The danger is we come up with a game which is realistic and sensible but not playable because its too boring, or far too complicated without any sense of cohesion.
NOTE: The author of this list does not necessarily believe in all of these ideas, but believes that they are (realistically) possible and might be attractive to a particular audience.
1.2 Basic Agreements
Time in seconds
Should there be two categories
a. Time in seconds - for reference to "real" times
b. Time in days - for reference to "game" times
1.3 Configuration
The Game is configured via a set of spreadsheets.
This section should be updated to reflect the decision made at the meeting of 15/6/06, namely that we will now be using Lua to define the game configurations.
1.4 Folder Structure
TE-conf-industry-entities
I don't really understand what this is supposed to be.
If some directories only will contain one file, perhaps it can just be included in its parent directory.
1.5 Scale
[Example: My home city of Perth, Australia has 1.5 million people in 5,386 km^2 (73kmx73km if it were square). ]
I think we need to play with the idea of scale to reflect game scaling and model scaling. For example we know in real life there are trains with almost hundred carriages, and in TT this would almost reach the next town.
I dont think we should go with a perfect scaled model, we need to keep the "gameness" about it.
The whole, "well lets just have bigger maps" is good in theory, but in practise we should have competition for resources/industries, and we need to remember the bigger the map, the more the memory it eats up and we need to make sure our servers can handle x frames per second updates.
1.6 Sets, groups, random choice
Groups
Form lists based on the same cargo. Hence when you look at the list of all Coal hoppers you wont then need to refit. It will already be done when purchasing.
2.1 Size
<rant>
65536x65536x1 short = 4.3 GIG!
Please think realistically people, this is 256 times the length of one TT map, SQUARED!
If we implement this then we are not programming properly.
Besides, it would take aaaaaages to create a random map.
</rant>
2.4 Rivers
What does it mean that ships can travel in rivers if maximum slope is 0,1%? (What about locks?)
Also some large ships should not be allowed to go into "shallow" rivers.
2.5 Terrain Types
Are we going to go as far as to say that river-front land in cities are worth much much more than in the middle of a desert say?
Chapter 3
If its deleted, then delete it

And reorder it in the process.
4.1 to 4.4
<no_offence>This whole sections needs to be *properly* thought out.</no_offence>
Not just from the set creators point of view (static data) but the programmers point of view (static and dynamic data).
I suggest using TTD + Patch as a basis and then adding onto that (the Wiki of set-creating is a good place to start).
4.5 Cargo Class - Raw materials
In RT2 they have "catalyst" materials such as fertilizer which, when added to a farm (a primary industry) produces more grain, should we go for something like this?
4.11 Route Planning
We need a forum on this and a decision on the best way forward. The three options are a good basis for moving forward with discussion.
5.1-5.5 Industries...
Again, this section falls under the same category as 4.1 to 4.4.
However the descriptions in this category are more specific.
5.4 Industries...
Should industries represent a higher order economic model? Should we go for, higher production -> more jobs -> more town growth in a direct sense (ie factory has profits of 1.1 million) or abstract sense
(ie factory outputted 500 cars -> high level of growth).
Local "invisible" transport competitors. Cut our profits, ensure industry might not go bankrupt which otherwise might lead to massive job losses.
This factors into economic booms on a national (invisible) level but has local effects too.
This could perhaps be in the "fluctuating" economy type-model.
5.6 Seaports
Massive seaports in big cities could be of major importance for economy, ie exporting iron ore to China and getting back cheap steel

5.8 Local Authorities
Local - but what about State and Federal? Can over-rule Local decisions with lobbying, or good cause.
Example State govt wants goods connection from A to B but A doesn't like you but has no choice. (revenge

This also removes the moral debate of bribes (if any exists?!?) while keeping a back-door open away from building billions of trees.
6.3 Track - Grades
2m - 4% -> 2m in 50m
6.4 Tracks - Switches
Disasters: Sabotage -> Derailment?
6.5 Tracks - Curves
Disasters: Speed limits, stupid drivers -> Derailment?
6.6 Tracks - Signals
Different eras have different signals, thus we cant expect the early 1900's to have sophisticated control mechanisms for high traffic lines. I'm not just talking about sempohores but the ability to communicate with the next switch house, or traffic signal. (We don't need specific definition but perhaps an abstract model such as signal lag)
6.8 Stations - General
Stations can have signals in them, thus one double length platform can support two trains.
Stations can have designated platforms, which can be separated by signals.
Trains can have lines (names, numbers, letters, colours) these can be assigned platforms at stations.
This also goes for the discussion relating to vehicular scheduling.
6.9 Stations - Platforms
Platforms for industry cannot be used for passengers and vice-versa.
6.10 Stations - Movement
We need to ensure that *MU's do not enter a depot with passegers!
7.4 Roads - Intersections
Trafic signals
Possbile car-truck or truck-truck crashes
11.1 Reliability
Need a mathematical formula for interpolation.
What does 2% chance of a breakdown mean?
2% per year, per day, per frame?
New model max reliability should have mathematical formula too.
11.2 Life Span
The reliability can be linked to how many of that kind you have. For example, if you have many of one type of train then you will have many engineers who know how to service that model properly hence it will be more reliable than an old train which no one knows what to do with.
Naturally you cant flog a dead horse...
11.3 Wrecks
Grade crossing can be separated into City and Country. City has boom gates or whatnot, country may
only have signage (depending on state rules and regulations + costs).
RV's with full loads in a crash are more damaging. eg oil truck crash with train transporting
explosives -> big boom!

12.1 Stock Market
Depending on the financial accuracy of the game the stock market could consist of industrial/commercial companies you supply to (is this conflict of interest or insider trading).
Again this is a higher order modelling, something which people may or may not be interested in.
12.5 Fares
We need to ensure diagonal to diagonal fast train services are avoided (i.e. transporting top value goods the furthest distance). ie Industry favours cheaper services.
12.8 Ratings - city
Loyalty bonuses, such as first company to connect city A to B.
General comments:
With some games you can spend most of your time doing boring things like updating old stuff.
Proposal
- Do nothing
Gradually lose profits
- Do minimal
Keep profit levels constant, but dip with competition etc.
- Continue expanding
Profit goes up but it gets harder
- Replan, renetwork, "smart" play
The goal!
Flame away...