That means you may not be able to fulfil some of the subsidies, as cargodist may decide the cargo you deliver should move to another destination...
But it is intrinsic behaviour of cargodist. If someone doesn't like such behaviour, he can play without cargodist.
Additionally, I provided setting to switch off
cargodist subsidies, by default off
I started this thread because I was curious, if there are any real problems behind subsidies, but if there is only a psychological problem, it is a good news. We can work on it in a group ;-)
While you may not have a problem with that, others will. At the very least it's counter-intuitive.
I don't follow such argumentation. Local government tends to subsidy his own citizens (and voters :) rather than tourists.
I agree, that current state of art of TTD subsidies doesn't mix with automatic cargo destinations, because subsidies are assigned only to not (or poor) served towns/industries, and there is rather no chance to catch subsidy or have any revenue from it, if new station is attached to linkgraph, due to long time of linkgraph update compared to short term of subsidy offer or contract.
Therefore I created patch, which not only allow subsidies in cargodist, but also provide different behaviour
if cargodist for given cargo group is enabled and cargodist subsidies are enabled,
- subsidies are generated regardless of percentage of transported cargo
- maximal subsidy distance is scaled with map size (70 tiles for 256x256 and smaller, 210 for 512x512, 280 for 512x1024 etc)
Such approach allow to change strategy, instead of checking subsidy window and hasty making new connections, player can expand his network
on his own and catch subsidies
like additional bonus points. The larger network is, the higher chance that subsidy will hit two stations already connected by linkgraph. Of course, overall income would be small if not negligible, because only small amount of cargo will fulfil such subsidy, but it is balanced by higher chance of any subsidy obtained without any effort.
Another strategy is to build many p2p services - singular subsidy would provide high revenue because all cargo count, but probability that given pair is chosen, is much smaller, seems that both strategies give same net profit, however cargodist network is usually more efficient in terms of station rating.
Of course if cargo distribution is in manual mode
, subsidies works as usual
Instead of patching the game, you can also make a gamescript, or use eg Bee Award.
Unfortunately there is only one gamescript slot.
By the way, how often players are using subsidies? In my opinion, it is rather useless feature, especially in case of complex economy, large map or hard settings, because short subsidy terms are not worth either invested money or just effort to make new connection. Players usually prefer to focus on expanding their own transport network instead and doesn't like being interrupted by side tasks.
My approach is to reuse subsidies
to add bonuses
for people using cargodist, which by now is counter-productive in comparison to single p2p service.
Currently I'm testing this patch, and by now it work fine. I just get not only neighbouring town subsidies, but also subsidy from town A to D with passengers going trough B and C. I will publish it after more tests.
My experimental openTTD server: 126.96.36.199:3979 non-standard client, now testing: JGRPP http://tiny.pl/ggnch
Projects: Reproducible Map Generation patch
, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, preindustrial houses, wired, ECS industry extension.
Addicted to freeciv longturn.