Talk:Towns

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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)

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)
I've a town grown up to 47.500 citizens atm, grown it with busses and airports. Will put a printscreen on the facebookpage of openttd.
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)

Town growth

Has anybody else observed that their towns sometimes grow faster than their cities? On my 150 year old map, among the top 10 population towns only two are cities, not including the top one (which has a population of 85,306). It has happened quite frequently that one of my towns have grown from ~500 inhabitants to ~40,000 (and in one extreme example from 300 to 60,000) in only a few decades. At the same time I have a city which is still stuck at the 879 inhabitants it started off with while its neighbouring town has 60,000 inhabitants. The towns don't have more transport than the cities do either; many of my fast-growing towns have hardly had a bus station in them. --85.200.143.214 15:42, 12 March 2009 (UTC)

Clarification of the town growth mechanics in practice!

I'm doing some ongoing experimentation on the topic. So far I've grown a Sub-Tropical lakeside City from population of under 1 000 to over 1 000 000 inhabitants during 1950-2033 with vanilla OpenTTD 1.0, no newgrfs, no cheats, etc. Just like the Town article states, town growth is affected by a few things:

  • Towns grow automatically unless stated otherwise in their info.
  • Dry sub-tropical towns require water or food monthly, snowy Sub-Arctic towns require food monthly.
  • Amount of food/water delivered has a very small impact on the growth rate.
  • Amount of passenger traffic inside town area speed up town growth.
  • This has the largest effect on town growth.
  • Both pickups and dropoffs count, even to transfer stations.
  • Pre-built road network speeds up town growth.
  • Towns with 2x2 and 3x3 grid layout are the best, since their layout is known and thus their roads can be built in advance.
  • Pre-building roads for towns with random layouts can slow their growth.
  • Funding new commercial buildings speeds up town growth.
  • This has more immediate effect on physical town size than population.
  • In fact, it can temporary decrease town population due to new offices taking old apartment tiles.
  • Reserved space in town's area slows its growth.
  • This includes player-built structures (even roads, if they don't match the town's grid!), other towns, water, elevation changes.
  • Net effect of railway stations and airports can positive to town growth, if they transfer enough passengers. Railways should always be underground when possible.
  • Cities grow 2x faster than towns.

So, to grow a massive town, you need plenty of space (1M population town has roughly 200 tiles diameter) without obstacles and massive amount of passenger transport. Also make sure your town (or, preferably, city) doesn't require food or water and has a good road layout! - 91.153.23.16 19:44, 26 April 2010 (UTC)

Contradiction

The sentence "It does not matter which cargos are loaded/unloaded." contradicts with "Delivering the cargo "Goods" does not have any special effect on town growth in any climate." It appears from later remarks that unloading has no influence at all on town growth, only loading. So wouldn't it be best to remove "unloading" and "unloaded" under General Conditions for Town Growth? -- 84.80.134.165 08:00, 30 June 2011 (UTC)

In my opinion that is not a contradiction. That delivering "goods" has no special effect is mentioned because "water" and "food" do have a special effect in the tropical and arctic climate respectively. The only other cargo that can be transported to houses from industries is "goods". As such users might think it to have a special effect, which is has not. Yexo 10:12, 3 July 2011 (UTC)
In my opinion that is not a contradiction. The sentence "Delivering the cargo "Goods" does not have any special effect on town growth in any climate." is just saying that goods have no special effect as commonly some people think they do. --Master_Hellish (talk) 14:28, 18 May 2015 (UTC)
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