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Openttd bank
Openttd bank











openttd bank

If costs actually increased more than revenues, no company whatsoever would be larger than the hole-in-the-wall restaurant across the street. This is how it can afford more advertising, it can broaden its reach, or explore new markets.Īnd this is exactly the principle that allows giant corporations to remain profitable. On the other hand, once a company has reached a certain level of fixed costs, it can lever its infrastructure to increase production or spend more in R&D without adding additional overhead. Smaller companies have a limited reach, can't withstand the costs of innovating, and have trouble serving new cohorts of customers. In the real world there is something called "economies of scale", which allow a large company to be more efficient than a small one. This is highly unrealistic, to begin with. In my opinion, one of the issues here is the very questionable decision to inflate costs to a higher extent than revenues.

openttd bank

inflation, recession etc, whilst varying result locally per townīeta Was this translation helpful? Give feedback. implementation might be as a modifier to current global base costs? As this would be the simplest way to let the global script handle, e.g.

openttd bank

vehicle running costs, unless vehicles were given some concept of a home depot or home station, which I think extends the simulation too far into complexity

  • incentives or disincentives to construction (high or low construction costs).
  • in principle this could represent things like.
  • intent is to allow regional variation of both costs and income.
  • Monthly callbacks for setting base costs / income, but scoped per town
  • (inspired by the cb that industries can optionally use when constructed).
  • same behaviour, but intent is to adjust economy at game start.
  • probably returns a multiplier to the base costs, and to cargo payments? (my implementation ideas are usually wrong tbh)Įquivalent callbacks for setting base costs / income, but called when map gen completes.
  • affects all income: delivering cargo, scrapping rails etc.
  • Monthly callback for setting a factor on base income
  • probably returns a multiplier to the base costs? (my implementation ideas are usually wrong tbh).
  • affects all costs: vehicles, construction, maintenance etc.
  • Monthly callback for setting a factor on base costs Newgrf entity 'economy' (or such - names are not important at this stage I hope). Modest counter counter counter counter proposal.













    Openttd bank