Tony, I've already talked to the FIRS developers about possibly using some of their graphics, but my TaI industries will be much more like PBI; fewer industries with limited custom cargos, and evil stockpiling/resource limits.

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Ah, I see. A bit like the TTRSv3 and the ECS, right? If the FIRS and the TaI will be compatible with one another, as in no duplicate (heavy-)industries, that would be quite awesome.PikkaBird wrote:Tony, I've already talked to the FIRS developers about possibly using some of their graphics, but my TaI industries will be much more like PBI; fewer industries with limited custom cargos, and evil stockpiling/resource limits.On the other hand, TaI's industries will be in a seperate grf, so there will be nothing to prevent people using the TaI towns with FIRS industries if that's more to their taste.
I'm happy to hear that you're going for simplicity over loads of cargoes. One of the things I don't like about ECS is the large amount of cargoes that can be transported everywhere. I quite like the original industries and PBI for their KISS-ness and the fact that you always know what you're doingPikkaBird wrote:my TaI industries will be much more like PBI; fewer industries with limited custom cargos, and evil stockpiling/resource limits.
Isn't milk also produced at cattle farms, most cows in farm in the Netherlands serve 2 purposes: giving milk during their life time and when they're old enough they will go to the slaughterhouse to produce meat.ostlandr wrote:Are you thinking of splitting the farms and factories up? Instead of one generic farm, have grain farms (demand fertilizer, produce grain) cattle farms (demand grain, produce cattle) and dairy farms (demand grain, produce milk.)
Instead of one generic factory, have a tool & die (demands steel, produces goods), a furniture factory (demands lumber, produces goods) and a toy factory (demands plastic, produces goods.)
XeryusTC wrote: Isn't milk also produced at cattle farms, most cows in farm in the Netherlands serve 2 purposes: giving milk during their life time and when they're old enough they will go to the slaughterhouse to produce meat.
IMO having different industries that are all alike but a bit different adds to much complexity and confusion, I like it when industries are simple and understandable for everyone.
Yay! I was getting some doubts about the industries. I've never been such a huge fan of stockpiling. Perhaps they'll work out great, it could lead to some interesting options for complex networks. What kind of industries will be in towns? Will there be different industries in different time periods, like in FIRS?PikkaBird wrote: On the other hand, TaI's industries will be in a seperate grf, so there will be nothing to prevent people using the TaI towns with FIRS industries if that's more to their taste.
Complex networks indeed. One of the big advantages of putting industries in towns is it will give players more opportunites to share tracks between passenger and freight trains.el koeno wrote:Perhaps they'll work out great, it could lead to some interesting options for complex networks. What kind of industries will be in towns? Will there be different industries in different time periods, like in FIRS?
And which of those cities do you think is in the desert?Also, why aren't there large cities in desert? Cities like Lima, Guayaquil and Mexico City are quite large you know.
Ah, that's excellent. I've always loved the tropical climate for the small crappy little towns you can bring food, diamonds and water to. Watching them grow from 80 people to a staggering 1800...PikkaBird wrote: And which of those cities do you think is in the desert?By desert I mean desert, I don't mean the entire tropic climate.
Good grief. I knew you've drawn too much houses to fit into the OpenGFX, but this much?Zephyris wrote:... houses ...
Well, the buildings are fairly mixed in, you'd be unlikely to get a station that covered exclusively residential (except in towns with no industrial, of course) or exclusively industrial. The industrial and commercial buildings produce a lot more mail than the residential buildings, so it's more an adjustment of what passenger/mail ratio the different types of town will produce, rather than significantly affecting where in a town you should place your stations for optimum effect. If that makes sense?3pr wrote:I hope that is clear, it is just that the way this would play out in my head is that I would draw profit from transporting from the suburbs to suburbs, rather than from the suburbs into industrial and commercial areas in a combination of distance and metropolitan transport. Not sure if that example is any clearer either!
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