NWM Pathfinding Mod, Alpha 02, 2007-10-17 (Mott)
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Funding to Damage Acceleration Curve:
	Value: 0% funding = 2% damage, 100% funding = 0% damage, 120% funding = 4% repair.
	Default: 0%=2% damage, 100%=1% repair, 120%=4% repair.
	Rationale: If you want to fix damage, you have to over-fund to do it.
		The Maxis curve allowed you to fund networks at 67% and avoid damage,
		which is counter-intuitive.  If the networks are too expensive we can change that
		elsewhere.

Rail Damage Accident Factor:
	Value: 1 (default)
	Rationale: A train going over broken rail will always derail.  That's what happens.


Customers/Traffic Noise Coefficient:
	Value: 0.0614
	Default: 0.128
	Rationale: This is used for both business customers and residential noise.  
		"High" currently occusr a bit too early relative to road capacities, so I cut
		this in half so it takes twice as much traffic to reach "high."  I hope.
		It's possible that this is an old setting from SC4 Vanilla that is now ignored.

Monthly Traffic Density Reduction:
	Value: 0 (default)
	Rationale: This is for testing purposes or something; leave it alone.  It multiplies the
		number of cars on the map by this number, and then adds the result to the number of 
		cars already on the map, to add or remove traffic.  Every month it does this.  
		Zero is the only sane value, except when testing and you need to generate a lot of 
		traffic to test how your networks respond.

Traffic Volume Per Population:
	Value: 2 (default)
	Rationale: Each Sim commuter generates two trips: One in the morning, and one in the evening.

Speeds (in kph):
	Walk	5 on street, road, 1-way, avenue.  0 elsewhere.
	Drive:	35 on street, 50 on road, 60 on 1-ways+avenue, 100 on RHW/ANT and highways.
	Bus:	5 on street, 50 on road, 1-way, avenue, 90 on RHW/ANT and highways.
	Trains: 90
	Trucks:	20 on street, 45 on road, 1-way, avenue, 90 on RHW/ANT and highways.
	El/Sub:	60
	Mono:	150

	Rationale: Match roads and 1-way/ave, in preparation for NWM plugins.  Streets become
			the "new roads," except trucks will stay off them if at all possible,
			and buses won't go on them at all.  That should keep both from cutting
			through the neighborhoods, and you'll have something resembling proper
			"bus routes."  Riding the bus is still slightly faster than driving on 
			streets that way, so Sims should still take them rather than drive 
			on a lot of streets.  Let's see how that works out.

			EDIT: Lowered road speed to 50kph, so that bypassed don't have to 
				saturate before the bypass starts looking like the better route.
				Buses I left alone; they'll be heading to the bus stop in-town.


			
Travel Stategies:
	Default: NW=100% fastest, 
		 R$= 20% drive/80% MT, 
		 R$$= 25% MT/75% fastest, 
 		 R$$$= 10% MT/80% drive/10% fastest

	Rationale: What do we want this to be?


Freight Traffic Scaling Factor:
	Default: 0.05 (1/20)
	Rationale: 20 IND job occupants makes one truck of freight.  I think... seems OK.

Pathfinding Heuristic: 
	Default: 0.09
	Value: 0.025
	Rationale: I figure, after traffic congestion builds up and with obstacles to route around,
		averaging a straight-line Manhattan distance at 40 kph seems like a good place to 
		start.  The way we're letting people speed, you might see some strange 
		Best-First-Greedy paths at first, but it should snap into tune and be right most of
		the time, as the traffic grows. At least that's the idea.  Let's see what happens.

Accident Duration:
	Default: 20
	Value: 5
	Rationale: 20 realtime seconds is a very long time inside the simulator.  
		Accidents just create extra work for the pathfinder, and maybe some people are seeing
		inexplicable no-job zots because there's only one route to work and it's always blocked
		by an accident.  I'd rather average the accident rate into the congestion slowdowns
		and be done with it, but for now, this.  
		
Accident Check Period:
	Default: 60
	Rationale: Sounds good.  Once a minute, then.

Monthly Cost for Network Tile:
	Defaults for now.

Ferry Fare:
	Default: 0,01
	Rationale: Not trying to change game economics with this.

Max Roads Funding Percent:
	Default: 120%
	Rationale: OK.

Max Mass Transit Funding Percent:
	Default: 120%
	Rationale: OK.

Damaged Road Extra Step Cost:
	Default: I forgot.
	Value:	0.01
	Rationale: Equivalent to tapping the brakes before going over a pothole.  This can add up.

Income Per Tile by Travel Type:
	Default array.
	Rationale: Not changing economics here.

Mass Transit Usage Chance:
	Default: 100%
	Rationale: If they decide they want to, they will.  Why is this even here?

Network Traffic Capacity:
	Street		1200 (it's the new road)
	Road		2400 (1200 per lane, uncontrolled cross-traffic turns allowed)
	1W/Av/RHW	3600 (1800 per lane, no uncontrolled X-traffic turns allowed)
	Highway		5400 (same as RHW, with one more lane's worth of capacity).
	Rail/El/Sub	4800 (I think it should be 9600, but didn't want to unbalance too much)
	Mono:		9600 (by default, monorail ignores this anyway)

Travel Type Generates Traffic:
	Default: Peds, Buses don't.
	Rationale: Not making this change for now.

Travel Type Can Reach Destination:
	Default: Peds, Cars, and Freight can (freight is irrelevant).
	Rationale: Changing it radically alters gameplay.  If you want to force Sims to 
		use parking lots when driving, set the "Cars" entry to false.

Maximum Distance from Origin to Network:
	Default: 1
	Rationale: Any other number, and Sims could never return.  This is here for some reason 
		having to do with farms or industrial zones, but it's not being used apparently.
		
Congestion v. Speed:
	Value: The JPlumbley Curve.  
		0% use = 40% "speeding."
		100% use = normal speed
		150% use = half speed
		200% use = 1/5 speed
		300% use = 1/50 speed (occasionally even happens!)
 		400% use = 1/500 speed (never...)

	Rationale: In real life, after 200% use, no one's going anywhere.  You need to widen the 
		road.  That's why we have all these new networks in the pipeline to play with...

	NOTE: This mod also alters the Traffic View data graph, so yellow is 100% use, 
		and red is 200%, so you can see what's going on in that critical range.

Commute Trip Max Time:
	Default: 6
	Value: 20
	Rationale: This should allow a commute of 512 tiles each direction at an average 50 kph.
		This only matters inside the city being played; regional commuting is different.

Intersection to Turn Capacity Effect:
	Default: 70%, 80%, 90%.
	Value: 90%, 95%, 97.5%
	Rationale: An intersection itself already has half-capacity because it could need to carry 
		the full traffic of two networks.  I set it to 90% so it would light up yellow first,
		to warn the player that it may need attention soon.  The other two values, 
		though small,  get increasingly powerful as congestion builds.  


Trip starting cost by travel type:
	Default: 0.4 for cars, 0 for all else.
	Rationale: It takes just under 30 seconds to start the car, warm it up, and drive away. OK.

Job Scaling Constant:
	Default: 1.2
	Rationale: I don't want to unbalance this aspect of the game with this mod at this time.
		But why are we lying to the simulator about the number of jobs in a building?

Population Background Traffic:
	Default:
		R = 5%
		C = 20%
		I = 20%

	Rationale: This is the background traffic that occurs around zones. OK for now?


Travel Type Affected By Traffic:
	Default: Pedestrians are not affected, all else are except monorail.
	Rationale: Default, and I don't want to mess with people's monorails too much right now,
		except as it relates to HSRP support.  It should be affected.

	NOTE: Anything not affected by traffic can't "speed."

Entry Cost v. Budget:
	default: 0%=5, 100%=1
	Value:  0%=5, 100%=1, 120%=0.8

	Rationale: Setting your funding below 100% is going to damage the rails anyway, and if a lot
		doesn't have a Transit Switch Entry Cost (None of the Maxis stations do), this is 
		entirely irrelevant.  However, when we make them so they do have an entry cost, you
		can speed up your service up to 25% by over-funding it.


Trip Length to Minutes Display Multiplier:
	Default: 25
	Current Value: 0.07-something.  
	Rationale: I'm pretty sure this is an old SC4 Vanilla value that is now ignored.


Trip Starting Cost by Transit Type for Car Preference:
	Default: 1.4 if they have to drive, I think?
	Value: 0.1 (jplumbley's?). 
	Rationale: JP's right I think - a very small penalty is appropriate, but just a tiny one.

Max Mass Transit Strategy Trip Length:
	Default: 4
	Value: 10
	Rationale: Seems to allow the Sims to walk about 12-14 tiles max before they drive.  
		You can get it up around 20 tiles with the transit ordinance, I think.  
		Needs play-testing.

Trip Starting Cost by Travel Type for Mass Transit Streategy:
	Default: If they have to drive, it cuts their max trip by 33%.
	Value: I left it alone, at default 1.95, but that's now only 10% less distance.
	Rationale: It takes a while to bum a ride?


-- Mott, 2007-10-17



	
