Talk:Game mechanics

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Final Standings

Ad this?

Final standings

(This information submitted by Josef Drexler)

This chart shows the performance rating necessary to achieve each title in the High Score table when you reach the year 2050:

Performance Rating 	Title
0 to 319	Businessman
320 to 447	Entrepreneur
448 to 575	Industrialist
576 to 703	Capitalist
704 to 831	Magnate
832 to 959	Mogul
960 to 1000	Tycoon of the Century

This chart shows the performance rating necessary to achieve each title on the in-game Company League Table:

Performance Rating  	 Title 
0 to 127	Engineer
128 to 255	Traffic Manager
256 to 383	Transport Coordinator
384 to 511	Route Supervisor
512 to 639	Director
640 to 767	Chief Executive
768 to 895	Chairman
896 to 959	President
960 to 1000	Tycoon

Copied from: in GOOGLE CACHE only?

--RRuffneck 17:41, 22 March 2006 (CET)

Increasing local authority rating

Is the planting of trees the only way to increase local authority rating, as stated in this article? Or does it slowly regenerate with time when it is under 0? Does transporting goods and growing the city have any effect? I once had a small town in a remote area of the map, downgraded the local authority rating to the smallest possible, and left it alone. It got up to "poor" in a few years, without planting any trees. -- 20:16, 16 December 2006 (CET)

I added how this works. Zojj 12:16, 28 April 2007 (CEST)

Local Authority Ratings

Let me quote from the article:

!Player action!!Required rating!!Effect on rating
|Build a station|| -200 ||



A player has a rating of -300, (Very Poor), 2 active stations and 1 unactive station at a town.

5pts + 2 * 12pts - 15pts = 14pts points gain per month.

500pts / 14pts/mo = 36 months before the town will let him build another station.

The way i see it, it should be 100pts / 14pts/mo ~ 7 months before getting to -200. -- Jokes Free4Me 13:10, 29 June 2007 (CEST)

Thanks for checking my math. I think I did that when the list had +200 for building a station. Zojj 17:05, 29 June 2007 (CEST)


In the local authority ratings, nothing is mentioned of landscaping. Does that have any effect on the ratings? —The preceding unsigned comment was added by (talkcontribs).

Raising / lowering land has no effect on rating, unless it destroys trees in the process. Zojj 07:41, 10 September 2007 (CEST)

Industry production

Each month the game randomly changes some industry productions:


An coal mine has 70% of its output delivered:
Automatic 1.95% chance production will go down ~13% this month.
1.95% + 1.95% * 70% ~ 3.4% chance production will go up ~13% this month.
(1+ 1.4% * 113%) ^ 12 ~ 121%, the coal mine will grow an average of 21% per year.

according to this it would only take about 16 years (on average) to max. out any industry that has 70% of it's production picked up and starts with 100 production : 100 * ( 121% ) ^ 16 ~ 2100

however this is not what i have seen by playing openTTD...

according to what i see the game does not change each industry's production every month. many industry's have a stable output over some month's. however more than one industry per month changes, as when multiple industries change by more than 10%, they trigger multiple newspapers at the same time.

but after looking into the code, in "void IndustryMonthlyLoop(void)" it executes "FOR_ALL_INDUSTRIES(i) {UpdateIndustryStatistics(i);}" which in turn executes "ExtChangeIndustryProduction"... so it appears openTTD does calculate the numbers for each industry each month.

so who can explain that i have to pick up cargo from an industry for about 150+years and can still not max it out????

no matter if i do only 1 or 25 industry and calculate the average industry growth from them. no matter if pick up 99% of the cargo for 150+years.

over periods of 50,100,150years i get only about ~2% growth a year... (so it takes a forest starting with 32 production 50 years to get to 150 production, and 100 to get to 600, and so on... and this by doing changes up to )

(Quotes are from the article) —The preceding unsigned comment was added by (talkcontribs).

Aha! You are right, I did the statistics part wrong. It grows on average about 2% per year. Thanks! Zojj 04:23, 1 December 2007 (CET)

Station Ratings

The article claims you can only get to 99% - with a Large Ad Campaign on top of 80% Service I have seen it hit 100 temporarily (as you'd expect with ad campaigns) - is this the article being wrong? 20:27, 20 July 2008 (CEST)

I've seen 100% too without any advertising at all. Tautrimas 10:04, 21 July 2008 (CEST)
Hitting 100% without advertising requires at least a new 189km/h vehicle or a old 321km/h vehicle (Monorail). but according to the new version of the article it should be possible.Pystro 23:18, 20 April 2011 (UTC)

Station rating, concerning one type of cargo?

The station rating is one type of cargo, so there are different station rating for a station, one for each cargo that can be provieded to the station by nearby industries and town?

This is not point out in this manual page. --HariSeldon 20:30, 15 October 2008 (UTC)

£50k = £50m?

I suppose: £50k are £50,000 (I invented it)

How is £50m? also £50,000? £500,000? £50,000,000?

Why not use the SI?

Isn't the SI prefix for million mega, thus m? Likewise that the SI prefix for 1000 is kilo, thus k. So it's already using the SI prefix as far as I can tell. Thinking it is a Roman number is just wrong, because then it should be completely a Roman numeral and not just a part.
Then? £50m is £50,000,000? is that correct?
(but, I thought that mega is "M" - and "m" is milli or a thousand, as k) (M<>m and 1,000,000<>1,000 and m=k)
Is the first time I hear about mega-pounds, hehe... I had heard only of millions-of-pounds, hehe... (the abreviation of million is mil.)

Train Acceleration Formulas

The train acceleration formulas seem to be wrong, difficult to understand and not up to date.

  • Non-Maglev train acceleration =
    • (0.55 * Power / Speed --Pulling Force=Power/speed, Power in hp? in kW?
    • - 1.3 * Mass --Coulomb friction, Mass in t?
    • + 60 * #cars --Axis friction. Should be negative!!!
    • + 0.0035 * Mass * Speed --speed-proportional friction, Speed in km-ish/h? in mph? Should be negative!!!
    • + 0.24 * Speed^2 --Drag, Speed in km-ish/h? in mph? Should be negative!!!
    • - 60 * Mass of cars on uphill slope + 60 * Mass of cars on downhill slope --should contain the slope steepness as a factor.
    • )* 37 / Mass (km/h/day) --Conversion from Force to acceleration and from 2 ticks to 1 day
  • Maglev train Acceleration =
    • (0.022 * Power --Probably correct, though "Power" should in that case be called "Force" or something for Monorails.
    • - 0.24 * Speed^2 --Drag, speed in km-ish/h? in mph?
    • - 60 * Mass of cars on uphill slope + 60 * Mass of cars on downhill slope --should contain the slope steepness as a factor.
    • )* 37 / Mass (km/h/day) --Conversion from Force to acceleration and from 2 ticks to 1 day

I hope someone can check the code and at least fix the signs and the slope steepness-thing. Pystro 00:16, 21 April 2011 (UTC)

Train Acceleration spreadsheet

Added a link to tt-forums for a spreadsheet that does calculate the new train acceleration since r21106.

Also removed the incorrect maglev calculations and hopefully some day i find the energy to add that to the spreadsheet.

Would be nice if someone could produce a formula based on calculations in the spreadsheet for others to use. //Cadde (Waiting for confirmation email) 06:20, 30 July 2011 (UTC)

Cargo delivery to stations

It's not clear what Station1 and Station2 are. Does the list of stations get sorted by their rating? Is Station1 simply the first station that was built near this producer? What can the owner of Station2 do to get more cargo?

Ticks per day

"A day contains 74 ticks, and takes 24 hours."
Is this a typing mistake? 72 ticks per day would make more sense to me (72/3=24). If not, I'd like to know how those 74 ticks were calculated. 18:09, 9 July 2012 (UTC)

It's not a typo. There is a constant of 885 (0x375) in Transport Tycoon which is added to a 16 bits number every tick and when overflowing a new day begins (65536/885 = 74). Furthermore there is a constant of 27 in Transport Tycoon which is the number of milliseconds per tick, 72*27 is 1998 which is damn close to 2 seconds per day. Regardless, it's a totally made up constant just like all the constants I just mentioned. The concept of hours does not exist in OpenTTD. 18:41, 9 July 2012 (UTC)
Thanks for the explanation. 18:51, 9 July 2012 (UTC)
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