# simuconf.tab
#
# Low-Level values and constants
#
# This file can be found in many places:
#
# simutrans/config/simuconf.tab
# ~/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.)
#


#############################  passenger stuff  ############################

# town growth multiplier factors (electricity is not used at the moment)
# A higher factor value means faster growth
mail_multiplier = 20
goods_multiplier = 20
electricity_multiplier = 0
#passenger_multiplier = 40

# Town growth is size dependent. There are three different sizes (<1000, 1000-10000, >10000)
# The idea is that area increases by square, but growth is linear.
growthfactor_villages = 400
growthfactor_cities = 200
growthfactor_capitals = 100

# Passenger generation (default is 16)
# Smaller value means less passengers.
passenger_factor=16

# amount of passengers that travel from/to factories or attractions
# the remaining percentage goes to other cities
factory_worker_percentage = 33
tourist_percentage = 16

# A factory will be added as worker's destination to a town, if it 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
seperate_halt_capacities = 0

# three modes (default = 0)
# 0: distance since last stop
# 1: the payment is only relative to the distance to next interchange,
# 2: to the trips destination
pay_for_total_distance = 0

# things to overcrowded destinations won't load if active (default off)
avoid_overcrowding = 0

# do not create goods/passenger/mail when the only route is over an overcrowded stop
no_routing_over_overcrowded = 0


##############################  road settings  #################################

# Drive on the left side of the road?
drive_left = 0

# Max. length of initial intercity road connections.
# If you want to speed up map creation, lower this value.
# If you want more initial intercity roads, raise this value.
# note: this will slow down map creation dramatically!
#
intercity_road_length = 6000

# Type of intercity roads - must be available as PAK file.
# Intercityroad with timeline: intercity_road[number]=name,intro-year,retire-year
# .. number = 0..9 - up to ten different intercity_roads possible
# .. name = name of an existing pak file
intercity_road[0] = road_070,1910,1965
intercity_road[1] = road_090,1965,2999
intercity_road[2] = road_055,1700,1910
intercity_road[3] = road_030,0,1700

# Type of city roads - must be available as PAK file.
# Cityroad with timeline: city_road[number]=name,intro-year,retire-year
# .. number = 0..9 - up to ten different city_roads possible
# .. name = name of an existing pak file
city_road[0] = road_040,0,1950
city_road[1] = road_050,1940,2999

# way builder internal weights (straight track is 4)
# a higher weight make it more unlikely
# make the curves negative, and the waybuilder will build 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_leave_road = 25


###################################  rivers  ##################################

# The highest number is the smallest. A river with max_speed==0 is not navigavable by ships.

river_type[0] = river_00
river_type[1] = river_01
river_type[2] = river_02
river_type[3] = river_03
river_type[4] = river_04

river_min_length = 8
#river_max_length = 256


################################  forest stuff #################################

#  Please be careful in changing these, lots of time has been spent finding optimals.
#  These values have impact on amount of spawned trees -> memory consumption.

# Number of trees on square; 2 - minimal usable, 3 good, 4 very nice looking
max_no_of_trees_on_square = 3

# Base forest size - minimal size of forest - map independent.
forest_base_size = 36

# Map size divisor - the smaller it is, the larger individual forests are.
forest_map_size_divisor = 38

# Forest count divisor - the smaller it is, the more forests are generated.
forest_count_divisor = 16

# Determines how densely are sparse trees going to be planted (works inversely).
forest_inverse_spare_tree_density = 400

# Climates entirely covered by trees.
# 1:water, 2:desert, 4:tropic, 8:mediterran, 16:temperate, 32:tundra, 64:rocky, 128:arctic
# Zero (default) means no climate with at least one tree per tile.
tree_climates = 4

# Climates with no trees at all
# (desert and arctic at the moment)
no_tree_climates = 130


###################################  gameplay  #################################

# in beginner mode, all goods' revenues are multiplied by a factor (default 1500=1.5)
beginner_price_factor = 1500

# Aize of catchment area of a station
# Default 2, older game size was 3
station_coverage = 2

# 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
#
# T. Kubes: I would say 8 for now, but this definitely should be difficulty
# dependent setting.
#
max_transfers = 7


################################  industry stuff  ###############################

# When a city reaches 2^n * (this number) then a new factory chain is spawned.
industry_increase_every = 5000

# How big is the chance for cross-connections in percent (new in 99.10).
# 100% will give nearly the same results as crossconnect_factories=1
crossconnect_factories_percentage = 20

# Smallest distance between two adjacent factories.
factory_spacing = 20

# How much is the total electric power available (in relation to total production) in parts per thousand
electric_promille = 330

# With this switch on (default), overcrowded factories will not recieve goods any more.
just_in_time = 1


#################################  money stuff  ################################

# 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]=1930,50000000,1
starting_money[1]=2030,150000000,1

# Allow buying obsolete vehicles (=1) in depot.
allow_buying_obsolete_vehicles = 1

# Vehicles can lose a part of their value, when they are once used.
# The loss is given in 1/1000th, i.e 300 means the remaining value will be 70%.
used_vehicle_reduction = 150

# Maintenance costs of buildings
maintenance_building = 1800

# first stops: the actual cost is (cost*level*width*height)
cost_multiply_dock = 750
cost_multiply_station = 600
# stop is cheap but on other hand max level is 4
cost_multiply_roadstop = 400
cost_multiply_airterminal = 1000
# used for all extra buildings
cost_multiply_post = 500
#cost_multiply_headquarter=10000

# cost for depots
cost_depot_air = 12500
cost_depot_rail = 8500
cost_depot_road = 7000
cost_depot_ship = 9000

# other way related stuff
cost_signal = 500
cost_tunnel = 11000
cost_third_rail = 80

# other construction/destruction stuff
cost_buy_land = 125
cost_alter_land = 1250
cost_set_slope = 1500
#cost_found_city=5000000
cost_multiply_found_industry = 500000
cost_remove_tree = 40
cost_multiply_remove_haus = 1000
#cost_multiply_remove_field=5000
cost_transformer=2500
cost_maintain_transformer=100


#################################  time settings  ##############################

# Starting year of the game.
# Setting it below 1930 is not recommended!
# You will have problems with missing vehicles, do not complain if you do so!
# Setting it above 2040 will render game bit boring - no new vehicles.
starting_year = 1930

# Starting month of the game for people who want to start in summer (default 1=January)
starting_month = 1

# Global time multiplier (will be saved with new games).
# 2^bits_per_month = duration of a game month in microseconds real time.
# Default is 18. For example, 21 will make the month 2^3=8 times longer in real time.
# Production and maintainance cost will be adjusted accordingly.
#
# pak128 uses only 2 times longer months... should be way enough for normal games.
#
bits_per_month = 19


################################  display stuff  ###############################

# How long is a diagonal (512: faktor 2=1024/512, old way, 724: sqrt(2)=1024/724
# THIS WILL BE ONLY USED, WHEN THIS FILE IS IN THE pakxyz/config!
diagonal_multiplier = 724

# There are some other grounds (like rocky, lakes etc. ), which could be added
# to the map - show random objects to break uniformity (every n suited tiles).
# (default 10)
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 are available);
# costs some time for the additional redraw (~1-3%).
water_animation_ms = 250

# How many citycars will be generated.
citycar_level = 5

# After how many game months a citycar disappears ...
# default is ten years 10*12=120
default_citycar_life = 120

