goglagain.blogg.se

Openttd signals on bridges
Openttd signals on bridges











(If you use these, you can go with a shorter start distance as well). If you've got a particularly mountainous map. First, for the temperate climate (from best to worst):įor the tropical and arctic climates, the list goes: Trains that are not listed are worse than trains that are available earlier in the game. "What trains are good starting trains to pick?", you may ask. Temperate 1860 very flat UKRS Two trains (coal) Early steam is slow & cheapĬandyland 1950 flat default Two trains (sugar) Ploddyphuts are slowĪrctic 1970 alpine default One train (coal) Mountainous terrain Tropical 1950 hilly default One train (oil) 'Willis' has low power Tropical 1965, flat default Two trains (oil) Good powerful diesel available Temperate >1980 flat default Two trains (coal) SH'125' is amazing Maptype, year, elevation, trains Mode Reason/Tip When construction is expensive and there simply isn't enough money to go around the quicker return time and less wasted money of a two train start won't make up for the loss in distance the 'one train start' will win out. More powerful trains have a lower optimal distance: they get to cruising speed quicker.Cheaper stuff obviously means you have more money to build.Slower trains have a lower optimal distance, meaning more distance isn't as valuable.Flatter maps tend to feature cheaper construction and more diagonal line segments.Typically on easier flatter maps with cheaper, slower, more powerful trains the 'two train start' is more optimal.

openttd signals on bridges

Which variant is more optimal depends a lot on the characteristics of your game setup. The 'two train' start has an inherent advantage: when the train arrives on the other side of the loop, new coal is already waiting for it without needing an extra buffering setup. The 'one train start', where you start out with a single train, and the 'two train start' where you start out with two trains.

openttd signals on bridges

(Side note: on Tropical maps this would be Oil.) I haven't played candyland very often, but going by production the prerequisites for candy seem like good picks, as it's the more common stuff. We pick coal, as it is the most profitable cargo. 2x2 coal mines, spaced as far apart as affordable (150-200 tiles seems accurate enough for a low max loan game with default construction costs), with power plants as close as possible to the two sets of coal mines. Typically the ideal distance is something like 400 tiles for typical settings (1x costs, 3x train weight multiplier, 7-tile train maximum), which typically is more than you can afford anyway. The further apart your stations, the better, up to a point. Experiment, and see how far apart your starting line can be. As there are many variables, the only real judge is some experience. The further you go, the better the start, but go even £1 over, and you're bankrupt. In order to gain the best ROI, it's important to get a 'feeling' of how far you can push things. In fact, starting out with two trains is a pretty strong setup, but very hard to execute. Since you're saying 'two trains' this likely is an early-game, possibly your starting line.

  • More, smaller bursts of cash lead to quicker compounding interest than few, massive bursts of cash (fill your line with trains first before making it longer).
  • Locomotives are the bulk of your cost.
  • Faster, more powerful trains are better.
  • openttd signals on bridges

    There's some pointers to making lots of money early game that are usually true: Here, ROI is key, especially at the beginning of the game, when you can still build faster than you can spend your money. If other railtype GRFs are loaded, it may be that there are not enough railtype slots available.I'm going to contribute another answer here, from my experience in competitive openTTD citybuilding and 'goal server' games. NewGRF-local IDs may freely be chosen, but must be in the 0.63 range.













    Openttd signals on bridges