|
Component | Target | Points (min) | Points (max) | Percentage |
---|---|---|---|---|
Number of company-owned vehicles that turned profit last year | >=120 | 0 points for 0 vehicles | 100 points for at least 120 vehicles | 0 to 10% |
Number of recently-served station parts that the company owns | >=80 | 0 points for 0 parts | 100 points for at least 80 parts | 0 to 10% |
Lowest profit of vehicles at least two years old | >=£10,000 | 0 points for loss or £0 | 100 points for at least £10,000 | 0 to 10% |
Lowest quarterly revenue earned in the past 3 years | >=£50k | 0 points for £0 | 50 points for at least £50k | 0 to 5% |
Highest quarterly revenue earned in the past 3 years | >=£100k | 0 points for £0 | 100 points for at least £100k | 0 to 10% |
Units of cargo delivered in the past year | >=40,000 | 0 points for 0 units | 400 points for at least 40,000 units | 0 to 40% |
Number of types of cargo delivered in the past quarter | >=8 | 0 points for 0 cargo-types | 50 points for at least 8 cargo-types | 0 to 5% |
Current cash in bank | >=£10m | 0 points for £0 | 50 points for at least £10m | 0 to 5% |
Current loan from bank | £0 | 0 points for >£250k | 50 points for £0 | 0 to 5% |
Totals | 0 points | 1000 points | 0 to 100% |
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Factor | Condition | Rating points | Rating % |
---|---|---|---|
Max speed of last vehicle to load cargo (to a max of 255 km/h) Divide speed by 2 if it was a road vehicle. | Above 85 km/h (52 mph) | (Speed (km/h) - 85) / 4 | 0% to 17% |
Age in years of last vehicle to load cargo | 2 | 10 | 4% |
1 | 20 | 8% | |
0 | 33 | 13% | |
Days since last cargo pickup Multiply days in 'Condition' column by 4 if last vehicle was a ship. (Note: If a vehicle was ready to pick up a cargo but there was no cargo, or if it was full, it is still regarded as a cargo pickup. This may be a bug.) | 30 to 52.5 | 25 | 10% |
15 to 30 | 50 | 20% | |
7.5 to 15 | 95 | 37% | |
less than 7.5 | 130 | 51% | |
Units of cargo waiting at station Note: if cargo has been transferred to other stations, then the game MAY consider the maximum cargo waiting at any of those stations as the waiting cargo for the source station: TruncateCargo().This is triggered when the game truncates cargo (waiting_changed = true), which occurs when any of the stations meet the following conditions:
| More than 1500 | -90 | -35% |
1001 to 1500 | -35 | -14% | |
601 to 1000 | 0 | 0% | |
301 to 600 | 10 | 4% | |
101 to 300 | 30 | 12% | |
less than 100 | 40 | 16% | |
Statue in town of station | Built | 26 | 10% |
Event | Condition | Rating point change | Rating % change |
Small advertising campaign bought | Station within 10 tiles of town center | +64 | +25pp |
Medium advertising campaign bought | Station within 15 tiles of town center | +112 | +44pp |
Large advertising campaign bought | Station within 20 tiles of town center | +160 | +63pp |
Road vehicle crashed | Station within 22 tiles of crash | -160 | -63pp |
Train crashed | Station within 30 tiles of crash | -160 | -63pp |
Town bribe failed | Station within town influence | -255 | -100pp |
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the Difficulty option City council attitude towards area restructuring. ** For default buildings. NewGRFs can set this number from 0 to >1000, which effectively makes the building unremovable. |
Raw Material Industry | Produced Cargo | Initial production range |
---|---|---|
Coal Mine | Coal | 56 to 176 |
Forest | Wood | 48 to 152 |
Oil Rig | Oil | 56 to 176 |
Farm | Grain and Livestock | 40 to 112 |
Copper Ore Mine | Copper Ore | 56 to 112 |
Oil Wells | Oil | 48 to 152 |
Iron Ore Mine | Iron Ore | 40 to 112 |
Bank (temperate) | Valuables | 24 to 64 |
Gold Mine | Gold | 24 to 80 |
Diamond Mine | Diamonds | 24 to 80 |
Fruit Plantation | Fruit | 40 to 112 |
Rubber Plantation | Rubber | 40 to 112 |
Water Supply | Water | 48 to 152 |
Farm | Maize | 40 to 128 |
Lumber Mill | Wood | 180 or 225 (if trees available) |
Candyfloss Forest | Cotton Candy | 48 to 152 |
Battery Farm | Batteries | 40 to 128 |
Cola Wells | Cola | 48 to 136 |
Plastic Fountains | Plastic | 56 to 160 |
Bubble Generator | Bubbles | 48 to 152 |
Toffee Quarry | Toffee | 40 to 112 |
Sugar Mine | Sugar | 40 to 128 |
CT_SUGAR, 11
, so the production starts at 11. Apply the formula from DoCreateNewIndustry() in industry_cmd.cpp: multiply the production by a random integer from 128 to 383, then divide by 256, rounding down. So 11 becomes 5 to 16. Finally, multiply it by 8 to get 40 to 128.)only_decrease
industry to decrease (currently only Temperate terrain Oil Wells) oronly_decrease
) changes production.only_decrease
industry (currently only Temperate terrain Oil Wells) 0% chance of increase, 100% chance of decrease.only_decrease
industry: 0% chance to increase and 4.5% chance to decreaseonly_decrease
flag set (currently Temperate Oil Wells), there is only a 4.5% chance of decrease:only_decrease
industry.Cargo | Units | Early Delivery Time (days) | Late Delivery Time (days) | Initial cargo payment (pounds) |
---|---|---|---|---|
Passengers | Immediate | 24 | £39 | |
Valuables | Bags | 1 | 32 | £91 |
Livestock | Items | 4 | 18 | £53 |
Grain | Tons | 4 | 40 | £58 |
Goods | Crates | 5 | 28 | £75 |
Coal | Tons | 7 | None | £72 |
Steel | Tons | 7 | None | £69 |
Iron Ore | Tons | 9 | None | £62 |
Wood | Tons | 15 | None | £61 |
Oil | Kiloliters | 25 | None | £54 |
Bags | 20 | 90 | £55 | |
Arctic specific | ||||
Wheat | Tons | 4 | 40 | £58 |
Paper | Tons | 7 | 60 | £66 |
Gold | Bags | 10 | 40 | £71 |
Food | Tons | Immediate | 30 | £69 |
Tropical specific | ||||
Rubber | Kiloliters | 2 | 20 | £54 |
Fruit | Tons | Immediate | 15 | £51 |
Maize | Tons | 4 | 40 | £53 |
Tropical Wood | Tons | 15 | None | £97 |
Copper Ore | Tons | 12 | None | £59 |
Water | Kiloliters | 20 | 80 | £57 |
Diamonds | Bags | 10 | None | £71 |
Toyland specific | ||||
Sugar | Tons | 20 | None | £54 |
Toys | 25 | None | £68 | |
Batteries | 2 | 30 | £53 | |
Sweets | Tons | 8 | 40 | £75 |
Toffee | Tons | 14 | 60 | £58 |
Cola | Kiloliters | 5 | 75 | £59 |
Candyfloss | Tons | 10 | 25 | £61 |
Bubbles | 20 | 80 | £62 | |
Plastic | Kiloliters | 30 | None | £54 |
Fizzy Drinks | 30 | 50 | £76 |
|
|
min(192,max(1,floor(2048/max_speed)))
, meaning faster trains are built more aerodynamically), the combined weight of any train parts (engines or wagons) currently on an up-slope, the combined weight of any train parts (engines or wagons) currently on a down-slope, the slope steepness (game setting [1-10], default 3), and the current speed of the train in km/h, the acceleration of a non-maglev train can be calculated as follows:rolling_friction
(i.e. the speed stays below 512 km/h), and ignoring the flooring of force
and air_drag
to an integer value]: