text: # simuconf.tab
  #
  # Low-Level values and constants
  #
  # last update:   22-Sep-02
  # This file can be found in many places:
  #
  # simutrans/config/simuconf.tab
  # ~/simutrans/simuconf.tab (in the user directory, if singleuser_install != 0 or not present, first only pak-file path will be read)
  # simutrans/pakfilefolder/config/simuconf.tab
  # ~/simutrans/simuconf.tab (readed a second time, s.a.)
  #
  
  
  ##############################program settings##################################
  
  # max number of stations (just the amount of internal handles)
  stations = 8192
  
  # max number of convoys (i.e. train or truck with trailer or single truck)
  convoys = 8192
  
  # max number of lines (all line handles)
  lines = 2048
  
  # maximum number of position tested during a way search
  # 100000 should be ok even for large maps with ships
  # 10000 is ok for everything else (consumer 16*x Bytes main  memory)
  max_route_steps = 1000000
  
  # Max number of steps in goods pathfinding
  # This should be equal or greater than the biggest group
  # of interconnected stations in your game.
  #
  # If you set it too low, some goods might not find a route
  # if the route is too complex. If you set it too high, the
  # search will take a lot of CPU power, particularly if searches
  # often fail because there is no route.
  #
  # Depending on your CPU power, you might want to limit the search
  # depth.
  #
  # 300 seems to be a good compromise for most games. 100 is ok for
  # small games. 8000 should suffice for even the largest maps, but
  # will take a good amount of CPU time if you have complex transport
  # networks. Max. allowed value is 9994.
  #
  # T. Kubes: 1000 should be enough even for biggest games I have seen so far.
  # prissi: On a 512x512 map with more than 150000 people daily, the saturation
  # value for "no route" was higher, around 8000. Using 300 instead almost doubled
  # the value of "no route"
  #
  max_hops = 1000
  
  
  # load/save the files in the users directory? (default: on=1)
  # ATTENTION!
  # will be only used if this file is located in the program directory at config/simuconf.tab!
  singleuser_install = 1
  
  # Default pak file path
  # which graphics you want to play?
  # off means automatic selection
  # ATTENTION!
  # will be only used if this file is located in the program directory at config/simuconf.tab!
  # and will be overwritten by the settings from simutrans/simuconf.tab in the user directory
  #
  #Default pak file path
  #pak_file_path = pak/
  #pak_file_path = pak.german/
  #pak_file_path = pak.japan/
  #pak_file_path = pak.winter/
  #pak_file_path = pak.ttd/
  pak_file_path = pak128/
  
  
  
  ##################################display stuff#################################
  
  # display (screen/window) width
  # also see readme.txt, -screensize option
  display_width  = 1008
  
  # display (screen/window) height
  # also see readme.txt, -screensize option
  display_height = 720
  
  # show full screen
  #fullscreen = 1
  
  # How many frames per second to use? Display will look useful until 10 or so
  frames_per_second = 25
  
  # Colour of the cursor shading.
  # Default = 155 (orange).
  cursor_overlay_color = 168
  
  #################################saving settings################################
  
  # compress savegames?
  # "binary" means uncompressed, "zipped" means compressed
  saveformat = zipped
  
  # autosave every x months (0=off)
  autosave = 6
  
  
  
  ################################road settings###################################
  
  # (=1) drive on the left side of the road
  drive_left = 1
  signals_on_left = 1
  
  # Type of initial intercity roads - must be available
  # as PAK file. Fallback (if PAK is not found) is "asphalt_road"
  intercity_road[0]=dirt_road,1700,1824
  intercity_road[1]=macadam_road,1825,1902
  intercity_road[3]=tarmac_road,1903,1932
  intercity_road[4]=asphalt_road,1933,2050
  
  # Type of city roads - must be available as PAK file.
  # Fallback (and default) is "city_road"
  #city_road_type = city_road
  city_road[0]=city_road,1925,2050
  city_road[1]=cobblestone_road,1781,1924
  city_road[2]=dirt_road,1700,1780
  
  # Max. length of intitial intercity road connections
  # If you want to speed up map creation, lower this value
  # If you want more initial intercity roads, raise this value
  # 8000 seems to be a good compromise between speed and road number
  #
  # T. Kubes: 128x128 can use more roads to save player some money.
  #
  intercity_road_length = 6000
  
  # way builder internal weights (straight track is 4)
  # a higher weight make it more unlikely
  # make the curves negative, and the waybuilder will build strange tracks ...
  way_straight = 1
  way_curve = 2
  way_double_curve = 6
  way_90_curve = 15
  way_slope = 10
  way_tunnel = 8
  way_max_bridge_len = 15
  way_leave_road = 25
  
  
  
  
  #####################################gameplay###################################
  
  # passenger generation (default is 16) Smaller values means less passengers
  passenger_factor=16
  
  # in beginner mode, all revenues are multiplied by a factor (default 1500=1.5)
  beginner_price_factor = 1500
  
  # use beginner mode for new maps (can be switched anyway on the new map dialog)
  first_beginner = 0
  
  # size of catchment area of a station (default 2)
  # older game size was 3
  # savegames with another catch area will be unloadable
  station_coverage = 4
  
  # Passengers and goods will change vehicles at most "max_transfer"
  # times to reach their destination.
  #
  # It seems that in good networks, the number of transfers is below
  # 5. I think 6 is a good compromise that allows complex networks but
  # cuts off the more extreme cases
  #
  # You can set this lower to save a little bit of CPU time, but at some
  # point this measn you'll get less passengers to transport
  #
  # T. Kubes: I would say 8 for now, but this definitely should be difficulty
  # dependent setting.
  #
  max_transfers = 7
  
  
  
  ##################################industry stuff#################################
  
  # allow all possible supplier to connect to your factories?
  # This will also affect savegames!
  # best to leave it in default position. (only on for simuTTD)
  crossconnect_factories = 0
  
  # with this switch on (default), overcrowded factories will not recieve goods any more
  just_in_time = 1
  
  # smallest distance between two adjacent factories
  factory_spacing = 4
  
  ###################################money stuff##################################
  
  # Starting money of the player. Given in Credit cents (1/100 Cr)
  starting_money = 30000000
  
  # Maintenance costs of buildings
  maintenance_building = 1800
  
  # first stops: the actual cost is (cost*level*width*height)
  cost_multiply_dock=750
  cost_multiply_station=600
  #stop is cheap bu on other hand max level is 4
  cost_multiply_roadstop=400
  cost_multiply_airterminal=1000
  #used for all extra buildings
  cost_multiply_post=500
  #cost_multiply_headquarter=10000
  
  # cost for depots
  cost_depot_rail=8500
  cost_depot_road=7000
  cost_depot_ship=9000
  
  # other way related stuff
  cost_signal=500
  cost_tunnel=11000
  cost_third_rail=80
  
  # other construction/destruction stuff
  cost_alter_land=1250
  cost_set_slope=1500
  #cost_found_city=5000000
  cost_multiply_found_industry=500000
  cost_remove_tree=40
  cost_multiply_remove_haus=1000
  
  
  ###################################time settings################################
  
  # Enforce vehicle introduction dates?
  # 0 = all vehicles available from start of the game
  # 1 = use introduction dates
  # 2 = (default) use settings during game creation
  #
  use_timeline = 2
  
  # Starting year of the game:
  # Setting it below 1930 is not recommended!
  # You will have problems with missing vehicles, do not complain if you do so!
  # Setting it above 2040 will render game bit boring - no new vehicles.
  starting_year = 1930
  
  # Should month be shown in date?
  #(0=no, 1=yes, 2>=show day in japan format=2, us format=3, german=4)
  # This is most useful, if you use longer months than the default length (see below)
  #
  show_month = 1
  
  # Global time multiplier (will be save with new games)
  # 2^bits_per_month = duration of a game month in microseconds real time
  # default is 18. For example, 21 will make the month 2^3=8 times longer in real time
  # production and maintainance cost will be adjusted accordingly.
  #
  #128x128 use only 2 times longer months... should be way enough for normal games.
  #
  bits_per_month = 20
  
  
  
  ###############################game info settings###############################
  
  # Show info windows for private cars and pedestrians?
  # (1=on, 0=off)
  pedes_and_car_info = 0
  
  # Show infos on trees?
  # (1=on, 0=off)
  tree_info = 1
  
  # Show passenger level of townhalls?
  # (1=on, 0=off)
  townhall_info = 1
  
  # always open only a single info window for the ground,
  # even if there are more objects on this tile
  only_single_info = 1
  
  # Should stations get numbered names? (1=yes, 0=no)
  numbered_stations = 0
  
  # Show name signs and statistic?
  # 0 = don't show anything
  # 1 = station names
  # 2 = statistics
  # 3 = names and statistics
  #
  show_names = 3
  
  # show the windows close etc. buttons on the right (like windows 98)
  window_buttons_right = 0
  
  
  
  ###################################misc. stuff##################################
  
  # After how many miliseconds a citycar breaks (and will be forever gone) ...
  # now about 12 years - one day at current settings: 260s
  citycar_life = 35000000
  
  # Do you want to have random pedestrians in town? Look nice but needs some
  # CPU time to process them. (1=on, 0=off)
  # Impact on frame time: ~10% (16 cities on a new standard map)
  random_pedestrians = 1
  
  
  ###################################river stuff##################################
  
  # rivers:
  # The highest number is the smallest. A river with max_speed==0 is not navigavable by ships.
  river_type[0] = River3
  river_type[1] = River2
  river_type[2] = River1
  river_type[3] = River0
  
  # start with 16 (looks nice on not too large maps)
  river_number = 16
  
  # river min length (not too short)
  river_min_length = 20
  
  # river max length (not too long?)
  river_max_length = 512
  
  tile_height = 8
  
  height_conversion_factor = 2