I'm checking some unusual settings in multiplayer mode, and I realized, that maybe it would be useful, if some sessions will be documented.
Because multiplayer games are rather hectic (I hope that daylenght patch will be at some future time implemented in official version),
these screens and gamestats are not as beautiful and perfect as those from signleplayer games.
Especially first sessions are not a reason for pride, because I was, after 20 years of TTD absence, complete novice.
On the other side, no cheats was used, and sometimes interesting player interactions were performed
At the beginning, some long-run sessions saved many months ago, when 1.3.3 version has no cargodist capability
One of first session begun in 1800, newgrfs are documented inside screenshot, map size was enormous long: 2048x256.
Such map produce challenging landscape, because mountains are not isotropic - they are elongated, therefore short routes
perpendicular to mountains are not easy to construct.
Longitudinal routes are easiest to build, but due to low density of cities and industry, they need to be long,
which is not easy to achieve due to financial reasons (more than 1000 GPB for cheapest nutrack piece + infrastructure maintenance costs)
Early houses newgrf and Balanced city growth gamescript prevent excessive city growth and remove possibility of easy passenger-based revenue.
First generated map looks like:
Unfortunately, I was forced to restart server due to inflation turned on, which makes game totally unplayable with 2cctrain set.
New map was similar to previous one.
Ships with little help of horse carriages gives constant growth of income, mainly from freight, but passengers were also transported to avoid empty turns:
After 60 years of gameplay first trains were introduced, but only as helpers to transport resources from mainland do the coast. These first trains were not profitable itself, but their losses were insignificant
part of maritime income:
After 200 year of game time,
map was partially covered with railway network, however ships were still a mainstay of my company:
Some cities grows, but tiny town centers were surrounded with large slumsy areas:
There was still some sail ships due to both economic and management reasons (migrating from sail ships to fish/squid is somewhat painfully).
Of course breakdowns were reduced, but active.
I had ambition to fly into XXI century, but instead, almost got bankrupt due to very high both airport maintenance and aircraft running costs.
Airport costs were high to prevent lazy players starting with airports only.
It failed because small "dirt" airports have still relative low maintenance costs, hence modern big one eat all revenues and more.
Today I have different system (only large airplanes starting from 196x) and cargodist offer benefits for those with existing large networks even if fixed costs are high, but it will be discussed later.