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"path": "/viewtopic.php?p=1278427#p1278427",
"publishedAt": "2026-03-07T23:49:44.000Z",
"site": "https://www.tt-forums.net",
"tags": [
"Crusoe"
],
"textContent": "> Conversion rates are a good grouping candidate, and one I didn't think of. I'd avoid things like the number of producing/consuming industries on the map, as this would need regular recalculation to remain accurate. Ideally, this is something you'd do once at startup.\n\nOh, I thought we could access the GFX of the selected mod, and check the min/max or something, get an average of it, or something.\n\n\nI tested my changes yesterday with some friends, and also I tested some rules I plan on rolling out to further slow down passenger OP'ness... For example, we're testing an unwritten rule, that you can only touch city zone's for 2 cities at the start of the game, and grow it by 2 cities for every 10k city growth points you reach. It changes my play style a ton, instead of just rushing for passenger routes, now I'm forced to invest in a single part of the map, and build the industry up.. I'm loving the challenge.\n\nI plan on putting my code on github when I have 2 parts of the script working, the other script is a boolean toggle to set if radio towers appear in game... if set to false, the game starts and destroys all radio towers at the beginning of the game, or something like that... I hate those things so much.\n\nIdeally, it would just make them cost a lot to destroy instead of removing completly, but I'll go with the easiest route first.\n\nStatistics: Posted by Crusoe — 07 Mar 2026 23:49\n\n* * *",
"title": "OpenTTD AIs and Game Scripts • Re: [GS] Renewed Village Growth 12.1 (RVG)",
"updatedAt": "2026-03-07T23:49:44.000Z"
}