Post your results on my discord to have your name added to the list... DP: 1,821,838 zxtej: 1,794,572 Beaux Guss: 1,742,436 billboein: 1,690,294 McBorer: 1,623,034 Gilgames: 1,607,997 SalyT: 1,595,368 Wizard_Brandon: 1,567,740 Untraceable Smurf: 1,480,580 Master Hellish: 1,467,659 Edvard: 1,467,049 JayJay-Stitch Embroidery: 1,441241 PotatoMcWhiskey: 294,489 The Spiffing Brit: 140,000 ish
Thank you. I have pinned a comment with my viewers efforts and they have got to the 2 million mark. It's a good challenge. I think I am going to create a "OpenTTD 100 year city Growing challenge HARD MODE" map soon. Thanks again. (PS dropped you an email)
I first discovered this channel thanks to Spiffing Brit's TTD battle royale. I heard that you were "the sole TTD UA-camr on the whole site" and immediately decided I was gonna root for you- and you won! It got scary there but you did it! Congrats! ...this comment is entirely unrelated to the actual video it's on but oh well
There are a couple of other people doing open TTD videos as well but I don't think there's anybody who's done as much as me especially in English. Thanks for coming by I hope you enjoy
I've always enjoyed the spiral solution to city expansion, as a common problem in older games is their simplistic route-finding systems. I remember first stumbling across this with the old city building games (I think it was with Caesar, but I'm not sure) and it absolutely blowing my socks off. The only way to upgrade buildings was with the architect, but he took a random direction at each intersection, so if you built your city in a massive looping spiral that'd guarantee everything the architect visited every building. Nice to see that it still holds up as the dominant strategy, even thirty years later. OpenTTD might have beaten the infinite money through buffer underflow cheekiness, but they can't beat the spiral!
Thank you Master Hellish for making the 2 hex-wide spiral pattern! I *think* the only thing to optimize a non-funding bonus challenge like this would be putting the stations closer together, and maybe turning the airports so that the runway doesn't end right next to a scyscraper ;D
@@MasterHellish-Gaming true, since the mechanism does give up after a certain time has passed, and no buildable location, or building can be upgraded at that point, at least, to my understanding.
If the max length of investigation became a limiting factor; where your starting road ran north-east:south-west. You could probably early on purchase land in a north-west:south-east line from the center to straight line out of town & resume the spiral past the max length. Fantastic video by the way!
@@sportsfreak33393 just purchase 4 spots of land (2 per side), prep a dent for a tunnel and a road breakoff there. Break the spiral, tunnel outwards and link up, so that it's still one road that goes from the center, tunnels out and spirals right back into town.
I only recently got openTTD installed again (i completely forgot its on Steam) so these videos and your tutorials helped me relearn my love for this game
You're a giant nerd and I absolutely love your channel! I'm so happy that there's quality youtube content about this ancient game with its niche community. I'm a student and so I don't get much time to play videogames, but when I do its often OpenTTD and OpenRCT2. Lovely stuff!
I love that the map is shared in the description as well. OpenTTD challenges are the best! EDIT: PS: A trick I use to not 'waste' time and money while building, is to set the turbo button to the lowest possible simulation factor in settings, so instead of speeding up time when using the turbo button, it goes into slowmotion. Really great for building. EDIT2: PPS: Another trick is to have "pumpers" (as I call them), a series of 4 or more (spread out-scheduled) trains that deliver from a combined station near the coal mine to a separate mine just outside the reach of the first station. This way you tell the coal mine that there is a lot of demand for the coal which increases the chance of the coal mine increasing output down the road.
Ya, it's something often I forget. The fast forward feature can be used to slow down time. But at that point you may as well enable the build while paused setting
Found you through PotatoMcWhiskey and SpiffingBrit's videos, and have only been loving your stuff dude! Really enjoy the way you explain what you're doing
Great video, learnt so many little tidbits... I had honestly been sending trains to depots to replace them with new versions 1 by 1, what a time saver being able to automate that!
This city growth algorithm reminds me a lot of the rollercoaster tycoon maze algorithm, and how you can easily make a unbeatable maze by just having a straight line with 1 tile sidepaths
It's worth pointing out Chris Sawyer headed production on both Transport Tycoon and Roller Coaster Tycoon, lots of shared maths probably went into making both, it's not surprising to find maths got repurposed for a similar idea with a different context.
Just found out about the game and I'm binging some youtube videos, and it's unbelievable how many things I learn just from watching experienced players
i think it'd be worth at least mentioning Chris Sawyer in the "what is this game". because it was Chri's clever idea to make the transport tycoon in 93-ish for 8 bits and deLuxe for DOS machines around 94. Yes same Sawyer who did Railroad Tycoon and Rollercoaster tycoon and one of many amazing programmers of the era that for various reasons congregated within MicroProse. I consider the game and consequently openTTD to be still at absolute pinnacle of transport games, the cross section between apparent simplicity (when using default industries, vehicles maybe with added light railways - trams) and potential for complexity at larger scale. What i mean is that you just need to connect coal mines to power stations if you want to keep things simple but can, if you desire ferry iron ore to steel mill, steel to factory and goods to town as part of one chain, you can see how things can get complex if you say happen to have a farm somwhere in there as well.
Agreed with this being the pinnacle of transport games. Every other game since has been judged against TTD/OpenTTD and not quite hit the mark -- even Chris' own attempt - Locomotion didn't give you the same satisfaction. Railroad Tycoon 2/3, Industry GIant 1/2, Railway Empire 1/2 were great but they were more an economic sim than a transport/city building network. Transport Fever 2 comes close but the rail network design satisfaction is not quite there. The scaling of trains relative to the world map is an issue there.
Now I'm wondering if you could pull of something similar in Simutrans - given that pops and goods have specific destinations, I have a feeling it would be a lot harder.
So I'm a couple months late... 🤷 Anyway figured I’d try and help with a small boo-boo 🤓 I noticed that with the two train stations near the coal mine, any train coming out of the depot was unable to cross over to the far-side station. While this may seem like an insignificant thing, because you only had two depots, one at each end, on a long distance line, the likeliness of a train coming from the power plant, going into the depot prior to entering the station was reasonably high, it then being unable to exit the depot because the near-side station, the only one it could access, was already occupied by another train, probably had a large impact on your Efficiency Rating of the train system. ✌
Yes, there is a small bit of track missing there. Not really an impact on the challenge. Notrnaly on a proper networking I would have more depots and also not next to the stations in that manner ether. Good spot!
An isolated city, cursed with the form of a spiral. I wonder if any of the people in those vehicle crashes come back as grotesque mockeries of jack-in-a-boxes.
Navigating this city would be absolutely awful if you're in a car lol. "Ok, where do we have to go today?" *loads up GPS, sees point is dead in the center of town* "Oh.... oh no." *GPS has "make a left" queued over 500 times* "Now I know why they call it Hellish City"
Thank you for inspiring me. I've made 98 capa small town on the desert and grew it onto 1,35M in 100years. It is chalanging tho as you need to deliver water and food every month to keep growth.
*Quintuples the previous record* Yeah challenge complete, HERE IS THE REAL CHALLENGE *Proceeds to give one of the hardest city growth script as a challenge* Jokes aside It's a solid record, can't wait to try and break it without funding new buildings.
I know my S10 Simple City Builder + FIRS challenge is really tough for the average player but it would not be a challenge if not eh ;) Hope you enjoy which ever challenge you choose
It is so frustrating that the road isn’t connected at 29:05 AND you fast forwarded, causing half the spiral to not get built. You eve zoomed in on it a few seconds later and didn’t notice the city expanding everywhere except that side..
I like this. I actually designed a map, uploaded it to the open TTD maps, and played it, while recording it. I did not get the time to upload the video yet. Just checked the savegame. I came up to 695,609 population
Fun session. Was not expecting to discover discussion about impressions walker mechanics. Kinda makes me wish for roadblocks though to control the flow of traffic.
24:41 i guess the train 2 decided to go to the depot for service. And unfortunately the closest one at that moment of decision was the one next to the mine, not next to the power plant. So it went all the way down to the next turning point and drove back all the way again. At least this is my assumption based on old memories playing ottd and dealing with such struggles. Can anyone confirm or correct this theory? And very nice video of course! I enjoyed it a lot.
My second run growth stalled out at 321k but I did have a billion because I built way too much industry. I hadn't realised the steel mill took passengers. I'd never noticed that before. Maybe I always put my stations further away but this time enough of the mill was in the coverage zone. It doesn't produce any though. I found a nice depot design based on the double-depot idea. You need to enable pre-signals to make it work most efficiently. You can do it with path signals too but it needs more space and it's less responsive.
I was looking at the gap in the spiral since the moment it appeared and chewed my lips in terror, as Master was about to speedup with that gap still there, anxiously waiting for him to notice and fix. It's not great, but it could've been way way worse.
Hello, I really enjoyed it! Thank you. I got a population of 1.12 million on my first try. There was a piece of road left behind after a mistake, that was stopping the buildingprogress on one of the two "arms" of the spiral. Where not was build on, it became was green, nice for the people living there, but not for me. When I removed the piece of road, it filled the "green streets" with buidings. But it never catched up with the other side of the spiral. I removed the airports and tunnels, flattened the land and connected the roads again. It filled up with buildings fast. More people👍 Am I right? Was it in your game not possible to drive directly from the traindepot to the "lower track" at the coalstation? Was that possibly the reason why a train would not come out of the depot earlier in the game? Did you miss a piece, or are my eyes a bit tired 🤓 Greatings, Wim
Thank you so much for all your OpenTTD content! I am so happy that I found you, the game itself and a free to play edition on steam. This was the first game I ever played and I loved it back than, though I didn't understand half as much as I do today. But one question do I have: How come that your city algorithm doesn't build roads instead of houses? Mine is doing that all the time and I am constantly deleting newly created road connections between the spiral arms.
Theres a way to make the railways more efficient, make one main line that loops around the whole map and have the trains go only clockwise or anti clockwise with branch lines to whatever resouces or destinations. you have to have one way signals to do this.
I did something like this in my series three let's play. It's not actually any more efficient and later on you will reach throughput issues with so many different services using one line. As much as I love making integrated networks it's actually better to have the dedicated line for each service
Or even worse you want to go to the street behind or in front of you then you have to travel all the way to the city centre through and back down the other arm of the spiral
i remember having a truck loading and unloading at the train station constantly to increase demand. Not actually sure that really worked. And the last time i played i found a glitch with offshore oil rigs where you could fill the ships as fast as you could get them there. Lets just say my back then modern Intel xeon cpu was struggling at the vehicle cap
Having something loading constantly doesn't increase demand but what it does do is increase your ratings and the better your ratings the better percentage share of the goods you get from whatever you're picking up. However the speed of the vehicle also affects the ratings too so it might be better just have more trains than actually have any trucks loading there as well
In terms of mathmatics and assuming that growth is exponential, that mistake of not having the road connecting could be detrimental to a proper number. As can be seen in function f(x)=e^(xt). Now this is assuming growth in OpenTTD is exponential, so I could be just straightup wrong.
I don't know the exact formula but I don't actually think it's exponential because the town growth actually seems to tail off after a while. There could be a number of factors to this
Jan '55 - 63,620 growing every 3 day, 6.8mil in bank Jan '65 - 233,522 growing every 1 day, 6.7mil in bank Jan 200 - 1,085,887, 1day 44.5 mil in bank Jan 2030 - 1,541,910, 1day, 58 mil in bank My city stopped/slowed its growing dramatically for the 10 to 15 years before the end of the challenge. No idea why. I tried several approaches, but fussing with the other resources like goods was a waste of effort towards growing the city. Funding building was important, but again - once the population growth stalled, I think that benefit also shrank in value. By the way, this was fun. Thank you for it!
its a crazy number in terms of the game, in comparison to real life the city is still small though :D tbf, big cities are usually made up of many small sub-cities
im a super noob at openttd ive only played about 16 hours in it but this seems like a fun challenge i replicated the map somewhat, but divided it into 4 corners with each corner being basically the same, so i can try playin with with my brothers
I have recently started playing OpenTTD again. My biggest struggle currently is actually being able to see the graphics properly. How do you have them so clearly in your video? Do you use a mod to improve the readability of the texts etc? Fun video. I was really not awaire that there were also OpenTTD UA-camrs :)
Love this game , played it from time to time . Too bad it got deleted from iOS would love to play it during long flights . Btw the spiral is to chaotic , grid is calm , grid is predictable, grid is systematic, grid is the way to go !
Did you learn everything you needed from Cities Skylines? Yeah, that's the leader in city simulators now. Still haven't tried Cities Skylines 2, but from what I've seen it may hold some promise. I think there are more manual controls, that might more resemble this in the movement of freight or utilities? In the first one, the movement of freight was relatively automatic (it might come in via highway, boat, train; but you didn't know which one and you couldn't pick which one you prefer). I don't know if that even matters, I guess it does
For city-growth, I make the roads more like in a "spoke-like" pattern: like a spiral that splits up radially here and there. That still means there are no closed loops, but the distance to the edge of the city is a lot shorter. Any comments or suggestions on that idea?
To be fair, a grid system for a real system is a traffic disaster waiting to happen if you rely on it exclusively. We literally call these problems gridlocking for a reason. Uh, granted the irl solution isn't a complete road spiral pattern lol.
I just played to 2050 because I forgot the starting year and that's when the score screen shows up... Nice. So my results for the 120 year challenge are 1.5 million.
When I was watching this, I suddenly remembered the last chapter of Uzumaki. Can’t wait for the next video where the entire city gets sucked into the eldritch monstrosity from a time before time at the center of the spiral.
Instead of making end point bus stations to make the busses change direction in the spiral, you can just make a t-junction tile on that spiral past the in-line station.
@@MasterHellish-Gaming Idk if that's the game's default but you have so many signals that for one train length you have three signals in place. I'm certainly no master of this game but even for my busiest of lines I would have excellent throughput with signals 10-15 tiles apart which I think also just looks better
My cities just add more and more additional roads regardless of how long the spiral is I haven't changed any settings or is the scenario using a different road building algorithm?
Post your results on my discord to have your name added to the list...
DP: 1,821,838
zxtej: 1,794,572
Beaux Guss: 1,742,436
billboein: 1,690,294
McBorer: 1,623,034
Gilgames: 1,607,997
SalyT: 1,595,368
Wizard_Brandon: 1,567,740
Untraceable Smurf: 1,480,580
Master Hellish: 1,467,659
Edvard: 1,467,049
JayJay-Stitch Embroidery: 1,441241
PotatoMcWhiskey: 294,489
The Spiffing Brit: 140,000 ish
I can only imagine the sting Spiff must be feeling as the self proclaimed master cheeser ;) fun challenge great vid!
Amazing stuff! I'll have to come back and see if I can even top what you managed!
Thank you. I have pinned a comment with my viewers efforts and they have got to the 2 million mark. It's a good challenge. I think I am going to create a "OpenTTD 100 year city Growing challenge HARD MODE" map soon. Thanks again. (PS dropped you an email)
how do I get to play with you? have been playing on and off for the past 15+ years@@MasterHellish-Gaming
When a 10 minute drive turns into a 3 hour drive
With 21,000 road tiles that would be a road about 10,000 football stadiums long. Might take more than 3h
It just arrived @~@
@@MasterHellish-Gaming could you please convert that into ford f150 super duties for us American viewers? Thanks.
@@sabrewolfe2956 Yeah I can;'t understand that writing...
@@sabrewolfe2956 245,145 and 3 fifths super duties, or 3.72 million kilograms of carbon dioxide per mile for the TRUE american math.
I first discovered this channel thanks to Spiffing Brit's TTD battle royale. I heard that you were "the sole TTD UA-camr on the whole site" and immediately decided I was gonna root for you- and you won! It got scary there but you did it! Congrats!
...this comment is entirely unrelated to the actual video it's on but oh well
There are a couple of other people doing open TTD videos as well but I don't think there's anybody who's done as much as me especially in English. Thanks for coming by I hope you enjoy
Marcel Vos! If you love this you will love that.
The Hellish City South bus station being one square off physically hurts me
It must be aligned!
I've always enjoyed the spiral solution to city expansion, as a common problem in older games is their simplistic route-finding systems.
I remember first stumbling across this with the old city building games (I think it was with Caesar, but I'm not sure) and it absolutely blowing my socks off.
The only way to upgrade buildings was with the architect, but he took a random direction at each intersection, so if you built your city in a massive looping spiral that'd guarantee everything the architect visited every building.
Nice to see that it still holds up as the dominant strategy, even thirty years later. OpenTTD might have beaten the infinite money through buffer underflow cheekiness, but they can't beat the spiral!
There are still many "features" to exploit.
Thank you Master Hellish for making the 2 hex-wide spiral pattern!
I *think* the only thing to optimize a non-funding bonus challenge like this would be putting the stations closer together, and maybe turning the airports so that the runway doesn't end right next to a scyscraper ;D
I was thinking part way you could change the road so that it has a "shortcut" to the outer parts of the spiral
@@MasterHellish-Gaming true, since the mechanism does give up after a certain time has passed, and no buildable location, or building can be upgraded at that point, at least, to my understanding.
I think it would depend if the max length of in investigation was the same each time or not
If the max length of investigation became a limiting factor; where your starting road ran north-east:south-west. You could probably early on purchase land in a north-west:south-east line from the center to straight line out of town & resume the spiral past the max length.
Fantastic video by the way!
@@sportsfreak33393
just purchase 4 spots of land (2 per side), prep a dent for a tunnel and a road breakoff there. Break the spiral, tunnel outwards and link up, so that it's still one road that goes from the center, tunnels out and spirals right back into town.
I only recently got openTTD installed again (i completely forgot its on Steam) so these videos and your tutorials helped me relearn my love for this game
Fantastic. Hope you enjoy. If you want a challenge I recommend my S10.
I know you named the city after your channel but it's also kinda funny because this city would be quite hellish to live in
Ha ha ya, good point
You're a giant nerd and I absolutely love your channel!
I'm so happy that there's quality youtube content about this ancient game with its niche community.
I'm a student and so I don't get much time to play videogames, but when I do its often OpenTTD and OpenRCT2. Lovely stuff!
Glad you enjoy it!
I love that the map is shared in the description as well. OpenTTD challenges are the best!
EDIT: PS: A trick I use to not 'waste' time and money while building, is to set the turbo button to the lowest possible simulation factor in settings, so instead of speeding up time when using the turbo button, it goes into slowmotion. Really great for building.
EDIT2: PPS: Another trick is to have "pumpers" (as I call them), a series of 4 or more (spread out-scheduled) trains that deliver from a combined station near the coal mine to a separate mine just outside the reach of the first station. This way you tell the coal mine that there is a lot of demand for the coal which increases the chance of the coal mine increasing output down the road.
Ya, it's something often I forget. The fast forward feature can be used to slow down time. But at that point you may as well enable the build while paused setting
Found you through PotatoMcWhiskey and SpiffingBrit's videos, and have only been loving your stuff dude! Really enjoy the way you explain what you're doing
Thank you very much 👍
Well, I learnt a lot from this one! Thanks & great job :-)
Glad it was useful. Thanks for stopping by. I see you have done an OpenTTD video, I will check it out
Great video, learnt so many little tidbits... I had honestly been sending trains to depots to replace them with new versions 1 by 1, what a time saver being able to automate that!
Glad it helped! 😁
That was great, not just as a challenge but also as an explanation of so much of the game.
This city growth algorithm reminds me a lot of the rollercoaster tycoon maze algorithm, and how you can easily make a unbeatable maze by just having a straight line with 1 tile sidepaths
Yes, in the vanilla game it is pretty straightforward
It's worth pointing out Chris Sawyer headed production on both Transport Tycoon and Roller Coaster Tycoon, lots of shared maths probably went into making both, it's not surprising to find maths got repurposed for a similar idea with a different context.
Just found out about the game and I'm binging some youtube videos, and it's unbelievable how many things I learn just from watching experienced players
Glad to hear it!
I think my series 10 is a good one if you don't mind a few mods
i think it'd be worth at least mentioning Chris Sawyer in the "what is this game". because it was Chri's clever idea to make the transport tycoon in 93-ish for 8 bits and deLuxe for DOS machines around 94. Yes same Sawyer who did Railroad Tycoon and Rollercoaster tycoon and one of many amazing programmers of the era that for various reasons congregated within MicroProse.
I consider the game and consequently openTTD to be still at absolute pinnacle of transport games, the cross section between apparent simplicity (when using default industries, vehicles maybe with added light railways - trams) and potential for complexity at larger scale.
What i mean is that you just need to connect coal mines to power stations if you want to keep things simple but can, if you desire ferry iron ore to steel mill, steel to factory and goods to town as part of one chain, you can see how things can get complex if you say happen to have a farm somwhere in there as well.
Agreed with this being the pinnacle of transport games. Every other game since has been judged against TTD/OpenTTD and not quite hit the mark -- even Chris' own attempt - Locomotion didn't give you the same satisfaction. Railroad Tycoon 2/3, Industry GIant 1/2, Railway Empire 1/2 were great but they were more an economic sim than a transport/city building network.
Transport Fever 2 comes close but the rail network design satisfaction is not quite there. The scaling of trains relative to the world map is an issue there.
didnt he also create civ?
You structured this video very well
Thank you
You are the most thoughtful gamer in this types of game. I respect that and you deserve a ton more subscribers.
I'm a little bit too niche to get loads of subscribers but I do appreciate the ones I have and the community around my content
Now I'm wondering if you could pull of something similar in Simutrans - given that pops and goods have specific destinations, I have a feeling it would be a lot harder.
Hey man, was just recommended this vid and it's great! Will defo be checking out the rest of your stuff.
Awesome, thank you!
Another banger! I'm glad I've stayed subscribed the past few years, you and Marcel Vos kill it with keeping these oldie goldies alive
Thanks. Glad you enjoyed
I've been playing this game for years and never knew there was an interface for replacing locomotives. I always manually replaced every single one.
It's a very handy feature
Always awesome to see someone enjoy this golden classic in this day and age!
Couldn't agree more!
Very entertaining video. Lugnutsk should try this challenge as well he might grow bigger city XD
Would be very cool
Because I didn't do any town funding it should be quite easy to beat my score here
"It's all about the spiral."
I think I read that manga before.
So I'm a couple months late... 🤷 Anyway figured I’d try and help with a small boo-boo 🤓 I noticed that with the two train stations near the coal mine, any train coming out of the depot was unable to cross over to the far-side station. While this may seem like an insignificant thing, because you only had two depots, one at each end, on a long distance line, the likeliness of a train coming from the power plant, going into the depot prior to entering the station was reasonably high, it then being unable to exit the depot because the near-side station, the only one it could access, was already occupied by another train, probably had a large impact on your Efficiency Rating of the train system. ✌
Yes, there is a small bit of track missing there. Not really an impact on the challenge. Notrnaly on a proper networking I would have more depots and also not next to the stations in that manner ether. Good spot!
Amazing.
The Grid is life. The Grid is love. But the _spiral_ is a different league altogether. It's another dimension
Technically one could argue that they're both two-dimensional 😂
An isolated city, cursed with the form of a spiral.
I wonder if any of the people in those vehicle crashes come back as grotesque mockeries of jack-in-a-boxes.
So very cursed
Navigating this city would be absolutely awful if you're in a car lol.
"Ok, where do we have to go today?"
*loads up GPS, sees point is dead in the center of town*
"Oh.... oh no."
*GPS has "make a left" queued over 500 times*
"Now I know why they call it Hellish City"
It would be even worse if you wanted to go to the road behind or in front of you. You would have to go to the middle and back again
can you imagine a town with a hunderd people living in one house with 5 bus stops, but only a soccer stadion or church to go to. :P
Thank you for inspiring me. I've made 98 capa small town on the desert and grew it onto 1,35M in 100years. It is chalanging tho as you need to deliver water and food every month to keep growth.
You've expanded upon the challenge there and I like it!
*Quintuples the previous record* Yeah challenge complete, HERE IS THE REAL CHALLENGE *Proceeds to give one of the hardest city growth script as a challenge*
Jokes aside It's a solid record, can't wait to try and break it without funding new buildings.
I know my S10 Simple City Builder + FIRS challenge is really tough for the average player but it would not be a challenge if not eh ;) Hope you enjoy which ever challenge you choose
potato with the grid, hellish with the hypno city
All hail the spiral
It is so frustrating that the road isn’t connected at 29:05 AND you fast forwarded, causing half the spiral to not get built. You eve zoomed in on it a few seconds later and didn’t notice the city expanding everywhere except that side..
the missing bit of track at his coal loading station meaning trains can't travel between the second platform and the depot is also quit vexing :D
imagine living in this city and asking to someone on what street their house is
Everyone: 1st street
@@MasterHellish-Gaming The spiral extends life. The spiral expands consciousness. The spiral is vital to city travel.
there is a street in the Netherlands like this, sort of. Look up Graan voor Visch in Hoofddorp.
I like this. I actually designed a map, uploaded it to the open TTD maps, and played it, while recording it. I did not get the time to upload the video yet.
Just checked the savegame. I came up to 695,609 population
the spiral must grow
Spiral, spiral, spiral
Urbanization in the 1980s summed up
Build it tall
Fun session. Was not expecting to discover discussion about impressions walker mechanics. Kinda makes me wish for roadblocks though to control the flow of traffic.
If you do one way roads in both directions on a single bit of road then it becomes a blocked road
@@MasterHellish-Gaming Huh. Think you could use that to make a bypass through the spiral and then unlock it later?
I watched potato's video last week and wondered if anyone else was gonna do it
I have been wanting to do this for a while. Looking forward to more like it in the future
Yeah, I did it too, about 2 months ago. Got to 1.3 something million in 70 years, then I got bored with it.
@@Gil-gamesDid you do funding with that?
@@MasterHellish-Gaming Yesm im pretty sure I did. Thats a powerfull tool. its uploadod on my channel.
You know what they say: " All the road leads to road"
Roads? Where we are going we only need road!
These challenges are going to cause religious wars. The grids vs the spirals 😂
I can see faction forming!
24:41 i guess the train 2 decided to go to the depot for service. And unfortunately the closest one at that moment of decision was the one next to the mine, not next to the power plant. So it went all the way down to the next turning point and drove back all the way again.
At least this is my assumption based on old memories playing ottd and dealing with such struggles.
Can anyone confirm or correct this theory?
And very nice video of course! I enjoyed it a lot.
My second run growth stalled out at 321k but I did have a billion because I built way too much industry.
I hadn't realised the steel mill took passengers. I'd never noticed that before. Maybe I always put my stations further away but this time enough of the mill was in the coverage zone. It doesn't produce any though.
I found a nice depot design based on the double-depot idea. You need to enable pre-signals to make it work most efficiently. You can do it with path signals too but it needs more space and it's less responsive.
Heyy *Great* Stroytelling! Stopped by from ‘Potato McWhiskeys’ Channel, Cool Work!
Thanks for coming
@@MasterHellish-Gaming 👉
Oh no, you make your trains run on the left, terrifying.
Haha... It's probably fine 🐱
I was looking at the gap in the spiral since the moment it appeared and chewed my lips in terror, as Master was about to speedup with that gap still there, anxiously waiting for him to notice and fix.
It's not great, but it could've been way way worse.
I'm glad I caught it when I did. Like you said it could have been much worse
Just imagine the drive to get to your backyard neighbors house...
Just nipping down the road
Hello, I really enjoyed it! Thank you.
I got a population of 1.12 million on my first try.
There was a piece of road left behind after a mistake, that was stopping the buildingprogress on one of the two "arms" of the spiral. Where not was build on, it became was green, nice for the people living there, but not for me.
When I removed the piece of road, it filled the "green streets" with buidings. But it never catched up with the other side of the spiral.
I removed the airports and tunnels, flattened the land and connected the roads again. It filled up with buildings fast.
More people👍
Am I right? Was it in your game not possible to drive directly from the traindepot to the "lower track" at the coalstation?
Was that possibly the reason why a train would not come out of the depot earlier in the game?
Did you miss a piece, or are my eyes a bit tired 🤓
Greatings, Wim
yes he missed a piece of track and a piece of road on the spiral.
Thank you so much for all your OpenTTD content! I am so happy that I found you, the game itself and a free to play edition on steam. This was the first game I ever played and I loved it back than, though I didn't understand half as much as I do today. But one question do I have: How come that your city algorithm doesn't build roads instead of houses? Mine is doing that all the time and I am constantly deleting newly created road connections between the spiral arms.
Theres a way to make the railways more efficient, make one main line that loops around the whole map and have the trains go only clockwise or anti clockwise with branch lines to whatever resouces or destinations. you have to have one way signals to do this.
I did something like this in my series three let's play. It's not actually any more efficient and later on you will reach throughput issues with so many different services using one line. As much as I love making integrated networks it's actually better to have the dedicated line for each service
ive heard if you click the fund button every second or so it will grow super fast. its called "power funding" or something
I would have to double check but I think it's every 2 days
My guess: 57000 hellish points
I keep forgetting I used hellish points for this 😂
On the positive side, without crossroads there are no red lights :D
Maybe we need some roundabouts
4 minutes in "It's all about the spiral"
My brain instantly playing Lateralus by Tool on repeat.
"...spiral out, keep going..."
imagine living on the outskirts of the city and needing to get into the city centre for work 💀
Or even worse you want to go to the street behind or in front of you then you have to travel all the way to the city centre through and back down the other arm of the spiral
Would be fun to do Spiral canals game. Call it Venice or Amsterdam. :)
Too bad the game will not build on canals
i remember having a truck loading and unloading at the train station constantly to increase demand. Not actually sure that really worked. And the last time i played i found a glitch with offshore oil rigs where you could fill the ships as fast as you could get them there. Lets just say my back then modern Intel xeon cpu was struggling at the vehicle cap
Having something loading constantly doesn't increase demand but what it does do is increase your ratings and the better your ratings the better percentage share of the goods you get from whatever you're picking up. However the speed of the vehicle also affects the ratings too so it might be better just have more trains than actually have any trucks loading there as well
@@MasterHellish-Gaming ohh okay it must have been something my dad told me back in the first transport tycoon.
I believe vehicle age affects rating of stations, which might improve city growth, Extremely tedious to replace all of them all the time though.
Vehicle age will affect the rating. However, I don't see how that would affect city growth.
In terms of mathmatics and assuming that growth is exponential, that mistake of not having the road connecting could be detrimental to a proper number. As can be seen in function f(x)=e^(xt). Now this is assuming growth in OpenTTD is exponential, so I could be just straightup wrong.
I don't know the exact formula but I don't actually think it's exponential because the town growth actually seems to tail off after a while. There could be a number of factors to this
Very good urban planning
One massive road... No need for intersections
I like how even in these ridiculous challenges, coal is still GOAT
Good old coal
Jan '55 - 63,620 growing every 3 day, 6.8mil in bank
Jan '65 - 233,522 growing every 1 day, 6.7mil in bank
Jan 200 - 1,085,887, 1day 44.5 mil in bank
Jan 2030 - 1,541,910, 1day, 58 mil in bank
My city stopped/slowed its growing dramatically for the 10 to 15 years before the end of the challenge. No idea why. I tried several approaches, but fussing with the other resources like goods was a waste of effort towards growing the city. Funding building was important, but again - once the population growth stalled, I think that benefit also shrank in value.
By the way, this was fun. Thank you for it!
its a crazy number in terms of the game, in comparison to real life the city is still small though :D tbf, big cities are usually made up of many small sub-cities
That can happen in a game of TTD as well
Welp. Gotta wait a few days for my plane... they said it was overbooked?
Plane crash while fast forwarding
Dismisses popup immediately
It's fiiiiiiine 😁
The coal train should have been a double engine train to reduce breakdowns and speed the train up
pretty cool. gonna try that later
It was a fun challenge to try
Glad you're recording again.
What do you mean again?
Hottest diss track of 2023
Haha
im a super noob at openttd ive only played about 16 hours in it
but this seems like a fun challenge
i replicated the map somewhat, but divided it into 4 corners with each corner being basically the same, so i can try playin with with my brothers
That is a good idea. Hope you remembered to turn off the local authority building roads
fun addition to the little webcam screen you made is if you were to ping it maybe?, so it "wouldn't be closed", I don't see the pin active
It's very old too. I think i made it back in the 720p days. Maybe we need a new version
Not calling your currency "Hells' Bells" was a missed opportunity 😂
There is always next time
I have recently started playing OpenTTD again. My biggest struggle currently is actually being able to see the graphics properly. How do you have them so clearly in your video? Do you use a mod to improve the readability of the texts etc?
Fun video. I was really not awaire that there were also OpenTTD UA-camrs :)
there is a video in his channel to change fonts and all.. its actually really helpful if u have a 20 inches or more moniter
Love this game , played it from time to time . Too bad it got deleted from iOS would love to play it during long flights . Btw the spiral is to chaotic , grid is calm , grid is predictable, grid is systematic, grid is the way to go !
All hail the spiral
Did you learn everything you needed from Cities Skylines? Yeah, that's the leader in city simulators now. Still haven't tried Cities Skylines 2, but from what I've seen it may hold some promise. I think there are more manual controls, that might more resemble this in the movement of freight or utilities? In the first one, the movement of freight was relatively automatic (it might come in via highway, boat, train; but you didn't know which one and you couldn't pick which one you prefer). I don't know if that even matters, I guess it does
Played this game for 20 years before Cities Skyline was ever a thing. But I do have a live let's play of #2 on my channel at the moment
Took me a while to notice you'd put your face in a vehicle info box! That is excellent 👌
Ya... Pretending I am a pro 😜
8:11 wow your shirt changes colour
Magic ✨
A bit bad for the environment, this spiral!
Those poor rivers.
City growth, very much bad for rivers
For city-growth, I make the roads more like in a "spoke-like" pattern: like a spiral that splits up radially here and there. That still means there are no closed loops, but the distance to the edge of the city is a lot shorter.
Any comments or suggestions on that idea?
Yep that is a good way of doing it too. There have been a few interesting ways people have managed to push the population even more
wonder if a hilbert curve would have any significantly different behaviour over a regular spiral
I don't think it would make a difference. As long as it was done in a way where it started from the middle and worked it's way out
What would happen if one were to click the “send to depo” button on your facecam window? 😂
I don't think I want to find out 😂
Where have you been 25 years ago when I started my first company :D
I have been here for 10 years if that helps?
To be fair, a grid system for a real system is a traffic disaster waiting to happen if you rely on it exclusively. We literally call these problems gridlocking for a reason.
Uh, granted the irl solution isn't a complete road spiral pattern lol.
Tell me about it. I have enough traffic trouble in my Cities skylines 2 let's play
I just played to 2050 because I forgot the starting year and that's when the score screen shows up... Nice. So my results for the 120 year challenge are 1.5 million.
That is one way to extend the challenge
When I was watching this, I suddenly remembered the last chapter of Uzumaki. Can’t wait for the next video where the entire city gets sucked into the eldritch monstrosity from a time before time at the center of the spiral.
5:48 the freedom of choice in communism summed up nicely
One choice 😉
Love the spiral live the spiral
Instead of making end point bus stations to make the busses change direction in the spiral, you can just make a t-junction tile on that spiral past the in-line station.
I think that would be bad for the algorithm. One way road tiles is a good way to solve that
What a build wicked
Thank you. It was fun to do
“Press tab and the year is gone” just like 2023
Thats an absurd amount of signals on that coal line.
The more signals the closer the trains can run and the greater the throughputs
@@MasterHellish-Gaming Idk if that's the game's default but you have so many signals that for one train length you have three signals in place. I'm certainly no master of this game but even for my busiest of lines I would have excellent throughput with signals 10-15 tiles apart which I think also just looks better
My cities just add more and more additional roads regardless of how long the spiral is
I haven't changed any settings or is the scenario using a different road building algorithm?
In the scenario the option for the local authority to build it's own roads is disabled
Insane! I love it.
Thanks
42:51
Wait, in OpenTTD You could always change orientation from square to diagonal, or it was added recently?
Its my first time seeing it
Some tools got the feature at different times and I think the last one got it a couple of years ago now
omg why did i didnt know sooner that i can share orders
Shared orders are one of the most important non beginner things to learn. Happy OpenTTDing
Peak facecam.
I quite like it
It would take days to drive to the neighbouring street💀
Think of the carbon emissions