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simuconf.tab
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simuconf.tab
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# simuconf.tab
#
# Low level settings
#
# Adapted for Simutrans-Experimental by James E. Petts
# June 2009. Released under the Artistic Licence.
# Further adapted by Nathanael Nerode December 2011, under Artistic Licence
#
# Lines starting with '#' or any non_character letter will be ignored.
# To actually set a value, remove the leading '#'.
#
# This file can be found in many places:
#
# simutrans/config/simuconf.tab (this one)
# ~/simutrans/simuconf.tab (in the user directory, if singleuser_install == 0 or not present, first only pak-file path will be read)
# simutrans/pakfilefolder/config/simuconf.tab
# ~/simutrans/simuconf.tab (read a second time, s.a.)
#
# Any values set in this file will be over-written by any values set in the simuconf.tab files
# for individual paksets. Any values set here that are not set in the simuconf.tab files for
# individual paksets will be used.
################################ Settings meta-options #############################
#
# Normally, a huge number of settings are saved in the save game. This is intended
# to allow a player to continue playing the "same style of game" as before.
#
# However, this is often highly undesirable.
#
# Sometimes we want to load an old saved game with new settings in the program directory.
# (For instance, if the defaults have changed in a new version.)
# To do this, set progdir_overrides_savegame_settings to 1 (or any number but 0).
#
# Frequently we want to load an old saved game with an updated pakset and get the new pakset rules.
# To do this, set pak_overides_savegame_settings to 1 (or any number but 0).
#
# Very frequently we want to load an old saved game with custom local rules.
# To do this, wet userdir_overrides_pak_settings ot 1 (or any number but 0).
#
# (Neither of these have any effect if you are a client, rather than a server, in a network game.)
# (Also, there is no way to override certain settings which are not loaded from simuconf.tab.)
#
# Please note that pak_overrides_savegame_settings (but not the other options)
# will also cause electricity.tab, privatecar.tab, speedbonus.tab, and cityrules.tab to be
# reread, and to override any versions in the saved game. Due to historical anomalies in the
# codebase, if these are present in the "user" directory that version will be read instead of the
# pak version. (These should not be in the user directory.)
progdir_overrides_savegame_settings = 0
pak_overrides_savegame_settings = 0
userdir_overrides_savegame_settings = 0
################################# Pakset settings ##################################
#
# This simuconf.tab will be read first => we set meaningful defaults here.
#
# load/save the files in the users or the program directory directory? (default: 0 = user directory)
# ATTENTION!
# will be only used if this file is located in the program directory at config/simuconf.tab!
#singleuser_install = 0
# Automatic loading of paksets. If a path to a pakset is specified below, that pakset
# will be loaded by default when the game starts. If no pakset is specified, the user
# will be presented with a menu of all available paksets.
# ATTENTION:
# This will be only used if this file is located in the program directory at config/simuconf.tab
# and will be overwritten by the settings from simutrans/simuconf.tab in the user directory
#
#pak_file_path = pak128.Britain-Ex/
#pak_file_path = pak.64-experimental/
#pak_file_path = pak/
#pak_file_path = pak.german/
#pak_file_path = pak128/
#pak_file_path = pak96.comic/
#pak_file_path = pak.64.ho-scale/
#pak_file_path = pak.192.comic/
#pak_file_path = pakHajo/
#pak_file_path = pak.japan/
#
################################## Program settings ####################################
# maximum number of position tested during a way search
# 100000 should be ok even for large maps with ships
# 10000 is ok for everything else (consumes 16*x Bytes main memory, no further harm)
max_route_steps = 1000000
# Size of the catchment area of a station/stop in tiles.
# This is for city buildings (mail and passengers) only.
# (In older versions, this was used for both city buildings and factories)
#
# Default: 2
station_coverage = 6
# Size of the catchment area of a station/stop in tiles.
# This is for factories only.
# Default: 3
station_coverage_factories = 3
# Max number of steps in goods pathfinding
# This should be equal or greater than the biggest group
# of interconnected stations in your game.
#
# If you set it too low, some goods might not find a route
# if the route is too complex. If you set it too high, the
# search will take a lot of CPU power, particularly if searches
# often fail because there is no route.
#
# Depending on your CPU power, you might want to limit the search
# depth.
#
# 300 seems to be a good compromise for most games. 100 is ok for
# small games. 8000 should suffice for even the largest maps, but
# will take a good amount of CPU time if you have complex transport
# networks. Max. allowed value is 9994.
#
# prissi: On a 512x512 map with more than 150000 people daily, the saturation
# value for "no route" was higher, around 8000. Using 300 instead almost doubled
# the value of "no route"
#
max_hops = 2000
# Passengers and goods will change vehicles at most "max_transfer"
# times to reach their destination.
#
# It seems that in good networks, the number of transfers is below
# 5. I think 6 is a good compromise that allows complex networks but
# cuts off the more extreme cases
#
# You can set this lower to save a little bit of CPU time, but at some
# point this means you'll get less passengers to transport
#
# This value is less critical than "max_hops" from above.
#
# T. Kubes: I would say 8 for now, but this definitely should be difficulty
# dependent setting.
#
# Note: in Simutrans-Experimental, the number of max_transfers is no longer
# a hard limit on transfers, but affects routing depth. Use lower settings if
# performance is too slow; use higher settings if passengers or goods are not
# finding routes where they ought to be.
#
max_transfers = 9
# way builder internal weights (defaults)
# a higher weight make it more unlikely
# make the curves negative, and the waybuilder will built strange tracks ...
#
way_straight=1
way_curve=2
way_double_curve=6
way_90_curve=15
way_slope=10
way_tunnel=8
way_max_bridge_len=15
way_leaving_road=25
# This setting determines whether passengers can reach their journies by walking
# between stops en route. If this setting is false, passengers will walk from their
# origin to the start station/stop and from the destination station/stop to their
# destination, but will not walk between intermediate stops, even if the distance
# between the intermediate stops is the same as or less than the distance between
# their origin and the starting stop. If this setting is set to true then passengers
# will walk between intermediate stops as well as from their origin to the first stop
# on their journey. However, with the setting enabled, there is no means of preventing
# passengers from walking between two or more consecutive stops (for techincal reasons
# relating to the need to have a simplified routing system to make the game run at an
# acceptable speed), or from walking as the first or last stage in their journey, such
# that their overall walking distance is higher than would be permissible for walking
# from their origin to the first stop on their journey. This setting might also have
# the incidental effects of allowing a stop to take passengers from an area not covered
# by that stop's coverage radius, but covered by the radius of another stop (possibly
# owned by a rival player) in the nearby vicinity, and of passengers walking instead
# of using player transport in some cases.
# 0 = false; 1 = true. Default: false.
allow_routing_on_foot = 0
# This setting determines how often that goods/passengers have their paths refreshed.
# The number is in steps. The default, 8192, is equivalent to about 2 hours of in-game
# time at 250m/tile, or 1 hour at 125m/tile.
reroute_check_interval_steps = 8192
################################ General gameplay settings ##############################
# These settings are also pakset dependent
# meters_per_tile represents the length of each tile in meters.
# The default is 250.
#
# This setting is used for calculating journey times, revenues, maintenance costs, comfort and
# catering values.
#
# Note that, in versions of Simutrans-Experimental before 10.0, the setting "distance_per_tile"
# was used instead. That setting was calculated in tens of meters. If "distance_per_tile" is
# specified in simuconf.tab, it will be converted to meters_per_tile by the game.
meters_per_tile = 250
# Town growth multiplier factors.
# A higher factor mean faster growth.
# These are percentage figures.
passenger_multiplier = 40
goods_multiplier = 24
# NOTE: These two settings are used in Simutrans-Standard, but not Simutrans-Experimental.
# In Simutrans-Experimental, the electricity multiplier is set from electricity.tab, and
# the mail multiplier is set as the remaining percentage after passengers, goods and electricity
# have been taken into account.
# mail_multiplier = 20
# electricity_multiplier = 0
# The rate at which towns grow depends on their size. There are three different size categories:
# "Villages", "Cities" and "Capitals". The following settings define the thresholds (in numbers
# of population) above which towns become "Cities" and "Capitals". Anything smaller than
# city_threshold_size is a "Village".
city_threshold_size = 1000
capital_threshold_size = 10000
# These values represent the rate at which towns grow. The raw growth number is *divided*
# by the growth factors; ergo, the lower the number, the higher the growth. Longer games
# should have less growth, whereas shorter games do better with more growth.
growthfactor_villages = 400
growthfactor_cities = 200
growthfactor_capitals = 100
# These values are used in the city generation algorithm to determine the maximum size of cities.
# max_city_size is the maximum size, in citizens, of any city at the point of generation.
# max_small_city_size is the size, in citizens, of any city other than a "big city" at the point of generation.
# TIP: Set a lower number for these values the earlier that the game is started.
max_city_size = 16000
max_small_city_size = 3000
# Passenger generation (the default is 16): smaller values means fewer passengers.
# NOTE: This will need to be adjusted depending on the meters_per_tile setting.
# 16 is calibrated to be correct for 125m/tile. This should be doubled for every
# halving of the meters per tile setting, and halved for every doubling thereof.
passenger_factor = 16
# amount of passengers that travel from/to factories or attractions
# the remaining percentage is intercity and intracity travel
factory_worker_percentage = 15
tourist_percentage = 7
# Note that locality_factor from simutrans-standard is not present in experimental
# A factory will be added as worker's destination to a town, if it has either
# is within factory_worker_radius
# or has less than factory_worker_minimum_towns next cities added
# and has not more than factory_worker_maximum_towns added
# The default settings connect to maximum four cities with 77 tiles radius; or at least to the closest one
# Setting factory_worker_maximum_towns to zero will not connect factories to towns
factory_worker_radius = 77
factory_worker_minimum_towns = 1
factory_worker_maximum_towns = 4
# if enabled (default = 0 off) stops may have different capacities for passengers, mail, and freight
# If this setting is set to 1, halts will have different capacities for each type of goods.
seperate_halt_capacities = 1
# If "avoid_overcrowding" is enabled (avoid_overcrowding = 1), then passengers or goods
# unloading at an overcrowded stop that is not their destination (i.e., a transfer stop)
# will be discarded, and will not pay for their journey so far. Passengers will be added
# to the "unhappy passengers" graph, which will have an effect on revenue.
avoid_overcrowding = 0
# This is the number of passengers routed at once,
# to save CPU resources. Decreasing this number will
# make the game run more slowly. Default = 7.
passenger_routing_packet_size = 7
# This setting determines the relationship between the number of private car trips
# generated and (1) the congestion recorded in the cities; and (2) the number of
# private car graphics that appear in the game. This is intended to simulate
# vehicle occupancy rates. The higher the occupancy rate, the fewer cars that
# there will be (and therefore the less congestion that there will be) for
# any given number of people making trips by car.
#
# The correct setting for the UK is 11: different countries might have higher or
# lower occupancy rates.
#
# Range: 0 - 16.
# Setting - Occupants per car
# 0 - [No cars]
# 1 - 200
# 2 - 100
# 3 - 50
# 4 - 40
# 5 - 20
# 6 - 10
# 7 - 5
# 8 - 4
# 9 - 3
# 10 - 2
# 11 - 1.6 * UK average
# 12 - 1.5
# 13 - 1.3
# 14 - 1.2
# 15 - 1.1
# 16 - 1.0
# After how many month a citycar breaks (and will be forever gone) ...
# default is ten years
default_citycar_life = 250
# If enabled (deafault = 0, off), the default tool will try to calculate straight ways (like OpenTTD)
straight_way_without_control = 0
# These settings determine how players pay for running on the ways of other players.
#
# toll_runningcost_percentage apportions the specified percentage of the convoy's
# running cost to the player on whose way the convoy is being run.
#
# toll_waycost_percentage apportions the specified percentage of the way tile's
# monthly maintenance cost (and, for electrically powered convoys, also the specified
# percentage of way objects' monthly maintenance cost) from the convoy for every
# tile of the other player's way over which it passes.
#
# toll_revenue_percentage apportions the specified percentage of the convoy's
# revenue according to the proportion of the journey that the convoy has undertaken
# on the specified player's way. For example, if way_toll_revenue_percentage is set
# to 50, and the convoy travels half its journey over another player's way, that
# other player will receive 25% of the total revenue for that journey.
toll_runningcost_percentage = 0
toll_waycost_percentage = 0
toll_revenue_percentage = 33
# These settings determine how players pay for landing/docking in the ports
# of other players.
#
# airport_toll_revenue_percentage is the percentage of the revenue of
# a trip by aircraft charged to a player landing at another player's
# airport.
#
# seaport_toll_revenue_percentage is the precentage of the revenue
# of a trip by sea charged to a player docking at another player's
# sea port.
airport_toll_revenue_percentage = 20
seaport_toll_revenue_percentage = 15
# If this is set to 1, players will not be charged to use roads owned by the public
# service player. This does not affect other sorts of ways.
# Default: 0
toll_free_public_roads = 1
# If a player has allowed access to its roads to the public player, private
# cars may use those roads. They will pay a toll to do so for every tile.
# This is the amount (in simucents: 100 = 1 simucredit; 1 = 1 simucent)
# that the player who owns the road will receive.
#
# NOTE: This value will not be saved with the saved game until the
# major version is incremented to 11. In a network game, this value
# will default to 1.
private_car_toll_per_km = 1
# If this is set to 1, any road built in a town will be adopted
# by that town (set to unowned), meaning that the building player
# will not have to maintain it, but does not have exclusive use
# of the way, and cannot prevent other players from upgrading/
# downgrading/removing it. Setting it to 0 will disable this
# feature.
#
# NOTE: This value will not be saved with the saved game until the
# major version is incremented to 11. In a network game, this value
# will default to 1.
towns_adopt_player_roads = 1
# If this is set to 1, any player may transfer any way tile or stop to the ownership
# of the public player. If this is set to 0, only the public player may transfer
# stops and way tiles to public ownership.
# Default: 1 (which replicates the behaviour in Standard)
allow_making_public = 0
# This is the maximum level of building that can be constructed or upgraded
# beneath an elevated way, or over which an elevated way can be built.
# 0 = no limit.
max_elevated_way_building_level = 2
# This setting determines whether aircraft can land and take off
# at airports without control towers. 1 = yes; 0 = no.
# Set to 1 for paksets that do not have control towers defined
# as such.
allow_airports_without_control_towers = 1
#################################### Passenger settings ##################################
#
# Here, Experimental uses an entirely different trip generation system
# from Standard.
# The program will generate three groups of passengers: (1) local;
# (2) midrange; and (3) long distance. The program will look for a town within
# the specified distance ranges for each class of passenger. If it cannot
# find such a town within a certain number of tries, it will pick a random town.
# The ranges *may* overlap. These values are in kilometres.
local_passengers_min_distance = 0
local_passengers_max_distance = 16
midrange_passengers_min_distance = 16
midrange_passengers_max_distance = 80
longdistance_passengers_min_distance = 55
longdistance_passengers_max_distance = 16384
# The following are percentage chances. They represent the chances that
# any passengers generated will try to find a town within each of the three
# ranges, respectively.
#
# 84% of journeys are 10 miles (16km) or under
# 14% of journeys are 10 - 50 miles (16-80km)
# 2% of journeys are >50 miles (80km)
# See: http://www.sustrans.org.uk/assets/files/connect2/guidelines%2016.pdf
# Allow for some overlap, however, between midrange and long distance.
passenger_routing_local_chance = 84
passenger_routing_midrange_chance = 12
# (Longdistance by inference = 4)
# passenger_routing_longdistance_chance is 100 minus the sum of the two above values,
# but not stipulated individually.
# Some passengers who are not able to find a route will be content
# to go to an alternative destination. Set the maximum number here.
# (Note: whether any given passenger is content to go to an alternative
# destination, and, if so, the number, will be random. For each
# possible number of alternative destinations, the chances will be even.
# For example, if the number is set at 2, there will be an equal chance
# of passengers having 0, 1 or 2 alternative destinations).
#
# Max: 7
max_alternative_destinations = 4
# Passengers have a maximum tolerance level for how long that they will
# spend travelling. The further that the passengers want to go, the more
# time that they will be prepared to spend travelling. The number is
# expressed in minutes. For each packet of passengers, the number of
# minutes travelling time (including waiting time) that they are prepared
# to tolerate is randomised between the minimum and maximum amount using a
# normal distribution, meaning that the numbers are more likely to be in
# the middle of the range than at either end. The local, mid-range and
# long-distance passenger groups correspond to those above.
min_local_tolerance = 2
max_local_tolerance = 75
min_midrange_tolerance = 5
max_midrange_tolerance = 240
min_longdistance_tolerance = 30
max_longdistance_tolerance = 4320
# The following setting determines the walking speed of passengers in km/h.
# See: http://en.wikipedia.org/wiki/Walking , which suggests that this should
# be 5km/h. This is used in routing calculations for walking to/from stops and
# in walking between stops.
walking_speed = 5
#################################### Revenue settings ##################################
#
# Settings for calibrating the revenue system
#
# These settings calibrate the way in which revenue is calculated in the game. Changing
# them might make the game easier or harder, or, if they are changed in odd ways, make it
# behave eratically. Make sure to know what you are doing before changing these values.
# These settings calibrate the speed bonus. Note that, with Simutrans-Experimental, unlike
# Simutrans-Standard, the speed bonus is based on the convoy or line's *average* speed, not
# the convoy's maximum speed.
#
# All distances in these settings are measured in kilometres and calibrated using the
# meters_per_tile setting.
#
# min_bonus_max_distance is the distance below which the speed bonus (or penalty) does not
# apply. Below this distance, goods pay the same no matter what the average speed.
#
# median_bonus_distance is the distance at which 100% of the speed bonus/penalty applies.
# At anything between min_bonus_max_distance and median_bonus_distance, a scaled proportion
# of the speed bonus applies. For example, if the min_bonus_max_distance was 10, and the
# median_bonus_distance was 110, then, for a journey of 50 tiles, 50% of the speed bonus or
# penalty would apply. median_bonus_distance is optional: if it is not specified, or set to
# 0, it will be calculated as the mid point between min_bonus_max_distance and
# max_bonus_min_distance.
#
# max_bonus_min_distance is the distance above which the rate of the speed bonus increases
# no further. In other words, the rate of the speed bonus (or penalty) keeps increasing with
# the distance, until it reaches the max_bonus_min_distance, after which it remains steady.
#
# max_bonus_multiplier_percent is the percentage of the speed bonus that applies at or above
# the distance specified in max_bonus_min_distance. So, if the speed bonus rating was 10%, the
# distance exceeded the max_bonus_min_distance value, and the max_bonus_multiplier_percent was
# set to 200, the speed bonus rating would effectively be 20% for that journey.
# Between the median_bonus_distance and the max_bonus_min_distance, a scaled proportion applies.
# So, if, for example, the median_bonus_distance was 100, the max_bonus_min_distance was 1,100
# the actual distance 500, and the max_bonus_multiplier_percent 200, the speed bonus rating
# would be increased by half of the multiplier, or 150%.
min_bonus_max_distance = 4
median_bonus_distance = 100
max_bonus_min_distance = 300
max_bonus_multiplier_percent = 300
# These next settings affect the interaction between comfort and revenue in Simutrans. Comfort only
# affects passenger traffic, for obvious reasons. Passengers have a certain level of comfort that
# they will tolerate for certain distances. All comfort ratings are in the range of between 0 and
# 255. At the tolerable level, the revnue is unaffected. At above the tolerable level, a luxury
# bonus is applied. At below the tolerable level, a discomfort penalty is applied. The values can
# be set to anything, but, to reflect real life, it is suggested that the discomfort penalty is
# significantly higher than the luxury bonus.
#
# tolerable_comfort_short is the tolerable comfort rating of a vehicle (0 - 255) for a journey of no
# more than tolerable_comfort_short_minutes.
#
# tolerable_comfort_median_short is the tolerable comfort rating of a vehicle for a journey of no more
# than tolerable_comfort_median_short minutes.
#
# tolerable_comfort_median_median is the tolerable comfort rating of a vehicle for a journey of no more
# than tolerable_comfort_median_median minutes.
#
# tolerable_comfort_median_long is the tolerable comfort rating of a vehicle for a journey of no more
# than tolerable_comfort_median_long minutes.
#
# tolerable_comfort_long is the tolerable comfort rating of a vehicle for a journey of at least
# tolerable_comfort_long minutes.
#
# For any journeys of a time between any of the values, a scaled proportion is taken.
#
# Note that (versions 7.2 onwards), the impact of comfort on revenue decreases with journey time.
# It is at its maximum level down to tolerable_comfort_median_long_minutes, after which it gradually
# reduces to 20% of its maximum at tolerable_comfort_short_minutes, and does not decrease further
# thereafter.
tolerable_comfort_short_minutes=2
tolerable_comfort_short=15
tolerable_comfort_median_short_minutes=30
tolerable_comfort_median_short=60
#Two hours
tolerable_comfort_median_median_minutes=120
tolerable_comfort_median_median=100
#Five hours
tolerable_comfort_median_long_minutes=300
tolerable_comfort_median_long=160
#12 hours
tolerable_comfort_long_minutes=720
tolerable_comfort_long=220
# max_luxury_bonus_differential is the maximum number of comfort rating points above the tolerable level
# that affects the luxury bonus. Anything beyond that, and further added luxury makes no difference to the
# revenue.
#
# max_luxury_bonus_percent is the percentage increase in revenue from the maximum level of luxury specified in
# max_luxury_bonus_differential. So, if the tolerable comfort level for any given travelling time was 100, the
# max_luxury_bonus_differential 50, and the max_luxury_bonus_percent 50, then the revenue would increase up to
# 50% beyond the normal revenue for additional comfort up to 150, but would not increase further with any increase
# in comfort beyond 150.
max_luxury_bonus_differential=55
max_luxury_bonus_percent=45
# The discomfort penalty works in exactly the same way as the comfort bonus. max_discomfort_penalty_percent is the
# percentage decrease in revenue from the maximum level of discomfort specified in max_discomfort_penalty_differential.
max_discomfort_penalty_differential=200
max_discomfort_penalty_percent=95
# These settings control the revenue that can be earned from catering and travelling post offices. Note that catering
# vehicles on a convoy also increase the comfort by a small amount, which has an indirect effect on the revenue. These
# settings do not affect that: these settings affect the revenue earned from the catering itself: i.e., by selling food
# and drink.
#
# catering_min_minutes is the shortest journey time that will provide any catering revenue. Anything below that, and
# passengers will not bother to buy any food or drink at all.
#
# catering_level1_minutes is the journey time at which any convoy with a catering level of 1 or higher will earn, per
# passenger, the number of Simu-cents (1/100th of a Simucredit) specified in catering_level1_max_revenue.
#
# The same applies for each subsequent catering level: in other words, higher catering levels only earn more than lower
# catering levels on journeys of at least the catering_levelX_minutes (where X is the catering level in question).
#
# Between each level, the a scaled proportion is applied. So, for example, if catering_min_minutes is 100,
# catering_level1_minutes is 200, and the actual journey time is 150 minutes, then, any convoy with a catering level
# of at least 1 will earn 50% of the amount specified in catering_level1_max_revenue per passenger.
catering_min_minutes=60
catering_level1_minutes=90
catering_level1_max_revenue=150
catering_level2_minutes=120
catering_level2_max_revenue=250
catering_level3_minutes=150
catering_level3_max_revenue=350
catering_level4_minutes=240
catering_level4_max_revenue=400
catering_level5_minutes=300
catering_level5_max_revenue=475
# Travelling post office revenue is simpler than catering revenue. For every journey that mail makes in a convoy containing
# a travelling post office vehicle (that is, a mail carrying vehicle with a catering level above zero) where the journey time
# exceeds that specified in tpo_min_minutes, the trip will earn the amount specified in tpo_revenue, multiplied by the number
# of mail bags carried, in addition to the ordinary revenue.
tpo_min_minutes=120
tpo_revenue=300
# These settings relate to private car use. See /config/privatecar.tab for
# the configuration of private car ownership for different years.
#
# "Always prefer car percent" is the percentage of drivers who prefer to use their
# car even if walking or taking public transport is faster. The default is 10%
#
# "Congestion density factor" determines the way in which congestion is calculated.
# If this number is 0, a very simple system is used for calculating congestion.
#
# If this number is > 0, but < 32, this figure represents the factor by which the
# population density (in citizens per tile) is divided to get a factor multiplied
# by the number of cars per tile per month to get the congestion figure.
#
# If this number is > 32, a system based on data from the TomTom Congestion Index
# (http://www.tomtom.com/lib/doc/congestionindex/2013-0322-TomTom-CongestionIndex-2012-Annual-EUR-mi.pdf)
# is used: the number of private car trips per hour is divided by the length of all
# roads in the city in kilometres then multiplied by the congestion density factor
# to get a percentage figure. When this figure is calculated for all British cities
# in the TomTom Congestion Index in 2012, the average is 141 (1.41).
always_prefer_car_percent = 10
congestion_density_factor = 141
# This setting gives the maximum time that passengers are prepared to wait for their
# transport. The setting is divided by speed bonus value to get the number of minutes.
# In pak128.Britain and pak128, the default speed bonus value for passengers is 18. So,
# at the default wait time of 2,700, the maximum time that passengers are prepared to
# wait is 2,700 / 18 = 150 minutes, or two and a half hours.
#
# The same applies for other sorts of goods: for example, the speed bonus value for
# mail is 15. So, with a passenger_max_wait of 2700, mail would wait for 180
# minutes before being discarded.
#
# This is also subject to a maximum of thrice the estimated journey time for the
# whole journey, except where thrice the estimated journty time is less than 1/12th
# of this value.
passenger_max_wait = 19440
# This is the maximum interval between which routes already calculated will be declared
# stale, and require recalculation next time that they are called. The connexions from
# the stations are staggered so that, at the default value of 2, the station connexions
# will recalculate every one month, and the routes every other two months. The lower the
# number, the more up to date that routes will be, but the slower that the game will be.
# It is recommended to set this at either 2 or 4.
# This is the minimum time in minutes that passengers or goods may wait at an airport.
# This simulates the need for check-in, security checks, etc., that makes travelling by
# air a slower process at the boarding stage than transport by other means such as road
# or rail. Setting this to 0 will make air transport behave like any other transport.
min_wait_airport = 30
max_rerouting_interval_months = 2
# Simutrans-Experimental 8.0 introduced a new system of growing cities, which preserved
# density more accurately. However, this can adversely affect performance. Select
# quick_city_growth = 1 to use the old, faster system. Note, however, that the old system
# will result in cities with too high a proportion of high density buildings on map
# generation.
quick_city_growth = 0
# Simutrans-Experimental 8.0 introduced a new feature whereby private car traffic first
# checks to see whether its destination is reachable by road before registering a trip
# (and thus competing with player's transport). On slow systems, this might reduce
# performance. Disable it by setting: assume_everywhere_connected_by_road = 1.
# assume_everywhere_connected_by_road = 0 is the default.
assume_everywhere_connected_by_road = 0
# This setting determines the extent to which cities should be built far away from
# other cities when the map is first generated. The higher the number, the further
# away from each other that the cities are built. This is introduced in Simutrans-Experimental
# 9.0. It replaces Simutrans-Standard's setting of "minimum_city_distance".
city_isolation_factor = 32
################################## Industry settings #################################
#
# These are also pakset dependent
# The following is disabled in experimental, which has a new system
# when a city reaches 2^n times of this number
# then a factory is extended, or a new factory chain is spawned
#industry_increase_every = 2000
# The preceding is disabled in experimental
# Minimum distance between factories (in tiles)
# Note that this applies as between *any* pair of factories, not just factories
# that are connected to each other.
min_factory_spacing = 2
# Maximum distance for connected factories
# If percentage>0, it will be in percent of the largest map dimension
# percentage also over-rides the absolute value (which is in tiles)
max_factory_spacing_percentage = 25
#max_factory_spacing = 40
# allow all possible supplier to connect to your factories?
# This will also affect savegames!
# best to leave it in default position (0). (only on for simuTTD)
crossconnect_factories = 0
# how big is the chance for crossconnections in percent
# (100% will give nearly the same results as crossconnect_factories=1)
crossconnect_factories_percentage = 33
# True if substations ("transformers") are allowed to be built underground (default)
allow_underground_transformers = 1
# How much is the total electric power available (in relation to total production)
# in parts per thousand. 1000 = 100% and default for Simutrans-Experimental.
electric_promille = 1000
# with this switch on (default), overcrowded factories will not recieve goods any more
just_in_time = 1
# number of periods for averaging the amount of arrived pax/mail at factories for boost calculation
# one period represents a fixed interval of 2^18 ms in-game time
# value can range from 1 to 16, inclusive; 1 means no averaging; default is 4
factory_arrival_periods = 4
# whether factory's pax/mail demands are enforced or not; default is on
factory_enforce_demand = 1
# Some factories have a retirement date, after which they are obsolete. After
# that date, factories may close down (random chance each month). After the number
# of years stipulated below, factories have a 100% chance of closing down. The
# chance increases the closer to this value that factories get.
max_years_obsolete = 30
# How much amount in transport is sent before further distribution stops
# This is only enabled when "just_in_time" is enabled
# The limit is given in percent of factory storage (0=off)
# It should be not too low to allow big convoys fully loaded at more than one
# factory (for medium sized maps 500 seems a reasonable number)
maximum_intransit_percentage = 0
################################# Display settings ################################
# player color can be fixed for several players or set totally random
# in the latter case each player will get unique but random coloring
# (default 0)
random_player_colors = 0
# when set here, the player will always get these player colors, even
# if random colors were enabled.
# color values range from 0 to 27 for first and second player color
# and there are 0...15 player in the game
player_color[1] = 1,4
# Do you want to have random pedestrians in town? Look nice but needs some
# CPU time to process them. (1=on, 0=off)
# Impact on frame time: ~10% (16 cities on a new standard map)
random_pedestrians = 1
# Do you want to have random pedestrians after pax are reaching this
# destination? May generate quite a lot. (1=on, 0=off)
stop_pedestrians = 1
# there are some other grounds (like rocky, lakes etc. )
# which could be added to the map (default 10)
# show random objects to break uniformity (every n suited tiles)
random_grounds_probability = 10
# show random moving animals (n = every n suited tiles, default 1000)
random_wildlife_probability = 1000
# animate the water each interval (if images available)
# costs some time for the additional redraw (~1-3%)
water_animation_ms = 250
# Show info windows for private cars and pedestrians?
# (1=on, 0=off)
pedes_and_car_info = 1
# Show infos on trees?
# (1=on, 0=off)
tree_info = 1
# Show infos also on bare ground?
# (1=on, 0=off)
ground_info = 1
# Show passenger level of townhalls?
# (1=on, 0=off)
townhall_info = 0
# always open only a single info window for the ground,
# even if there are more objects on this tile
#only_single_info = 1
# show a tooltip on convois at several conditions
# 0 no messages
# 1 (default) only no_route and stuck
# loading and waiting at signals too
#show_vehicle_states = 1
# show (default) tiles with a halt when editing a schedule
#visualize_schedule = 1
# Should stations get numbered names? (1=yes, 0=no)
numbered_stations = 0
# Show name signs and statistic?
# 0 = don't show anything
# 1 = station names
# 2 = statistics
# 3 = names and statistics
# The visual style is added to this number:
# 0 = black name in color box
# 4 = name in player color with outline
# 8 = box left of name in yellow outline
show_names = 7
# Color of cursor overlay, which is blended over marked ground tiles
# The available colors and their numbers can be found on
# http://simutrans-germany.com/wiki/wiki/tiki-index.php?page=en_FactoryDef#mapcolor
# Suggested values (155 is the default)
# -- pak64, pak.german, pak128
#cursor_overlay_color = 155
# -- pak128.japan
#cursor_overlay_color = 149
# Color of background default: COL_GREY2 (210)
#background_color = 210
# display (screen/window) width
# also see readme.txt, -screensize option
#display_width = 704
# display (screen/window) height
# also see readme.txt, -screensize option
#display_height = 560
# show full screen
#fullscreen = 0
# maximum size of tool bars (0 = no limit)
# if more tools than allowed by height,
# next and prev arrows for scrolling appears
toolbar_max_width = 0
toolbar_max_height = 0
# if 1, print the company name in front of a message
add_player_name_to_message = 1
##################################w Window settings ##################################
#
##################################window stuff##################################
# show the windows close etc. buttons on the right (like windows 98)
#window_buttons_right = 0
# there are three different ways to indicate an active window
# first: draw a frame with titlebar color around active window
#window_frame_active = 0
# second: draw the title with a different brighness (0: dark ... 6: bright)
front_window_bar_color = 1
bottom_window_bar_color = 3
# third (best together with 2nd):use different text color for bar
# some colors are 215-white, 240-blck 208-214- all shades of gray
front_window_text_color = 215
bottom_window_text_color = 209
# when moving, you can use windows to snap onto each other seamlessly
# if you do not like it, set the catch radius to zero
window_snap_distance = 8
# show tooltips (default 1=show)
show_tooltips = 1
# tooltip background color (+-1 arounf this index is used), taken from playercolor table
tooltip_background_color = 4
# tooltip text color (240=black, 215=white)
tooltip_text_color = 240
# delay before showing tooltip in ms (default 500ms)
tooltip_delay = 500
# duration in ms during tooltip is visible (default 5000ms=5s)
tooltip_duration = 5000
################################## Finance settings #################################
#
# These values are usually set in the pak files
# You can adjust all the cost in the game, that are not inside some pak file
#
# Use beginner mode for new maps
first_beginner = 0
# In beginner mode, all revenues are multiplied by a factor (default 1500=1.5)
beginner_price_factor = 1500
# Show graphs left to right (normal graph format)
# or right to left (old Simutrans format)?
left_to_right_graphs = 1
# Starting money of the player. Given in Credit cents (1/100 Cr)
#starting_money = 30000000
# New system of year dependent starting money. Up to ten triplets are
# possible. The entries are of the form:
# startingmoney[i]=year,money(in 1/10 credits),interpolate (1) or step(0)
# starting_money[0]=1930,20000000,1
# starting_money[1]=2030,35000000,1
# if a convoi runs on a way that belongs to another player, toll may
# be charged. The number given is the percentage of the running cost
# of the convoi or the way cost (include electrification if needed).
# (default 0)
toll_runningcost_percentage = 0
toll_waycost_percentage = 0
# Costs: these should be set in paks, not here
# Maintenance costs of buildings
#maintenance_building = 2000
# first stops: the actual cost is (cost*level*width*height)
#cost_multiply_dock=500
#cost_multiply_station=600
#cost_multiply_roadstop=400
#cost_multiply_airterminal=3000
#cost_multiply_post=300
#cost_multiply_headquarter=1000
# cost for depots
#cost_depot_air=5000
#cost_depot_rail=1000
#cost_depot_road=1300
#cost_depot_ship=2500
# other way related stuff
#cost_signal=500
#cost_tunnel=10000
#cost_third_rail=80
# other construction/destruction stuff
#cost_buy_land=100
#cost_alter_land=1000
#cost_set_slope=2500
#cost_found_city=5000000
#cost_multiply_found_industry=20000
#cost_remove_tree=100
#cost_multiply_remove_haus=1000
#cost_multiply_remove_field=5000
#cost_transformer=2500
#cost_maintain_transformer=20
# Insolvency and debt settings
#
# These settings allow what happens when the player runs out of money and goes
# into the red to be customised.
#
# "interest_rate_percent" is the annual interest rate (charged monthly) on all
# overdraft debt (i.e., on all negative account balances). It can be between 0
# and 255.
#
# "allow_bankruptcy" determines whether, when the player is deemed to have been
# insolvent for more than a certain period, the player should be declared
# bankrupt and the game over. 0 = no, 1 = yes.
#
# "allow_purchases_when_insolvent" determines whether, if the player's bank
# balance falls below the player's credit limit (shown in the finance window),
# the player will be unable to spend any new money on capital items (excluding
# bulldozing) until the player has come back within the credit limit again.
# 0 = no, 1 = yes.
#
# To revert to the behaviour of Simutrans standard, set interest_rate_percent to
# 0, set allow_bankruptcy to 1, and set allow_purchases_when_insolvent to 1.
interest_rate_percent = 10
allow_bankruptcy = 1
allow_purchases_when_insolvent = 0
# This is a compatibility setting for Simutrans-Standard. Because, in
# Simutrans-Standard, the speed bonus data (in speedbonus.tab) is based on the
# *maximum*, rather than the *average* speed of the vehicles, the speeds in
# speedbonus.tab will be too high. Use this setting to reduce them if playing