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		<updated>2026-05-18T19:34:04Z</updated>
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	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Category:Gametypes&amp;diff=11665</id>
		<title>Category:Gametypes</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Category:Gametypes&amp;diff=11665"/>
				<updated>2010-07-19T19:50:07Z</updated>
		
		<summary type="html">&lt;p&gt;Bodo Thiesen: someone forgot this one&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Why different gametypes?===&lt;br /&gt;
As a matter of fact, a human needs some variety in life. Our community started with the ambition to build huge cargo-related networks that start with transporting all coal on a map and move onward through all cargo types available. Since we did so many games (and yes, every game was different and great fun to play), we came to some more ideas in the area of passenger transportation etc.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;center&amp;gt;Major gametypes at #openttdcoop&amp;lt;/center&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid black;&amp;quot;&lt;br /&gt;
! Concept &lt;br /&gt;
! Freight&lt;br /&gt;
! Trainlength&lt;br /&gt;
! Connections&lt;br /&gt;
! Network Focus&lt;br /&gt;
|-&lt;br /&gt;
|[[Gametype:Cargo_Concept|The Cargo Concept]] ||Cargo||3-10||Multipoint to Point||Flow&lt;br /&gt;
|-&lt;br /&gt;
|[[Gametype:TGV_Concept|The TGV Concept]] || Passenger/Mail||8-12||Multipoint to Multipoint||Speed&lt;br /&gt;
|-&lt;br /&gt;
|[[Gametype:TGV_NG|The Next-Generation TGV]] ||Passenger/Mail||8-12||Multipoint to Multipoint||Speed&lt;br /&gt;
|-&lt;br /&gt;
|[[Gametype:Back_to_Basics|Back to the Basics]] ||All||4-5||Multipoint to Multipoint||Flow&lt;br /&gt;
|-&lt;br /&gt;
|[[Gametype:ICE_SBahn|ICE/S-Bahn]] ||Passenger||8-12 / 3-4||Multipoint to Multipoint||Speed&lt;br /&gt;
|-&lt;br /&gt;
|[[Gametype:Death_Feeder|The Death Feeder Concept]] ||Cargo||4-7 / 20||Multipoint to Point to Point ||Flow&lt;br /&gt;
|-&lt;br /&gt;
|[[Gametype:Progman_B2B|The Progman Back to Basic Concept]] ||Cargo||~5||Multipoint to Point||Flow&lt;br /&gt;
|-&lt;br /&gt;
|[[Gametype:Chaos_Theory|The Chaos Theory Concept]] ||Random||Random||Multipoint to MultiPoint||Random&lt;br /&gt;
|-&lt;br /&gt;
|[[Gametype:Eye _Candy|The Eye Candy Concept]] ||Random||Random||Multipoint to MultiPoint||Good looking&lt;br /&gt;
|-&lt;br /&gt;
|[[Gametype:Subsidiaries|The Holding &amp;amp; Subsidiaries Concept]] ||depends||depends||Multipoint to MultiPoint||Flow&lt;br /&gt;
|&lt;br /&gt;
|[[Gametype:Boost]] || ??? || ??? || ??? || ???&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bodo Thiesen</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Gametype:Subsidiaries&amp;diff=11664</id>
		<title>Gametype:Subsidiaries</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Gametype:Subsidiaries&amp;diff=11664"/>
				<updated>2010-07-19T19:49:13Z</updated>
		
		<summary type="html">&lt;p&gt;Bodo Thiesen: +Category:Gametypes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The idea of this concept is to have different people (or groups thereof) manage different parts of the map with focus on different goods. These parts are connected via a transfer terminal with the ML where they exchange goods and are brought to their final destination.&lt;br /&gt;
It requires some kind of role-playing, some general manager to plan the ML layout and co-ordinate. Very well playable also with a track sharing patch.&lt;br /&gt;
&lt;br /&gt;
This is untested yet but goes in the direction of wwottdgd.&lt;br /&gt;
&lt;br /&gt;
[[Category:Gametypes]]&lt;/div&gt;</summary>
		<author><name>Bodo Thiesen</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Cooperation&amp;diff=11663</id>
		<title>Cooperation</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Cooperation&amp;diff=11663"/>
				<updated>2010-07-19T19:15:51Z</updated>
		
		<summary type="html">&lt;p&gt;Bodo Thiesen: fixed and/or improved inter guides linking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Guides|^^ Back to Guides-Index]]&lt;br /&gt;
----&lt;br /&gt;
This page will give you some basic ideas of the problems arising out of a game where many players are playing simultanously or delayed. This is a list that shows the aproach of #openttdcoop to optimize our corporation.&lt;br /&gt;
&lt;br /&gt;
* Communication is the key point. Always say what your intention is. Check the console what has been said if you haven't been active some time (toggle the console with the key left to the &amp;quot;1&amp;quot;, its the &amp;quot;^&amp;quot; on my keyboard or the &amp;quot;~&amp;quot; on the english one). If you connected a industry just tell your collegues so they can check it and advise you in case of a construction error. Here we are at the main advantage of cooperative gameplay: many eyes see more than just two and therefore errors in the network are less likely. &lt;br /&gt;
&lt;br /&gt;
* Do not build on a construction site where another player is working on. This is a very nasty thing. You can imagine why.&lt;br /&gt;
&lt;br /&gt;
* When you are building complicated stuff like hub or big station and you need time for thinking over it place a sign there. If you don't, someone can start building at the same place only because they wouldn't know you are building there.&lt;br /&gt;
&lt;br /&gt;
* You can never be sure how many players are playing before or after your game session. Therefore, you have to transport your ideas with signs used to comment out certain spots or stations. This is compareable to comments on programming. Take care you do not overact this; too many signs won't get read. Furthermore, delete signs that became unimportant.&lt;br /&gt;
&lt;br /&gt;
* The naming convention is very important to find the certain spots in a game. In our games we use to name every Mainline-Hub and Sideline-Hub in order they are built. Be sure to use '''exactly''' the notation used on the other Hubs (so it is ensured they are correctly sorted in the signlist).&lt;br /&gt;
&lt;br /&gt;
* Writing your name to Hubs make it easy to contact a person and give advices how improve his buildings. Also, do not fear to be blamed for a mistake you made - ''errare humanum est!'' No one will ever be angry with you. Thats a key point of cooperation. Do not accuse other people but correct them. Do not try to cover your mistakes but make them public so all can learn from them.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Guides|^^ Back to Guides-Index]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Bodo Thiesen</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Category:Guides&amp;diff=11662</id>
		<title>Category:Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Category:Guides&amp;diff=11662"/>
				<updated>2010-07-19T19:15:21Z</updated>
		
		<summary type="html">&lt;p&gt;Bodo Thiesen: fixed and/or improved inter guides linking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Guides|^^ Back to Guides-Index]]&lt;br /&gt;
----&lt;br /&gt;
All the building guides can be found here.&lt;/div&gt;</summary>
		<author><name>Bodo Thiesen</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Planning&amp;diff=11661</id>
		<title>Planning</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Planning&amp;diff=11661"/>
				<updated>2010-07-19T19:14:15Z</updated>
		
		<summary type="html">&lt;p&gt;Bodo Thiesen: fixed and/or improved inter guides linking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Guides|^^ Back to Guides-Index]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Coordination is very important for cooperative gameplay since the goals and implementation tactics are meant to be shared among all participants. The planning stage of game is the time to lay a good foundation for prolonged and interesting gameplay, where the final result is achieved by combined activity of all players. Planning does take some skill and experience, and should be taken a serious task and with responsibility for future development. It should provide detailed description of what and how is to be achieved.&lt;br /&gt;
&lt;br /&gt;
==Studying the map==&lt;br /&gt;
There is no basic &amp;quot;best strategy&amp;quot; for all situations. All games are very circumstantial, environment-dependent, and have different focuses. Even for targeted games, when a particular scenario or game preconditions are used, it still remains very open-ended and a successful result can be achieved by many ways. Thus, it is very important to explore the map and foresee future development and implementation, ensuring that it is possible to achieve the goals that are set. Some layouts are only applicable to certain cases and various types of networks deal with landscape in different fashions. It is very important to keep in mind that it is not that landscape is to be altered to fit the idea of the plan, but vice versa&amp;amp;mdash;the plan must adhere to circumstances.&lt;br /&gt;
&lt;br /&gt;
==Defining main elements==&lt;br /&gt;
All plans have certain main elements which predefine the plan's foundation.&lt;br /&gt;
&lt;br /&gt;
These are:&lt;br /&gt;
; Game type : Global [[:Category:Gametypes]] (i.e.: ''raw cargo'', ''TGV global pax game'', ''ICE/S-Bahn'', etc.)&lt;br /&gt;
; Goals/focus : Narrowing down the type to a particular point (i.e.: ''flow'/capacity', ''speed'', ''second tier saturation'', ''connecting something'', etc.)&lt;br /&gt;
; Network type : Basic rules, describing type of lines used (perhaps: ''plain'', ''segregated'', ''distributed'', ''shifting'' ) and track width, along with details (such as: ''prioritised 2nd tier', ''none blocking mergers only'', ''expandable to ...'' etc.)&lt;br /&gt;
; Network layout : That controls shape of lines and defined by major stations' requirements. Should be done in some illustrated form or shape, providing enough details to show key points of particular layout.&lt;br /&gt;
; Perks : anything what is out of ordinary and not generally applicable to described conditions (i.e.: ''steam only'', ''no terraforming'', ''avoid coal'', ''save all trees'')&lt;br /&gt;
&lt;br /&gt;
==Sharing ideas==&lt;br /&gt;
It is possible that there are already plans being discussed or that some are made, in which case it would make sense to comprehend them and understand key elements and differences. Presenting many plans with differences only in directions of tracks or train length used is quite pointless. It would be better to discuss with the author possible changes and make corrections to the existing plan if they are considered as useful after coming to consensus. Plans as well as the game itself can be result of collaboration and shaping the ideas based on experience of different players. However, please make sure to suggest changes rather than insist upon them.&lt;br /&gt;
&lt;br /&gt;
==Planning==&lt;br /&gt;
Usually, there is a remote spot on the map somewhere with sign &amp;quot;  !!NETWORK PLANS&amp;quot; next to it. This is designated for laying out proposed plans. If there is no area marked in this way, feel free to create one. Bear in mind that plans are meant to last the whole game and selecting densely populated areas makes very little sense; typically remote areas such as corners and edges of map, with even or gently rolling terrain are the best spots.&lt;br /&gt;
&lt;br /&gt;
When creating a plan, allocate yourself enough space and try not to interfere with other people's work. Make sure to state as many details as possible to make the plan clear for others (separation between primary/secondary, type of network and width, train lengths etc.). Major elements design can also be noted in case if it is not clear from visual layout. Make sure the plan is comprehensive and covers all/most game aspects. Don't forget to title and sign it, as well as to add it to voting board if one is there already.&lt;br /&gt;
&lt;br /&gt;
After the core of your plan is done, listen for critique and constructive comments, be patient for more plans to appear, and wait until voting is finished. It is quite common for the planning phase to take a long time simply because of different people's schedules and other limitations.&lt;br /&gt;
&lt;br /&gt;
==Understanding complexity==&lt;br /&gt;
As an author of a plan you are responsible for covering many aspects in design and location of key elements (be it a hub station or the location of a drop). A good plan should present an opportunity for many players to have their input useful for achieving the goal. It should not be overly complex or simply impossible but have various challenges for a variety of skill levels. It should also withstand the test of time. In many cases planned expandability saves the day by turning tedious upgrades into a set of doable tasks with little to no interference to the existing network.&lt;br /&gt;
&lt;br /&gt;
==Implementation==&lt;br /&gt;
In case if you plan is chosen (and that is bound to happen sometime), as author, you are encouraged to provide as much help as possible to execute the plan. The creator of the selected plan takes a guiding role of chief engineer, answering questions and being a source of wisdom when unforeseen challenges arise.&lt;br /&gt;
&lt;br /&gt;
It greatly helps for proper implementation to have predefined locations for major nodes of the network as well as other important elements. Selecting placement for these, by putting signs in desired places, essentially charts the map to meet the plan's requirements. Being the author does not mean that it is totally up to you to create the whole network, but playing a key role in creation process is expected. At the same time let others help you to &amp;quot;get there:&amp;quot; it will be faster and more entertaining as the joint effort of many&amp;amp;mdash;that's what #openttdcoop is about, after all!&lt;br /&gt;
&lt;br /&gt;
==Modification and corrections==&lt;br /&gt;
As time goes, it is quite possible that a need for reform or alteration is required due to change in environment, implementation limitations or unforeseen roadblocks. In the event that such drawbacks are observed, it is imperative to quickly react and modify the plan to satisfy new needs. Along with being ''proactive'' and trying to ensure the future of the game, authors should also try to be ''reactive'' to ongoing development. Other players can provide valuable input which can ease extreme challenges and help avoid known pitfalls. Sometimes there are several approaches that can be taken and it is up to author to consider alternatives and make wise choices and introduce corrections to the plan.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
{|&lt;br /&gt;
|| [[Image:plan4.png|thumb|center|320px|]] || [[Image:plan1.png|thumb|center|320px|]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[Image:plan2.png|thumb|center|320px|]] || [[Image:plan3.png|thumb|center|320px|]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[Image:plan0.png|thumb|center|320px|]] || [[Image:plan5.png|thumb|center|320px|]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[Image:plan6.png|thumb|center|320px|]] || [[Image:plan7.png|thumb|center|320px|]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[Image:plan8.png|thumb|center|320px|]] || [[Image:plan9.png|thumb|center|320px|]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Guides|^^ Back to Guides-Index]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Bodo Thiesen</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Game_Start_with_Trains&amp;diff=11660</id>
		<title>Game Start with Trains</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Game_Start_with_Trains&amp;diff=11660"/>
				<updated>2010-07-19T19:10:19Z</updated>
		
		<summary type="html">&lt;p&gt;Bodo Thiesen: fixed and/or improved inter guides linking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Game_Start|^^ Back to Game Start Guide-Index]] | [[Game_Start_with_Airplanes|Game Start using Airplanes &amp;gt;&amp;gt;]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{obsolete||Game Start with Airplanes}}&lt;br /&gt;
&lt;br /&gt;
== Game Start ==&lt;br /&gt;
When first beginning a new game, on a fresh map, there are a few VERY important things to remember.&lt;br /&gt;
&lt;br /&gt;
* Cargo&lt;br /&gt;
* Distance&lt;br /&gt;
* Signals&lt;br /&gt;
* Terraforming&lt;br /&gt;
* Trains&lt;br /&gt;
&lt;br /&gt;
Alternatively [[Game_Start_with_Airplanes|starting with airplanes]] instead of trains can be done.&lt;br /&gt;
&lt;br /&gt;
== Cargo ==&lt;br /&gt;
The first type of cargo that should be transported in a new game is coal.  It has the best distance/earnings ratio of any cargo.  That means, the farther you take it, the more you earn!&lt;br /&gt;
&lt;br /&gt;
[[Image:Payment.png|thumb|564px|center|Example]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Distance ==&lt;br /&gt;
Find a power station near a corner of the map with preferably 2-4 mines within decent reach.  Build a simple Ro-Ro station, 3 or 4 tracks is all that will be needed; connect this station to a coal mine about 100 tiles away (The normal COOP map is 256x1024, so about half the shorter length) with smart track laying you should be able to build the stations and track for around 150,000e.  It also helps to use a single track line with passing areas for very distant connections, as seen here:&lt;br /&gt;
&lt;br /&gt;
[[Image:SingleLine.png|thumb|610px|center|Example]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Signals ==&lt;br /&gt;
Our network rules state that there should be a signal every other tile.  During a game start this is lunacy and a HUGE waste of money, most of the track you are building will be destroyed later in the game, and will have very few trains running on it to boot.  A signal every 20 tiles is sufficient.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Terraforming ==&lt;br /&gt;
If at all possible, go around anything in your way, rather than moving it.  2x45 degree turns are not as bad in the game start as they are in our final network.  Most trains in early game will not even slow down around a 2x45 degree curve! Bridges are cheap and tend to be faster than just laying tracks down a valley, if possible use a bridge!&lt;br /&gt;
&lt;br /&gt;
== Trains ==&lt;br /&gt;
You can go with either electric rail, or regular, but since the costs for erail are the same, you have to stick to electrified rail by default.  The steam engines will have similar top speed, half the HP (only bad point) but cost about a third of an electric engine.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteamvsElec.png|thumb|500px|center|Example]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Game_Start|^^ Back to Game Start Guide-Index]] | [[Game_Start_with_Airplanes|Game Start using Airplanes &amp;gt;&amp;gt;]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Bodo Thiesen</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Game_Start_with_Airplanes&amp;diff=11659</id>
		<title>Game Start with Airplanes</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Game_Start_with_Airplanes&amp;diff=11659"/>
				<updated>2010-07-19T19:10:16Z</updated>
		
		<summary type="html">&lt;p&gt;Bodo Thiesen: fixed and/or improved inter guides linking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Game_Start_with_Trains|&amp;lt;&amp;lt; Game Start using Trains]] | [[Game_Start|^^ Back to Game Start Guide-Index]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{{reqscreenshot|Ideal placements}}&lt;br /&gt;
== Game Start with Airplanes ==&lt;br /&gt;
&lt;br /&gt;
An alternative to transporting coal with trains as the moneymaker at game start is to use airplanes to transport passengers and mail.  There are several advantages to using airplanes instead of trains:&lt;br /&gt;
*No track to construct&lt;br /&gt;
*Constructing airports great distances apart costs no more than constructing them nearby&lt;br /&gt;
*Airplanes can transport their cargo faster than trains can&lt;br /&gt;
*Avoids having production at coal mines swell before the final network is constructed&lt;br /&gt;
&lt;br /&gt;
== Choosing Towns for the Airports ==&lt;br /&gt;
&lt;br /&gt;
Care must be taken when choosing towns to build moneymaker airports in.  Under ideal conditions, the best candidates are larger towns in opposite corners of the map.  The larger the town, the more passengers that will be supplied.  The farther the distance, the greater the earnings per trip.  Other factors such as available space should be considered as well.  A large town on a small island or in mountainous terrain is a poor choice for a moneymaker airport as teraforming will be required to create a large enough piece of land to build the airport on.  Also since farmland has a greater cost to build on top of, it may be wise to build away from farms.  Always remember to communicate with your fellow coop players about where to build moneymaker airports. Without communication we could end up with two players building two airports in the same city, an unnecessary expense at the only time in the game when money is tight.  Start with two airports, often times this will be expanded to four as income becomes steady.&lt;br /&gt;
&lt;br /&gt;
== Building the Airports ==&lt;br /&gt;
Once towns have been chosen, build the airports as close to the town as possible.  Avoid demolishing town buildings and avoid teraforming as much as possible.  Use drive through road stops to walk the station to the town center to increase catchment area.  This practice in generally discouraged in most final networks, but works well for moneymakers.  Even small airports works well as it doesn't take large numbers of airplanes to generate the required income.  Always remember to communicate with your fellow coop players about where to build moneymaker airports. Without communication we could end up with two players building two airports in the same city, an unnecessary expense at the only time in the game when money is tight.   Rename the airports to &amp;quot;MM01, MM02, etc&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Buying the Airplanes ==&lt;br /&gt;
When choosing airplanes for the moneymaker, a balance needs to be struck between cargo capacity, running costs, and speed.  As we commonly use different planesets each game, this is a decision to be made as a community.  It is also important not to buy too many planes to begin with.  If we spend all our money before the first plane reaches it's destination, we could end up going bankrupt.  Building additional planes should be handled by a single player to avoid confusion.  As always keep one unit of loan on reserve, ready to be taken if money goes into the red at any time.  In these circumstances when the full loan is taken, the top priority is ALWAYS to repay at least one loan unit.  This is more important than purchasing new airplanes or airports.  &lt;br /&gt;
&lt;br /&gt;
== Town Growth ==&lt;br /&gt;
A side effect of airplane moneymakers is that it can cause towns to grow.  This should be avoided as larger towns could get in the way of the final network.  There are two ways to prevent town growth.  The first is to set town growth in the advanced settings / economy tab to &amp;quot;none&amp;quot;.  This can only be done by members, so ask if you notice that town growth is on.  The second involves buying land adjacent to the city to block growth, or in some cases restrict growth to a certain size by buying land a few tiles away from the city to allow for growth to increase moneymaker profits through more passengers.  That decision should be made by the community, and made known via signs for players who are not online at that moment.  Purchasing of town land should be done after income has stabilized to avoid bankruptcy.  &lt;br /&gt;
&lt;br /&gt;
== Completion of the Moneymaker ==&lt;br /&gt;
Once income has stabilized and the loan has been repaid, the moneymaker stage of the game is finished, and the planning stage begins. The moneymaker will continue to earn money until the final network is planned, chosen, built, and begins making money itself.  At this point the moneymaker is generally dismantled as it it no longer needed.  &lt;br /&gt;
&lt;br /&gt;
== Communication is Vital ==&lt;br /&gt;
At game start there are generally a lot of players connected waiting to create a plan for the final network.  You are welcome to help build the moneymaker, but please remember to use the in-game chat to communicate with the other players.  Without communication, several players could end up trying to do the same thing, and this can lead to confusion and wasting money at the only time when we need to be worried about cash levels.  Please be patient about creating your plan.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Game_Start_with_Trains|&amp;lt;&amp;lt; Game Start using Trains]] | [[Game_Start|^^ Back to Game Start Guide-Index]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Bodo Thiesen</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Game_Start&amp;diff=11658</id>
		<title>Game Start</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Game_Start&amp;diff=11658"/>
				<updated>2010-07-19T19:07:15Z</updated>
		
		<summary type="html">&lt;p&gt;Bodo Thiesen: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Tutorial_Savegame|&amp;lt;&amp;lt; Tutorial Savegame]] | [[Guides|^^ Back to Guides-Index]] | [[Planning|Planning-Index &amp;gt;&amp;gt;]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Game Start ==&lt;br /&gt;
&lt;br /&gt;
=== Game Start with Trains ===&lt;br /&gt;
&lt;br /&gt;
In previous games, we booted games using Trains. It remains here as documentation for games, whose starting year doesn't allow building arplanes and hence make the new approach impossible.&lt;br /&gt;
&lt;br /&gt;
[[Game_Start_with_Trains]]&lt;br /&gt;
&lt;br /&gt;
=== Game Start withAirplanes ===&lt;br /&gt;
&lt;br /&gt;
The new and current approach to boot games in #openttdcoop is to use Airplanes. It's the recommended way to boot a game.&lt;br /&gt;
&lt;br /&gt;
[[Game Start with Airplanes]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Tutorial_Savegame|&amp;lt;&amp;lt; Tutorial Savegame]] | [[Guides|^^ Back to Guides-Index]] | [[Planning|Planning-Index &amp;gt;&amp;gt;]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Bodo Thiesen</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Game_Start&amp;diff=11657</id>
		<title>Game Start</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Game_Start&amp;diff=11657"/>
				<updated>2010-07-19T19:05:47Z</updated>
		
		<summary type="html">&lt;p&gt;Bodo Thiesen: Moved content of Game Start to Game Start with Trains&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Start ==&lt;br /&gt;
&lt;br /&gt;
=== Game Start with Trains ===&lt;br /&gt;
&lt;br /&gt;
In previous games, we booted games using Trains. It remains here as documentation for games, whose starting year doesn't allow building arplanes and hence make the new approach impossible.&lt;br /&gt;
&lt;br /&gt;
[[Game_Start_with_Trains]]&lt;br /&gt;
&lt;br /&gt;
=== Game Start withAirplanes ===&lt;br /&gt;
&lt;br /&gt;
The new and current approach to boot games in #openttdcoop is to use Airplanes. It's the recommended way to boot a game.&lt;br /&gt;
&lt;br /&gt;
[[Game Start with Airplanes]]&lt;/div&gt;</summary>
		<author><name>Bodo Thiesen</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Game_Start_with_Trains&amp;diff=11656</id>
		<title>Game Start with Trains</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Game_Start_with_Trains&amp;diff=11656"/>
				<updated>2010-07-19T19:01:03Z</updated>
		
		<summary type="html">&lt;p&gt;Bodo Thiesen: Moved content of Game Start to Game Start with Trains&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{obsolete||Game Start with Airplanes}}&lt;br /&gt;
&lt;br /&gt;
== Game Start ==&lt;br /&gt;
When first beginning a new game, on a fresh map, there are a few VERY important things to remember.&lt;br /&gt;
&lt;br /&gt;
* Cargo&lt;br /&gt;
* Distance&lt;br /&gt;
* Signals&lt;br /&gt;
* Terraforming&lt;br /&gt;
* Trains&lt;br /&gt;
&lt;br /&gt;
Alternatively [[Game_Start_with_Airplanes|starting with airplanes]] instead of trains can be done.&lt;br /&gt;
&lt;br /&gt;
== Cargo ==&lt;br /&gt;
The first type of cargo that should be transported in a new game is coal.  It has the best distance/earnings ratio of any cargo.  That means, the farther you take it, the more you earn!&lt;br /&gt;
&lt;br /&gt;
[[Image:Payment.png|thumb|564px|center|Example]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Distance ==&lt;br /&gt;
Find a power station near a corner of the map with preferably 2-4 mines within decent reach.  Build a simple Ro-Ro station, 3 or 4 tracks is all that will be needed; connect this station to a coal mine about 100 tiles away (The normal COOP map is 256x1024, so about half the shorter length) with smart track laying you should be able to build the stations and track for around 150,000e.  It also helps to use a single track line with passing areas for very distant connections, as seen here:&lt;br /&gt;
&lt;br /&gt;
[[Image:SingleLine.png|thumb|610px|center|Example]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Signals ==&lt;br /&gt;
Our network rules state that there should be a signal every other tile.  During a game start this is lunacy and a HUGE waste of money, most of the track you are building will be destroyed later in the game, and will have very few trains running on it to boot.  A signal every 20 tiles is sufficient.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Terraforming ==&lt;br /&gt;
If at all possible, go around anything in your way, rather than moving it.  2x45 degree turns are not as bad in the game start as they are in our final network.  Most trains in early game will not even slow down around a 2x45 degree curve! Bridges are cheap and tend to be faster than just laying tracks down a valley, if possible use a bridge!&lt;br /&gt;
&lt;br /&gt;
== Trains ==&lt;br /&gt;
You can go with either electric rail, or regular, but since the costs for erail are the same, you have to stick to electrified rail by default.  The steam engines will have similar top speed, half the HP (only bad point) but cost about a third of an electric engine.&lt;br /&gt;
&lt;br /&gt;
[[Image:SteamvsElec.png|thumb|500px|center|Example]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Bodo Thiesen</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Tutorial_Savegame&amp;diff=11655</id>
		<title>Tutorial Savegame</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Tutorial_Savegame&amp;diff=11655"/>
				<updated>2010-07-19T16:43:54Z</updated>
		
		<summary type="html">&lt;p&gt;Bodo Thiesen: interwiki linkfix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TutorialSavegameMenu|Guides|&amp;lt;&amp;lt; Back to Guides|Tutorial Savegame Mainline|1.x Mainline &amp;gt;&amp;gt;|Tutorial Savegame}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
=&amp;lt;center&amp;gt;The #openttdcoop Tutorial Savegame&amp;lt;/center&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
After some 2+ years of #openttdcoop we felt like we had to do a compilation of key points from our games. Some of our well-known guides are a nice peek into the world of #openttdcoop but by any means not enough to tell our readers WHY we build weird structures such as [[Balancing|Load Balancers]] or [[Sideline Hub|Sideline Hubs]]. Most important in order to understand these constructs is seeing them in action. As a result of our considerations we hereby supply a '''tutorial savegame''' to every interested reader. &lt;br /&gt;
&lt;br /&gt;
Please retrieve the [http://www.openttdcoop.org/wiki/images/6/6a/Tutorial.sav '''tutorial savegame'''] ([[:Image:Tutorial.sav|page]])&lt;br /&gt;
&lt;br /&gt;
''Technical Note: the savegame should work on OpenTTD 0.6.3 or the latest nightly builds. Get the latest nightly build or OpenTTD 0.6.3 (or newer) to load the savegame.''&lt;br /&gt;
&lt;br /&gt;
==How to use this savegame==&lt;br /&gt;
[[Image:Signlist.png|355px|thumb|right|Open your signlist]]&lt;br /&gt;
Open the signlist. The signlist is probably the most important feature of OpenTTD to our community since we are using signs a lot to guide people around and mark points of interest. Cooperative play is very much about communication, and the signlist allows us to more easily communicate spatially. If you click on a sign in the list, the client directs you straight to this point. We classified the topics within the tutorial in five headers:&lt;br /&gt;
&lt;br /&gt;
# [[Tutorial Savegame Mainline]]&lt;br /&gt;
# [[Tutorial Savegame Sideline]]&lt;br /&gt;
# [[Tutorial Savegame Stations]]&lt;br /&gt;
# [[Tutorial Savegame Feeder]]&lt;br /&gt;
# [[Tutorial Savegame Towns]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With reference to these signs in the game, we dedicate the next pages to explain our ideas with the relevant constructs and concepts. We try to give you an idea of our thinking: in the end you'll be through a crash course straight into the core principles of network building in #openttdcoop.&lt;br /&gt;
&lt;br /&gt;
If you feel impressed by a lot of signaling and lots of traffic, don't hesitate joining our [[Public Server]]. It's not that difficult as one could expect. You can just watch for a while if you wish. As you gain confidence and experience, you will learn to build parts of the cooperative network of increasing complexity. Other players can help you with what you build and tell you what you've done correctly and incorrectly. This '''tutorial savegame''' is just a good point to start at&amp;amp;mdash;we'll teach you the basics so you know what's going on.&lt;br /&gt;
&lt;br /&gt;
'''A last suggestion to our readers: in case of questions or comments please use the discussion pages!'''&lt;br /&gt;
&lt;br /&gt;
{{TutorialSavegameMenu|Guides|&amp;lt;&amp;lt; Back to Guides|Tutorial Savegame Mainline|1.x Mainline &amp;gt;&amp;gt;|Tutorial Savegame}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Bodo Thiesen</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Dodging_unremovables&amp;diff=11654</id>
		<title>Dodging unremovables</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Dodging_unremovables&amp;diff=11654"/>
				<updated>2010-07-19T16:33:17Z</updated>
		
		<summary type="html">&lt;p&gt;Bodo Thiesen: fixed and/or improved inter guides linking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Removing_a_city|&amp;lt;&amp;lt; Removing a city]] | [[Guides:Altering|^^ Back to Altering Guides Index]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
When building Line's it's unavoidable that you will encounter at some point an Un-Removable object such as an Antenna. There are multiple ways to avoid these and some are more effective than others. Here are a few examples:&lt;br /&gt;
&lt;br /&gt;
== Going Around ==&lt;br /&gt;
&lt;br /&gt;
Going around is a simple and efficient way as long as the line is not too wide and the turns aren't too short.  The curve around must be wide enough that trains do not slow down from encountering a tight turn, we call this curve length, or CL for short.  The curve must also not force trains to change direction more than two times in the tile length, or TL for short, of the trains.  Here is an example of a track curving around a transmitter antenna:&lt;br /&gt;
&lt;br /&gt;
[[Image:dodge-around.png]]&lt;br /&gt;
&lt;br /&gt;
== Going under ==&lt;br /&gt;
&lt;br /&gt;
Going under is just as simple. Dig 2 hole's and place tunnels. Of course tunnels can't be signaled so for busy line's Multiple tunnels for every track could be required.  Here is an example of a track using double tunnels to go under a power station, notice the track is offset on either side so the path through either tunnel is the same length, 7 straight tiles and two diagonal:&lt;br /&gt;
&lt;br /&gt;
[[Image:dodge-under.png]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Removing_a_city|&amp;lt;&amp;lt; Removing a city]] | [[Guides:Altering|^^ Back to Altering Guides Index]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Bodo Thiesen</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Removing_a_city&amp;diff=11653</id>
		<title>Removing a city</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Removing_a_city&amp;diff=11653"/>
				<updated>2010-07-19T16:32:45Z</updated>
		
		<summary type="html">&lt;p&gt;Bodo Thiesen: fixed and/or improved inter guides linking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Guides:Altering|^^ Back to Altering Guides Index]] | [[Dodging_unremovables|Dodging unremovables &amp;gt;&amp;gt;]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Sometimes when building the main line, side line or a station you come across some towns. Sometimes you have to remove them so there is more room for our networks. (Please note that this isn't cheap and only perform this when there enough money. Otherwise place a sign and wait until there is more money).&lt;br /&gt;
&lt;br /&gt;
Removing is done in several steps:&lt;br /&gt;
&lt;br /&gt;
==== Removing the first buildings ====&lt;br /&gt;
First check the rating of the authorities of the town. If it's '''Very Good''' or better start with removing some buildings like a football station, church or offices. These all need a rating of Very good or better. Removing a simple houses will be done later. Repeat the process until the rating drops to '''Appaling''', then move on to the next step.&lt;br /&gt;
&lt;br /&gt;
If you don't know which kind of building everything is, use the &amp;quot;Land area information tool&amp;quot;. It's the last button in the topside buttons bar (with pause, settings, save, map etc.). If you still don't know if a building can only be removed with Very good rating or higher start with the buildings that look the most expensive.&lt;br /&gt;
&lt;br /&gt;
==== Planting trees ====&lt;br /&gt;
You've been removing quite a bit and your rating has dropped to Appaling and local authorities will not allow further demolition. It's time to raise the town rating. &lt;br /&gt;
Remove everything in between a range of about 10 to 20 tiles from the town center (mind any laid out tracks, stations or purchased land). When you've removed everything from these tiles plant trees on the bare tiles. Just one tree per tile is enough (only drag and drop once). Repeat this until you have reached a '''Good''' or higher town rating and continue with the next step. Do not use the bribe option, which is expensive and will lead to being discovered and an unwilling town.&lt;br /&gt;
&lt;br /&gt;
==== Removing some (cheap) buildings ====&lt;br /&gt;
Now that your rating is increased to '''Good''' or better it is again time to remove buildings and roads. Start with removing houses at first and when that is not possible anymore try removing some roads. It appears that you can demolish up to 7/ 8 road pieces or 2 houses + 1 road tile at a time. When the town rating has dropped to '''Appaling''' again repeat the tree planting step. Do so until there are only buildings left that can't be removed (statues for instance).&lt;br /&gt;
&lt;br /&gt;
==== Removing the last buildings ====&lt;br /&gt;
If it wasn't a very big town, the result you have now must be only a few buildings left. Now it's time for the expensive part: '''Bribing'''. To save money, make sure your rating now is '''Good''' and if it is not the case plant some trees. Bribe to get an excellent or outstanding rating and remove the final buildings. If your ratings has dropped again try to increase it first by planting trees otherwise attempt another bribe. Now the town is removed completely. If town growth is turned on purchase the tiles around the center to prevent future growth, a rectangle of 10 by 10 tiles will do.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Guides:Altering|^^ Back to Altering Guides Index]] | [[Dodging_unremovables|Dodging unremovables &amp;gt;&amp;gt;]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Bodo Thiesen</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Guides:Altering&amp;diff=11652</id>
		<title>Guides:Altering</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Guides:Altering&amp;diff=11652"/>
				<updated>2010-07-19T16:28:57Z</updated>
		
		<summary type="html">&lt;p&gt;Bodo Thiesen: fixed and/or improved inter guides linking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Guides:Presignals|&amp;lt;&amp;lt; Presignals-Index]] | [[Guides|^^ Back to Guides-Index]] | [[Tutorial_Savegame|Tutorial Savegame &amp;gt;&amp;gt;]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;center&amp;gt;Altering the world around you&amp;lt;/center&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
==Part 1: Removing a city==&lt;br /&gt;
Sometimes cities get in the way of building a [[Mainline|mainline]] or something else. Here's how to get rid of it.&lt;br /&gt;
&lt;br /&gt;
[[Removing a city]]&lt;br /&gt;
&lt;br /&gt;
==Part 2: Dodging unremovables==&lt;br /&gt;
Often times antennaes on top of mountains, lighthouses on the shore, or just an industry in the wrong spot get in the way. The ways to get around this are explained here.&lt;br /&gt;
&lt;br /&gt;
[[Dodging unremovables]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Guides:Presignals|&amp;lt;&amp;lt; Presignals-Index]] | [[Guides|^^ Back to Guides-Index]] | [[Tutorial_Savegame|Tutorial Savegame &amp;gt;&amp;gt;]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Bodo Thiesen</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Guides:Presignals&amp;diff=11651</id>
		<title>Guides:Presignals</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Guides:Presignals&amp;diff=11651"/>
				<updated>2010-07-19T16:25:53Z</updated>
		
		<summary type="html">&lt;p&gt;Bodo Thiesen: /* Part 5: Complex Junctions */ fixed and/or improved inter guides linking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Guides:Building|&amp;lt;&amp;lt; Building-Index]] | [[Guides|^^ Back to Guides-Index]] | [[Guides:Altering|Altering-Index &amp;gt;&amp;gt;]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=A Presignal Guide= &lt;br /&gt;
(under construction)&lt;br /&gt;
A guide for newbies, about presignals. However, this is not only for beginners as there are many complex things concerning presignals. If you know how the presignals work, you should skip the &amp;quot;basics&amp;quot; Part.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Part 1: Basics==&lt;br /&gt;
The Presignal Basics is explained here: how they work, how they behave, and how does a terminal station work, and what's the use of the combo presignal.&lt;br /&gt;
&lt;br /&gt;
[[Presignal Basics]]&lt;br /&gt;
&lt;br /&gt;
==Part 2: Oneway or twoway Presignals==&lt;br /&gt;
Signals have two sides. In the basics part, the other side wasn`t important, since trains can`t turn back, etc.  However, in more complex situations, a badly placed two way Combo Presignal can cause errors in your network.&lt;br /&gt;
&lt;br /&gt;
[[Oneway or Twoway Presignals]]&lt;br /&gt;
&lt;br /&gt;
==Part 3: Priorities==&lt;br /&gt;
When you have to connect two tracks into one, the most used track should have more priority than the lesser-used track. &lt;br /&gt;
In this Part, junctions with priority are shown.&lt;br /&gt;
&lt;br /&gt;
[[Priorities]]&lt;br /&gt;
&lt;br /&gt;
==Part 4: Load Balancers==&lt;br /&gt;
How to make presignals on a Load Balancer.&lt;br /&gt;
&lt;br /&gt;
[[Balancing|Load Balancers]]&lt;br /&gt;
&lt;br /&gt;
==Part 5: Complex Junctions==&lt;br /&gt;
&lt;br /&gt;
[[Complex Junctions]]&lt;br /&gt;
&amp;lt;!-- IMPORTANT NOTICE: If you find the correct page and fix the link above, remember to also add the fixed link [[$TARGET|Complex Junctions &amp;gt;&amp;gt;]] to the meno on the page Balancing at the top AND at the bottom and add the following linking at the $TARGET page:&lt;br /&gt;
BEGIN AT THE TOP&lt;br /&gt;
[[Balancing|&amp;lt;&amp;lt; Balancing]] | [[Guides:Presignals|^^ Back to Presignals Guides Index]]&lt;br /&gt;
----&lt;br /&gt;
END AT THE TOP&lt;br /&gt;
BEGIN AT THE BOTTOM&lt;br /&gt;
----&lt;br /&gt;
[[Balancing|&amp;lt;&amp;lt; Balancing]] | [[Guides:Presignals|^^ Back to Presignals Guides Index]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
END AT THE BOTTOM&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Guides:Building|&amp;lt;&amp;lt; Building-Index]] | [[Guides|^^ Back to Guides-Index]] | [[Guides:Altering|Altering-Index &amp;gt;&amp;gt;]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Bodo Thiesen</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Balancing&amp;diff=11650</id>
		<title>Balancing</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Balancing&amp;diff=11650"/>
				<updated>2010-07-19T16:22:24Z</updated>
		
		<summary type="html">&lt;p&gt;Bodo Thiesen: fixed and/or improved inter guides linking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Priority|&amp;lt;&amp;lt; Priority]] | [[Guides:Presignals|^^ Back to Presignals Guides Index]] | Complex Junctions&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In our networks we often have lots of tracks that want to join to other lots of tracks. Often the load on the tracks is unequal, so you want to provide incoming tracks with the choice to pick any outgoing line, otherwise you might end up having pretty much empty lines joining to other pretty much empty lines and full lines trying to join to other full lines. The first is obviously fine but you can see the latter might be problematic. Enter: balancing.&lt;br /&gt;
&lt;br /&gt;
Let us clear out some misunderstandings first.&lt;br /&gt;
&lt;br /&gt;
:''&amp;quot;The goal you want to achieve by balancing is to have equal loads on every track.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
This is not true. Mainlines are built for 100% capacity so it's not a problem when you have a two-track mainline with one track that is 40% loaded and one that is 90% loaded. The problem emerges when you try to join a 70% loaded track to an 80% loaded track.&lt;br /&gt;
&lt;br /&gt;
:''&amp;quot;I don't have to balance this join, traffic is already balanced.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The point I made before also shows this assumption is wrong; balancing is ''not'' about achieving equal loads. This is also why constructions such as the one below are completely pointless.&lt;br /&gt;
[[File:inline_balancing.PNG|400px|thumb|none|Inline balancing. Pointless and bound to cause problems once you get dense traffic running]]&lt;br /&gt;
&lt;br /&gt;
==Balancing in text==&lt;br /&gt;
If you want to describe what kind of merge you're talking about, use this format:&lt;br /&gt;
:Amount of original tracks + Amount of incoming tracks -&amp;gt; Amount of outgoing tracks&lt;br /&gt;
So if you'd have a sideline joining a two-track mainline, you'd have 2+1-&amp;gt;2.&lt;br /&gt;
&lt;br /&gt;
So much for the theory, let's get building.&lt;br /&gt;
&lt;br /&gt;
== Single-track to single-track: 1+1-&amp;gt;1==&lt;br /&gt;
Of course this is not actual balancing; there is only one outgoing track so you can't provide choice. If you do want to have some control you could add a simple [[priority|priority]] line. Or if you're feeling really adventurous you could even throw in a [[compressor|compressor]]&lt;br /&gt;
Now let's move on to some more relevant stuff.&lt;br /&gt;
&lt;br /&gt;
==Single-track to multi-track: 2+1-&amp;gt;2==&lt;br /&gt;
This is a situation you'll often come across in our games; a sideline joining a mainline at a sideline hub. This is also pretty straight forward, you just want the sideline to be able to pick from every mainline. A potential issue when you start joining to multiple tracks is blocking. &lt;br /&gt;
Blocking happens when the block between the mainline and the joining line is not large enough to hold an entire train and a mainline train enters the priority section while a train is joining, which then gets stopped and also blocks other trains trying to join. Got that? The image below shows a blocked train.&lt;br /&gt;
&lt;br /&gt;
[[File:Block.PNG|400px|thumb|none|A train that got blocked while joining]]&lt;br /&gt;
&lt;br /&gt;
The solution to this is to eliminate the combo signal, meaning you want every block to be able to hold at least one train.&lt;br /&gt;
&lt;br /&gt;
[[File:noblock.PNG|400px|thumb|none|Non-blocking 2+1-&amp;gt;1 join.]]&lt;br /&gt;
&lt;br /&gt;
It's pretty easy to repeat this process when you have more than 2 original tracks.&lt;br /&gt;
&lt;br /&gt;
[[File:4_1_4.PNG|400px|thumb|none|A 4+1-&amp;gt;4 balanced merge]]&lt;br /&gt;
&lt;br /&gt;
==Multi-track to multi-track: 2+2-&amp;gt;2==&lt;br /&gt;
This is where it gets interesting. These kinds of joins usually occur at backbone hubs and main station hubs. The easy way to balance these is to just repeat the single-track to multi-track merge for every incoming track, as seen below.&lt;br /&gt;
&lt;br /&gt;
[[File:ugly.PNG|400px|thumb|none|A 2+2-&amp;gt;2 join that actually consists of a dual 2+2-&amp;gt;1 join]]&lt;br /&gt;
&lt;br /&gt;
There is however an issue with this approach. The track that joins first has an advantage over the later joins, because the later joins also have to cope with the added load added by trains joining from the merges before. When you use this technique for larger joins the problem becomes bigger too:&lt;br /&gt;
&lt;br /&gt;
[[File:even_uglier.PNG|400px|thumb|none|Showing ProZone Game 05's massive 8+8-&amp;gt;8 join, joins like these magnify the problem described above]]&lt;br /&gt;
&lt;br /&gt;
This can be solved by adding a cross allowing trains to switch the joining track, as you can see below:&lt;br /&gt;
n[[File:crossjoin.PNG|400px|thumb|none|A 2+2-&amp;gt;2 join using a cross to allow trains to switch, non-blocking, of course]]&lt;br /&gt;
&lt;br /&gt;
[[File:crossjoin_full.PNG|400px|thumb|none|The same join, with trains occupying the reserved blocks]]&lt;br /&gt;
&lt;br /&gt;
This cross-joining style can be used for wider tracks relatively easily:&lt;br /&gt;
&lt;br /&gt;
[[File:snowycross.PNG|400px|thumb|none|Showing a 3+2-&amp;gt;3 merge in Public Server Game 146]]&lt;br /&gt;
&lt;br /&gt;
==Priorities on BBHs==&lt;br /&gt;
It is often said that priorities are not needed an BBHs, because the loads have equal priority anyway. Priorities on backbone hubs, however, don't actually serve the purpose of giving priority; they are only there to disrupt ML traffic as little as possible. Often the priorities are nowhere near long enough to allow for full acceleration, unlike those at SLHs, and it's no problem to shorten them if the joining track seems to be jamming because of the long prios.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Priority|&amp;lt;&amp;lt; Priority]] | [[Guides:Presignals|^^ Back to Presignals Guides Index]] | Complex Junctions&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Advanced Networking]]&lt;/div&gt;</summary>
		<author><name>Bodo Thiesen</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Priority&amp;diff=11649</id>
		<title>Priority</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Priority&amp;diff=11649"/>
				<updated>2010-07-19T16:18:50Z</updated>
		
		<summary type="html">&lt;p&gt;Bodo Thiesen: fixed and/or improved inter guides linking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Oneway_or_Twoway_Presignals|&amp;lt;&amp;lt; Oneway or Twoway Presignals]] | [[Guides:Presignals|^^ Back to Presignals Guides Index]] | [[Balancing|Balancing &amp;gt;&amp;gt;]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Priorities, or prios, are constructions we use to give an important track priority over another, less important track. Priority can be made in many ways, all which will be covered here.&lt;br /&gt;
&lt;br /&gt;
==Using two-way signals==&lt;br /&gt;
This is the easiest way to create priority. Use it with care though; when you have multiple two-way combo signals in a row the entire row will be red if one further down the line is, which will cause trains behind the one triggering the prio to stop. This kind of prio should be limited to one combo signal and an exit signal, making it only useful for very short trains or to avoid obstacles in more advanced prios.&lt;br /&gt;
&lt;br /&gt;
[[File:twoway_prio.PNG|400px|thumb|none|Showing the maximum length a prio of this kind should be]]&lt;br /&gt;
&lt;br /&gt;
==Standard prios==&lt;br /&gt;
This is the preferred way to make prios; it can be made infinitely long without causing any delays. It works as follows: a train on the mainline triggers the first of the combo signals on the parallel prio track, which then triggers all combos in the row, effectively making trains on the sideline wait when a train on the mainline is within 9 tiles of the merging point.&lt;br /&gt;
&lt;br /&gt;
[[File:standard_prio.PNG|400px|thumb|none|A standard priority using a parallel track; the most common in our games]]&lt;br /&gt;
&lt;br /&gt;
Note that you don't actually have to connect the parallel track to every gap between the signals, as long as the gap between the connections is not longer than the shortest trains on the network you're fine.&lt;br /&gt;
&lt;br /&gt;
==Standard prio and two-way signals combined==&lt;br /&gt;
If you run out of room, sometimes using two-way signals ''and'' standard priorities is necessary.&lt;br /&gt;
&lt;br /&gt;
[[File:standard_prio_and_two-way.png|400px|thumb|none|A standard prio combined with two-way signals.]]&lt;br /&gt;
&lt;br /&gt;
==Standard prio over a bridge==&lt;br /&gt;
When you're building compact hubs you'll often find this trick to come in handy.&lt;br /&gt;
&lt;br /&gt;
[[File:standard_prio_bridge.PNG|400px|thumb|none|A standard prio over a bridge using a parallel track.]]&lt;br /&gt;
&lt;br /&gt;
The risk using this construction is that the gap between the connections to the parallel track becomes longer than the train on the mainline, in which case the prio won't trigger. This makes it pretty much un-usable for networks with trainlengths shorter than 4.&lt;br /&gt;
&lt;br /&gt;
==PBS prio==&lt;br /&gt;
PBS introduced some interesting ways to make prios. This prio does exactly the same as the pre-signalled one:&lt;br /&gt;
&lt;br /&gt;
[[File:standard_prio_pbs.PNG|400px|thumb|none|A standard 9-tile long PBS prio]]&lt;br /&gt;
&lt;br /&gt;
==PBS prio over bridge==&lt;br /&gt;
The most interesting prio PBS introduces is the prio over a bridge. Using this technique you don't need a parallel track to have priority over a bridge, also you don't have to worry about the long gap between the connections anymore.&lt;br /&gt;
&lt;br /&gt;
[[File:pbs_prio_bridge.PNG|400px|thumb|none|Using this mix of PBS and pre-signalling you can have prio over bridges without parallel tracks]]&lt;br /&gt;
&lt;br /&gt;
==Limited space==&lt;br /&gt;
Facing limited space is proverbial daily bread when it comes to joining or merging lines. Here are two examples using knowledge explained above how to build priority while keeping space used at minimum.  &lt;br /&gt;
&lt;br /&gt;
[[File:Same side prio.png|400px|thumb|none|Priority built at the same side as the joining track using combo pre-signal on the main track]]&lt;br /&gt;
&lt;br /&gt;
[[File:Used tunnel prio.png|400px|thumb|none|Priority built over used tunnel using PBS and combo pre-signal]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Oneway_or_Twoway_Presignals|&amp;lt;&amp;lt; Oneway or Twoway Presignals]] | [[Guides:Presignals|^^ Back to Presignals Guides Index]] | [[Balancing|Balancing &amp;gt;&amp;gt;]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Bodo Thiesen</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Oneway_or_Twoway_Presignals&amp;diff=11648</id>
		<title>Oneway or Twoway Presignals</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Oneway_or_Twoway_Presignals&amp;diff=11648"/>
				<updated>2010-07-19T16:17:24Z</updated>
		
		<summary type="html">&lt;p&gt;Bodo Thiesen: fixed and/or improved inter guides linking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Presignal_Basics|&amp;lt;&amp;lt; Presignal Basics]] | [[Guides:Presignals|^^ Back to Presignals Guides Index]] | [[Priority|Priority &amp;gt;&amp;gt;]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;center&amp;gt;Oneway or Twoway Presignals?&amp;lt;/center&amp;gt;=&lt;br /&gt;
Signals have two sides, in the basics part, the other side wasn`t important, since trains can`t turn back, etc. etc... But in more complex things, a badly placed twoway Combo Presignal can make errors in your network.&lt;br /&gt;
&lt;br /&gt;
==Part 1: The Station entrance problem with two entries==&lt;br /&gt;
[[Image:Twoentry.PNG|thumb|center|370px|A RoRo station with two Entries]]&lt;br /&gt;
In this station the combo presignal can make errors, but can you notice why? If F-H presignals are green then Combo presignal C´s upper-right side is green too. Then if D and E exit Presignals, is red, then A Entry presignal remains green. The problem´s source is: Presignals calculates Signal Blocks, not the Possible chosable tracks: from A trough C and reach F-H platforms is impossible, but presignals CAN see this!&lt;br /&gt;
[[Image:Twoentry2.PNG|thumb|center|375px|The Error: Signal A remains green]]&lt;br /&gt;
How to fix this? Just change the Combo Presignal C to oneway or add an oneway Combo Presignal after it, like in the next picture:&lt;br /&gt;
[[Image:Twoentry3.PNG|thumb|center|373px|Now an Oneway Combo Presignal are added after it]]&lt;br /&gt;
With this Entry Presignal A cant look for Platforms F-H.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Presignal_Basics|&amp;lt;&amp;lt; Presignal Basics]] | [[Guides:Presignals|^^ Back to Presignals Guides Index]] | [[Priority|Priority &amp;gt;&amp;gt;]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Bodo Thiesen</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Presignal_Basics&amp;diff=11647</id>
		<title>Presignal Basics</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Presignal_Basics&amp;diff=11647"/>
				<updated>2010-07-19T16:14:52Z</updated>
		
		<summary type="html">&lt;p&gt;Bodo Thiesen: fixed and/or improved inter guides linking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Guides:Presignals|^^ Back to Presignals Guides Index]] | [[Oneway_or_Twoway_Presignals|Oneway or Twoway Presignals &amp;gt;&amp;gt;]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;center&amp;gt;Presignal Basics&amp;lt;/center&amp;gt;=&lt;br /&gt;
The Presignal Basics is explained here: how they work, how they behave, and how does work a terminal station, and whats the use of the combo presignal.&lt;br /&gt;
&lt;br /&gt;
==Part 1: Identify the signals==&lt;br /&gt;
There are six types of signals in OTTD. If you click on a normal signal with CTRL is held, these signals will appear:&lt;br /&gt;
&lt;br /&gt;
'''Normal Signal''': It does not have any special alibity, it turns to red if the next signal block is blocked by any train.&lt;br /&gt;
&lt;br /&gt;
'''Entry Presignal''': It works like a normal signal, plus it turns to red if all exit presignals, or combo presignals are red after it.&lt;br /&gt;
&lt;br /&gt;
'''Exit Presignal''': It works same as normal signal, but it signs for the entry, or combo signals, if self is red.&lt;br /&gt;
&lt;br /&gt;
'''Combo Presignal''': It has both Entry and Exit presignal alibities: It turns to red if all Exit/Combo are red after it, and it signs for the Entry/Combo Presignals, if the self is red.&lt;br /&gt;
&lt;br /&gt;
'''PBS Signal ''': Not a Presignal, it enables more trains in one signal block, since PBS means Path Based Signaling. This type of signal is not explained here.&lt;br /&gt;
&lt;br /&gt;
'''One-Way PBS Signal ''': It works like a PBS Signal, however, it prohibits passing through from the back side. This type of signal is not explained here.&lt;br /&gt;
&lt;br /&gt;
[[Image:Signals_revised.png|thumb|center|388px|Different signal types]]&lt;br /&gt;
&lt;br /&gt;
==Part 2: The Station Problem==&lt;br /&gt;
Stations without any presignals have a big problem: just have a look on the Image to the below. Signal A should be red...[[Image:Terminal1.png|270px|center|thumb|Problem at stations without Presignals]]&lt;br /&gt;
If you let one more train to enter into the station, it will block the exit, because A signal is green. This problem is solvable with presignals: Just turn A into Entry presignal, and turn B and C signals to exit signals. [[Image:Terminal2.png|276px|center|thumb|Station with Presignals]] How does it work? If Exit Presignals B, C are both red, then Entry Presignal A is  red too. Then a third train cannot pass trough Signal A.&lt;br /&gt;
&lt;br /&gt;
==Part 3: An Effective RoRo station==&lt;br /&gt;
Combo Presignals are mostly placed between Entry, and Exit presignals, because the Combo Presignals transmits the Exit presignal signs for the Entry Presignals. Combo presignals behave as an entry presignal and an exit presignal both.[[Image:RORO1.png|center|thumb|526px|RORO station]] In the Image above, signal A is Entry Presignal, signals B, C, D, E are Combo ones, and F-K are Exit Presignals.&lt;br /&gt;
&lt;br /&gt;
If F and G Platforms are used, then Combo signal B uses its Entry Presignal alibity, and it will turn to red, because F, and G Exit Presignals are both red. But the Entry Presignal A is remains green. Exit presignals H-K are green, then Combo Presignals D, E is green, then Signal C is green too. With this Combo Presignal B is red and C is green, then the Entry Presignal A is remains green.[[Image:RORO2.png|center|thumb|526px|The Entry remains green]]&lt;br /&gt;
&lt;br /&gt;
The Entry Presignal A will be red only, if all Platforms are used, Exit Presignals F-K are red. If F-K are red, then all Combo Presignals B-E are red too, then the Entry A will be red.[[Image:RORO3.png|center|thumb|520px|All Platforms red]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Guides:Presignals|^^ Back to Presignals Guides Index]] | [[Oneway_or_Twoway_Presignals|Oneway or Twoway Presignals &amp;gt;&amp;gt;]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Bodo Thiesen</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Guides:Presignals&amp;diff=11646</id>
		<title>Guides:Presignals</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Guides:Presignals&amp;diff=11646"/>
				<updated>2010-07-19T16:11:40Z</updated>
		
		<summary type="html">&lt;p&gt;Bodo Thiesen: fixed and/or improved inter guides linking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Guides:Building|&amp;lt;&amp;lt; Building-Index]] | [[Guides|^^ Back to Guides-Index]] | [[Guides:Altering|Altering-Index &amp;gt;&amp;gt;]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=A Presignal Guide= &lt;br /&gt;
(under construction)&lt;br /&gt;
A guide for newbies, about presignals. However, this is not only for beginners as there are many complex things concerning presignals. If you know how the presignals work, you should skip the &amp;quot;basics&amp;quot; Part.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Part 1: Basics==&lt;br /&gt;
The Presignal Basics is explained here: how they work, how they behave, and how does a terminal station work, and what's the use of the combo presignal.&lt;br /&gt;
&lt;br /&gt;
[[Presignal Basics]]&lt;br /&gt;
&lt;br /&gt;
==Part 2: Oneway or twoway Presignals==&lt;br /&gt;
Signals have two sides. In the basics part, the other side wasn`t important, since trains can`t turn back, etc.  However, in more complex situations, a badly placed two way Combo Presignal can cause errors in your network.&lt;br /&gt;
&lt;br /&gt;
[[Oneway or Twoway Presignals]]&lt;br /&gt;
&lt;br /&gt;
==Part 3: Priorities==&lt;br /&gt;
When you have to connect two tracks into one, the most used track should have more priority than the lesser-used track. &lt;br /&gt;
In this Part, junctions with priority are shown.&lt;br /&gt;
&lt;br /&gt;
[[Priorities]]&lt;br /&gt;
&lt;br /&gt;
==Part 4: Load Balancers==&lt;br /&gt;
How to make presignals on a Load Balancer.&lt;br /&gt;
&lt;br /&gt;
[[Balancing|Load Balancers]]&lt;br /&gt;
&lt;br /&gt;
==Part 5: Complex Junctions==&lt;br /&gt;
&lt;br /&gt;
[[Complex Junctions]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Guides:Building|&amp;lt;&amp;lt; Building-Index]] | [[Guides|^^ Back to Guides-Index]] | [[Guides:Altering|Altering-Index &amp;gt;&amp;gt;]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Bodo Thiesen</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Guides:Glossary&amp;diff=11645</id>
		<title>Guides:Glossary</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Guides:Glossary&amp;diff=11645"/>
				<updated>2010-07-19T16:08:33Z</updated>
		
		<summary type="html">&lt;p&gt;Bodo Thiesen: fixed and/or improved inter guides linking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Guides|^^ Back to Guides-Index]] | [[Guides:Building|Building-Index &amp;gt;&amp;gt;]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
The Glossary contains definitions for all words used in cooperative games&lt;br /&gt;
&lt;br /&gt;
===A===&lt;br /&gt;
*[[Mainline|Axis]]&lt;br /&gt;
&lt;br /&gt;
===B===&lt;br /&gt;
&lt;br /&gt;
*[[Backbone Hub|Backbone Hub (BBH)]]&lt;br /&gt;
===C===&lt;br /&gt;
&lt;br /&gt;
*[[Cashmaker|Cashmaker]]&lt;br /&gt;
*[[City_grow_guide|City growth guide]]&lt;br /&gt;
*[[Coop_Index|Coop Index]]&lt;br /&gt;
*[[Copy orders|Copy Orders]]&lt;br /&gt;
&lt;br /&gt;
===D===&lt;br /&gt;
*[[Destructive Interference]]&lt;br /&gt;
&lt;br /&gt;
===E===&lt;br /&gt;
*[[Destructive Interference|Evil Mode]] (Synonym)&lt;br /&gt;
&lt;br /&gt;
===G===&lt;br /&gt;
&lt;br /&gt;
*[[Ghetto Style Hubs|Ghetto Style Hub]]&lt;br /&gt;
*[[GRF|GRF]]&lt;br /&gt;
&lt;br /&gt;
===H===&lt;br /&gt;
&lt;br /&gt;
*[[Hub|Hub]]&lt;br /&gt;
&lt;br /&gt;
===I===&lt;br /&gt;
&lt;br /&gt;
*[[IRC|IRC]]&lt;br /&gt;
*[[IRC Highlighting|IRC Highlighting]]&lt;br /&gt;
*[[IRC Commands|IRC Channel Commands]]&lt;br /&gt;
&lt;br /&gt;
===J===&lt;br /&gt;
*[[Jargon]] (more words used for communications) &lt;br /&gt;
===L===&lt;br /&gt;
&lt;br /&gt;
*[[Line hierarchy]]&lt;br /&gt;
*[[Loadbalancer|Loadbalancer]]&lt;br /&gt;
*[[Load Balancing|Level Balancing]]&lt;br /&gt;
&lt;br /&gt;
===M===&lt;br /&gt;
&lt;br /&gt;
*[[Mainline|Mainline (ML)]]&lt;br /&gt;
*[[Mergers|Mainline Mergers]]&lt;br /&gt;
*[[Moneymaker|Moneymaker (MM)]]&lt;br /&gt;
&lt;br /&gt;
===N===&lt;br /&gt;
&lt;br /&gt;
*[[Naming_conventions|Naming Conventions]]&lt;br /&gt;
&lt;br /&gt;
===P===&lt;br /&gt;
&lt;br /&gt;
*[[Pax|Pax]]&lt;br /&gt;
*[[Priorities|Priority Line]]&lt;br /&gt;
*[[PBS]]&lt;br /&gt;
&lt;br /&gt;
===R===&lt;br /&gt;
*[[RBC|Round Based Coop (RBC)]]&lt;br /&gt;
&lt;br /&gt;
===S===&lt;br /&gt;
&lt;br /&gt;
*[[Server_Administration|Server Administration]]&lt;br /&gt;
*[[Shared Orders|Shared Orders]]&lt;br /&gt;
*[[Sideline|Sideline]]&lt;br /&gt;
*[[Sideline Hub|Sideline Hub (SLH)]]&lt;br /&gt;
*[[SML|Shift Mainline (SML)]]&lt;br /&gt;
*[[SRO|Self Regulating Orders (SRO)]]&lt;br /&gt;
*[[Destructive Interference|Slow Mode]] (Synonym)&lt;br /&gt;
&lt;br /&gt;
===T===&lt;br /&gt;
&lt;br /&gt;
*[[Terminus_Station | Terminus Station]]&lt;br /&gt;
*[[Terraforming|Terraforming]]&lt;br /&gt;
*[[Teamspeak|ts / Teamspeak]]&lt;br /&gt;
&lt;br /&gt;
===Y===&lt;br /&gt;
&lt;br /&gt;
*[[YAPP]]&lt;br /&gt;
&lt;br /&gt;
===W===&lt;br /&gt;
*[[WWOTTDGD|World Wide OpenTTD Game Day]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Guides|^^ Back to Guides-Index]] | [[Guides:Building|Building-Index &amp;gt;&amp;gt;]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Bodo Thiesen</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Guides:Building&amp;diff=11644</id>
		<title>Guides:Building</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Guides:Building&amp;diff=11644"/>
				<updated>2010-07-19T16:06:59Z</updated>
		
		<summary type="html">&lt;p&gt;Bodo Thiesen: fixed and improved inter guides linking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Guides:Glossary|&amp;lt;&amp;lt; Glossary]] | [[Guides|^^ Back to Guides-Index]] | [[Guides:Presignals|Presignals-Index &amp;gt;&amp;gt;]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;center&amp;gt;An illustrated guide to proper building&amp;lt;/center&amp;gt;=&lt;br /&gt;
To help our new members and for reference, we have written a number of guides that will help you to understand how our games work. It is recommended that you read them in the order listed below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Part 1: Basic Stations==&lt;br /&gt;
First, we will start building a simple station. Before we start we want to make clear that our construction style is expandable in the future. Therefore, we construct huge mainlines and connect sidelines to this mainlines. Stations are ALWAYS connected to sidelines.&lt;br /&gt;
&lt;br /&gt;
[[Sideline stations]]&lt;br /&gt;
&lt;br /&gt;
==Part 2: Basic Junctions==&lt;br /&gt;
In this part we build the first junction (in #openttdcoop we always call it &amp;quot;hub&amp;quot;). Since we always build multi-track-junctions, a junction is a bit more complicated than it seems at first. Since we want to build efficient and fast railway networks, we need efficient and fast junctions as well. For the start we will analyse a so-called &amp;quot;Side Line Hub&amp;quot; (or &amp;quot;SLH&amp;quot; for short).&lt;br /&gt;
&lt;br /&gt;
[[Basic Junctions]]&lt;br /&gt;
&lt;br /&gt;
==Part 3: Mainline Junctions==&lt;br /&gt;
After building the first hubs in part 2, you will probably notice that our mainlines may sometimes cross each other. Since we always build a comprehensive network and always avoid dead-end lines, there is a point in the game where a so-called &amp;quot;Backbone Hub&amp;quot; is needed.&lt;br /&gt;
&lt;br /&gt;
[[Mainline Junctions]]&lt;br /&gt;
&lt;br /&gt;
==Part 4: Networking==&lt;br /&gt;
After being able to build all this nice little hubs we return to some basics. Actually we demand you to do something very important before you start to build: just think about what you are doing. In the ruleset you probably read about our intention to build a comprehensive network. In a typical 512*512 game we have developed a certain networking-style.&lt;br /&gt;
&lt;br /&gt;
[[Networking]]&lt;br /&gt;
&lt;br /&gt;
==Part 5: Trains==&lt;br /&gt;
Trains are a sensible part of OTTD. On this page, we just intend to make some short statements that help you building them for large networks like #openttdcoop's.&lt;br /&gt;
&lt;br /&gt;
[[Trains]]&lt;br /&gt;
&lt;br /&gt;
==Part 6: Orders==&lt;br /&gt;
After you built the first trains, you have to think about that. You'll find some guidelines on feeders here as well.&lt;br /&gt;
&lt;br /&gt;
[[Orders]]&lt;br /&gt;
&lt;br /&gt;
==Part 7: How not to build a network==&lt;br /&gt;
This guide is purely to show what happens when all the coop rules on building are blatantly ignored.&lt;br /&gt;
&lt;br /&gt;
[[How not to build]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Guides:Glossary|&amp;lt;&amp;lt; Glossary]] | [[Guides|^^ Back to Guides-Index]] | [[Guides:Presignals|Presignals-Index &amp;gt;&amp;gt;]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Bodo Thiesen</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=How_not_to_build&amp;diff=11643</id>
		<title>How not to build</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=How_not_to_build&amp;diff=11643"/>
				<updated>2010-07-19T16:06:00Z</updated>
		
		<summary type="html">&lt;p&gt;Bodo Thiesen: fixed and improved inter guides linking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Orders|&amp;lt;&amp;lt; Orders]] | [[Guides:Building|^^ Back to Building Guides Index]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===How '''''not''''' to build...===&lt;br /&gt;
&lt;br /&gt;
Ok, so by now you've been told how to build in our games. We haven't settled on that building method for no reason. In here I'm going to explain you why, using an old game I made together with a friend of mine (it's quite old and worked reasonably at the time, however now it doesn't).&lt;br /&gt;
&lt;br /&gt;
Start out with loading [[Media:Magnetic_Corp.%2C_30th_Dec_2090_CLI.sav]].&lt;br /&gt;
&lt;br /&gt;
''With newer revisions the game will not run, if you have any newgrf's enabled. Disable them if you want to see the game in action.'''&lt;br /&gt;
&lt;br /&gt;
Now, I'll explain what's wrong with it:&lt;br /&gt;
* There is a jammed roundabout in there. It will keep jamming over, and over again.&lt;br /&gt;
* There are a multitude of 2x45 degree turns in there and even some 90 degree turns, the resulting congestion is disastrous to the efficiency of the network as most trains slow down to a crawl to get through the bends.&lt;br /&gt;
* No use of pre-signals, even where they should be used. Result: congestion and inefficient use of the stations which need it.&lt;br /&gt;
* Huge switches in front of stations. Most of those stations aren't even RoRo! Result: a ''lot'' of congestion.&lt;br /&gt;
* Huge stations which see lots of traffic... without proper load-balancing. The result: a huge queue of trains, which have to wait for a single train to enter the station.&lt;br /&gt;
* There are some junctions which are too tight. Result: waiting trains to go over it. This might cause a mild seizure to the network.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Orders|&amp;lt;&amp;lt; Orders]] | [[Guides:Building|^^ Back to Building Guides Index]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Bodo Thiesen</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Orders&amp;diff=11642</id>
		<title>Orders</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Orders&amp;diff=11642"/>
				<updated>2010-07-19T16:04:29Z</updated>
		
		<summary type="html">&lt;p&gt;Bodo Thiesen: improved inter guides linking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Trains|&amp;lt;&amp;lt; Trains]] | [[Guides:Building|^^ Back to Building Guides Index]] | [[How not to build|How not to build &amp;gt;&amp;gt;]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Orders make our networks work, they are what keeps our network alive, the cash flowing and prevent jams. Without proper order setup the trains won't go to the correct destination and won't be able to make money. This guide will lead you through the basics of giving orders and will also show you some more advanced orders.&lt;br /&gt;
&lt;br /&gt;
==Basic orders==&lt;br /&gt;
You have build two stations and now you want to have a train running between them. The first thing you need to do is add the both the stations to the order list. We usually begin the orders with the pickup station:&lt;br /&gt;
&lt;br /&gt;
[[Image:Start1.png]]&lt;br /&gt;
&lt;br /&gt;
After this you add the drop station:&lt;br /&gt;
&lt;br /&gt;
[[Image:Destination1.png]]&lt;br /&gt;
&lt;br /&gt;
You now have given the train both the destinations, to let this route be effective however you need load orders. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Load Orders ==&lt;br /&gt;
&lt;br /&gt;
A load order is an order that tells the train to do a specific kind of loading. There are a few different kind of load orders:&lt;br /&gt;
* '''Load if available''' - The default load order.  This order is not explicitly listed in the orders list so unless one of the other three load orders is present, this is the load order that the vehicle will use.  When a vehicle stops at a station it will load all waiting cargo of any type that it can accept.  The train will keep loading until it is either 100% full, or there is no cargo at the station to load. &lt;br /&gt;
* '''Full load all cargo''' - This load order tells the vehicle to stay at the station and load until it has reached 100% total cargo capacity.  This load order will append &amp;quot;(Full load)&amp;quot; to the order.&lt;br /&gt;
* '''Full load any cargo''' - This load order tells the vehicle to stay at the station any load until any single cargo type that the vehicle accepts has reached 100%.  An example would be an airplane that carries both passengers and mail, with full load any cargo the airplane will keep loading until either passengers or mail has reached 100% then continue to the next order.  This keeps an airplane full of passengers from sitting on the tarmac waiting for more mail to fill up the airplane.  This order can be useful anywhere that vehicles can carry multiple cargo types.  This load order will append &amp;quot;(Full load any cargo)&amp;quot; to the order.&lt;br /&gt;
* '''No Loading''' - This load order tells the vehicle not to load at that station.  When the vehicle has finished unloading cargo, it will continue to the next order in it's order list.  In coop games, all drop stations should have this order unless it is desired for vehicles to pickup cargo at the drop station.  Because drop stations are typically very large (thus have a very large catchment area), it is possible for a primary industry to open up within the drop stations catchment area at a later point in the game.  When this happens, and yes it does happen often in public server games, then vehicles will drop their cargo and load more cargo before departing the drop station.  Now when the vehicle returns to the primary industry station it is already partially (or completely) full.  This decreases network efficiency.  It also creates the annoyance of a drop station having a primary cargo rating.  This load order will append &amp;quot;(No loading)&amp;quot; to the order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unload Orders ==&lt;br /&gt;
&lt;br /&gt;
An unload order tells a vehicle what to do with any cargo it may have.  &lt;br /&gt;
*'''Unload if accepted'''- The default unload order.  This order is not explicitly listed in the orders list so unless one of the other three unload orders is present, this is the unload order that the vehicle will use.  When a vehicle stops at a station it will unload any cargo that it is carrying that is also accepted by the station.&lt;br /&gt;
*'''Unload all'''- This unload order tells the vehicle to unload all cargo, regardless of station acceptance.  Any non accepted cargo will disappear.  This unload order will append &amp;quot;(Unload and &amp;lt;load order&amp;gt;)&amp;quot; to the orders list, where &amp;lt;load&amp;gt; is the load order.&lt;br /&gt;
*'''Transfer'''- This unload order is explained later this page.  This unload order appends &amp;quot;(Transfer and &amp;lt;load order&amp;gt;)&amp;quot; to the orders list, where &amp;lt;load&amp;gt; is the load order.&lt;br /&gt;
*'''No unloading'''- This unload order tells the vehicle that it is not to unload cargo at this station.  This unload order appends &amp;quot;(Unload and &amp;lt;load order&amp;gt;)&amp;quot; to the orders list, where &amp;lt;load&amp;gt; is the load order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Go Orders==&lt;br /&gt;
&lt;br /&gt;
Go orders are only available to trains and road vehicles(RV's).  By default trains and RV's will stop at each station they pass through.  Go orders can modify this behavior.  The go order will immediately precede the station name in the orders list.&lt;br /&gt;
*'''Go to'''- This is the default go order.  Vehicles will stop at the station on that line of the orders list AND STOP at any other station they travel through.   &lt;br /&gt;
*'''Go non-stop to'''- Trains and RV's will stop at the station on that line of the orders list, but not stop at any other stations they travel through.  There is an option in Advanced Settings/Vehicles to make: new orders are non-stop by default.  This setting should be on for playing on the public server as single tile stations are frequently used on the public server for either penalties or occasionally used as waypoints.  By making all orders &amp;quot;Go non-stop to&amp;quot;, trains will not stop when they encounter theses stations.&lt;br /&gt;
*'''Go via'''- Trains and RV's will go to, and continue through the station in the order without stopping.  They will however stop at any other stations they encounter.  This order has the same functionality as waypoints.  This order may have usefulness as a waypoint on a [[Self-regulating Network]], after the loading stations, otherwise the go non-stop via is preferred on the public server.   &lt;br /&gt;
*'''Go non-stop via'''- With this order trains and RV's will go to without stoping at any station, and continue through the station in the order without stopping.  This effectively turns stations into waypoints.  The benefits of using stations as waypoints is that they can be built across several tracks, and thereby serve as a single waypoint across all (or only some if so desired) tracks of a ML.  This preforms the same as waypoints with non-stop orders, and as station waypoints with the old TTDPatch non-stop compatible handling.  &lt;br /&gt;
&lt;br /&gt;
So for the train servicing the stations created above, the orders list will look like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Orders1.png]]&lt;br /&gt;
&lt;br /&gt;
The first order has the &amp;quot;Full load all cargo&amp;quot; load order, the second order has the &amp;quot;No loading&amp;quot; load order, and both orders have the &amp;quot;Go non-stop to&amp;quot; order.  So the train will goto the station Sleningville Mines without stopping at any other station it may encounter on the way.  It will unload any accepted cargo that it may have and stay at that station until all wagons, and the locomotive(s) if they have their own cargo capacity, are completely full.  When fully loaded, the train will then go to the station Breadborune Cross Woods without stopping at any other stations it may encounter on the way.  There the train will unload any accepted cargo that it may have, and leave without loading.  &lt;br /&gt;
&lt;br /&gt;
Since no unload order is indicated, both of this trains order have the default &amp;quot;Unload if accepted&amp;quot; order.  Taking a view of the entire order list for this train tells us that the only place that it can get coal from is Sleningville Mines because there are only two stations the train is allowed to stop at, and it is only allowed to load at one of them.  And even if a power station did open up within the catchment of Sleningville Mines the train would leave the station full of coal as unloading always happens before loading.  The reason that the second order does not need the &amp;quot;Unload all&amp;quot; order is because on the public server a secondary industry drop station (as Breadborune Cross Woods is in this example) will always have the necessary industry within the catchment area, and therefore always accept the coal.  It is also important to only have the default &amp;quot;Unload if accepted&amp;quot; order in games using newgrf industries that have a maximum stock of raw materials (such as Pikkas Basic Industries or ECS), then the unaccepted coal can continue to another possible drop station.  In piratical use the &amp;quot;Unload all&amp;quot; order is just not necessary.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Transfer orders==&lt;br /&gt;
When building multiple stations that are meant to be serviced by one train (or multiple trains sharing orders) you might need to use transfer orders. This kind of orders allow vehicles to keep cargo in the train and allow trains to unload all cargo at a station without loosing money. Transfer orders use virtual money this means that vehicles earn money so they don't show up as making a loss but the money won't be added to the bank balance. This is extremely usefull for making feeders.&lt;br /&gt;
There are four kinds of transfer orders:&lt;br /&gt;
* '''Transfer and take cargo''' - the combination of the &amp;quot;Transfer&amp;quot; unload order, with the &amp;quot;Load if available&amp;quot; load order.  This order tells a vehicle to keep any cargo it has, and to load cargo until either the train is full or there is no more cargo waiting to load.&lt;br /&gt;
* '''Transfer and wait for full load''' - the combination of the &amp;quot;Transfer&amp;quot; unload order with the &amp;quot;Full load all cargo&amp;quot; load order.  This order tells a vehicle to keep any cargo it has, and to load cargo until the train is full.  &lt;br /&gt;
* '''Transfer and wait for any full load''' - the combination of the &amp;quot;Transfer&amp;quot; unload order with  the &amp;quot;Full load any cargo&amp;quot; load order.  This order tells a vehicle to keep any cargo it has, and to load cargo until any accepted cargo is full.&lt;br /&gt;
* '''Transfer and leave empty''' - the combination of the &amp;quot;Transfer&amp;quot; unload order with the &amp;quot;No Loading&amp;quot; load order.  This order tells a vehicle to unload all cargo that it has to the station and collect it's &amp;quot;virtual money&amp;quot; for the distance(s) that the cargo has traveled.  The cargo unloaded with this order will wait at the station to be loaded onto another vehicle, even if that cargo type is accepted at that station.  &lt;br /&gt;
&lt;br /&gt;
In the previous example of the coal train, let's assume that Breadbourne Cross Woods is just a transfer station where coal from several mines is gathered onto larger trains to travel to a central power station.  In that case the orders would be: &lt;br /&gt;
&lt;br /&gt;
[[Image:Orders2.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Transfer_overview.png|thumb|right|300px|A small SBahn ring]]&lt;br /&gt;
&lt;br /&gt;
You have the following setup in a town which feeds a central station with passengers as in the picture to the right. Note that there are 4 station in this ring and the trains can drive both directions, the orders of the trains driving clock-wise will be explained in this section. SDH is the station where all ICE trains go to and that will be the station that will receive the passengers from the feeder trains.&lt;br /&gt;
&lt;br /&gt;
Sonderhorst Woods is the first station after the unload station and won't need a transfer orders as there is no cargo in the train yet. The next station is Sonderhorst, this station needs a Transfer and take cargo order so we keep the current passengers loaded and take the passengers waiting at the station with us. Sonderhorst Heights needs the same orders as Sonderhorst. Last in line is SDH, this station will need a transfer and leave empty orders so the train will unload all the passengers loaded and also make some virtual money. The order list will end up looking like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Transfer_orders.png]]&lt;br /&gt;
&lt;br /&gt;
These kind of orders are very usefull when working with SBahn and must be used when working with SBahn rings with 3 stations or more.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Trains|&amp;lt;&amp;lt; Trains]] | [[Guides:Building|^^ Back to Building Guides Index]] | [[How not to build|How not to build &amp;gt;&amp;gt;]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Bodo Thiesen</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Trains&amp;diff=11641</id>
		<title>Trains</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Trains&amp;diff=11641"/>
				<updated>2010-07-19T16:03:39Z</updated>
		
		<summary type="html">&lt;p&gt;Bodo Thiesen: improved inter guides linking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Networking|&amp;lt;&amp;lt; Networking]] | [[Guides:Building|^^ Back to Building Guides Index]] | [[Orders|Orders &amp;gt;&amp;gt;]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Trains are a sensible part of OTTD. On this page, we just intend to make some short statements that help you building them for large networks like #openttdcoop's.&lt;br /&gt;
&lt;br /&gt;
* '''Use SHARED ORDERS''' (CTRL+click on an existing train with the same order) for trains on the same route! This is probably the most important thing you have to care about. If you want to make a change for a route you just need to change the order and every train which shares this order will apply the change.&lt;br /&gt;
* '''Do not use waypoints anymore'''. Since the new pathfinding was implemented the trains behave quite smart and find the best way by themselves. A typical order list has only to consist of two orders &amp;quot;Goto Station XY + Full Load&amp;quot; and &amp;quot;Goto Station YZ&amp;quot; where it will unload (note: no need for an unload order!).&lt;br /&gt;
* Before we start the work on a map, we mostly agree to a unified, certain train length.&lt;br /&gt;
* In some games, '''train depots''' are used. These are small areas with all the train types to be used in the game already pre-created and sorted into the right train group. All you need to do is to copy one of those trains (''just copy'', no CTRL-click for shared orders, since the trains in the depot don't have orders!) and give them your orders. If you find such a depot in the game, ''do not create'' your own new trains.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Networking|&amp;lt;&amp;lt; Networking]] | [[Guides:Building|^^ Back to Building Guides Index]] | [[Orders|Orders &amp;gt;&amp;gt;]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Bodo Thiesen</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Networking&amp;diff=11640</id>
		<title>Networking</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Networking&amp;diff=11640"/>
				<updated>2010-07-19T16:02:15Z</updated>
		
		<summary type="html">&lt;p&gt;Bodo Thiesen: improved inter guides linking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Mainline_Junctions|&amp;lt;&amp;lt; Mainline Junctions]] | [[Guides:Building|^^ Back to Building Guides Index]] | [[Trains|Trains &amp;gt;&amp;gt;]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
After being able to build all these nice little hubs we return to some basics. Actually we demand you to do something very important before you start to build: just '''think about what you are doing!''' In the ruleset you probably read about our intention to build a comprehensive network. In a typical 512*512 game we have developed a certain networking-style. But do not misunderstand this: we do not want you to end up saying &amp;quot;Those guys are always just doing the same with all those strict rules...&amp;quot;. We do not build networks one like the other! We always try to improve our building style and so the style changes. &lt;br /&gt;
&lt;br /&gt;
The challenge is to invent new Network Concepts on the strategic level and new junctions/ stations etc. on the more detailed level of the game. Therefore, our games are not about doing the same things all the time but about keeping reliable network concepts and upgrade them with new ideas. But instead of writing so much about the theory we should get back and analyze a typical network of #openttdcoop. &lt;br /&gt;
&lt;br /&gt;
[[Image:BasicNetwork.png|thumb|800px|center|Network overview]]&lt;br /&gt;
&lt;br /&gt;
* On the map we see the 2x2 mainlines. On a 512*512 map we somtimes build some kind of &amp;quot;box&amp;quot; at the edges of the map. They provide some kind of a framework to our upcoming plans (note: on this screenshot only the southeastern part of the map is shown).&lt;br /&gt;
* Since mines/ factories/ plants/ farms located in the center of the map are far of this &amp;quot;framework&amp;quot; of mainlines, a mainline through the center is needed. It usually leads to a giant cloverleaf in the center of the map (note: we usually try to avoid cloverleafs due to their liability to jam). On our screenshot this &amp;quot;cross&amp;quot; of central mainlines is not yet completed but you already see the central west-east axis.&lt;br /&gt;
* Already shown in this screenshot: two Sideline Hubs at the &amp;quot;Eastern Axis&amp;quot;. You probably notice the two sidelines originating at the two SLH's and the connected stations to the sidelines.&lt;br /&gt;
* If you ask yourself &amp;quot;Why the hell can't they build straight lines?!&amp;quot; there is an easy explaination for this: In OTTD, there are various landmark which can't be moved. Antennas (really evil things on hills), factories/ plants/ farms/ mines, churches (removable after some bribes -&amp;gt; expensive!) are other landmarks.&lt;br /&gt;
* This &amp;quot;crossed box&amp;quot; has proven to be a reliable concept on 512*512 maps but we are always searching for new ideas - and if we play on larger (or smaller) maps, we need a whole new concept.&lt;br /&gt;
&lt;br /&gt;
==Depots==&lt;br /&gt;
The next picture is all about depots. Since we have a massive comprehensive network of railroad tracks we have trains going all along from one side of the map to the other side and back again. Despite break-downs are disabled in our standard configuration (if you ever operated more than 100 trains on a huge network in one game you know why) there is some train developement going on in the game. Therefore, we have to upgrade trains from time to time at a railroad depot. Since we have a massive comprehensive network of railroad tracks we have trains going all along from one side of the map to the other side and back again. We can't simply build depots somewhere on the map on sidelines or even next to a station because if we do so, a &amp;quot;goto depot&amp;quot;-order will cause trains going to the nearest depot - which means: most likely jamming sidelines or stations. You probably have to trust us this time: this is a serious issue!&lt;br /&gt;
&lt;br /&gt;
Mucht developed a &amp;quot;Service Center&amp;quot; in order to build depots on the mainline.&lt;br /&gt;
[[Image:ServiceCenter.png|thumb|center|800px|Service Center]]&lt;br /&gt;
&lt;br /&gt;
By making use of a [[PBS|Path Based Signal]] it is possible to have two trains at the same time enter the depots.&lt;br /&gt;
[[image:PBS_depot.png|thumb|center|800px|PBS depot]]&lt;br /&gt;
&lt;br /&gt;
Notice:&lt;br /&gt;
&lt;br /&gt;
* A train enters a depot quite slow. You have to implement some space so the train does not jam up the mainline because it enters the depot. If you look at the example picture you see some space for slowdown and even more space intended as acceleration area for the train.&lt;br /&gt;
* You always need a depot for every track at the mainline - if you try to save some money you risk trains moving straight forward to the next possibility to make a turn-around (which is, in a well-built network a station-area) and therefore jaming up the network instead of avoiding jams.&lt;br /&gt;
* Trains leaving the depot have to give priority to the mainline.&lt;br /&gt;
* Even name your service center. You know why.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Mainline_Junctions|&amp;lt;&amp;lt; Mainline Junctions]] | [[Guides:Building|^^ Back to Building Guides Index]] | [[Trains|Trains &amp;gt;&amp;gt;]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Bodo Thiesen</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Basic_Junctions&amp;diff=11639</id>
		<title>Basic Junctions</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Basic_Junctions&amp;diff=11639"/>
				<updated>2010-07-19T16:00:45Z</updated>
		
		<summary type="html">&lt;p&gt;Bodo Thiesen: improved inter guides linking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Sideline_stations|&amp;lt;&amp;lt; Sideline stations]] | [[Guides:Building|^^ Back to Building Guides Index]] | [[Mainline_Junctions|Mainline Junctions &amp;gt;&amp;gt;]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
In this part we build our first basic junction (in #openttdcoop we always call it &amp;quot;hub&amp;quot;). Since we always build multi-track-junctions, a junction is a bit more complicated than you may have done it before. We try to build ''efficient'' and ''fast'' railways and therefore we need ''efficient'' and ''fast'' junctions as well. For the start we will analyse a so-called [[Sideline_Hub|Sideline Hub]] - or '''SLH''' for short.&lt;br /&gt;
&lt;br /&gt;
[[Image:BasicJuntions1.png|center|thumb|600px|A very basic [[Sideline_Hub|Sideline Hub]] - Note the lack of [[Balancing|load balancing]] ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We find several important things in the image above:&lt;br /&gt;
* A [[Basic_Networking|'''mainline''']] (also known as &amp;quot;Axis&amp;quot;) goes from south to north (you can find it quite easy, mainlines have at least two tracks in each direction). The '''SLH''' has to connect a sideline to a mainline. This is the simplest case of a hub in our games. It is usually called '''&amp;quot;T-Hub&amp;quot;''' (just lean your head right and you will notice why). &lt;br /&gt;
* There are no [[Balancing|load balancers]] constructed for trains coming from the Sideline and entering the Mainline. The Loadbalancers will be explained later on.&lt;br /&gt;
* [[priorities|Priorities]] are missing on the mainline, so that trains entering the mainline slow down the trains on the mainline.&lt;br /&gt;
* Tunnels/ bridges are not doubled. Doubling is done based upon traffic load once a tunnel or bridge shows slowdowns for trains then it is needed to double. Unless it is a mainline or the tunnels/ bridges are longer then the distance between trains.&lt;br /&gt;
&lt;br /&gt;
[[Image:BasicJuntions2.png|center|thumb|480px|An early [[Balancing|Loadbalancer]] - recent concepts are far better but this one already improves the balancing somewhat]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the image above, you see the idea of the balancing: if a Mainline-track is used (which means: a train is on the part the Sideline-Train wants to enter) the signal state is red - and the Sideline-Train chooses the other Mainline-track. A basic [[priorities|priority]] is used to accomplish this.&lt;br /&gt;
&lt;br /&gt;
But for now, let us come back to our topic - basic junctions.I know what you are thinking: &amp;quot;Why are they doing these weird things?&amp;quot;. The answer is: because it is the simplest thing in the end. Make a clean and intelligent building right from the start - it saves you and others later on. &lt;br /&gt;
&lt;br /&gt;
Just imagine a game with 300+ trains and 100+ stations and every station has its own connection to a mainline with high traffic. All these entering/leaving trains will slow down other trains - it's some kind of chain reaction. [[Sideline_Hub|'''SLH's''']] are intended to be ''fast connection points'' from sidelines to mainlines. Traffic from stations are bundled to sidelines and via a SLH they are bundled to a massive mainline. This - in the end - ensures a fast and comprehensive network!&lt;br /&gt;
&lt;br /&gt;
'''Name the HUB'''&amp;lt;br&amp;gt;&lt;br /&gt;
Every hub has a [[Naming_conventions|name]]! Not only because we are gifted writers but also because of finding all these hubs in the future. On a typical 512x512 map we end up with at least four &amp;quot;Backbone Hubs&amp;quot; (explained later on) and at least eight or even more Sideline Hubs. &lt;br /&gt;
&lt;br /&gt;
[[Image:BasicJuntions3.png|center|thumb|357px|The signlist - click on a sign and you will get to the spot]]&lt;br /&gt;
&lt;br /&gt;
Since #openttdcoop has something to deal with both communication and coordination it has proven that &amp;quot;Look at SLH 3&amp;quot; is easier to communicate rather than &amp;quot;Look at this hub east to the hub which is west of the eastern one&amp;quot;. This ought to be obvious.&lt;br /&gt;
&lt;br /&gt;
'''Things to keep in mind while constructing'''&lt;br /&gt;
* '''Close signaling!''' Always place signals as close as possible to a track split. This prevents unnecessary red-signal-times when a train passes a split. &lt;br /&gt;
[[Image:BasicJunction4.png|right|thumb|199px|The signals set as close as possible]]&lt;br /&gt;
* '''Think big!''' Our trains have a certain length (depending on the current game). If it is too long to enter a Sideline it therefore blocks not only the Sideline itself but also the Mainline. On a good junction the Sideline-entry is long enough for one whole train to wait. &lt;br /&gt;
* '''You can get from each direction to any other direction!''' Since we want to make our railline expandable, we don't want to rethink all the old hubs in the future. It is better to build a hub with as many features as possible right at the start rather than heaving a headache in the future.&lt;br /&gt;
* '''A clean building style!''' You are not at your own - and this is probably the best thing about #openttdcoop! Unfortunately, most of us can't read your mind and therefore it is best to make a clean building style everyone understands. To be more concrete: don't do unnecessary tracks, make comments (by using signs) of your ideas. Signs do not cost anything at all - except some pressed keys on your keyboard.&lt;br /&gt;
* '''Curve Radius'''. Depending on the game, we use a certain trainlength. Imaging a map with 3-tile-long-trains. This means: If you build curves with 3 tiles length each, the trains won't slow down! For monorail or maglev it's very important to remain at full speed. Just ask some experts around for the minimum radius for full [[Max_Curve_Speed|speed-curves]].  ''Note: for larger trainlengths, the radius is always smaller than the trainlength.''&lt;br /&gt;
&lt;br /&gt;
[[Image:BasicJunction5.png|center|thumb|650px|Different trainlengths afford different curve radiuses for full speed]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Finally, one thing is left to say: '''the Mainline always has the highest priority!''' Keep this in your mind for the next chapters!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Sideline_stations|&amp;lt;&amp;lt; Sideline stations]] | [[Guides:Building|^^ Back to Building Guides Index]] | [[Mainline_Junctions|Mainline Junctions &amp;gt;&amp;gt;]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Bodo Thiesen</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Mainline_Junctions&amp;diff=11638</id>
		<title>Mainline Junctions</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Mainline_Junctions&amp;diff=11638"/>
				<updated>2010-07-19T16:00:32Z</updated>
		
		<summary type="html">&lt;p&gt;Bodo Thiesen: improved inter guides linking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Basic_Junctions|&amp;lt;&amp;lt; Basic Junctions ]] | [[Guides:Building|^^ Back to Building Guides Index]] | [[Networking| Networking &amp;gt;&amp;gt;]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
After building the first hubs in [[Basic_Junctions|Part 2]], you will probably notice that our mainlines may sometimes cross each other. Since we always build a comprehensive network and try to avoid dead-end lines, there is a point in the game where a so-called &amp;quot;Backbone Hub&amp;quot; is needed (remember to name the hub as described before). To see what we talk about, look at this: &lt;br /&gt;
&lt;br /&gt;
[[Image:BBH.png|center|thumb|600px|Example of a [[Backbone_Hub|Backbone Hub]] ]]&lt;br /&gt;
&lt;br /&gt;
Let us analyse this one:&lt;br /&gt;
&lt;br /&gt;
* A mainline is built from east to west (if you read the previous pages carefully you should already know where east and west are). Be careful: this mainline has a temporary solution: the tunnels and bridges are all single for example purposes.&lt;br /&gt;
* Again, we have a T-Hub but this time it is slightly different: we do not connect a sideline (LR) to a mainline (LL___RR) but a mainline to a mainline. &lt;br /&gt;
* Mainlines enjoy the highest priority in the whole network. Mainlines are intended to be fast and hosting trains in order to go over long distances. Therefore, we try to avoid slowing down these trains on mainlines (remember: money has something to do with time and time is money!). In the end we come to the conclusion: Backbone Hubs have to be as fast as ever possible! As shown in our tutorial picture, there are no tight curves or major slopes. It is - as already shown - signaled as close as possible to avoid delays.&lt;br /&gt;
* Since a train typically has a route (notice: not order list!) like Station XY - Sideline Hub YZ - Backbone Hub ZA - Sideline Hub AB - Station BC, it has already the possibility to access both (i.g.: all) tracks of the mainline via the Sideline Hubs (remember: for SLH's we said: always connect every possibility!) we do not need to connect each track of one mainline to each track of the other mainline - which simplifies the whole thing a lot! You only need to connect the inner line of one mainline to the inner line of the other mainline and so one. Feel free to study our tutorial picture some minutes and you'll find out what we mean.&lt;br /&gt;
* The best start if you want to build a BBH is to move the tracks of one direction some spaces to have more space in between the tracks. You'll soon notice that this is a quite helpful trick.&lt;br /&gt;
* Always split before you join tracks, otherwise you might be creating a roundabout or (even worse) a cloverleaf junction. These junction types will jam once they see enough traffic from several directions.&lt;br /&gt;
* Don't  mix that with join before split which has to be avoided by any means!&lt;br /&gt;
* In this example there is no load balancing, something you will see in our games.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Basic_Junctions|&amp;lt;&amp;lt; Basic Junctions ]] | [[Guides:Building|^^ Back to Building Guides Index]] | [[Networking| Networking &amp;gt;&amp;gt;]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Bodo Thiesen</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Sideline_stations&amp;diff=11637</id>
		<title>Sideline stations</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Sideline_stations&amp;diff=11637"/>
				<updated>2010-07-19T15:59:30Z</updated>
		
		<summary type="html">&lt;p&gt;Bodo Thiesen: improved inter guides linking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Guides:Building|^^ Back to Building Guides Index]] | [[Basic_Junctions|Basic Junctions &amp;gt;&amp;gt;]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
First, we will start building a simple station. Before we start we want to make clear that our construction style is expandable in the future. Therefore, we construct huge mainlines (at least LL___RR or higher) and connect sidelines to this mainlines. Stations are ''always'' connected to sidelines. The number of platforms depends on the production rate of the farm/mine/forest. Take care about the pickup rating at primary industry stations. It should be between 65 and 75 per cent. Not more, since the production of the industry would fall down. &lt;br /&gt;
&lt;br /&gt;
[[Image:BasicStation1.png|thumb|center|555px|A simple resource station connected to a [[Sideline|Sideline]]]]&lt;br /&gt;
&lt;br /&gt;
You can clearly see a sideline going from south to north (lower right to upper left). As you notice, the signaling at the station is different to the simple signals on the track. This yellow signal is called &amp;quot;presignal&amp;quot; and the white signals are called &amp;quot;exit signals&amp;quot;. They are more intelligent as the common signals and can be set by CTRL-click with the signal-building tool on an already built signal. If you are not used to this kind of signaling, please visit the our [[Presignals|presignaling Guide]] or the [http://wiki.openttd.org/ OTTD Wiki] for detailed information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We usually build all stations as '''&amp;quot;RoRo&amp;quot;-Stations''' (roll-in, roll-out). This simply means no train exits a station in the same direction as it enters; as a result any departing trains won't block arriving trains. It's not necessarily needed for small stations, such as shown in our example, but let's stick to this building style wherever possible (sometimes RoRo's are simply not buildable due to space issues).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may notice a drawback on the picture above: there may be too little space planned in for a train to wait. If all platforms of the station are occupied, you might have a train which wants to enter but has to wait in front of the station until another train departs. If there is too little space between the station and the corresponding sideline for waiting trains, the trains may jam up the sideline. Lets see if we can improve our stations a bit:&lt;br /&gt;
&lt;br /&gt;
[[Image:BasicStation2.png|thumb|center|565px|Basic Stations connected to a [[Sideline|Sideline]] with extended waiting-space to avoid jams]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You probably notice another important rule: '''never ever build a 90-degree-turn!''' Curves like that slow down trains quite a lot. You may ignore this rule close around a station (where trains are moving slow anyway). &lt;br /&gt;
&lt;br /&gt;
'''''Since Version 0.5, on coop servers 90-deg-turn isn't possible anymore.'''''&lt;br /&gt;
&lt;br /&gt;
[[Image:BasicStation3.png|thumb|center|265px|The difference between 90°-turns and 2*45°-turns]]&lt;br /&gt;
&lt;br /&gt;
Despite this, we strongly suggest never to build 2*45-degree-turns due to speed issues. Also, try to build smooth curves in order to get trains fast off and fast on the sidelines.&lt;br /&gt;
&lt;br /&gt;
For more information on various train stations such as those included in the newgrfs, please see [[illustrated newgrf station guide]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Guides:Building|^^ Back to Building Guides Index]] | [[Basic_Junctions|Basic Junctions &amp;gt;&amp;gt;]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Bodo Thiesen</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Guides:Building&amp;diff=11636</id>
		<title>Guides:Building</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Guides:Building&amp;diff=11636"/>
				<updated>2010-07-19T15:58:29Z</updated>
		
		<summary type="html">&lt;p&gt;Bodo Thiesen: improved inter guides linking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Guides:Glossary|&amp;lt;&amp;lt; Glossary]] | [[Guides|^^ Back to Guides-Index]] | [[Guides:Presignals|Presignals &amp;gt;&amp;gt;]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;center&amp;gt;An illustrated guide to proper building&amp;lt;/center&amp;gt;=&lt;br /&gt;
To help our new members and for reference, we have written a number of guides that will help you to understand how our games work. It is recommended that you read them in the order listed below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Part 1: Basic Stations==&lt;br /&gt;
First, we will start building a simple station. Before we start we want to make clear that our construction style is expandable in the future. Therefore, we construct huge mainlines and connect sidelines to this mainlines. Stations are ALWAYS connected to sidelines.&lt;br /&gt;
&lt;br /&gt;
[[Sideline stations]]&lt;br /&gt;
&lt;br /&gt;
==Part 2: Basic Junctions==&lt;br /&gt;
In this part we build the first junction (in #openttdcoop we always call it &amp;quot;hub&amp;quot;). Since we always build multi-track-junctions, a junction is a bit more complicated than it seems at first. Since we want to build efficient and fast railway networks, we need efficient and fast junctions as well. For the start we will analyse a so-called &amp;quot;Side Line Hub&amp;quot; (or &amp;quot;SLH&amp;quot; for short).&lt;br /&gt;
&lt;br /&gt;
[[Basic Junctions]]&lt;br /&gt;
&lt;br /&gt;
==Part 3: Mainline Junctions==&lt;br /&gt;
After building the first hubs in part 2, you will probably notice that our mainlines may sometimes cross each other. Since we always build a comprehensive network and always avoid dead-end lines, there is a point in the game where a so-called &amp;quot;Backbone Hub&amp;quot; is needed.&lt;br /&gt;
&lt;br /&gt;
[[Mainline Junctions]]&lt;br /&gt;
&lt;br /&gt;
==Part 4: Networking==&lt;br /&gt;
After being able to build all this nice little hubs we return to some basics. Actually we demand you to do something very important before you start to build: just think about what you are doing. In the ruleset you probably read about our intention to build a comprehensive network. In a typical 512*512 game we have developed a certain networking-style.&lt;br /&gt;
&lt;br /&gt;
[[Networking]]&lt;br /&gt;
&lt;br /&gt;
==Part 5: Trains==&lt;br /&gt;
Trains are a sensible part of OTTD. On this page, we just intend to make some short statements that help you building them for large networks like #openttdcoop's.&lt;br /&gt;
&lt;br /&gt;
[[Trains]]&lt;br /&gt;
&lt;br /&gt;
==Part 6: Orders==&lt;br /&gt;
After you built the first trains, you have to think about that. You'll find some guidelines on feeders here as well.&lt;br /&gt;
&lt;br /&gt;
[[Orders]]&lt;br /&gt;
&lt;br /&gt;
==Part 7: How not to build a network==&lt;br /&gt;
This guide is purely to show what happens when all the coop rules on building are blatantly ignored.&lt;br /&gt;
&lt;br /&gt;
[[How not to build]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Guides:Glossary|&amp;lt;&amp;lt; Glossary]] | [[Guides|^^ Back to Guides-Index]] | [[Guides:Presignals|Presignals &amp;gt;&amp;gt;]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Bodo Thiesen</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Sideline_stations&amp;diff=11635</id>
		<title>Sideline stations</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Sideline_stations&amp;diff=11635"/>
				<updated>2010-07-19T15:44:28Z</updated>
		
		<summary type="html">&lt;p&gt;Bodo Thiesen: copies link-menu to the bottom&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Guides:Building|&amp;lt;&amp;lt; Back to Index]] | [[Basic_Junctions|Basic Junctions &amp;gt;&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
First, we will start building a simple station. Before we start we want to make clear that our construction style is expandable in the future. Therefore, we construct huge mainlines (at least LL___RR or higher) and connect sidelines to this mainlines. Stations are ''always'' connected to sidelines. The number of platforms depends on the production rate of the farm/mine/forest. Take care about the pickup rating at primary industry stations. It should be between 65 and 75 per cent. Not more, since the production of the industry would fall down. &lt;br /&gt;
&lt;br /&gt;
[[Image:BasicStation1.png|thumb|center|555px|A simple resource station connected to a [[Sideline|Sideline]]]]&lt;br /&gt;
&lt;br /&gt;
You can clearly see a sideline going from south to north (lower right to upper left). As you notice, the signaling at the station is different to the simple signals on the track. This yellow signal is called &amp;quot;presignal&amp;quot; and the white signals are called &amp;quot;exit signals&amp;quot;. They are more intelligent as the common signals and can be set by CTRL-click with the signal-building tool on an already built signal. If you are not used to this kind of signaling, please visit the our [[Presignals|presignaling Guide]] or the [http://wiki.openttd.org/ OTTD Wiki] for detailed information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We usually build all stations as '''&amp;quot;RoRo&amp;quot;-Stations''' (roll-in, roll-out). This simply means no train exits a station in the same direction as it enters; as a result any departing trains won't block arriving trains. It's not necessarily needed for small stations, such as shown in our example, but let's stick to this building style wherever possible (sometimes RoRo's are simply not buildable due to space issues).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may notice a drawback on the picture above: there may be too little space planned in for a train to wait. If all platforms of the station are occupied, you might have a train which wants to enter but has to wait in front of the station until another train departs. If there is too little space between the station and the corresponding sideline for waiting trains, the trains may jam up the sideline. Lets see if we can improve our stations a bit:&lt;br /&gt;
&lt;br /&gt;
[[Image:BasicStation2.png|thumb|center|565px|Basic Stations connected to a [[Sideline|Sideline]] with extended waiting-space to avoid jams]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You probably notice another important rule: '''never ever build a 90-degree-turn!''' Curves like that slow down trains quite a lot. You may ignore this rule close around a station (where trains are moving slow anyway). &lt;br /&gt;
&lt;br /&gt;
'''''Since Version 0.5, on coop servers 90-deg-turn isn't possible anymore.'''''&lt;br /&gt;
&lt;br /&gt;
[[Image:BasicStation3.png|thumb|center|265px|The difference between 90°-turns and 2*45°-turns]]&lt;br /&gt;
&lt;br /&gt;
Despite this, we strongly suggest never to build 2*45-degree-turns due to speed issues. Also, try to build smooth curves in order to get trains fast off and fast on the sidelines.&lt;br /&gt;
&lt;br /&gt;
For more information on various train stations such as those included in the newgrfs, please see [[illustrated newgrf station guide]]&lt;br /&gt;
&lt;br /&gt;
[[Guides:Building|&amp;lt;&amp;lt; Back to Index]] | [[Basic_Junctions|Basic Junctions &amp;gt;&amp;gt;]]&lt;/div&gt;</summary>
		<author><name>Bodo Thiesen</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Guides:Presignals&amp;diff=11634</id>
		<title>Guides:Presignals</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Guides:Presignals&amp;diff=11634"/>
				<updated>2010-07-19T15:42:14Z</updated>
		
		<summary type="html">&lt;p&gt;Bodo Thiesen: /* Part 4: Load Balancers */ interwiki linkfix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=A Presignal Guide= &lt;br /&gt;
(under construction)&lt;br /&gt;
A guide for newbies, about presignals. However, this is not only for beginners as there are many complex things concerning presignals. If you know how the presignals work, you should skip the &amp;quot;basics&amp;quot; Part.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Part 1: Basics==&lt;br /&gt;
The Presignal Basics is explained here: how they work, how they behave, and how does a terminal station work, and what's the use of the combo presignal.&lt;br /&gt;
&lt;br /&gt;
[[Presignal Basics]]&lt;br /&gt;
&lt;br /&gt;
==Part 2: Oneway or twoway Presignals==&lt;br /&gt;
Signals have two sides. In the basics part, the other side wasn`t important, since trains can`t turn back, etc.  However, in more complex situations, a badly placed two way Combo Presignal can cause errors in your network.&lt;br /&gt;
&lt;br /&gt;
[[Oneway or Twoway Presignals]]&lt;br /&gt;
&lt;br /&gt;
==Part 3: Priorities==&lt;br /&gt;
When you have to connect two tracks into one, the most used track should have more priority than the lesser-used track. &lt;br /&gt;
In this Part, junctions with priority are shown.&lt;br /&gt;
&lt;br /&gt;
[[Priorities]]&lt;br /&gt;
&lt;br /&gt;
==Part 4: Load Balancers==&lt;br /&gt;
How to make presignals on a Load Balancer.&lt;br /&gt;
&lt;br /&gt;
[[Balancing|Load Balancers]]&lt;br /&gt;
&lt;br /&gt;
==Part 5: Complex Junctions==&lt;br /&gt;
&lt;br /&gt;
[[Complex Junctions]]&lt;/div&gt;</summary>
		<author><name>Bodo Thiesen</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Sideline_stations&amp;diff=11633</id>
		<title>Sideline stations</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Sideline_stations&amp;diff=11633"/>
				<updated>2010-07-19T15:41:08Z</updated>
		
		<summary type="html">&lt;p&gt;Bodo Thiesen: completed Guides-Linking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Guides:Building|&amp;lt;&amp;lt; Back to Index]] | [[Basic_Junctions|Basic Junctions &amp;gt;&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
First, we will start building a simple station. Before we start we want to make clear that our construction style is expandable in the future. Therefore, we construct huge mainlines (at least LL___RR or higher) and connect sidelines to this mainlines. Stations are ''always'' connected to sidelines. The number of platforms depends on the production rate of the farm/mine/forest. Take care about the pickup rating at primary industry stations. It should be between 65 and 75 per cent. Not more, since the production of the industry would fall down. &lt;br /&gt;
&lt;br /&gt;
[[Image:BasicStation1.png|thumb|center|555px|A simple resource station connected to a [[Sideline|Sideline]]]]&lt;br /&gt;
&lt;br /&gt;
You can clearly see a sideline going from south to north (lower right to upper left). As you notice, the signaling at the station is different to the simple signals on the track. This yellow signal is called &amp;quot;presignal&amp;quot; and the white signals are called &amp;quot;exit signals&amp;quot;. They are more intelligent as the common signals and can be set by CTRL-click with the signal-building tool on an already built signal. If you are not used to this kind of signaling, please visit the our [[Presignals|presignaling Guide]] or the [http://wiki.openttd.org/ OTTD Wiki] for detailed information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We usually build all stations as '''&amp;quot;RoRo&amp;quot;-Stations''' (roll-in, roll-out). This simply means no train exits a station in the same direction as it enters; as a result any departing trains won't block arriving trains. It's not necessarily needed for small stations, such as shown in our example, but let's stick to this building style wherever possible (sometimes RoRo's are simply not buildable due to space issues).&lt;br /&gt;
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You may notice a drawback on the picture above: there may be too little space planned in for a train to wait. If all platforms of the station are occupied, you might have a train which wants to enter but has to wait in front of the station until another train departs. If there is too little space between the station and the corresponding sideline for waiting trains, the trains may jam up the sideline. Lets see if we can improve our stations a bit:&lt;br /&gt;
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[[Image:BasicStation2.png|thumb|center|565px|Basic Stations connected to a [[Sideline|Sideline]] with extended waiting-space to avoid jams]]&lt;br /&gt;
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You probably notice another important rule: '''never ever build a 90-degree-turn!''' Curves like that slow down trains quite a lot. You may ignore this rule close around a station (where trains are moving slow anyway). &lt;br /&gt;
&lt;br /&gt;
'''''Since Version 0.5, on coop servers 90-deg-turn isn't possible anymore.'''''&lt;br /&gt;
&lt;br /&gt;
[[Image:BasicStation3.png|thumb|center|265px|The difference between 90°-turns and 2*45°-turns]]&lt;br /&gt;
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Despite this, we strongly suggest never to build 2*45-degree-turns due to speed issues. Also, try to build smooth curves in order to get trains fast off and fast on the sidelines.&lt;br /&gt;
&lt;br /&gt;
For more information on various train stations such as those included in the newgrfs, please see [[illustrated newgrf station guide]]&lt;/div&gt;</summary>
		<author><name>Bodo Thiesen</name></author>	</entry>

	<entry>
		<id>https://wiki.openttdcoop.org/index.php?title=Guides:Building&amp;diff=11632</id>
		<title>Guides:Building</title>
		<link rel="alternate" type="text/html" href="https://wiki.openttdcoop.org/index.php?title=Guides:Building&amp;diff=11632"/>
				<updated>2010-07-19T15:36:25Z</updated>
		
		<summary type="html">&lt;p&gt;Bodo Thiesen: interwiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&amp;lt;center&amp;gt;An illustrated guide to proper building&amp;lt;/center&amp;gt;=&lt;br /&gt;
To help our new members and for reference, we have written a number of guides that will help you to understand how our games work. It is recommended that you read them in the order listed below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Part 1: Basic Stations==&lt;br /&gt;
First, we will start building a simple station. Before we start we want to make clear that our construction style is expandable in the future. Therefore, we construct huge mainlines and connect sidelines to this mainlines. Stations are ALWAYS connected to sidelines.&lt;br /&gt;
&lt;br /&gt;
[[Sideline stations]]&lt;br /&gt;
&lt;br /&gt;
==Part 2: Basic Junctions==&lt;br /&gt;
In this part we build the first junction (in #openttdcoop we always call it &amp;quot;hub&amp;quot;). Since we always build multi-track-junctions, a junction is a bit more complicated than it seems at first. Since we want to build efficient and fast railway networks, we need efficient and fast junctions as well. For the start we will analyse a so-called &amp;quot;Side Line Hub&amp;quot; (or &amp;quot;SLH&amp;quot; for short).&lt;br /&gt;
&lt;br /&gt;
[[Basic Junctions]]&lt;br /&gt;
&lt;br /&gt;
==Part 3: Mainline Junctions==&lt;br /&gt;
After building the first hubs in part 2, you will probably notice that our mainlines may sometimes cross each other. Since we always build a comprehensive network and always avoid dead-end lines, there is a point in the game where a so-called &amp;quot;Backbone Hub&amp;quot; is needed.&lt;br /&gt;
&lt;br /&gt;
[[Mainline Junctions]]&lt;br /&gt;
&lt;br /&gt;
==Part 4: Networking==&lt;br /&gt;
After being able to build all this nice little hubs we return to some basics. Actually we demand you to do something very important before you start to build: just think about what you are doing. In the ruleset you probably read about our intention to build a comprehensive network. In a typical 512*512 game we have developed a certain networking-style.&lt;br /&gt;
&lt;br /&gt;
[[Networking]]&lt;br /&gt;
&lt;br /&gt;
==Part 5: Trains==&lt;br /&gt;
Trains are a sensible part of OTTD. On this page, we just intend to make some short statements that help you building them for large networks like #openttdcoop's.&lt;br /&gt;
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[[Trains]]&lt;br /&gt;
&lt;br /&gt;
==Part 6: Orders==&lt;br /&gt;
After you built the first trains, you have to think about that. You'll find some guidelines on feeders here as well.&lt;br /&gt;
&lt;br /&gt;
[[Orders]]&lt;br /&gt;
&lt;br /&gt;
==Part 7: How not to build a network==&lt;br /&gt;
This guide is purely to show what happens when all the coop rules on building are blatantly ignored.&lt;br /&gt;
&lt;br /&gt;
[[How not to build]]&lt;br /&gt;
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----&lt;/div&gt;</summary>
		<author><name>Bodo Thiesen</name></author>	</entry>

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