CORRECTIONS: - Actually spamming "fund new buildings" can be beneficial (1:41). The 2x boost doesn't compound, but buying it resets the next growth event to be in 2 days, so if you spam it every 2 days you're basically paying big $$$ to set town growth to "grows every 2 days." This is called "powerfunding." - Some city-builder/other gamescripts may actually use the vanilla growth rate mechanics, so the first half of this video could still apply. And some could bypass the town road random walk algorithm (in a roundabout way), so actually the second half may not always apply. (maybe another video analysing game scripts ;p) Thanks to /u/citymaniac for these corrections: www.reddit.com/r/openttd/comments/enjtr9//fe3h1bj/ CityMania client which shows a bunch of useful information about the town building algorithm: citymania.org/downloads
Neat, I didn't know towns could grow so huge. I wish there was more to do in this game. My experience was I set up a couple train lines in 20mins and became rich and that was the end of the game for me.
Thats me too, you can make the game harder by changing running costs and inflation / recession, but honestly after a good few stations. its game over. Ive never been able to build these super city style games, with 5-6-7 stations side by side shipping passengers everywhere!
Try turning on cargo distribution for passengers and mail. This way every station you connect to your network will add to the difficulty of maintaining it, since passengers will want to go from one town to another, and you'll want to keep ratings high. It's a game about setting your own goals in a way really, you can also limit yourself to only some industries etc. It's not a traditional "here's the goal, go do it" kind of thing.
Me: builds peacefully Admiral AI company started! Admiral AI: builds a hella lot of airports Me: buys exclusive transport rights from the city they originated from Admiral AI: not stonks
I tend to build my railway networks on raised tracks. In towns/cities I'll purposely build roads system that go under with tunnels and under track bridges to prevent crossings. Looks really aesthetically pleasing on the map too.
Actually if you use one way roads the town can't build roads off the roads you built and when you make a 90 degree turn I tend to lower the land so it's turning on a slope so it can't make an intersection or you can build rail but that prevents it from building houses there but both prevent the city from building roads. Helpful when playing on a server like the reddit server that allows towns to build roads.
also forgot to add that the towns don't build on sloops that go up diagonally so if a town is building on the side of the hill make sure there isn't three different heights between the four points of a tile otherwise it won't build a house on the slope.
When you say that road layout is important for town growth, do you mean that for the most efficient town growth, you will want to have, on average, as few junctions as possible? Which of the following road layouts is best for town growth? A. An "H" shape with one main road crossing the town center with many side roads coming off the main road B. A spiral road layout where the origin is at the town center C. A single road with no junctions in a space-filling layout (that comes through the town center) D. A grid of roads (like the built-in 2x2 or 3x3 grid layout)
TLDR: I would rank those (B) best, (A) or (C) middle, and (D) worst. But I want to do more research/testing In addition to minimize dead ends, I also think minimizing loops is also beneficial. Both because the random walk won't go in circles and also because any loop could be broken up to make more room for houses. (So grids (D) are not optimal) So spirals and pinwheel layouts (B) should be ideal. Space-filling curves (C) and spanning tree layouts should also be good. Another thing to consider is the distance to the town center. The size of buildings is only determined by the distance to the town center, so a ideal road layout would prioritize building closer to the center over building far away. So spirals naturally do this (start in the middle and slowly go outwards), but space filling curves might not, so they may be slightly less optimal because of that. Same with H (A) layout which I think would probably make oblong cities (but needs more testing).
This was interesting - I've recently taken up ottd again, and was looking at Master Hellish's series for a refresher. He built a circular overground railway (with 4 little platforms) around a town on one playthrough. Would this count towards the station count, or is it purely road depots/stops? Cheers for this, and the Logic Gate vids you did - Awesome!
can you make a video/write a short explanation on how best to design feeder routes? i’m always confused on whether to have looping bus routes that hit the whole city, or just individual lines from each station to the transfer point.
Delivering goods seems to make the city to grown faster also. But the game should have a limit on options like the AI village is village to prevent huge city controlling the entire map out of nowhere
Are you absolutely, positively sure that multiple “Fund new buildings” does nothing? I would be inclined to agree with you except that when I *do* spam the button I seem to see new buildings pop up immediately. Doesn’t increase the growth rate, as you said. Could just be coincidence! Edit: Just saw your previous comment haha.
can somebody please explain to me why when I used a spiral pattern, added 5 stations to a town, 20 buses and it started at roughly 200 people but in like 80 years of letting it sit trying to grow it it only reached like 5,000 people. Keep in mind though this was a set scenario and I manually placed the town in that then played the senariao
Is delivering goods somehow affect city growth? For example, I had two cities (without bus stations). The first one was supplied by goods and grew every 72 days, and the second one (not supplied) grew every 100 days.
I'm curious about one of the mechanics here: I tend not to build station buildings on the city tile nowadays because one of the results I found about the matter said it could prevent the city from growing: what is the logic behind this happening? I'm also mildly doubtful about this being the case as I remember a playthrough where I built a station directly on the city tile and it grew normally, but it might also have been growing before I expanded the station over it.
I believe the city cannot grow if you block the 3x3 area centered on the city tile, but I haven't checked this. This comes from the trying to build random walk, it needs to find a place to start or else the city can't grow.
How about goods/passangers/mail delivered into the city? I remember it was efficient way to grow most of the cites in TTD back in the days when i was playing it (OpenTTD may work somehow different thou).
how can I turn on and off the texture of houses and buildings? because I downloaded the game a week ago and when I entered my previous game there was nothing, house texture, and I don't know where to set this. Thank you in advance for your answer
im running into an issue when playing OpenTTD im on version 1.10.3 and it doesnt allow me to do the "Fund New Building" and with the placing bus stations around the town doesnt have any effect on the growth, is it bugged or is there a new way to grow the town?
So let's say you're making a simple station with 2 platforms, one for each way, do I want to go into advanced settings and limit station size to 7x1 and place 2 individual stations next to each other?
I apologize ladies and gentlemen, can anyone tell me what function the author is using at the moment: 0:34 This is extremely important to me for gameplay and ease of use, but I can't find any information about this feature
Do you mean making the transparency options? If so, pressing X will toggle everything's visibilty. Use Ctrl X to open the transparency menu for individual control and to lock certain categories (I for example lock signs and stations to be permanently visible)
That is the "North American City Set," available in the OpenTTDCoop GRF Pack: wiki.openttdcoop.org/GRF#Download (and "North American Building Set" on BaNaNaS)
I dont have the option to disable the roads that are built, is there any way I can stop this growth because some of it is getting too insane. I also do not want to cut off goods.
At 1:15? I put some one way roads so the buses can't escape. Buses without orders will just randomly turn at each intersection, so eventually they will enter the loop. Once there, they will continue to drive around randomly but will stop at whatever bus stops they hit.
Question: where can i find to turn off town building roads. i cannot find under build road filter . it doesnt show anything about town automatically building roads.
Question: where can i find to turn off town building roads. i cannot find under build road filter . it doesnt show anything about town automatically building roads.