This game script requires FIRS industry replacement set.
The goal of this game script is to make cities growth dependent upon amount of cargos delivered to them.
This cargos are:
And cargos introduced by FIRS:
- building materials
It's easy to deliver passangers, mail and goods to the city, but problems start when you have to deliver
food, fruits and petrol, because default city buildings dont accept this cargos. In order to be able to deliver
them you have to find industry which accepts them or fund such an industry near the town you want to grow.
After its done and cargos has been delivered to city, the next month's first day they are summed up and the
impact on the population of the previous month is calculated. The city target population is calculated by taking the average of consecutive
last three months impacts on the city population. This informations are displayed in city window:
The impact is calculated based on the amount of cargo transported and the settings of a game script.
The settings allow player to adjust percentage of how much an unit of a cargo will contribute to the total population impact each month.
If the value is set to 100 then one unit of a cargo delivered will result in one person in population. This settings are available in game script / ai configuration window:
At the beginning of the next month, after the target population is calculated, the city is expanded if the target population is higher than current population.
The amount of expansion is counted in houses. The difference between the target population and current population is calculated, and basing on this difference
the amount of houses to expand is calculated. For every 1000 of this difference 10 houses are expanded, what means, again that if the difference between calculated target population and current population is 1000 - the city will expand 10 houses at the beginning of the month.
Due to the fact that this script was intended to be kind of patch for OpenTTD things I dont like and to enhance some things there are other "side effect features" which you may or may not like.
1. A "manager" that works on beside of player company:
- Rebuilds crashed vehicles in the nearest depot.
- Refunds advertising camaigns every month. In order to use this feature, player has to put a sign in the city with text:
---"Advertising - small" for small advertising
---"Advertising - medium" for medium advertising
---"Advertising - large" for large advertising campaign
2. Signs over industries with their names. I made it accidentally for debugging purposes but I've found it really usefull during game play, especially with FIRS, where there are around 50 types of industries. So it's left there
It is possible to disable them before new game start in the settings of a game script.Installation
If you are interested in using this gamescript, you must download it and unpack to the "game" folder of the OpenTTD "my documents" directory.
Download link for newest version: https://dl.dropboxusercontent.com/u/40322040/RealGrowth4.zipChangelogVersion 6
Fixed a bug when deleting industry.Version 5
Added french(by fabca2) and polish translation for town GUI.
Fixed a bug.
Moved to bananas.
Download link : https://dl.dropboxusercontent.com/u/40322040/RealGrowth5.zipVersion 4
Dropped dependency upon SuperLib library so user can just download, extract and play.
Download link (version4): https://dl.dropboxusercontent.com/u/40322040/RealGrowth4.zipVersion 3Changes:
The target population is now calculated basing on three month of consecutive impact, the last month impact is shown among two previous months impact is now displayed in city GUI.
This solves issue with irregular deliveries, where one month the target pop would be 25000 and next only 2000, and smooths the city growth.
Download link (version3): https://dl.dropboxusercontent.com/u/40322040/RealGrowth3.zipVersion 2Changes:
-Now the number of houses city grows every month is calculated basing on the difference between the target population and current population. The higher this difference is the more houses are grown. Per each thousand of this difference 10 houses are added which means if for example target population is 2500 and current population is 1000, the difference is 1500 - 15 houses are built.
-The town target population is colored in red if it's below current city population, and green if above.
- Settings are changed, see belowNew:
- Settings: the settings for the game script are now giving player ability to select how much impact a certain cargo has on the final target population of the city. Settings are in form "XXX impact (%, def: YYY)" , where XXX is the name of the cargo and YYY is the default impact value.
The impact is set as a perentage of how much per unit of transported cargo, the target population is impacted, so for example if the value of a setting for a cargo XXX is 435, and the transpoted amount is 100 - the effect on the population is 435 people.
- Enable/disable creating signs over industries indicating their name at game start.
Download link (version2): https://dl.dropboxusercontent.com/u/40322040/RealGrowth2.zipVersion 1
The town target population is evaluated every month based on the amount of goods transported to the city. These goods are enumerated beneath with numbers indicating how much have been transported to the city/town last month (green number) and how much the impact the calculated target city population (yellow number). These cargos are:
- Building materials
After the target population is calculated, at the beginning of new month - if it is larger than the current city population, the city grows 5 houses, else nothing happens.
The goal is to keep the incoming cargos at high level. There are no such constraints as in other similar gamescripts where in order to grow city, player has to fullfill requirements for all cargos. Here, one cargo may cause city to grow if enough amount is delivered to it.
Download link (version1): https://dl.dropboxusercontent.com/u/40322040/RealGrowth.zip
Dependent on SuperLib v 26 library.