Latvian Republic 1920

Discussion about reviews and strategies for user created scenarios made for RT3 version 1.05 and earlier.
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Gumboots
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Re: Latvia (beta) Unread post

If I don't find them in a sandbox, I'll find them when playing, and that will irritate me. :lol:

And anyway, taking a few train rides in a sandbox is hardly an onerous task. I'm getting pretty good at rivers now, having sorted a fair few miles of them last night. The lake tool is very useful of course, but having done some experiments I'm now finding the terrain up/down tool can be good for doing rivers, in some situations, as long as it is used with great caution.

Say you have sloping terrain with a river drawn on it, and want the river sunk down a bit. You can use the "Change height" option when drawing the river, but that can be problematic if you need to revise things on complex terrain. I find it's generally best to not use that option, and to draw the rivers on top of the terrain without digging them in automatically. So, I figured out another way of tackling it.

The trick is to set the brush size (or area effect if you prefer) to #2, and to go up the middle of the river one click at a time, at even spacings (by eye), overlapping the area effect so the centre of the next click is within the limit of the last one's area (about halfway to the edge works pretty well). This will sink the river a bit, with a pretty natural slope to the banks. If you want it a bit deeper, just repeat the process.

You will probably have introduced some minor lumps and bumps to the river bed. These can often be fixed with the smoothing tool (bulldozer icon in terrain modification menu) set to either #1 size (for dragging along the middle of the river) or #2 size (for discrete clicking here and there).

The lake tool is good here too, because you can quickly use it to level the river bed if you have a dip or a lump in the wrong place. The lake tool only does levels it can grab from another tile, so the smoothing tool can be used carefully to smooth out such changes in level. It's best to check from several angles, using both the river tool view and normal game view, if you want them really slick.
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Re: Latvia (beta) Unread post

Alllllllllll righty then, I haz a beta, which is getting close enough to be called RC. Have just finished an epic play testing the beast, and it's pretty smooth. Various tweaks have been made, such as disabling some of the bonuses on Expert level, or making them a bit more difficult to get, and umpteen other things.

Have a few more tweaks in mind, such as only paying out connection bonuses if you wait for the invitation to do the connection. This would prevent people scamming bonuses early in the game once they know to expect them. It would also mean people didn't get surprise announcements, telling them they'd just been paid large wodge of money for doing something they weren't aware they were supposed to be doing.

Coding them like this makes sense, because nobody would offer an incentive to do something that has already been done. If you went and connected something that someone was thinking about incentivising they'd say "Oh cool, now I don't have to fork out for an incentive". It's very easy to write the code this way. The only catch is spacing them so they don't strangle gameplay, because you wouldn't want to have to hang around twiddling your thumbs for fear of missing a bonus. Although once this scenario gets rolling you aren't really cash-limited anyway, so there would be the option of deliberately forgoing a bonus for the sake of faster expansion. I'll give the timing of them a bit more thought. Off the top of my head I'd say give the invitations earlier in the game, but with a longer deadline.

Anyway, the shiny new Beta 2 in the attached zip is pretty much how I want the overall feel of the thing, and plays without errors. There may be some more fine tuning of variables, but nothing major. !*th_up*!

Edit: Tested the idea about the connection invitations. It works well. Just make them a bit earlier, and give people a bit longer to complete them, and it fits in pretty naturally with how the scenario flows anyway. So I'm calling that a success. Also wound back the pax production slightly, and it's now where I think it should be. Enough to be interesting and lucrative, but not over the top stupid.

I'll sort out an RC over the weekend.
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Re: Latvia (beta) Unread post

One RC, ready to rumble. Simplified some of the coding, to cut processing without adversely affecting gameplay.
Tweaked a couple of bonuses. Added some sneaky bits. :mrgreen:

One of the changes is that this one has Silver and Bronze reinstated, even on Expert level, for those who like having them. It also has the Suburban Tank and Schools class enabled, for those who have them. I've been running the Suburban Tank for short hops around Riga, etc, just to add some more interest to the locomotive side of things. I'm using revamped stats for it, to simulate how a real suburban tank would be set up: smaller drivewheels for lower top speed and faster acceleration. Apart from that it's the same stats as the default P8, so the P8 is better on longer runs dues to its higher top speed, while the tank wins on short hops because of the better acceleration (even though top speed is lower). The EngineTypes files for this are attached too. !*th_up*!

Latvian grain production in the first decade is cut quite hard, since in that period Latvia wasn't self-sufficient in grain and had to import quite a lot of it. The port at Ventspils (if it seeds) now converts the Clothing shipped to it into Grain at a 1:4 ratio, which is enough to make it profitable, and of course Grain can be drawn in from other countries on the map.

Added an event for winter. Most of the year things are normal, but at the start of November and December trains speeds are cut 8% and track building costs increase 8%. Then at the start of February and March speeds go up 8% in two steps and track costs reduce 8%.

Overall result is annual average speed is [(8 months x 1.0)+(2 months x 0.92)+(2 months x 0.84)]/12 = 0.96 of default, which over the course of the year equates to only a 2 or 3 mph reduction on a P8 or Class 500 moving at top speed. The inverse for track costs: an average of 4% above default over the course of the year. So not crippling at all, but the concentration adds another element to tactics. Makes for good nail biting if you're desperate to meet an end of year target, and prevents brainlessly laying track asap in January if cash is a bit tight.

Also tweaked demand for Automobiles at Daugavpils. I was reluctant to make it stronger, but then I remembered that it's a Bronze medal goal, and therefore it is supposed to be easy. I think it was falling down because of the terrain on this new map. Juriko's original was pretty flat around Daugavpils, whereas this one has the city more or less at a dead end in terrain terms, with a steep rise into Poland. Whatever the reason, on this map Daugavpils was always very marginal for haulage of Automobiles and I thought it should flow a bit better.

For the same reason, I added a 1 Meat pure demand to the Riga port on top of the conversion there. This makes things a bit more stable in terms of Meat haulage (always the more difficult one, compared to Lumber) and by tending to hold Meat at the port a bit more it also allows more production of Automobiles without having to get Klaipeda up and running.

Klaipeda has a slightly increased demand for Diesel, which is just enough to tip the balance into making it shippable from the refinery at Mazethingyiki (if that seeds, or if you build one there).

I'll get onto eye candy next. I did play around with the trees and lakes at Riga and Jurmala during an actual test game, and managed to get it looking pretty slick, so I can apply those tricks in a few other places too. !*th_up*!

Edit: Zips removed. See a few posts down for the updates.
Last edited by Gumboots on Sun Jul 29, 2018 6:37 pm, edited 1 time in total.
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Re: Latvia (beta) Unread post

If you play no-industry, you wont do any "mindless" track laying. The default P8 is a "super" engine, relative to almost all other default engines post 1900, it costs nothing to run. It makes rails play almost like it's still the 19th century. :-)

Actually that winter feature is a gamble if you wait to issue bonds till start of March. The economy might change, whether good or bad, and you obviously skip one interest payment.

Regarding the terrain, yes. I agree, thinking I know the map is a bit of a disadvantage, because the flow is different. Seeding acts differently too. There are two resource "dead zones" In Latvia, where resources seem to hate to seed. One circular area roughly between Saldus and Liepaja, and another larger one roughly between Ogre and Gulbene. Things like this give character, as long as you realize and adapt.

I was trying all kind of starts, but haven't run one through to the end yet. Just FYI, there is a possibility to put the Jurmala (south of river/swamp) station on a water cell with a $0 price. It might pay to use the ghost "block position" trick to stop it. Maybe no biggie, but I did it by accident on the first go. Which tells me that others may "fall into it" too. At least I had a saved game handy.

Swamps are good, I like having the trees there so we can see them. Those make track pretty interesting. Nice work. !*th_up*!
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Re: Latvia (beta) Unread post

Well, not mindless as such, but I often lay track in January out of habit, after waiting for a stock split or end of year costs or whatever. So I thought having something to make me think a bit was a good plan. :-D

And with the P8, I'm playing with stats at the moment. TBH I think a lot of the default steamers cost far too much to run, but I agree the P8 is a tad on the low side. I'm thinking it'd be cool to have the P8, 264T and G10 all balanced for this scenario. They fit together pretty well, and kinda suit this era and location.

Speaking of which, I've never been keen on the later Darth Vader livery and prefer the original Prussian one. Apparently Latvian locos in this era were green anyway, so it fits. I had a quick and rough play with the default P8 skin, and in not much time at all I came up with this...
Prussian_skin.jpg
Which could obviously be improved here and there, but ain't much rougher than the original and is ok for the moment. And since all three of those locos use the same skin, it fits them all for no extra work. !*th_up*!

And yes about the seeding. Usually I ignore Poland, but while testing last night I got an unusual seeding which ended up making Poland important. I'm really liking the way this map seeds. There are standard things it does, but it can also throw out surprises which end up being totally workable with a different approach.

I know about the Jurmala thing, but it's so hard to do it on purpose (almost impossible) that I'm not sure it's a problem, nor exactly which cells would fix it, but I'll keep it in mind anyway.
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Re: Latvia (beta) Unread post

Found a bug in RC1. The Silver and Bronze events weren't firing, since I forgot to remove the "Game difficulty level != 3" condition from them. Fixed that one, and haven't seen any other bugs.
And yes, this means I didn't get a Gold. This map is frankly not that difficult if you are lucky with the economy, but a full depression in the mid-1930's (echoing real life, funnily enough*) meant I didn't keep on top of some of the key haulage. Having reviewed it, I think it would have been possible to get a win anyway if things were managed differently. Progress on this map would probably benefit from use of all three train priority levels. You end up with a lot of trains (usually at least 100) and some of them are more critical than others, so maximising use of priority settings would make sense.

This time around I was also testing customised stats for the Class G10, Class P8, 2-6-4T Suburban Tank, and the Schools class. The default P8 is really a bit too good in terms of running costs, as is the default 1.06 Tank, so I've tweaked those a bit to make them more expensive and bring them more into balance with where I think they should be. The same applies to the earlier Schools beta. The G10 has been matched to this bunch as a slower but cheaper freight hauler. It's mainly good for short hops or low priority cargo, but is not really optimal for the main long distance haulages on this map (namely, meat and lumber to Riga).

*Come to think of it...
Last edited by Gumboots on Sun Sep 02, 2018 6:29 am, edited 1 time in total.
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Re: Latvia (beta) Unread post

Had a look at a couple of saves, because I was curious as to how much benefit is actually gained from the dining car.
Results shown in the screenshot (trains that were not hauling anything at the time of the save have been removed to save space).
Estonian_pax_consists.jpg
So it looks like even under fairly crappy conditions you can count on a 6% boost to overall revenue from express trains, and easily get up to 11% under better conditions. Although this was with locomotives that have a 120% pax appeal rating without getting a speed record, which by increasing pax car prices will also increase the dining car bonus.

For locos with 100% or 110% pax appeal, you could probably assume around 5% at least, and up to 9 or 10% increase in revenue.
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Re: Latvia (beta) Unread post

Yes, I think that with dedicated express trains, express is concentrated which is why I was thinking that they were worthwhile in general. !*th_up*!
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Re: Latvia (beta) Unread post

Got even more curious, and ran a couple more checks. Same system, but I reversed the event which had knocked pax production and cargo prices, so things were back to the usual "Hey I connected to Saaremaa look at all the pax!" situation for this map.

Although, I have noticed that even though pax production is nominally the same, the actual amount of pax being hauled seems to decrease slowly over time. This appears to be independent of economy state and in this period there is none of that Boeing 707 stuff to knock pax around. I have an inkling (not sure if it's correct or not) that maybe the game reduces pax production from cities as their stations age, the same way it reduces revenue from old stations.

Anyway, leaving that aside and just looking at what was being hauled, I reset all 15 trains to 1 car "Any cargo", 6 cars "Any express", plus the dining car. The idea here is that since this system isn't always inundated with pax at every station, allowing them to haul one car of anything that is most profitable might not be a stupid idea. Results from a point during September 1944 look like this:
Estonian_pax_consists_2.jpg
The apparently large subtraction for "possible extra cars" is because the three trains that were hauling full consists also had quite large prices on the non-pax 7th cars, and it was possible the dining car could have been replaced by haulage of similar worth to Car 7. But still, the dining car is giving some overall revenue advantage.

The last test was from December 1944:
Estonian_pax_consists_3.jpg
This has a better return from the dining car, around 8%. For this one I also thought of tallying up the revenue from freight, if the single "Any cargo" car happened to be freight (it usually was). Obviously most of these trains were not fully loaded at this instant, with the result that freight accounted for 23% of the total revenue on the rails at the time. This is a much bigger effect than the dining car. It's clear that if you aren't absolutely swimming in express cargo, allowing your express trains to haul one car of anything going makes a lot of sense.
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Re: Latvia (beta) Unread post

If anyone is wondering: this map is still being fine-tuned by RoR and myself.

The plan is to make rail-only starts more feasible, while still allowing industry or mixed starts, and with industry-only starts being not quite so easy as they were. In other words, better all-round balance and more replay options.

I'll make it public as soon as we've done a bit more checking. !*th_up*!
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