Town Growing

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Benneh
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Town Growing

Post by Benneh »

I've heard that transporting certain goods to a town will increase the population. :D
Is this true? :?
And please specify any other ways of making your town grow.
(Except for funding buildings, I know that one!) :P
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Yexo
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Re: Town Growing

Post by Yexo »

Benneh wrote:I've heard that transporting certain goods to a town will increase the population. :D
Is this true? :?
No.
And please specify any other ways of making your town grow.
Having five stations in the town. Those stations must be visited by a vehicle every 20 days.
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Re: Town Growing

Post by Eddi »

any kind of transport will allow the town to grow, no matter if you deliver anything or carry it away, only the amount of regularly serviced stations matters.

the only exception to that is food (required in snow and desert towns) and water (required in desert towns). without these, no town growth will occur
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Benneh
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Re: Town Growing

Post by Benneh »

Thanks both of you that really helped with my town growth :D
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Re: Town Growing

Post by Nigma »

Doesnt goods increase towngrowth in temporate climate aswell?
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Re: Town Growing

Post by Eddi »

Yexo wrote:No.
why can people never learn to actually read the answers?
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Re: Town Growing

Post by Nigma »

Eddi wrote:
Yexo wrote:No.
why can people never learn to actually read the answers?
Why do people always asume what others say is right?

"Goods are also known to encourage town growth. "

directly from the wiki, Link here

Thanks for the help :?
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Re: Town Growing

Post by Conditional Zenith »

If you feel some answer may be wrong, you should perhaps point that out instead of repeating the question.

Anyway, I would trust Yexo over the wiki. And I would trust the source code over Yexo, but in this case the source code agrees with Yexo. If you wish to verify for yourself, DeliverGoods() from economy.cpp, and town.h are relevant places to look.
Last edited by Conditional Zenith on 19 Apr 2009 13:50, edited 1 time in total.
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Re: Town Growing

Post by Yexo »

Nigma wrote:"Goods are also known to encourage town growth. "

directly from the wiki, Link here

Thanks for the help :?
You're right, it did state that on the wiki. I've now removed that sentence to prevent further confusion.
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Re: Town Growing

Post by Nigma »

Conditional Zenith wrote:If you feel some answer may be wrong, you should perhaps point that out instead of repeating the question.
I mistook the question as a global view on goods since the OP asked is there are "certain goods" rather then just the single cargo.
Hence my question to ask wether this includes Goods and aswell to determine if that was the subject or maybe food and water that increase town growth in desert maps.
Conditional Zenith wrote: Anyway, I would trust Yexo over the wiki. And I would trust the source code over Yexo, but in this case the source code agrees with Yexo. If you wish to verify for yourself, DeliverGoods() from economy.cpp, and town.h are relevant places to look.
I dont know Yexo or the source code guess i should learn about them, thanks

Yexo wrote: You're right, it did state that on the wiki. I've now removed that sentence to prevent further confusion.
Thank you for clearing it up.
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Re: Town Growing

Post by Conditional Zenith »

Nigma wrote:
Conditional Zenith wrote:If you feel some answer may be wrong, you should perhaps point that out instead of repeating the question.
I mistook the question as a global view on goods since the OP asked is there are "certain goods" rather then just the single cargo.
Hence my question to ask wether this includes Goods and aswell to determine if that was the subject or maybe food and water that increase town growth in desert maps.
Food and water don't increase growth, they are required for growth. If a town doesn't get food and water in a month, it wont grow that month. If it does, it doesn't matter whether it gets 1 or 1,000, the growth is the same. Of course this only applies to towns which need food and water.
Nigma wrote:
Conditional Zenith wrote: Anyway, I would trust Yexo over the wiki. And I would trust the source code over Yexo, but in this case the source code agrees with Yexo. If you wish to verify for yourself, DeliverGoods() from economy.cpp, and town.h are relevant places to look.
I dont know Yexo or the source code guess i should learn about them, thanks
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caveatemptor
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Re: Town Growing

Post by caveatemptor »

This seems like a good thread in which to place my question, correct me if I should simply have posted a new thread.

But can you influence in what form/direction a town grows at all? For example, by building roads from a certain side of the city can you cause the town to expand out that side? Or is it completely random how towns expand?
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Re: Town Growing

Post by OneT »

warning all this is from a newbie so i may be wrong

but in my experience yes exactly that helps i tend to make a grid 3x3 of roads where i want the town to build i dont know if it has to be linked to the main town or not but i normally make sure it is
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Re: Town Growing

Post by Nite Owl »

The only way to absolutely determine the direction that a town will grow in is to turn the 'Town builds no roads' option on. Then when you build the roads for that town (making sure they are connected to the roads directly beneath the towns name) you build the roads in the desired direction and in the desired configuration (2x2 grid, 3x3 grid, random looking, etc.). With the 'Town builds no roads' option off the town itself randomly expands in all directions (baring any player built or landscape obstructions) based on your advanced settings configuration for town roads. Of course all town expansion is based on meeting the town's climate based needs.
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Re: Town Growing

Post by audigex »

I think the misconception about goods may just stem from a few games where the goods have increased the number of required stations being serviced high enough to increase growth.

You can cheat (slightly) by putting 5 stations together on a little loop in the town and having a train zip around the loop, keeping them all serviced and keeping your ratings artificially high. Costs money, but if you use a very cheap train the increased rating can turn a non-profitable line into a profitable one.
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Re: Town Growing

Post by CharlyHRO »

As audigex wrote, I do in nearly every town. But I use small bus lines with five drive-through stations, so I don't waste any space later needed for houses. I also forbid towns to build roads so I decide the layout and in wich direction to grow. With this action I ensure to have a good reputation later in the game if I need to "redesign" a towns layout.
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