# simuconf.tab
#
# Low-Level values and constants
#
#
# This file can be found in many places:
#
# simutrans/config/simuconf.tab
# ~/simutrans/simuconf.tab (in the user directory, if singleuser_install != 0 or not present, first only pak-file path will be read)
# simutrans/pakfilefolder/config/simuconf.tab
# ~/simutrans/simuconf.tab (readed a second time, s.a.)
#
#################################program stuff##################################

# Max number of steps in goods pathfinding
# This should be equal or greater than the biggest group
# of interconnected stations in your game.
#
# If you set it too low, some goods might not find a route
# if the route is too complex. If you set it too high, the
# search will take a lot of CPU power, particularly if searches
# often fail because there is no route.
#
# Depending on your CPU power, you might want to limit the search
# depth.
#
# 300 seems to be a good compromise for most games. 100 is ok for
# small games. 8000 should suffice for even the largest maps, but
# will take a good amount of CPU time if you have complex transport
# networks. Max. allowed value is 9994.
#
# prissi: On a 512x512 map with more than 150000 people daily, the saturation
# value for "no route" was higher, around 8000. Using 300 instead almost doubled
# the value of "no route"
#
max_hops = 1050000

# Passengers and goods will change vehicles at most "max_transfer"
# times to reach their destination.
#
# It seems that in good networks, the number of transfers is below
# 5. I think 6 is a good compromise that allows complex networks but
# cuts off the more extreme cases
#
# You can set this lower to save a little bit of CPU time, but at some
# point this means you'll get less passengers to transport
#
# This value is less critical than "max_hops" from above.
#
# T. Kubes: I would say 8 for now, but this definitely should be difficulty
# dependent setting.
#
max_transfers = 15

##################################industry stuff#################################

# passenger generation (default is 16) Smaller values means less passengers
passenger_factor=20

# if enabled (default = 0 off) stops may have different capacities for passengers, mail, and  freight
seperate_halt_capacities = 1

# do not create goods/passenger/mail when the only route is over an overcrowded stop
no_routing_over_overcrowded = 1

# in beginner mode, all good prices are multiplied by a factor (default 1500=1.5)
#beginner_price_factor = 1500

# allow all possible supplier to connect to your factories?
# best to leave it in default position. (only on for simuTTD)
#crossconnect_factories = 0

# how much is the total electric power available in rleation to total production) in parts per thousand 
electric_promille = 330

# how big is the chance for crossconnections in percent
# (100% will give nearly the same results as crossconnect_factories=1)
crossconnect_factories_percentage = 43

factory_spacing = 10
 
# with this switch on (default), overcrowded factories will not recieve goods any more
#just_in_time = 1

# use beginner mode for new maps (can be switched anyway on the new map dialog)
#first_beginner = 0

##################################display stuff#################################

# how long is a diagonal (512: faktor 2=1024/512, old way, 724: sqrt(2)=1024/724
# THIS WILL BE ONLY USED, WHEN THIS FILE IS IN THE pakxyz/config!
diagonal_multiplier = 1024

# Should stations get numbered names? (1=yes, 0=no)
numbered_stations = 1

# Show name signs and statistic?
# 0 = don't show anything
# 1 = station names
# 2 = statistics
# 3 = names and statistics
#
show_names = 3

# animate the water each intervall (if images available)
# costs some time for the additional redraw (~1-3%)
water_animation_ms=0

# there are some other grounds (like rocky, lakes etc. )
# which could be added to the map (default 10)
# show random objects to break uniformity (every n suited tiles)
random_grounds_probability = 10

# show random moving animals (n = every n suited tiles, default 1000)
random_wildlife_probability = 1000

# draw a frame with titlebar color around active window
window_frame_active = 1

# show tooltips (default 1=show)
show_tooltips = 1

# background color (+-1 arounf this index is used), taken from playercolor table
tooltip_background_color = 169

# tooltip text color (240=black, 215=white)
tooltip_text_color = 145

###################################money stuff##################################

# Starting money of the player. Given in Credit cents (1/100 Cr)
starting_money = 20000000

# up to ten triples (0..9) of: year, money, interpolation-flag are allowed
# starting_money[i] = year, money, iflag
# if year is between starting_money[i-1].year and starting_money[i].year then:
# then the resulting starting money is either 
# (a) equal to starting_money[i-1].year if iflag==0 or
# (b) linearly interpolated between starting_money[i-1].year and starting_money[i].year 
# if year is smaller than any given year, the default value in starting_money is used,
# if year is larger than any given year, the money value of the starting_money[] with the largest year is used
starting_money[0] = 1, 20000000, 0
starting_money[1] = 1920, 30000000, 1
starting_money[2] = 1940, 40000000, 0
starting_money[3] = 1950, 47000000
starting_money[4] = 1960, 52000000
starting_money[5] = 1980, 60000000, 1


# Maintenance costs of buildings
maintenance_building = 260

# you can adjust all the cost in the game, that are not inside some pak file

# first stops: the actual cost is (cost*level*width*height)
cost_multiply_dock=500
cost_multiply_station=600
cost_multiply_roadstop=400
cost_multiply_airterminal=3000
cost_multiply_post=300
cost_multiply_headquarter=10000

# Stromleitungen und Umspannwerke
cost_transformer=2500 
cost_maintain_transformer=25

# cost for depots
cost_depot_rail=1000
cost_depot_road=1300
cost_depot_ship=2500

# other way related stuff
cost_signal=500
cost_tunnel=10000
cost_third_rail=80

# other construction/destruction stuff
cost_alter_land=5000
cost_set_slope=7500
cost_buy_land=100
cost_found_city=5000000
cost_multiply_found_industry=20000
cost_remove_tree=75
cost_multiply_remove_haus=1000
cost_multiply_remove_field=2000 

###################################time stuff###################################

# Enforce vehicle introduction dates?
# 0 = all vehicles available from start of the game
# 1 = use introduction dates
# 2 = (default) use settings during game creation
#
use_timeline = 2

# Starting year of the game:
# Setting it below 1850 is not recommended for 64 set!
# You will have problems with missing vehicles, do not complain if you do so!
# Setting it above 2050 will render game bit boring - no new vehicles.
#
# other recommended vaule for 64 is 1956
#
starting_year = 1876

# Should month be shown in date? (0=no, 1=yes, 2>=show day in japan format=2, us format=3, german=4)
# This is most useful, if you use longer months than the default length (see below)
#
show_month = 4

# Global time multiplier (will be save with new games)
# 2^bits_per_month = duration of a game month in microseconds real time
# default is 18. For example, 21 will make the month 2^3=8 times longer in real time
# production and maintainance cost will be adjusted accordingly.
#
bits_per_month = 20

###################################other stuff##################################

# how far cities should be minimum apart (default 16)
minimum_city_distance = 32

# at which number of inhabitants we need a new market?
industry_increase_every = 3238

# Max. length of initial intercity road connections
# If you want to speed up map creation, lower this value.
# If you want more initial intercity roads, raise this value.
# If the value is too large then very long bridges might be created.
# 200 seems to be a good compromise between speed and road number
# note: this will slow down map creation dramatically!
#
intercity_road_length = 90

# Type of intercity roads - must be available as PAK file.
# Intercityroad with timeline: intercity_road[number]=name,intro-year,retire-year
# .. number = 0..9 - up to ten different intercity_roads possible
# .. name = name of an existing pak file
#intercity_road[0] = asphalt_road,0,1990
# default: city_road
# (old, 102.2.2 and before) intercity_road_type = asphalt_road

#intercity_road_type = asphalt_road
intercity_road[0] = dirt_road,0,1870
intercity_road[1] = gavel_road,1870,1925
intercity_road[2] = cobblestone_road,1925,1940
intercity_road[3] = asphalt_road,1940,1980
intercity_road[4] = Bundesstrasse,1980


# Type of city roads - must be available as PAK file.
# Cityroad with timeline: city_road[number]=name,intro-year,retire-year
# .. number = 0..9 - up to ten different city_roads possible
# .. name = name of an existing pak file
#city_road[0] = dirt_road,1920,1940
# default: asphalt_road
# (old, 102.2.2 and before) city_road_type = city_road

#city_road_type = city_road
city_road[0] = dirt_road,0,1892
city_road[1] = cobblestone_road,1892,1932
city_road[2] = city_road,1932

# unlimited bridges and tunnels
way_max_bridge_len = 4095

# now river stuff
# first river type (should be defined in pak dependent file)
# The highest number is the smallest. A river with max_speed==0 is not navigavable by ships.
river_type[0] = river
river_type[1] = river2
river_type[2] = fluss_quelle

# start with 16 (looks nice on not too large maps)
river_number = 16

# river min length (not too short)
river_min_length = 20

# river max length (not too long?)
river_max_length = 512
 
################################# forest stuff #################################

#  please be careful in changing them, I spent lot of time finding optimals.
#  those values have impact on no. of spwaned trees -> memory consumption
#
# Number of trees on square 2 - minimal usable, 3 good, 4 very nice looking
# Zahl von Bäumen auf dem Quadrat 2 - minimal verwendbar, 3 Nutzen, das 4 sehr nette Aussehen
max_no_of_trees_on_square = 4

# Base forest size - minimal size of forest - map independent
# Grundwaldgröße - minimale Größe des Waldes - unabhängige Karte
forest_base_size = 36

# Map size divisor - smaller it is the larger are individual forests
# Karte-Größe-Teiler - kleiner ist es die größeren sind individuelle Wälder
forest_map_size_divisor = 83

# Forest count divisor - smaller it is, the more forest are generated
# Waldzählungsteiler - kleiner ist es mehr Wald wird erzeugt
forest_count_divisor = 32

# Determins how dense are spare trees going to be planted (works inversly)
# Determins, wie dicht Ersatzbäume sind, die dabei sind (Arbeiten inversly) gepflanzt zu werden
forest_inverse_spare_tree_density = 200

# climate with trees entirely (1: water, 2:desert, 4:tropic, 8:mediterran, 16:temperate, 32:tundra, 64:rocky, 128:arctic) 
# zero (default) means no climate with at least one tree per tile
tree_climates = 4

# climate with trees entirely (1: water, 2:desert, 4:tropic, 8:mediterran, 16:temperate, 32:tundra, 64:rocky, 128:arctic) 
# climates with no trees at all (desert and arctic at the moment) 
no_tree_climates = 130

###################################system stuff##################################


# autosave every x months (0=off)
autosave = 2

# display (screen/window) width
# also see readme.txt, -screensize option
display_width  = 800

# display (screen/window) height
# also see readme.txt, -screensize option
display_height = 600

###################################network stuff##############################
#
# Synchronized networking is always a trade off between fast respone and safe
# connections. A more relaxed timing will cuase delay of commands but is more
# likely to compensate for clients running slightly faster than the rest.
#

# How much comands should be delayed before sending back to clients.
# A larger number will catch even cleints running slightly ahead but cause delays
#server_frames_ahead = 1

# In network mode, there will be a fixed number of screen updates before a step.
# Reasonable values should result in 2-5 steps per second.
#server_frames_per_step = 4

# Clients can decide to deliberately running a few ms behind to avoid running ahead
# of the server; in later versions this value might be set by the roundtrip timer (like
# simutrans PING). Larger values cause longer delay for commands.
network_ms_ahead = 250


# Automatically announce server on the central server directory
# 0 (default) = off, 1 = announce hourly, 2=announce additionally at joins
#announce_server = 1284489958

# DNS name or IP of your server
#server_name = 127.0.0.1

# Additionally comment on your server; will be shown on game-info
#server_comment = Testserver