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* Renewed City Growth *
* A GameScript for OpenTTD *
- forum topic: http://www.tt-forums.net/viewtopic.php?f=65&t=69827
- last stable version: http://bananas.openttd.org/en/gs/
- public repository: http://dev.openttdcoop.org/projects/gs-rcg
* 1. How the script works
* 2. Settings
* 3. Requirements
* 4. License
* 5. Credits
* 6. Contact
1. How the script works
Renewed City Growth (RCG) is a game script which changes the way towns
grow in OTTD. Various cargo requirements are defined - monthly - for
each town. Towns only grow if those requirements are - partially or
completely - satisfied. RCG supports several industry sets: Baseset
industries, FIRS industries, ECS industries, now also YETI industries
(feedback would be welcome on this one).
The script only defines requirements for towns who are exchanging
passengers (meaning that a delivery of passengers coming from a town
is detected). Unless a town exchange passengers, it is not monitored
and you will not see any cargo requirement. The check is done
monthly. When a town stops exchanging passengers for six month, it
gets out from the list of monitored towns.
If passenger delivery is detected, the script defines some cargo
requirements for the ongoing month. Cargo requirements are not defined
by cargo types but by more general cargo categories, each of them
containing several cargo types. For example, cargo category 1 contains
Passengers and Mail cargo types. To achieve a cargo category
requirement, you can deliver to the town any of the category's cargo
type (for category 1, you can deliver indifferently Passengers or
Mail). If you delivery more cargo than necessary, the surplus is
stockpiled to be consumed next month (towns can stockpile a quantity
of 10 * cargotype requirement). Note that the cargo requirements
originally defined in the Arctic and Tropical climate (food and
water/food) are disabled by the script.
Depending on the used industry set, there are 3 or 5 categories
(though those can be reduced in settings). Here are the basic
*For baseset industries (all climate):*
- Cat 1: Passengers and Mail
- Cat 2: General goods (includes food and goods)
- Cat 3: Industrial materials (includes coal, wood, grain...)
*For FIRS, ECS and YETI:*
- Cat 1: Passengers and mail (includes also ECS Tourists)
- Cat 2: General food (includes: food, alcohol, fruit...)
- Cat 3: General goods (includes: goods, petrol, building material...)
- Cat 4: Raw industrial goods (includes: coal, oil, wood...)
- Cat 5: Transformed industrial goods (includes: chemicals, lumber,
manufacturing supplies, farm supplies...)
Notes about categories:
- In the storybook, you can find a comprehensive list of cargotypes
for each category and some other data.
- For industry sets which uses 5 categories, you can make the
challenge easier by reducing them (merge categories 2 and 3, and/or
categories 4 and 5). See settings below.
Cargo category requirements increase relatively to town population, in
- for each cargo category, requirement increases linearly depending on
town size. The bigger a town is, bigger is the requirement for a given
- each category starts being required only on a defined town
size. Passengers and mail are required whatever the town's size is,
while General food cargos are required only for towns bigger
500. General goods cargos, for towns bigger than 1500.
Hence, little towns only need Cat.1 cargos (Passengers and mail) to
grow, while towns with at least 500 habitants also need - increasingly
- food. When cities grow more, other categories come in play. That
means, that in the end, you can only expect to have a full - and long
term - city growth when developing some local industry, to which
deliver raw and transformed industrial materials. For details about
each industry set watch at cargo.nut.
The informations that the script gives are:
- Under each town name, a text indicates the actual town growth
rate, only for the monitored towns; the number indicates how many
days will you'll have to wait between each town expansion.
- In townboxes, detailed informations about cargo requirements are
given for each category, in the form:
*category: actual goal / last month supply / stockpiled cargo.
Note that the town window only displays informations for cargo
categories which are required in a given town at a given
moment. Thus, in little towns, it is normal to only see an
indication for category 1.
- The StoryBook also gives informations: there you can find a general
description of the categories used in the game, according to your
settings. It also gives you some additional informations, such as
the population limit at which each category becomes necessary for
towns to grow.
Each month, for each town, a new town growth rate is recalculated. Its
level depends on the part of required cargo which have been
supplied. If you deliver all the required cargo, you will have the
maximum growth rate for a town (its maximum growth rate depends on its
size). If you deliver only a part of cargo, growth rate will be
lower. If you only deliver 50% of the requirements, town growth rate
is arbitrarily set to 10000. If you deliver a larger part of
requirements, the town growth rate increases exponentially. Hence, the
town growth rate is at the same time progressive and exponential.
The town growth rate calculated each month for a town is not used as
it: the script uses a moving average of the town growth rates from the
last 8 months. This feature allows to avoid big gaps in town's growth
rate. Changes in towns growth rates are smoothened and progressive.
Finally, note that towns data (goals, supplies, stockpiles, growth
rates...) are saved, so that you can safely reload the game without
losses. But if you save your game while the Gamescript is updating
towndata (which happens at the start of each month), your savegame is
going to include some old data instead of the new one. This isn't a
major problem. But you can avoid this by waiting for saving until the
monthly update is finished (you can check that in the Game script
The script has been tested as much to avoid any bugs. If however you
find any, please report the issue at the following bugtracker, where
you can also make suggestion to improve the script:
Have fun !
- "Which industry set is being used?": this is necessary to determine
what cargotypes are used by the game and build categories.
- "Difficulty level": a general factor for calculating cargo
requirement. The higher it is, the higher are cargo requirements.
- "Merge categories 2 (food) and 3 (goods)": enabling this reduces the
number of cargo categories by merging "General Food" and "General
Goods" categories into only one, thus making the game easier. This
setting only has effect when using industry sets which use 5
categories (essentially FIRS and ECS).
- "Merge categories 4 (raw ind.) and 5 (transf. ind.)": same as
previous setting, for categories 4 and 5.
- "Show growth rate text under town names": disabling this allows to
discard the signs under town names, which show growth rate. On big
games, disabling those signs can significantly reduce gamescript's
- "Debug": allows to define the amount of informations which are
printed in GS' log. Set it to 3 if you want check details about
These settings are for people who want finely tweak the script
behaviour. Most people shouldn't change them and can just change
requirements level with the "Difficulty level" setting described
above. Expert settings should only be changed when having a decent
understanding of their impact. Changing them is harmless though and
they can safely be changed while the game is running:
- "town growth factor": this value changes the maximum town growth
rate of a town. Increasing it will result in *lower* town growth
rate (town growing slower) and decreasing it will result in faster
- "minimum supply percentage for TGR growth": when calculating town
growth rate, the script scales the growth rate to the percentage of
required cargo supplied. But, by default, at least 50% of
requirements needs to be supplied for this to happen and hence, the
town growth rate is only scaled relatively to 50% until 100% of
supply. This setting allows to change that percentage. Also see:
- "TGR growth exponentiality factor": when the script scales the town
growth rate to the percentage of achieved requirement, this relation
is not linear but exponential. By increasing this setting you can
increase exponentiality. To put it simple: the higher is this
number, the more you need to approach a 100% supply to have a decent
growth. Also See: http://dev.openttdcoop.org/projects/gs-rcg/wiki
- "lowest TGR if requirements are not meet": for some reason, when
requirements are not met at all for a town, but this still is under
active monitoring (because exchanging passengers), it is better not
disabling completely town growth but setting it to an extremely low
rate. The default is 10000 (which means that a new house is created
only each 10000 days = 27 years). It can be increased until 30000.
- OpenTTD, v. 1.4.x or newer.
- GS SuperLib, v. 38 (you can find it on BaNaNaS, also accessible
through OTTD's "Online Content").
- Industry sets: you can use Baseset (all climates), FIRS (all
economies), ECS (only tested against all vectors together), YETI
(only tested against v5350). Using RCG with any other unsupported
industry set may result in odd - or unstable - behaviours.
Renewed City Growth is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License as
published by the Free Software Foundation, version 2 of the License
(see file license.txt).
- kormer, whose code was the starting point of this.
- planetmaker, Zuu and krinn, who helped a lot, by helping to set up a
public repository, answering to my numerous questions, spotting out
bugs or suggesting code optimizations ;).
You can either:
- send a PM to keoz, on http://www.tt-forums.net/
- send an email to keikoz at free.fr