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Citybuilder Manual The in’s and out’s of the city-builder mod Luukland 4/20/2010

©Luukland, Goulp Pro Dev Team. 2008-2010. All rights reserved. Copying or sharing this document without the author’s permission is not allowed. All figures and other texts are also copyrighted. The Goulp Pro Dev Team retains all copyrights in any text, graphic images and hereby authorizes you to electronically copy documents published herein solely for the purpose of transmitting or viewing the information. You may not mirror, modify or otherwise alter any files in this website for rebroadcast, or print the information contained therein, without written permission from the Goulp Pro Dev Team. Except as expressly provided above, nothing contained herein shall be construed as conferring any license or right under any copyright, patent or trademark.


Table of Contents Introduction......................................................................................................................................... 3 The Basics ............................................................................................................................................ 3 Claiming a Village ................................................................................................................................ 3 Growing your village............................................................................................................................ 3 The Cargos ........................................................................................................................................... 4 The Requirements ............................................................................................................................... 4 The Storage.......................................................................................................................................... 5 Decay ................................................................................................................................................... 5 Winning ............................................................................................................................................... 6 Experience Points ................................................................................................................................ 6 Frequently Asked Questions (FAQ) ......................................................................................................... 7 Strategy Guide ......................................................................................................................................... 8 Picking a Town ................................................................................................................................. 8 Starting up ....................................................................................................................................... 8

ŠLuukland. Goulp Pro Dev Team. 2008-2010. All rights reserved.

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Introduction The city-builder game mod was first officially launched by Rasco and Speedy. On their speedy servers, players had to make sure to get their town to a staggering 10K population to win the game. For the win, they were rewarded with points. This idea has been further developed by Ex, who was the first to get it working properly without crashes and strange de-syncs. During primetime, the city-builder was incredibly active with their servers always filled with lots of players. Currently, the city-builder mod has been brought to a new level, with even more statistics worth of checking. This is believed to give the game (OpenTTD) a new perspective.

The Basics The goal of city-builder is to claim a town and increase the population. This can be accomplished by using the basic OpenTTD systems. Each town requires food, water, goods etc to grow. Of course the competition will do the same. When cities become bigger, their demands for goods increase. This means even more goods are required to support a growing population. When there are not enough goods, the city will demolish buildings, making it smaller. If the city is provided sufficiently, it might grow over the goal limit, giving you the victory and the points and honor for your achievement.

Claiming a Village When joining a city-builder game, claiming a village is required before actually making it possible to grow. In general, villages with a population of fewer than 300 can be claimed. Cities are off-limits. Due to their size, they can not be claimed. Claiming a village is easy. Building the company headquarters is sufficient enough to make the village your own. Taking the strategically best village can be essential in a game, more on that subject can be found in the hints and tips section.

Growing your village Each village requires a certain species of goods, and amount of goods to be able to grow. This is different in each climate. Also with increasing city size the requirements of a village will expand. At certain population levels, the village needs more “difficult-to-get” goods. Below is a table which describes the town needs in certain climates at a certain inhabitant’s level. Climate

Basic Requirements

500 pop.

1000 pop.

1500 pop.

2000 pop.

2500 pop.

Temperate Arctic Desert

Power Food Water, Food

Tourists Tourists, Power Tourists

Business Mail Business Mail Business Mail

Goods Goods Goods

Steel Paper

Valuables Gold Diamonds

Besides delivering the goods, the town must also be served by multiple stations to increase the growth. Building roads is also quite important since the town can’t build them on their own. It is your town so you need to show in which areas the town can expand!

©Luukland. Goulp Pro Dev Team. 2008-2010. All rights reserved.

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The Cargos In the city-builder mod, towns accept some additional goods than in normal OpenTTD games. The 3 new goods required for goods are power, steel and paper. The steel and paper can be made in the same way as a normal OpenTTD game (at Steel Meel or Lumber mill). They can then be delivered to the town. Power is quite a different story. In arctic and temperate games, each village has one or more power station close to the town itself. These power stations convert the delivered coal into power, “MWh”. Each ton of coal is enough for 1 power unit, so “1 MWh”. In all climates, tourists and business mail are required to make a town grow beyond 1500 population. Tourists are nothing different from passengers, just a fancy name. Business mail (just like the tourists) is a fancy name for regular mail. The big amount of passengers and mail needed to allow huge growth, can be retrieved from big cities tagged with the “…::: City :::…” sign.

The Requirements As each village grows, the requirements also grow. The table below gives the amount of goods required when a village is 5.000 in size (5K Population). An empty field means that cargo is not required in the climate you are playing in. Climate

Tourists

Energy

Mail

Goods

Water*

Gold*

Food

Temperate Arctic Tropical

1250 1250 1250

555 555

200 200 200

1250 625 1250

385 500 555

63 200 295

625 625

*Water is equal to paper and steel in arctic and temperate *Gold is equal to Valuables and Diamonds in temperate and tropical

The amount of goods described in the above table is the amount needed per month! Failing to reach the requirements means that or the storage level will decline, or the village will not grow.

©Luukland. Goulp Pro Dev Team. 2008-2010. All rights reserved.

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The Storage The Headquarters has (besides the ability to claim a city and being able to accept passengers and mail) a great advantage of having storage capacity for delivered cargo. The capacity can be described by the following graph:

Storage

Storage 5000 4500 4000 3500 3000 2500 2000 1500 1000 500 0

Storage

0

100

200

300

400

500

600

700

800

900

1000

Performance Rating

Certain types of cargo can’t be stored in the HQ. These cargoes are: Power, Tourists and Business Mail. Meeting the demand for these cargoes is essential, since no “reserve” exists. Other types of cargos must be delivered at least once every month. These cargoes are: food and water. Without 1 tonne of these cargoes, the town will complain “we want fresh-water/fresh-food”. If delivering more than 1 tonne, but less than the amount required for growth (see requirement table), the town will get food and water out of the storage. All other cargoes don’t need to be delivered every month. Just make sure the bottom of the storage doesn’t get reached. Getting a big storage can be a big help here.

Decay As specified in the previous section, all the extra tourists, power and business mail delivered to a village won’t be taken into account for the next month. Just like in real life, some cargoes can get rotten or stolen out of the storage. Therefore even delivering just enough goods to a village, to make it grow, can make the storage go empty. The decay for all other cargos that are not mentioned here are 0%.

Goods: 5% Water: 5% Gold: 2% Valuables: 2%

©Luukland. Goulp Pro Dev Team. 2008-2010. All rights reserved.

Steel: 5% Paper: 5% Diamonds: 2% Food: 10%

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Winner The winner is the one who is able to get their town to a certain population before the time limit gets reached. The population goal is different in each climate, but the time limit of 4 hours is generally plenty to complete the objective. Experienced players can do it in fewer than 2 and a half hours.

Experience Points The reward for a city-builder game is depending on a few variables. The formula we use consists of the following variables; S = Current Score G = Goal Value A = Active companies P = Players in Company B = Base Value E = End game date I = Inauguration date T = Total game length Generally the amount of exp which you will earn can be calculated by the following, basic formula. In the server we use a far more complex one, which is fairer. Score = (S/G) x (5 * A)/ ( P ^ 0,5) x (1,075^(T-E+I))+ B The base value is 15 exp for the number 1, 10 exp for the number 2, and 5 exp for number 3.

ŠLuukland. Goulp Pro Dev Team. 2008-2010. All rights reserved.

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Frequently Asked Questions (FAQ) Q: How many stations do I need for max growth rate? A: At least 5 stations visited every 15 days Q: What are tourists? A: Passengers Q: What is “Fresh Food”? A: Foods needs to be delivered at least once every month, people don’t like to eat old stored food. Q: Can I claim another town? A: You can always change towns, just relocate your headquarters Q: Why does my town still grow even if it says it doesn’t? A: Growth means extra houses in a month. In the town, houses can still be replaced by big buildings. Q: Why doesn’t my town grow? A: You didn’t meet the requirements, try using “!town” to see which cargo you missed. Q: Why doesn’t my town grow even if I fulfill the requirements? A: Town growth is very low in the beginning; it might even take 250 days or more for a new house. Q: Can I build in another players town? A: The server will not allow you to come even close to harm it; you can build a statue however. Q: My town needs diamonds, but does not accept them? A: Try building a bank in your town, from the fund industry menu Q: When does this game end? A: Use the “!timeleft” command

©Luukland. Goulp Pro Dev Team. 2008-2010. All rights reserved.

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Strategy Guide The city-builder game is balanced; generally the one with the best network for providing the towns needs wins the game. Yet some experienced players found out there are ways to get the goal faster. In this small guide you can see some of the strategies used to win this game by fair play. Town picking Considered as the most important stage; the picking of your home town for the game. With an empty map and around 50 possible towns to claim, what do you need to look for? In the town Water Tower: Essential in every town, building one is possible, but claiming a town with already a water tower saves a lot of money. Bank: Since diamonds are only required at 2500 population, finding a town with a bank might be handy, but in the future you will have big money, being able to position the bank more at the outskirts of a village. Generally towns without a bank have a slightly higher initial population. Position of the town Not at the edge of the map: Claiming a town in the middle of the map means you have more possible industries in range to give your town the goods it requires. Not on a mountain: Claiming a town on a real flat piece of land can be recommended, building 7x7 stations is way easier if not having to flat the land every month. Not near farmland: Farmland is expensive. Wasting money on demolishing farmland isn’t really going to help much. Surroundings of a town Big City: Getting a town close to a big city can really come in handy later, when needing the massive amounts of tourists and business mail. Loads of industries: Quite simple, the more industries close to the town, the better. Water: Water can be quite annoying since a town can’t build on water. Yet it might come in handy for delivering goods and tourists by ship. Reaching the center of a town with a dock is easier than having to build a 7x7 station in the center of a town. Starting up Going for money: Try starting the game with a big money making train line. When money is in the bank account, a straight run for the population requirement is easier then struggling with bankruptcy to get to the goal. Give your town room to expand: Building 10 stations in a town makes it harder for a town to find a free spot to expand.

©Luukland. Goulp Pro Dev Team. 2008-2010. All rights reserved.

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City Builder Manual