Talk:Town
From OpenTTD
[edit] Town Growth
Is town growth governed by anything else than UpdateTownGrowRate at town_cmd.cpp:2107,I interpret the function wrong or is this article total lie when it comes to town growth? --Vikthor 13:08, 6 November 2007 (CET)
- Although I may have overlooked aspects, the only town growth factors that I have discovered in the code, are the presence of up to 5 stations having regular service, and whether new buildings have been funded.
- I also did an experiment, and it seems that creating roads myself results in faster growth.
- A factor inhibiting town growth in a specific direction, seems to be the presence of 'barriers', like stations and railroads...
- 82.168.171.106 12:23, 15 February 2008 (CET)
[edit] Maximum Town Size
Is there any limit to the town's population? --195.14.223.97 23:02, 14 November 2007 (CET) AFAIK there are no limits set on purpose. The only limit would result from technical side, as the integer may overflow. If town population is a probably 32 bit unsigned integer, then the limit is 4,294,967,295 --MeusH 20:18, 18 November 2007 (CET)
- I'm playing OpenTTD with a friend (co-op), and we targeted at 'building' a city as huge as possible. However, it has stayed at ~26k population now for the last ten years, with buildings beeing build and demolished. Should we build more bus stations? Or has the city reached it's limits? --195.14.204.106 18:47, 27 November 2007 (CET)
- I've let my game run 24/7 for the last few days. It's 2431 and the largest town is 46k. Not rising too much past this though. Thanks to whoever posted the point that enabling magic bulldozer will allow a town to get rid of an industry... I was wondering where the hell my steel mill went! --69.119.0.53 18:50, 11 January 2008 (CET)
- The apparent limitation is a side-effect of the growth algorithm. Basically, when growing a city, the code does a more or less random walk through the city until it finds a suitable site for building a road or house block. The larger the city, the longer the walk. If the walk encounters a dead end, it stops, and nothing is built.
- Using the default town layout (i.e. growth algorithm), there will be many dead ends, so the chances that it will find a suitable building site become smaller as the town grows. Starting with version 0.6.0, and with 'Remove absurd road-elements during the road construction' enabled, funding a road reconstruction program should remove dead ends. Also starting with version 0.6.0, a patch exists to improve the road layout of towns. New alternatives besides 'default' are: 'no more roads', 'better roads', '2x2 grid' and '3x3 grid'. The grids cause the highest growth rates, while at the same time resulting (IMHO) in rather uniform and dull towns. 'No more roads' disables road building during town growth.
- Rogier 14:44, 17 February 2008 (CET)

