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@andythenorth
Last active December 29, 2020 13:40
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Locating industry types to make a nice map

Goal

  • distribute different kinds of industry to different parts of map
  • e.g.
    • 'farming region'
    • 'steel industry region'
    • 'mining region'

Changing payment rates per cargo, per town

Goal

  • set dynamic payment rate for each cargo, for each town
  • e.g. coal pays high in town 1, low in town 2
  • I don't have exact ideas for what changes payment rate, could be
    • over-supply
    • under-supply
    • purchase of exclusive transport rights
    • equivalent of subsidy
    • industry 'requests' more of a cargo delivered
    • industry 'requests' less of a cargo delivered
    • industry offers to pay more for a cargo to be transported away to specific destination
    • local recession
    • town is 'polluted' and 'taxes' certain cargos
    • town is 'expanding' and pays a premium for certain cargos
    • town is having a party and needs alcohol!
  • monthly update might be enough? Doesn't need to be 'real time'

Changing cargodist demand per cargo, per town

Goal

  • extension of changing payment rates above, but allowing cargodist to apply weighting to some destinations

Town requires certain cargos to be delivered to grow

Goal

  • towns require certain cargos to grow
  • delivering 'town cargos' like goods, alcohol, food etc kind of sucks as it has minimal benefit (other than getting paid, hurrah!). Except in Arctic above snowline, and Tropic in desert

Energy Grid

Goal

  • regions of the map have varying levels of energy supply, e.g.
    • electricity
    • gas
  • town and industry behaviour is affected by energy supply
    • towns might grow or contract
    • towns above snowline or in desert need more energy
    • industries produce more if enough energy is available
  • energy is put into the grid by industries
  • to increase energy in the grid, keep the generating industries happy (deliver cargo or something)

Vehicle type influences station rating

Goal

  • station rating will be increased if certain vehicles are used
  • for example
    • trains with restaurant coaches, or extra-shiny coaches
    • fancy planes
    • boats with swimming pools
    • extra large mining trucks!

Nearby things influence station rating

Goal

  • adding shiny station tiles or objects increases the station rating
  • maybe per cargo?
    • add a bar-restaurant for higher passenger rating!
    • add strongroom for higher diamonds rating!
  • this is not my idea, but from https://www.tt-forums.net/viewtopic.php?f=33&t=88257

Monorail!

Goal

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