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Villages Is Villages game script for OpenTTD
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Villages Is Villages ==================== This is a simple game script to apply population growth limits to towns in order to prevent everything on the map growing to an enormous metropolis that can only be served by express trains. The town growth rules are changed as follows: * Cities are limited in growth solely by the provision of transport service (although limits may be imposed by newGRF sets). * All other towns have a maximum population to which they may grow. The town information window will show the growth potential of a town so you can decide what kind of transport service to provide. You can configure the minimum amounts of mail and passengers to be transported from the town before it can grow. This uses the town statistics on passengers/mail last month compared to their maximum value. If the town can produce a maximum of 100 passengers and you configure 50% as the amount required, then 50 passengers must have been transported in the previous month for the town to grow. If there is a shortfall in the number of passengers or mail required to be transported, it will be shown on the town information display. == Growing Towns == If a town has hit its growth limit and you'd like it to be larger: * "Fund New Buildings" will permanently increase the population limit to 20% above the town's current population for every month where new buildings are being funded and the town is already at its population limit. * Delivering goods or food (plus building materials and alcohol if you are using FIRS) will increase the population limit in proportion to the amount delivered, up to a limit of 20% above the town's current population. By default, building materials have the largest impact, with food and alcohol having the least. Cargo delivery is checked once per 90 days. == Manage Industries == Manage Industries will prevent new industries from opening unless a certain proportion of those already on the map have service. This prevents the situation in long games where the map is completely dominated by industries, without the restrictions of running the whole game in "funding only" mode. There are two settings to tune the industry management behaviour: * The percentage of cargo which must be transported from a producing industry in order for it to be considered "served" * The percentage of industries on the map which must be served before new industries are constructed. Industries which do not produce any output (either non-producing sink industries or dormant factories) are considered served if there is a station within their vicinity. == Economic Settings == Economic settings are designed to increase difficulty for solo games, or level the playing field in multiplayer by providing gameplay elements that are harder for large and profitable companies to overcome. The current settings available are: * Corporation Tax applies a fixed rate of tax to the company's pre-tax profit for the previous year. When playing with this enabled you can expect a large tax bill every January! This significantly reduces the advantage for a player who leaves a profitable company running without continuing to invest in their network. * Infrastructure Cost Modifier increases the amount by which infrastructure costs scale by, where 100 is no change, and 200 is the original cost squared (which is a huge increase, and almost certainly impractical for gameplay). Values in the range 101 to 105 are recommended, where 105 is equal to (original infrastructure cost) ^ 1.05. This setting can be used to increase the challenge of operating a large network, and encourages careful usage of the existing routes over creating new ones. It can also be reduced below 100 for an easier game. * Dividends discourage hoarding large cash surpluses by forcing companies to issue a dividend. (Note: you will currently not receive dividends from companies you own shares in - this may change in future depending on game balance). * Tax and dividend modifiers on population. == Dividends == Dividends work on a principle of avoiding large cash surpluses. When a company has built up enough money to pay for a few years of its expenses it will start to pay its surplus cash in the form of dividends, which will increase for each year the company operates a large cash surplus. There are several configuration values which can be used: * Maximum base cash surplus can be considered a "float" that any company is allowed regardless of its operating expenses. This avoids the mechanic affecting small companies with low costs that are trying to build up money for a construction project. It's a good idea to set this to a reasonable value for building 1-2 new routes, depending on construction and vehicle costs. * Years of costs to reserve is how many years basic expenses (vehicle running costs and infrastructure maintenance) the company should keep in hand before it is considered to have a cash surplus. This is combined with the float to get a total cash amount below which dividends will not be paid. When the company is considered to have a surplus, dividends will be paid. These will be a percentage of the available surplus, which will increase each year the surplus is maintained (and decrease when the company is not running a surplus). This is controlled by three settings: * Initial % is the amount which will be paid the first time a company becomes eligible to pay dividends, and the minimum amount. * Change per year is the amount dividends will increase or decrease by in a year. * Maximum % is the maximum amount of surplus cash a dividend can take. To disable the dividend mechanic, set the maximum % to 0. If the maximum % is equal to or less than the initial %, then the initial value will always be used and dividend amounts will not change. When dividends are enabled a news article will be generated showing the status of each company's dividend every January: whether it is paying one and how much that is. Note that the quoted % is in relation to the total company value and not that of the surplus cash pile, so it will not match the configured percentages (typically being much lower for a large and valuable company). You can set dividend percentages above 100% if desired, to severely punish holding cash surpluses. Use with care as this can bankrupt companies if set to sufficiently high values. == Taxation, Dividends and Population == [Applies when "Economic settings" are set to "on"] Local authorities require income from taxation to provide services and support local businesses. Cities require stock market profits or a successful local company to grow. Villages Is Villages assumes that when you generate a world, it is already self-sufficient with a little room for growth (we're not that evil). However to grow larger it will need to generate taxes from economic activity. As your company and competitors pay larger amounts of corporation tax, the maximum world population at which towns can still grow increases. Beware, though! If tax receipts fall over a long enough period, town growth will stall. You'll see a reminder of this on the town window. To help your towns become bustling metropolises, either make more profit or increase the rate of corporation tax in the script settings. There's also a setting to change the population limit increase per 1,000 tax paid if you want an easier (or harder) time growing towns. Changes in tax receipts don't affect growth instantly; it takes time for local authorities to make their investment plans. This works both ways, so while it takes a while to see the positive results from your record tax bills you can also have a bad year or two without housebuilding coming to a halt. Cities are not affected by this limit - they grow based on dividend income. To start growing cities, you'll need to build your company's cash reserves up to the point you start paying dividends. Bigger dividends mean larger cities, but if they shrink so will the cities. Unlike tax the cities react much faster to changes in dividend income, and it only takes a couple of bad years for the skyscrapers to stop going up. Note that while cities are not affected by the tax-influenced world population limit, their population still counts toward it. If you pay large dividends while minimising your tax bill, vibrant cities will be offset by moribund towns. Finally, the town closest to your HQ will benefit from *immediate* growth when your company pays a large enough dividend. Think of it as a mini-boom from all those employee bonuses being spent locally. While good early on, this can be a hindrance if your erstwhile home village has become a concrete jungle full of overloaded trains and wheezing buses. You may need to block further expansion... or perhaps relocate your HQ to provide an economic stimulus for a neglected backwater? == Large Maps == If you have over 2000 towns on your map, it can take more than a month of game time for growth statistics to be updated - meaning towns may grow when they shouldn't, or be unable to grow when they should be able to. This is most noticeable when first starting or loading a game, as Villages is Villages caches results to improve subsequent runs through the town processing loop. You can reduce the amount of time each town takes to process by setting the required mail and/or passenger percentages to 0 - although the calculation is not expensive, needing to change the town texts to display the shortfalls is. In addition, then setting "Show growth statistics in town window" will provide a useful speed increase, particularly on the first run through towns after a game is started or loaded. Note that industry processing does not take a long time even if there are a huge number of them on the map. == Credits == Code: Timberwolf Translations: SilverSurferZzZ (ES), BolfriPL (PL)
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