![]() ![]() Then if you piss them off you just have to wait a bit before you can continue building. If you had some sort of transporting service at the city picking up passengers or mail you'll eventually gain their trust back, so it's advisable to set up a bus network in cities you're planning to expand to. This usually happens a lot when building big stations, such as an airport. When a town is too mad at you, it won't let you build stuff near it. When you blow up buildings and trees and terraform you piss off nearby towns. Since there's no refinery next to the dock, it won't take oil however, if you order your boats to transfer their cargo to the docks, you can then pick it up with trains and take it to the refinery. Imagine you have an oil platform, a dock nearby connected to a train station (you do that by pressing shift key while placing the stations), and a refinery far inland. Transferring is also useful to drop cargo at stations which don't normally accept it. They just hop on the train/bus/whatever that happens to stop at the station and get off at the next station stops at. Passengers, like other cargo, don't have a specific destination. You can put a few trains bringing goods from the farthest farm to the factory, earning a huge profit, and the factory won't react to the fact that there's a farm right next to it.Ĭity growth is mainly influenced by picking up passengers at a station within it, and by whether it's a city or a town (if you click the city's name it will tell you which type it is cities grow twice as fast as normal towns). Let's say you have a farm right next to a factory, and another farm across the map. Industries and cities don't care where you bring goods from. A more in-depth look at cargo income can be found here: It is usually much more profitable to haul stuff from two considerably distant points than between two neighboring cities. How much you earn for transporting stuff is proportional to the distance traveled and the speed. You can for example make an airport, a train station, a dock, and a bus station all share their stuff as the same station entity. You do so by pressing the Ctrl key while placing a station close to another one of the same or another type. You can connect different types of stations to share their cargo and area of influence. Another useful thing to turn on in Advanced Settings is "Link landscape toolbars to toolbars", which basically makes your landscape toolbar always on. You should definitely turn on "quick creation of vehicle orders", it helps immensely. There are many things you can do in the game Settings to make things more convenient. ![]() OpenTTD can feel overwhelming to learn at first, but once you get into it it's a load of fun to solve engineering problems and construct huge transportation networks. NewGRFs are simple downloadable mods that you won’t be able to join without. You will then be able to easily download the newGRFs that the server is using. ![]() When you attempt to join the server, be sure to click the button on the lower right that says “Find missing content online”. You can get everything you need to play here: Chief among them though is rail transport where OpenTTD’s depth in train networking is unparalleled. From trucks to planes to ships to trains, OpenTTD has many transport options. The focus of OpenTTD is building a cargo transport empire. It is similar in concept to the Rollercoaster Tycoon series and was originally made by the same person. OpenTTD is a free and open source port of Chris Sawyer's Transport Tycoon Deluxe. ![]()
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