Do you alter the turns/month?

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MarkShot
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Joined: Tue Apr 22, 2008 11:54 pm

Do you alter the turns/month?

Post by MarkShot » Sat Jul 05, 2008 3:23 am

I saw something in the Wiki about this. Does anyone change this? Does it make the game any better?

Thanks.

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Lowell
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Re: Do you alter the turns/month?

Post by Lowell » Sun Jul 06, 2008 3:22 am

Yes...you can add this line to the scenario file and it will extend the game time and slow down the maps calender. At a speed of 512, it is two game years per hour. 16, 32 and 64 are common speeds. When you extend the game time, you also extend the period between train upgrades, as the trains pop-in game depending upon the game year...so you have to be careful or you may be playing a long scenario with just a grasshopper. :)

The best way to see this is to look inside other maps scenario files and read through them. Some use this line some don't. Without the line the map will run at the games default speed of course.

example...
<iTurnsPerMonth>32</iTurnsPerMonth>

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pherschel
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Re: Do you alter the turns/month?

Post by pherschel » Mon Aug 04, 2008 8:42 pm

Yes I do it often. I like experiencing particular eras longer.

Try building an eastern empire with nothing but puffing billys (grasshoppers).

It also makes very challenging scenarios easier.

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Jancsika
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Re: Do you alter the turns/month?

Post by Jancsika » Tue Aug 05, 2008 5:25 pm

There is one other thing to watch for: The engine maintenance cost is not dependent on the calendar year (I think), but on the number of turns. That means that the engine has to be replaced more often otherwise the maintenance will eat up the profits.
Jancsika

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Lowell
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Re: Do you alter the turns/month?

Post by Lowell » Sun Aug 17, 2008 10:53 pm

Maintence costs can be edited and reduced or set to zero in the maps Trains.xml file.
<MaintenanceCost>1200</MaintenanceCost>

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