As soon as the city starts accepting goods, city turns into a black hole - you can bring 10 items a month or 10,000 goods a month. You do not need to increase the city / search for new cities - all the goods will be accepted. This is one of the main disadvantages of the game in my opinion.
If you enable the option Goods town:
Each city will have a rating of some goods (goods, food, water, products). Above the rating - more money for delivery.
Cities will start storing goods. The more goods - the faster the goods consumption by the city, and the less is the payment for transporting this product.
PS
Maybe instead of changing the price, turn off the receiving of goods?
Maybe make similar behavior for industry?
PPS
Sorry for my english translator.
[patch] Goods town
Moderator: OpenTTD Developers
[patch] Goods town
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Re: [patch] Goods town
I like the idea.
The thing that would make this sort of patch powerful -- and which would make it worthwhile to have a patch not just a gamescript -- would be integration with cargodist, so that towns are allocated goods through cargodist, proportional to demand (which presumably is proportional to population). a
I really like the payment being reduced as consumption increases, rather than the town no longer accepting goods -- again, among other things, changing cargo acceptance disturbs cargodist, and it makes sense that there's a "soft limit' to cargo demand rather than a hard on-off limit.
The thing that would make this sort of patch powerful -- and which would make it worthwhile to have a patch not just a gamescript -- would be integration with cargodist, so that towns are allocated goods through cargodist, proportional to demand (which presumably is proportional to population). a
I really like the payment being reduced as consumption increases, rather than the town no longer accepting goods -- again, among other things, changing cargo acceptance disturbs cargodist, and it makes sense that there's a "soft limit' to cargo demand rather than a hard on-off limit.
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