Economy
/File/en/Outdated content.png
Out of Date
This article or section is outdated. Some of its content may no longer be accurate due to changes in the latest release. Please update this article.
Setting have been substantially re-organised since this last had a major update
Advanced Settings

Interface

Construction

Vehicles

Stations

Economy

Competitors

Advanced Settings window: Economy section

The Economy section allows you to set various options related to the game's economy model. The purpose of the available settings is explained below. For each setting, the respective variable from the config file is listed as well, together with it's possible values.

Contents

The Economy section of the Advanced Settings window (1.0.1)

Towns

Allow bribing of the local authority

Feature availability (since 0.3.0)
<1.0
1.0-1.2
1.3
1.4
1.5-12.0
Nightly

Allows you to bribe the local authority so that they increase your rating. If you are caught though, you will be fined, your rating will drop instantly to Poor, your station ratings will drop instantly to 0, and you won't be able to bribe again there for 6 months.

Possible Settings: On or Off

In Openttd.cfg config file: ([economy] bribe = <true|false>)

Allow buying exclusive transport rights

Feature availability (since 0.6.0)
<1.0
1.0-1.2
1.3
1.4
1.5-12.0
Nightly

Allows you to disable the purchase of exclusive transport rights in towns. Useful (to disable?) in multiplayer games.

Possible Settings: On or Off

In Openttd.cfg config file: ([economy]exclusive_rights = <true|false>)

Road layout for new towns

Feature availability (since 0.6.0)
<1.0
1.0-1.2
1.3
1.4
1.5-12.0
Nightly

Select how towns should build their roads. You can choose between the original algorithm, an improved algorithm, a 2x2 grid, a 3x3 grid, or random. The random setting picks one of the four options randomly for each town. This option has been renamed from Select town road layout in 0.6.3.

Possible Settings: original, better roads, 2x2 grid, 3x3 grid or random

In Openttd.cfg config file: ([economy] town_layout = <0-4>)

Towns are allowed to build roads

Feature availability (since 0.7.0)
<1.0
1.0-1.2
1.3
1.4
1.5-12.0
Nightly

When disabled, towns don't build roads by themselves. In order for towns to grow, you have to provide the roads yourself (somewhat like SimCity, but without the zoning and stuff).

Possible Settings: On or Off

In Openttd.cfg config file: ([economy] allow_town_roads = <true|false>)

Founding towns in game

Feature availability (since 1.0.0)
<1.0
1.0-1.2
1.3
1.4
1.5-12.0
Nightly

Allows you to found a town during the game. You can configure whether to use the road layout used by other towns in the game, or to choose the road layout yourself.

Possible Settings: forbidden, allowed or allowed, custom town layout

In Openttd.cfg config file: ([economy] found_town = <0-2>)

Remove absurd road-elements during the road construction

Feature availability (since 0.6.0)
<1.0
1.0-1.2
1.3
1.4
1.5-12.0
Nightly

Enable if towns should remove useless pieces of road to clean up dead ends.

Possible Settings: On or Off

In Openttd.cfg config file: ([economy] mod_road_rebuild = <true|false>)

Town growth speed

Feature availability (since 0.6.0)
<1.0
1.0-1.2
1.3
1.4
1.5-12.0
Nightly

Select how fast towns should grow. You can also completely disable town growth.

Possible Settings: None, Slow, Normal, Fast or Very fast

In Openttd.cfg config file: ([economy] town_growth_rate = <0-4>)

Proportion of towns that will become cities

Feature availability (since 0.6.0)
<1.0
1.0-1.2
1.3
1.4
1.5-12.0
Nightly

Set how many of the towns will become cities. Cities are larger towns which are allowed to grow faster (see also next setting).

Possible Settings: None or 1 in 1 to 1 in 255

If you want every town to be a city use 1, 0 will result in no cities at all.

In Openttd.cfg config file: ([economy] larger_towns = <0-255>)

This setting only applies when founding a new town while generating a new random map; in the Scenario editor you specifiy explicitly if you want a town or a city.

Initial city size multiplier

Feature availability (since 0.6.0)
<1.0
1.0-1.2
1.3
1.4
1.5-12.0
Nightly

Set how much larger a newly founded city is compared to a town.

Possible Settings: 1 to 10

If you set it to 5 then a city will be 5 times larger than a town.

In Openttd.cfg config file: ([economy] initial_city_size = <1-10>)

This setting is used only when founding a new city. That only happens when creating a new random map or when using the Scenario editor.


Industries

Manual primary industry construction method

Feature availability (since 0.6.0)
<1.0
1.0-1.2
1.3
1.4
1.5-12.0
Nightly

Allows you to construct industries that produce raw materials as well as industries that use them. None: cannot fund new primary industries. As other industries: can fund new primary industries, but it will cost more. Prospecting: can fund new primary industries for same prices as secondary industries, but the industry will appear at a random place on the map, or may not appear at all.

Possible Settings: none, as other industries or prospecting

In Openttd.cfg config file: ([construction] raw_industry_construction = <0-2>)

Flat area around industries

Waiting for detail

Allow multiple similar industries per town

Feature availability (since 0.2.0)
<1.0
1.0-1.2
1.3
1.4
1.5-12.0
Nightly

A town can have more than one item of a type of industry.

Possible Settings: On or Off

In Openttd.cfg config file: ([economy] multiple_industry_per_town = <true|false>)

Max distance from edge for Oil Refineries

Feature availability (since 0.5.0)
<1.0
1.0-1.2
1.3
1.4
1.5-12.0
Nightly

This option determines the maximum allowed distance (in tiles) from the edge of the map for an Oil Refinery. This option has been moved from Construction section in 0.7.0. In recent versions of OpenTTD, the value of this setting is scaled per-dimension according to the map size for maps larger than 256x256.

Possible Settings: 12 to 48

In Openttd.cfg config file: ([game_creation] oil_refinery_limit = <12-48>)


Inflation

Feature availability (since 0.3.4)
<1.0
1.0-1.2
1.3
1.4
1.5-12.0
Nightly

Controls whether inflation is on or off. If inflation is on, the prices of everything will increase as you progress. To balance this increase, the maximum loan available to you will increase every few years.

Possible Settings: On or Off

In Openttd.cfg config file: ([economy] inflation = <true|false>)

Enable smooth economy (more, smaller changes)

Feature availability (since 0.3.3)
<1.0
1.0-1.2
1.3
1.4
1.5-12.0
Nightly

Changes in production will happen more frequently and by smaller percentages.

Possible Settings: On or Off

In Openttd.cfg config file: ([economy] smooth_economy = <true|false>)

Percentage of leg profit to pay in feeder systems

Feature availability (since 1.0.0)
<1.0
1.0-1.2
1.3
1.4
1.5-12.0
Nightly

This setting controls how much the vehicles are paid when transferring cargo. If this setting is lower, the transferring vehicle(s) will get less and the final vehicle will get more, and vice versa. This can be used to avoid Negative income with feeder services.

Possible Settings: 0% to 100%

In Openttd.cfg config file: ([economy] feeder_payment_share = <0-100>)

Maintenance of infrastructure

Feature availability (since 1.2.0-beta1)
<1.0
1.0-1.2
1.3
1.4
1.5-12.0
Nightly

Controls whether infrastructure costs money to maintain. If maintenance of infrastructure is on, an amount, calculated from the number of tiles with rails, canals or locks, will be paid at regular intervals.

Possible Settings: On or Off

In Openttd.cfg config file: ([economy] infrastructure_maintenance = <true|false>)

In previous versions

Industries of the same type can be built close to each other

Feature availability (since 0.2.0 to 1.0.0)
<1.0
1.0-1.2
1.3
1.4
1.5-12.0
Nightly

Industries of the same type can be built close to each other with this patch on, it could cause problems though as you may end up with ten industries of one type in one small area of your map.

Possible Settings: On or Off

In Openttd.cfg config file: ([economy] same_industry_close = <true|false>)

See also