2TallTyler / industries_of_the_caribbean

A Cuban-inspired industry set for OpenTTD.
GNU General Public License v3.0
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newgrf openttd

Industries of the Caribbean

(Read in Simplified Chinese)

Industries of the Caribbean models a state-run economy where you own the industries and production chain, in addition to the transport network. The economy is export-driven: unless you export a cargo, you don’t get paid for transporting it.

Your island has fertile soil and rich deposits of oil and nickel, but no processing industries to produce valuable products.

(Jump to Design Philosophy)

Production flowchart

Cargo flowchart

Trade deals at Import/Export

Cargo types

Unlike in most OpenTTD economies, cargo payments do not depend on the distance transported. This models the player controlling a state-run import/export economy rather than simply a transport company.

Exported cargos

These are exported to the Import/Export industry where they are traded for other cargos. These make significant profit.

Imported cargos

These are obtained in exchange for exported cargos at the Import/Export industry. They cost you money to transport, so don't import more than you need!

Domestic cargos

These are all other cargos, including Workers and intermediate cargos which travel between industries. They make a slight loss. The one exception is Mail, which makes a normal profit.

General industry mechanics

Industries do not close or change production.

Primary industries

These industries generate naturally, sometimes with with elevation or distance from town requirements. Many require a cargo to be delivered for their production like Pipe for Oil Wells and Food for Hotels. Also delivering a boost cargo will double production. Boost cargos are stockpiled and consumed during each production tick (8-9 times per month) to determine how much cargo is produced.

Secondary industries

These industries are funded by the player. They require one Worker for each unit of input cargo. If this seems like a lot, it is! Workers are the main production bottleneck and you'll need to both connect many towns to each industry, and deliver the necessary cargos to grow these towns.

Also, some of these industries have additional cargos, like Chemicals for the Nickel Smelter, which are required input cargos. The industry window lists the ratio of input cargo required for each unit of output cargo.

Getting started

Initially, the only profitable cargo is coffee, which requires no processing before it is exported.

Start by exporting as much coffee as you can until you can afford your first processing industry: the sugar mill. After that, unlock new cargo chains by funding the proper industries, as governed by the cargo flowchart and the Import/Export trade deals.

Be careful, though, not to expand into a cargo chain before you have the required cargos — for example, the Nickel chain requires Chemicals, which are obtained by exporting Cigars.

Remember that imported cargos cost you money to transport — check the Cargo Payment Rates graph if you're unclear.

Recommended Settings

Recommended World Generation settings

Required NewGRFs

(Optional) Suggested NewGRFs

My personal favorites, if you don't have your own.

Credits

Translations

To add a translation, please create a Pull Request!

Design philosophy

Industries of the Caribbean is an experimental industry/economy mod which aims to radically rethink the OpenTTD economy by breaking common design patterns and reclaiming “useless” features to add interesting gameplay.

Before we get into what I’ve changed, let’s briefly recap how vanilla and most NewGRF economies are structured:

The serious OpenTTD players I talk to tend to fall into two gameplay categories:

  1. Players who build passenger networks using CargoDist to route passengers automatically and create network design and capacity challenges for gameplay interest.
  2. Players who build cargo networks using a complex industry mod like FIRS Steeltown or XIS.

I have played both styles of game and have been frustrated and intrigued by features in each which fall short of interesting gameplay:

So, what weird and ill-advised interesting things can we do to change this?