=250
min_corner_limit_narrowgauge=30
max_corner_adjustment_factor_narrowgauge=66
min_corner_adjustment_factor_narrowgauge=92
min_direction_steps_narrowgauge=3
max_direction_steps_narrowgauge=8
curve_friction_factor_narrowgauge=0
# These settings determine how long that it takes a train-type convoy to turn
# around when it reaches the end of the line. They do not apply to road vehicles
# or aircraft.
#
# "unit_reverse_time" refers to trains/convoys, such as multiple units, that have
# a cab at each and, and can be driven in reverse without any re-arrangement of
# the order of the vehicles. These will generally take the least time to reverse.
#
# "hauled_reverse_time" refers to trains/convoys that cannot be driven from the
# rear, so the locomotive at the front has to run around the train and attach
# to the rear, but where that locomotive can itself be driven in either direction,
# so that it does not need to turn around.
#
# "turntable_reverse_time" refers to trains/convoys that, as for the above category,
# cannot be driven from the rear, but that also require their locomotive to be turned
# around to face the other direction (such as steam locomotives with tenders) at the
# end of the journey. These will genearlly take the most time to reverse.
#
# All times are in milliseconds (1000 = 1 sec), assuming that the game is set to the
# normal speed (i.e., not fast-forwarded).
unit_reverse_time=1500
hauled_reverse_time=2500
turntable_reverse_time=4000
# This setting allows the power of all vehicles to be adjusted at once. It is a
# percentage figure. Thus, if, for example, a vehicle has a power rating of 1,200kw
# and the global_power_factor_percent is set to 200, it will behave in game as if
# it had a power rating of 2,400kw. This setting is applied *in addition to* the
# "gear" setting, such that, if a vehicle had a power rating of 1,200kw, a gear of
# 2.0 and the global_power_factor_percent was set to 200, the vehicle would behave
# as if it had a total power of 4,800kw.
#
# The default is 100.
global_power_factor_percent=100
# This setting allows the way in which weight limits are enforced to be customised.
# If enforce_weight_limits is set to 0, weight limits are ignored entirely. If
# enforce_weight_limits is set to 1, then vehicles can travel over roads, rails,
# tunnels and bridges for which they are too heavy, but only at greatly reduced
# speed. If enforce_weight_limits is set to 2, then vehicles cannot travel over
# ways for which they are overweight at all.
#
# To revert to the behaviour of Simutrans-Standard, set enforce_weight_limits=0
enforce_weight_limits=1
################################## Industry settings #################################
# also pak dependent
# allow all possible supplier to connect to your factories?
# This will also affect savegames!
# best to leave it in default position (0). (only on for simuTTD)
crossconnect_factories = 0
# how big is the chance for crossconnections in percent
# (100% will give nearly the same results as crossconnect_factories=1)
crossconnect_factories_percentage = 33
# How much is the total electric power available (in relation to total production)
# in parts per thousand. 1000 = 100% and default for Simutrans-Experimental.
electric_promille = 1000
# with this switch on (default), overcrowded factories will not recieve goods any more
just_in_time = 1
# Minimum distance between factories (in tiles)
factory_spacing = 6
# Some factories have a retirement date, after which they are obsolete. After
# that date, factories may close down (random chance each month). After the number
# of years stipulated below, factories have a 100% chance of closing down. The
# chance increases the closer to this value that factories get.
max_years_obsolete = 30
################################# Tree settings #################################
# please be careful in changing them, I spent lot of time finding optimals.
# those values have impact on no. of spawned trees -> memory consumption
#
# Number of trees on square 2 - minimal usable, 3 good, 4 very nice looking
max_no_of_trees_on_square = 3
# Base forest size - minimal size of forest - map independent
forest_base_size = 36
# Map size divisor - smaller it is the larger are individual forests
forest_map_size_divisor = 38
# Forest count divisor - smaller it is, the more forest are generated
forest_count_divisor = 16
# Determins how dense are spare trees going to be planted (works inversly)
forest_inverse_spare_tree_density = 400
# climate with trees entirely (1: water, 2:desert, 4:tropic, 8:mediterran, 16:temperate, 32:tundra, 64:rocky, 128:arctic)
# zero (default) means no climate with at least one tree per tile
tree_climates = 4
# climates with no trees at all (desert and arctic at the moment)
no_tree_climates = 130
# if set, no trees will be created at all (save about 30% memory and
# the season change will be much smoother on small machines)
#no_tree = 0
################################### Network settings ##############################
#
# Synchronized networking is always a trade off between fast respone and safe
# connections. A more relaxed timing will cuase delay of commands but is more
# likely to compensate for clients running slightly faster than the rest.
#
# How much comands should be delayed before sending back to clients.
# A larger number will catch even cleints running slightly ahead but cause delays
#server_frames_ahead = 1
# In network mode, there will be a fixed number of screen updates before a step.
# Reasonable values should result in 2-5 steps per second.
#server_frames_per_step = 4
# Clients can decide to deliberately running a few ms behind to avoid running ahead
# of the server; in later versions this value might be set by the roundtrip timer (like
# simutrans PING). Larger values cause longer delay for commands.
network_ms_ahead = 250
# The server sends after a fixed number of steps some information to the clients.
# Large values here means: reduced server communication (if that is of importance...)
# Small values should improve the timing of the clients.
#server_frames_between_checks = 256
# Automatically announce server on the central server directory
# 0 (default) = off, any other number is ID from
# http://simutrans-germany.com/serverlist_ex/
#announce_server = 0
# DNS name or IP of your server also IPv& is accepted
#server_name = 127.0.0.1
# Additionally comment on your server; will be shown on game-info
server_comment = Testserver-Ex