Industries of the Caribbean

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

Moderator: Graphics Moderators

Post Reply
User avatar
2TallTyler
Transport Coordinator
Transport Coordinator
Posts: 327
Joined: 11 Aug 2019 18:15
Location: Massachusetts, USA
Contact:

Industries of the Caribbean

Post by 2TallTyler »

supplies.png
supplies.png (106.24 KiB) Viewed 557 times
Industries of the Caribbean is an experimental industry/economy mod which aims to radically rethink the OpenTTD economy by breaking common design patterns and reclaiming “useless” features to add interesting gameplay.

To briefly summarize:
  • Sub-tropical climate, inspired by the economy of Cuba
  • Only exported cargos earn money. You have to pay for imported cargos.
  • Industries need workers
  • Ships are no longer useless
  • It's now possible (and relatively easy) to mismanage your company into bankruptcy, even in the late game :shock:
Read the rather lengthy gameplay guide and my design notes on GitHub.

The industry set is currently in beta and available on BaNaNaS. It currently uses placeholder sprites and I probably screwed up a variety of balancing issues despite my spreadsheets and hours upon hours of testing. My aim in opening it for testing is for others to help identify these shortcomings, so I can correct them and create new sprites in time for a 1.0 release by the end of 2021. Send me your feedback! :)

You will also need the latest version of Improved Town Layouts, also available on BaNaNaS.
User avatar
odisseus
Transport Coordinator
Transport Coordinator
Posts: 267
Joined: 01 Nov 2017 21:19

Re: Industries of the Caribbean

Post by odisseus »

The cargo payment rates seem to be broken. A single bus that carries workers across 30 tiles somehow earns hundreds of millions per trip.
San Juan Transport, Mar 11th, 1953.png
San Juan Transport, Mar 11th, 1953.png (32.33 KiB) Viewed 405 times
Attachments
San Juan Transport, Mar 13th, 1953.sav
(93.98 KiB) Downloaded 8 times
McZapkie
Tycoon
Tycoon
Posts: 1351
Joined: 18 Jan 2014 18:10

Re: Industries of the Caribbean

Post by McZapkie »

odisseus wrote: 13 Jul 2021 02:16 The cargo payment rates seem to be broken. A single bus that carries workers across 30 tiles somehow earns hundreds of millions per trip.
I suspect money laundering here, like this infamous Escobar's taxi ;)
User avatar
2TallTyler
Transport Coordinator
Transport Coordinator
Posts: 327
Joined: 11 Aug 2019 18:15
Location: Massachusetts, USA
Contact:

Re: Industries of the Caribbean

Post by 2TallTyler »

odisseus wrote: 13 Jul 2021 02:16 The cargo payment rates seem to be broken. A single bus that carries workers across 30 tiles somehow earns hundreds of millions per trip.
San Juan Transport, Mar 11th, 1953.png
Inflation doesn't seem to like negative cargo payment rates. I'll open an issue on GitHub. In the meantime, I've added a fatal error to 0.1.1 which disables the grf with a warning if inflation is enabled.

Thanks for the report. :)
User avatar
2TallTyler
Transport Coordinator
Transport Coordinator
Posts: 327
Joined: 11 Aug 2019 18:15
Location: Massachusetts, USA
Contact:

Re: Industries of the Caribbean

Post by 2TallTyler »

I've released 0.1.2, which tightens up import/export production rates for several cargos (Food, Imported Oil, Fertilizer, and Machinery) to require exporting more upstream cargos like Tourists and Coffee.

Assuming a station rating of 70%, you should have 125% to 150% of the cargo required for maximum production, allowing for some inefficiencies in distribution while still providing challenging and engaging gameplay.
User avatar
MagicBuzz
Tycoon
Tycoon
Posts: 1275
Joined: 15 Feb 2003 17:32
Location: Villefranche-sur-Saône, France

Re: Industries of the Caribbean

Post by MagicBuzz »

Hello 2TallTyler,

I'm trying this GRF and it looks like promising.

I have too small suggestions, that could be added as parameters.

First one is about secondary industries. You say in the documentation no secondary industry is generated, and at the begining it's good. But after a while, what about generating some secondary industries? In my opinion it's better to generate rather than fund : with funding, the player can decide how many and where will be the industries. I don't like it. I prefer challenge of an industry that is far from the other, of in a hilly country rather than creating big industrial zones around cities by example. Generation could depend of some goals and restrictions such as population limit for owner city, distance from city, altitude, percentage of previous cargo transportation (by example first secondary industries spawn when 50% of world coffee is transported).

Second one, still about industries. Using a time-lapse as restriction for industries. By exemple, some industries should not appear before a certain fixed date (or after an count or years since the begining of the game). By this way, player should not be anoyed by many industries (nickel, sugarcane, etc.) he can't desserve, and they should spawn only after some time. Same for industries funding.
Post Reply

Return to “Graphics Development”

Who is online

Users browsing this forum: DemianWSE, Google Adsense [Bot] and 2 guests