I use Western (ISO-8859-1) in firefox for Windows and see no problems...zuu wrote:I use encoding: Western (ISO-8859-1) in firefox for Gnu/Linux.
Anyway, they were supposed to be alpha and lambda , but I'll edit them out.
Moderator: Transport Empire Moderators
It might be unrealistic. But you can out it in other words to make it more realistic. The industries pay more for transport to certain destinations. And less for other. But you don't buy and sell the goods.jfs wrote:I really don't want transport companies buying and selling goods. Can anyone give a real-life example of that happening?
As far as I know, industries always pay someone else to transport their production to the next link in the chain. (Or the other way around.) As soon as we make it possible to buy and sell goods, we've made a clearly unrealistic game, which is not a transport game but a trading game.
For: D, Ga. Players can own industries
b. Players can buy/sell goods
c. Industries make contracts between each other, and players must follow those
d. Industries have favoured destinations for their goods
e. Players can fund new industries
f. Players can fund already existing industries
g. Industries will pay for their goods transported to any destination
h. Secondary industries have a max. output per time unit
Uh, I'm not sure I get what you mean.Hyronymus wrote:You didn't summarize C correct. noone forces you to go by the industries proposed contracts, there is enough space for the player to decide self. I stressed that twice making this the 3rd time .
In favour of: B, D, F, Hjfs wrote:
- Players can own industries
- Players can buy/sell goods
- Industries make contracts between each other, and players must follow those
- Industries have favoured destinations for their goods
- Players can fund new industries
- Players can fund already existing industries
- Industries will pay for their goods transported to any destination
- Secondary industries have a max. output per time unit
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First a question: with the "players" here, do you mean the player's company or his personal account ?1. Players can own industries
2. Players can buy/sell goods
3. Industries make contracts between each other, and players must follow those
4. Industries have favoured destinations for their goods
5. Players can fund new industries
6. Players can fund already existing industries
7. Industries will pay for their goods transported to any destination
8. Secondary industries have a max. output per time unit
We didn't just decide this topic on the meeting, we first dicussed every point in jfs's bullet list and then we voted.PJayTycy wrote:First of all, I think this was not dicussed enough before the meeting. I hadn't even seen this list of possibillities. It was posted only 3 hours before the meeting.
A player's company.PJayTycy wrote:First a question: with the "players" here, do you mean the player's company or his personal account ?
I disagree here, what's left open is a TTD-like approach. As you said, you will be paid for transporting goods anywhere you take them BUT:PJayTycy wrote:As number 2 and 3 are not choosen, companies won't be using the buy/sell method, and we won't use contracts. This only leaves the TTD method open, where you are paid for the transport, no matter wheter the goods where needed at the destination or they could get them somewhere cheaper.
Number 4 is not an option, it's a standard feature of transporting goods. I don't see a problem in combining number 4 with the result of not choosing 2 and 3:PJayTycy wrote:But, then number 4 IS choosen, where industries have favoured destinations for their goods. What would this look like? Some kind of bonus if you ship the goods to where they want? So, the industry is like "here, if you ship this to my friend 2 towns away, you'll get 15% extra !!", then the player says "Never mind, I'll just ship it to the other side of the map, that's twice as far, that'll get me 100% extra instead of 15%"
You weren't there during the discussion so I can't really blame you but point 5 was accepted with a minor adjustment. A player's company can initiate the funding of new indsutries by lobbying at the local authority. The local authority decided if it accepts the request and funds it. It was decided that a player's company can never own industries because it's unrealistic.PJayTycy wrote:Next, point 5 IS choosen, while point 1 is not. So players can fund new industries, but they can't own them ?? What's that supposed to be like ? Something like the airport-thing : ask the town nicely if they would like to build a furniture factory so you can turn your wood into nice tables? Then the player has to pay for it, and the town builds and owns the industry?
PJayTycy wrote:Point 8 as a difficulty setting... => I can live with that
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