Difference between revisions of "Gametype:Cargo Concept"
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===The cargo concept=== | ===The cargo concept=== | ||
− | As we call it "the usual thing" it is basically the type of game described in our guides | + | As we call it "the usual thing" it is basically the type of game described in our [[Guides||guides]] and [[Ruleset|Ruleset]]. |
− | + | * Start with coal. It brings a good revenue for moneymaking lines. | |
+ | * To enhance the challenge try to bring every good of a type to one single production site - one factory, one power plant, one steel mill, one sawmill! | ||
+ | * Use the edges of a map for the production sites - choose different edges for every site in order to distribute the network load. | ||
+ | * Use [[Guides:Glossary:Mainline|Mainlines]] as a backbone of your network. Connect mines/farms/forests '''ONLY''' via [[Guides:Glossary:Sideline|Sidelines]] to your network. | ||
+ | * Think ahead: design your network to avoid bottlenecks later on. | ||
+ | * Use signs for things you built - its eases up bugtracking. Check our [[Naming_conventions|naming conventions]]. |
Revision as of 13:19, 24 July 2006
The cargo concept
As we call it "the usual thing" it is basically the type of game described in our |guides and Ruleset.
- Start with coal. It brings a good revenue for moneymaking lines.
- To enhance the challenge try to bring every good of a type to one single production site - one factory, one power plant, one steel mill, one sawmill!
- Use the edges of a map for the production sites - choose different edges for every site in order to distribute the network load.
- Use Mainlines as a backbone of your network. Connect mines/farms/forests ONLY via Sidelines to your network.
- Think ahead: design your network to avoid bottlenecks later on.
- Use signs for things you built - its eases up bugtracking. Check our naming conventions.