# Pak 128.Britain
# simuconf.tab
#
# Low-Level values and constants
#
# 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.)
#


################################# General gameplay settings ################################

# Enforce vehicle (and other item) introduction dates?
# 0 = all vehicles available from start of the game
# 1 = use introduction dates
# 2 = (default) use settings during game creation, new games off
# 3 = use settings during game creation, new games on
#
use_timeline = 3

# The height of tiles for the double/half height tile system
tile_height = 8

height_conversion_factor = 2

# In beginner mode, all good revenuses are multiplied by a factor (default 1500=1.5)
beginner_price_factor = 1500

# These settings are used to calculate adjusted figures based on the length of the month. 
# To assume a base month length based on the settings in Simutrans-Standard, use 1,000
# base_meters_per_tile and 18 base_bits_per_month.
# 
# To assume a base month length of 24 hours (to allow various settings to be calibrated
# as if months were days), use a base meters per tile of 7500
base_meters_per_tile = 1000
base_bits_per_month = 18

# This setting determines the rate at which jobs replenish. At the default, 100, all
# of a building's jobs replenish in exactly 1 month. At 200, it takes 2 months, and at
# 50, it takes 1/2 a month. This is useful when calibrating the month/year scale as
# against the hour/minute scale. If a month is timed as 6.4 hours (6:24), for example,
# a day (24 hours) consists of 3.75 "months". For jobs to replenish once every 24 hours,
# therefore, set this to 375 if the length of a month is 6:24.
job_replenishment_per_hundredths_of_months = 375

# Use beginner mode for new maps
first_beginner = 0

# Size of the catchment area of a station/stop in tiles.
# This is for city buildings (mail and passengers) only.
# (In older versions, this was used for both city buildings and factories)
#
# Default: 2
station_coverage = 16

# Size of the catchment area of a station/stop in tiles.
# This is for factories only.
# Default: 3
station_coverage_factories = 3

# The rate at which towns grow depends on their size. There are three different size categories:
# "Villages", "Cities" and "Capitals". The following settings define the thresholds (in numbers 
# of population) above which towns become "Cities" and "Capitals". Anything smaller than 
# city_threshold_size is a "Village".

city_threshold_size = 2500
capital_threshold_size = 25000

# These values are used in the city generation algorithm to determine the maximum size of cities.
# max_city_size is the maximum size, in citizens, of any city at the point of generation.
# max_small_city_size is the size, in citizens, of any city other than a "big city" at the point of generation. 
# TIP: Set a lower number for these values the earlier that the game is started.

max_city_size = 16000
max_small_city_size = 3000

# These values represent the rate at which towns grow. The raw growth number is *divided*
# by the growth factors; ergo, the lower the number, the higher the growth. Longer games
# should have less growth, whereas shorter games do better with more growth.

growthfactor_villages = 1165
growthfactor_cities = 720
growthfactor_capitals = 420

# Some passengers who are not able to find a route will be content to go to an alternative destination. 
# This is set separately for visiting passengers and commuting passengers. It can either be set in
# absolute figures using max_alternative_destinations_visiting and max_alternative_destinations_commuting,
# or set as a proportion of the total number of jobs and total level of visitor demand, using 
# max_alternative_destinations_per_visitor_demand_millionths and max_alternative_destinations_per_job_millionths.
# Using the relative settings is recommended, as this scales much better to the map size.
# 
# This is specified as the maximum number of alternative destinations, as the actual number for any
# given packet of passengers will be randomised between zero and this number. 
#
# This figure strongly affects how many passengers will travel, and also can have a significant effect on
# the computational load.

#max_alternative_destinations_commuting = 6
#max_alternative_destinations_visiting = 12

max_alternative_destinations_per_visitor_demand_millionths = 500
max_alternative_destinations_per_job_millionths = 675

# Passengers have a maximum tolerance level for how long that they will spend travelling. 
# Passengers are generated in two groups: commuting and visiting passengers. Commuting 
# passengers travel to find work, whereas visiting passengers travel for other reasons, such
# as leisure, business (i.e., travel between workplaces) and shopping. Each of these two
# different types of passenger has a minimum and maximum journey time tolerance.
#
# The number is  expressed in minutes. For each packet of passengers, the number of minutes
# travelling time (including waiting time) that they are prepared to tolerate is randomised 
# between the minimum and maximum amount using a normal distribution, meaning that the numbers
# are more likely to be in the middle of the range than at either end.

min_visiting_tolerance = 3
range_visiting_tolerance = 5400
min_commuting_tolerance = 20
range_commuting_tolerance = 120

# The following settings determine the way in which individual packets of passengers decide
# what their actual journey time tolerance is, within the above ranges. The options are:
#
# 0 - Even distribution
# Every point between the minimum and maximum is equally likely to be selected
#
# 1 - Normal distribution (http://en.wikipedia.org/wiki/Normal_distribution)
# Points nearer the middle of the range between minimum and maximum are more likely 
# to be selected than points nearer the end of the ranges.
#
# 2 - Positively skewed normal distribution (squared) (http://en.wikipedia.org/wiki/Skewness)
# Points nearer the a point in the range that is not the middle but is nearer to the lower
# end of the range are more likely to be selected. The distance from the middle is the skew.
#
# 3 - Positively skewed normal distribution (cubed)
# As with no. 2, but the degree of skewness (the extent to which the modal point in the range
# is nearer the beginning than the end) is considerably greater.
#
# 4 - Positively skewed normal distribution (squared recursive)
# As with nos. 2 and 3 with an even greater degree of skew.
#
# 5 - Positively skewed normal distribution (cubed recursive)
# As with nos. 2, 3 and 4 with a still greater degree of skew.
#
# 6 and over - Positively skewed normal distribution (cubed multiple recursive)

random_mode_commuting = 2
random_mode_visiting = 5

# Settings for calibrating the revenue system
#
# These settings calibrate the way in which revenue is calculated in the game. Changing
# them might make the game easier or harder, or, if they are changed in odd ways, make it
# behave eratically. Make sure to know what you are doing before changing these values.

# These settings calibrate the speed bonus. Note that, with Simutrans-Experimental, unlike
# Simutrans-Standard, the speed bonus is based on the convoy or line's *average* speed between
# any two given stops, not the convoy's overall maximum speed. 
#
# All distances in these settings are measured in kilometres and calibrated using the
# meters_per_tile setting.
#
# min_bonus_max_distance is the distance below which the speed bonus (or penalty) does not
# apply. Below this distance, goods pay the same no matter what the average speed.
#
# median_bonus_distance is the distance at which 100% of the speed bonus/penalty applies. 
# At anything between min_bonus_max_distance and median_bonus_distance, a scaled proportion
# of the speed bonus applies. For example, if the min_bonus_max_distance was 10, and the 
# median_bonus_distance was 110, then, for a journey of 50 tiles, 50% of the speed bonus or
# penalty would apply. median_bonus_distance is optional: if it is not specified, or set to
# 0, it will be calculated as the mid point between min_bonus_max_distance and
# max_bonus_min_distance.
#
# max_bonus_min_distance is the distance above which the rate of the speed bonus increases
# no further. In other words, the rate of the speed bonus (or penalty) keeps increasing with
# the distance, until it reaches the max_bonus_min_distance, after which it remains steady.
#
# max_bonus_multiplier_percent is the percentage of the speed bonus that applies at or above
# the distance specified in max_bonus_min_distance. So, if the speed bonus rating was 10%, the
# distance exceeded the max_bonus_min_distance value, and the max_bonus_multiplier_percent was
# set to 200, the speed bonus rating would effectively be 20% for that journey.
# Between the median_bonus_distance and the max_bonus_min_distance, a scaled proportion applies.
# So, if, for example, the median_bonus_distance was 100, the max_bonus_min_distance was 1,100
# the actual distance 500, and the max_bonus_multiplier_percent 200, the speed bonus rating
# would be increased by half of the multiplier, or 150%.

min_bonus_max_distance = 1
median_bonus_distance = 160
max_bonus_min_distance = 1000
max_bonus_multiplier_percent = 50

# meters_per_tile represents the length of each tile in meters. 
# The default is 250.
#
# This setting is used for calculating journey times, revenues, maintenance costs, comfort and
# catering values.
#
# Note that, in versions of Simutrans-Experimental before 10.0, the setting "distance_per_tile"
# was used instead. That setting was calculated in tens of meters. If "distance_per_tile" is
# specified in simuconf.tab, it will be converted to meters_per_tile by the game.

meters_per_tile = 125

# These next settings affect the interaction between comfort and revenue in Simutrans. Comfort only
# affects passenger traffic, for obvious reasons. Passengers have a certain level of comfort that
# they will tolerate for certain distances. All comfort ratings are in the range of between 0 and
# 255. At the tolerable level, the revnue is unaffected. At above the tolerable level, a luxury
# bonus is applied. At below the tolerable level, a discomfort penalty is applied. The values can
# be set to anything, but, to reflect real life, it is suggested that the discomfort penalty is
# significantly higher than the luxury bonus. 
#
# tolerable_comfort_short is the tolerable comfort rating of a vehicle (0 - 255) for a journey of no
# more than tolerable_comfort_short_minutes.
#
# tolerable_comfort_median_short is the tolerable comfort rating of a vehicle for a journey of no more
# than tolerable_comfort_median_short minutes.
#
# tolerable_comfort_median_median is the tolerable comfort rating of a vehicle for a journey of no more
# than tolerable_comfort_median_median minutes.
#
# tolerable_comfort_median_long is the tolerable comfort rating of a vehicle for a journey of no more
# than tolerable_comfort_median_long minutes.
#
# tolerable_comfort_long is the tolerable comfort rating of a vehicle for a journey of at least
# tolerable_comfort_long minutes.
#
# For any journeys of a time between any of the values, a scaled proportion is taken. 
# 
# Note that the impact of comfort on revenue decreases with journey time.
# It is at its maximum level down to tolerable_comfort_median_long_minutes, after which it gradually
# reduces to 20% of its maximum at tolerable_comfort_short_minutes, and does not decrease further
# thereafter. 

# 0:05h
tolerable_comfort_short_minutes=5
tolerable_comfort_short=10

# 1:00h
tolerable_comfort_median_short_minutes=60
tolerable_comfort_median_short=50

# 2:30h
tolerable_comfort_median_median_minutes=150
tolerable_comfort_median_median=125

# 6:00h
tolerable_comfort_median_long_minutes=360
tolerable_comfort_median_long=175

# 18:00h
tolerable_comfort_long_minutes=1080
tolerable_comfort_long=250

# max_luxury_bonus_differential is the maximum number of comfort rating points above the tolerable level
# that affects the luxury bonus. Anything beyond that, and further added luxury makes no difference to the
# revenue.
#
# max_luxury_bonus_percent is the percentage increase in revenue from the maximum level of luxury specified in
# max_luxury_bonus_differential. So, if the tolerable comfort level for any given travelling time was 100, the 
# max_luxury_bonus_differential 50, and the max_luxury_bonus_percent 50, then the revenue would increase up to
# 50% beyond the normal revenue for additional comfort up to 150, but would not increase further with any increase
# in comfort beyond 150. 

max_luxury_bonus_differential=65
max_luxury_bonus_percent=50

# The discomfort penalty works in exactly the same way as the comfort bonus. max_discomfort_penalty_percent is the
# percentage decrease in revenue from the maximum level of discomfort specified in max_discomfort_penalty_differential. 

max_discomfort_penalty_differential=220
max_discomfort_penalty_percent=97

# These settings control the revenue that can be earned from catering and travelling post offices. Note that catering
# vehicles on a convoy also increase the comfort by a small amount, which has an indirect effect on the revenue. These
# settings do not affect that: these settings affect the revenue earned from the catering itself: i.e., by selling food
# and drink. 
#
# catering_min_minutes is the shortest journey time that will provide any catering revenue. At any value below that, 
# passengers will not bother to buy any food or drink at all. 
#
# catering_level1_minutes is the journey time at which any convoy with a catering level of 1 or higher will earn, per
# passenger, the number of Simu-cents (1/100th of a Simucredit) specified in catering_level1_max_revenue. 
# 
# The same applies for each subsequent catering level: in other words, higher catering levels only earn more than lower
# catering levels on journeys of at least the catering_levelX_minutes (where X is the catering level in question).
#
# Between each level, the a scaled proportion is applied. So, for example, if catering_min_minutes is 100, 
# catering_level1_minutes is 200, and the actual journey time is 150 minutes, then, any convoy with a catering level 
# of at least 1 will earn 50% of the amount specified in catering_level1_max_revenue per passenger. 

catering_min_minutes=45
catering_level1_minutes=60
catering_level1_max_revenue=300
catering_level2_minutes=90
catering_level2_max_revenue=450
catering_level3_minutes=120
catering_level3_max_revenue=600
catering_level4_minutes=180
catering_level4_max_revenue=1000
catering_level5_minutes=210
catering_level5_max_revenue=1500

# Travelling post office revenue is simpler than catering revenue. For every journey that mail makes in a convoy containing
# a travelling post office vehicle (that is, a mail carrying vehicle with a catering level above zero) where the journey time
# exceeds that specified in tpo_min_minutes, the trip will earn the amount specified in tpo_revenue, multiplied by the number
# of mail bags carried, in addition to the ordinary revenue.

tpo_min_minutes=90
tpo_revenue=300

# These settings relate to private car use. See /config/privatecar.tab for
# the configuration of private car ownership for different years.
#
# "Always prefer car percent" is the percentage of drivers who prefer to use their
# car even if walking or taking public transport is faster. The default is 10% 
#
# "Congestion density factor" determines the way in which congestion is calculated.
# If this number is 0, a very simple system is used for calculating congestion.
#
# If this number is > 0, but < 32, this figure represents the factor by which the 
# population density (in citizens per tile) is divided to get a factor multiplied 
# by the number of cars per tile per month to get the congestion figure. In simple
# terms, the lower this number, the easier that it will be for cities to register 
# as congested, and the more likely that it is that passengers will opt for public 
# (i.e., the player's) transport instead. 
#
# If this number is > 32, a system based on data from the TomTom Congestion Index
# (http://www.tomtom.com/lib/doc/congestionindex/2013-0322-TomTom-CongestionIndex-2012-Annual-EUR-mi.pdf)
# is used: the number of private car trips per hour is divided by the length of all
# roads in the city in kilometres then multiplied by the congestion density factor
# to get a percentage figure. When this figure is calculated for all British cities
# in the TomTom Congestion Index in 2012, the average is 141 (1.41). 

always_prefer_car_percent = 6
congestion_density_factor = 141

# This setting gives the maximum time that passengers are prepared to wait for their
# transport. The setting is divided by speed bonus value to get the number of minutes.
# In pak128.Britain and pak128, the default speed bonus value for passengers is 18. So,
# at the default wait time of 2,700, the maximum time that passengers are prepared to
# wait is 2,700 / 18 = 150 minutes, or two and a half hours. 
#
# The same applies for other sorts of goods: for example, the speed bonus value for
# mail is 15. So, with a passenger_max_wait of 2700, mail would wait for 180 
# minutes before being discarded.
# 
# This is also subject to a maximum of thrice the estimated journey time for the
# whole journey, except where thrice the estimated journty time is less than 1/12th
# of this value.

passenger_max_wait = 19440

# This is the minimum time in minutes that passengers or goods may wait at an airport.
# This simulates the need for check-in, security checks, etc., that makes travelling by
# air a slower process at the boarding stage than transport by other means such as road
# or rail. Setting this to 0 will make air transport behave like any other transport.

min_wait_airport = 30

# If this setting is set to 1, halts will have different capacities for each type of goods.
seperate_halt_capacities = 1

# This setting determines the extent to which cities should be built far away from
# other cities when the map is first generated. The higher the number, the further
# away from each other that the cities are built. This is introduced in Simutrans-Experimental
# 9.0. It replaces Simutrans-Standard's setting of "minimum_city_distance".

city_isolation_factor = 48

# Minimum distance of a city attraction to other special buildings
special_building_distance = 2

# Passengers will walk to their destination if it is close enough, rather than use
# players' transport or private cars. This parameter defines how close that close
# enough is. It is expressed in hundreds of meters (or tenths of kilometres), so
# the default setting of 15 means that passnegers will walk to their destination if
# it is within 1.5km of their origin.

max_walking_distance_km_tenth = 15

# This is the speed in km/h at which passengers will walk. The average walking speed
# is 5km/h, and this is the default. However, there is much to be said for a lower
# setting than this to take into account the fact that many walking journeys are
# not in a straight line.

walking_speed = 4

# This setting determines the relationship between the number of private car trips
# generated and (1) the congestion recorded in the cities; and (2) the number of
# private car graphics that appear in the game. This is intended to simulate
# vehicle occupancy rates. The higher the occupancy rate, the fewer cars that
# there will be (and therefore the less congestion that there will be) for
# any given number of people making trips by car. 
#
# The correct setting for the UK is 11: different countries might have higher or
# lower occupancy rates.
#
# Range: 0 - 16.
# Setting	-	Occupants per car
#	0		-	[No cars]
#	1		-	200
#	2		-	100
#	3		-	50
#	4		-	40
#	5		-	20
#	6		-	10
#	7		-	5
#	8		-	4
#	9		-	3
#	10		-	2
#	11		-	1.6 * UK average
#	12		-	1.5
#	13		-	1.3
#	14		-	1.2
#	15		-	1.1
#	16		-	1.0

citycar_level = 11

# These settings determine how players pay for running on the ways of other players. 
#
# toll_runningcost_percentage apportions the specified percentage of the convoy's
# running cost to the player on whose way the convoy is being run.
#
# toll_waycost_percentage apportions the specified percentage of the way tile's
# monthly maintenance cost (and, for electrically powered convoys, also the specified 
# percentage of way objects' monthly maintenance cost) from the convoy for every
# tile of the other player's way over which it passes.
#
# toll_revenue_percentage apportions the specified percentage of the convoy's 
# revenue according to the proportion of the journey that the convoy has undertaken
# on the specified player's way. For example, if way_toll_revenue_percentage is set
# to 50, and the convoy travels half its journey over another player's way, that
# other player will receive 25% of the total revenue for that journey.

toll_runningcost_percentage = 0
toll_waycost_percentage = 0
toll_revenue_percentage = 33

# These settings determine how players pay for landing/docking in the ports
# of other players.
# 
# airport_toll_revenue_percentage is the percentage of the revenue of
# a trip by aircraft charged to a player landing at another player's
# airport.
#
# seaport_toll_revenue_percentage is the precentage of the revenue
# of a trip by sea charged to a player docking at another player's
# sea port.

airport_toll_revenue_percentage = 20
seaport_toll_revenue_percentage = 15

# If this is set to 1, players will not be charged to use roads owned by the public
# service player. This does not affect other sorts of ways. 
# Default: 0

toll_free_public_roads = 1

# If a player has allowed access to its roads to the public player, private
# cars may use those roads. They will pay a toll to do so for every kilometre.
# This is the amount (in simucents: 100 = 1 simucredit; 1 = 1 simucent)
# that the player who owns the road will receive for each km traversed by a
# private car on that road.

private_car_toll_per_km = 1

# If this is set to 1, any road built in a town will be adopted
# by that town (set to unowned), meaning that the building player
# will not have to maintain it, but does not have exclusive use
# of the way, and cannot prevent other players from upgrading/
# downgrading/removing it. Setting it to 0 will disable this 
# feature.

towns_adopt_player_roads = 1

# If this is set to 1, any player may transfer any way tile or stop to the ownership
# of the public player. If this is set to 0, only the public player may transfer
# stops and way tiles to public ownership.
# Default: 1 (which replicates the behaviour in Standard)

allow_making_public = 0

# This setting determines whether aircraft can land and take off
# at airports without control towers. 1 = yes; 0 = no.

allow_airports_without_control_towers = 0

################################## Industry settings #################################

# 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

# how big is the chance for cross-connections in percent (new in 99.10)
# (100% will give nearly the same results as crossconnect_factories=1)
crossconnect_factories_percentage = 15

# with this switch on (default), overcrowded factories will not recieve goods any more
just_in_time = 1

# True if substations ("transformers") are allowed to be built underground (default)
allow_underground_transformers = 1

# How much is the total electric power available (in relation to total production) 
# in parts per thousand. 1000 = 100% and default for Simutrans-Experimental.
electric_promille = 1200

# powerlines
cost_transformer = 2500
cost_maintain_transformer = 100

# Minimum distance between factories (in tiles)
# Note that this applies as between *any* pair of factories, not just factories
# that are connected to each other.
min_factory_spacing = 2

# Maximum distance for connected factories
# If percentage>0, it will be in percent of the largest map dimension
# percentage also over-rides the absolute value (which is in tiles)
max_factory_spacing_percentage = 25
#max_factory_spacing = 1280

# Some factories have a retirement date, after which they are obsolete. After
# that date, factories may close down (random chance each month). After the number
# of years stipulated below, factories have a 100% chance of closing down. The
# chance increases the closer to this value that factories get.
max_years_obsolete = 32

# number of periods for averaging the amount of arrived pax/mail at factories for boost calculation
# one period represents a fixed interval of 2^18 ms in-game time
# value can range from 1 to 16, inclusive; 1 means no averaging; default is 4
factory_arrival_periods = 4

# whether factory's passenger and mail demands are enforced or not; the default is on (1).
factory_enforce_demand = 1

# How much amount in transport is sent before further distribution stops
# This is only enabled when "just_in_time" is enabled
# The limit is given in percent of factory storage (0=off)
# 
# This number is (as of Simutrans-Experimental 11.16) scaled to the ratio
# of the time that it takes the industry to consume its stock to the average
# lead time for new deliveries. Values of slightly over 100% are recommended.
maximum_intransit_percentage = 110

# This is the fraction of the way's total wear capacity below which
# the way will count as degraded and be automatically renewed or,
# if the player has insufficient money or auto-renewal has been
# disabled for the way in question, will enter a degraded state
# in which the speed limit will be reduced. (At a state of 0,
# the way will become totally impassable). 
# Default: 7 (approx. 14%). 

way_degridation_fraction = 7

# These two settings determine the default relationship between
# the weight of vehicles and their way wear factors. Air and
# road vehicles use the "road_type", and all others apart from
# maglev and water (which are hard coded to zero) use the 
# "rail_type". This only applies to vehicles whose way wear
# factor is not specified in the individual vehicle definitions.
# The default for road is 4, based on the "forth power law":
# http://www.pavementinteractive.org/article/equivalent-single-axle-load/
# The default for rail is 1. 

way_wear_power_factor_road_type = 4
way_wear_power_factor_rail_type = 1

# This is the setting to calibrate the way wear system. This
# is only effective for vehicles which do not have their way
# wear factor set in their individual .dat files. For an
# explanation of the standard axle load (in tonnes), see
# the link above.
# The default is 8, which is the UK standard for road.

standard_axle_load = 8

# This is the way wear factor exerted on roads by all
# "citycars" (that is, the automatically generated
# private road traffic) in the game, measured in 
# 1/10,000ths of a standard axle load. 
# Default = 2

citycar_way_wear_factor = 2

################################## Finance settings #################################

# Starting money of the player. Given in Credit cents (1/100 Cr)
starting_money = 25000000

# Maintenance costs of buildings
# This is also in credit cents
maintenance_building = 1800

# first stops: the actual cost is (cost*level*width*height*km/tile)
cost_multiply_dock = 750
cost_multiply_station = 600
#stop is cheap; but 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 for depots
# Now multiplied by the level (Simutrans-Experimental 8.0 and later)
cost_depot_rail = 2000
cost_depot_road = 1000
cost_depot_ship = 4000
cost_depot_air  = 7500

# other way related stuff
cost_signal = 750
cost_tunnel = 11000

# other construction/destruction stuff
# The following are adjusted by meters_per_tile:
cost_alter_land=16000
cost_set_slope=42000
cost_remove_tree=50
cost_buy_land=1500
cost_multiply_remove_haus=500
cost_multiply_remove_field=40000

# The following aren't adjusted by meters_per_tile:
cost_found_city=5000000
cost_multiply_found_industry=500000
# Multiplied by headquarters "level"
cost_multiply_headquarter=10000

# Forge cost settings
# 
# The forge cost settings determine the cost of building a new way, in
# SimuCents per kilometre. This cost is charged when building a new
# way of a specified type on a tile, but not when upgrading an existing
# way of that same type. This therefore makes it cheaper to upgrade ways
# than build new ones. This cost is added to the base cost of the ways
# specified in the .dat files.

forge_cost_road = 10000
forge_cost_track = 20000
forge_cost_water = 40000
forge_cost_monorail = 20000
forge_cost_maglev = 30000
forge_cost_tram = 5000
forge_cost_narrowgauge = 10000
forge_cost_air = 25000

# The parallel ways forge cost percentage is the percentage of the
# forge cost that is charged when building one way of each type
# adjacent to an already existing way of that same type. For example,
# if this number is set to 50 for roads, the forge cost (as specified 
# above) of building one road immediately adjacent to another is 50%
# of the full value.

parallel_ways_forge_cost_percentage_road = 50
parallel_ways_forge_cost_percentage_track = 35
parallel_ways_forge_cost_percentage_water = 75
parallel_ways_forge_cost_percentage_monorail = 35
parallel_ways_forge_cost_percentage_maglev = 40
parallel_ways_forge_cost_percentage_tram = 85
parallel_ways_forge_cost_percentage_narrowgauge = 35
parallel_ways_forge_cost_percentage_air = 85

# Insolvency and debt settings
#
# These settings allow what happens when the player runs out of money and goes
# into the red to be customised. 
#
# "interest_rate_percent" is the annual interest rate (charged monthly) on all
# overdraft debt (i.e., on all negative account balances). It can be between 0
# and 255. 
# 
# "allow_bankruptcy" determines whether, when the player is deemed to have been
# insolvent for more than a certain period, the player should be declared
# bankrupt and the game over. 0 = no, 1 = yes.
# 
# "allow_purchases_when_insolvent" determines whether, if the player's bank
# balance falls below the player's credit limit (shown in the finance window),
# the player will be unable to spend any new money on capital items (excluding
# bulldozing) until the player has come back within the credit limit again.
# 0 = no, 1 = yes.
#
# To revert to the behaviour of Simutrans standard, set interest_rate_percent to
# 0, set allow_bankruptsy to 1, and set allow_purchases_when_insolvent to 1.

interest_rate_percent = 10
allow_bankruptcy = 1
allow_purchases_when_insolvent = 0	

# This is a compatibility setting for Simutrans-Standard. Because, in
# Simutrans-Standard, the speed bonus data (in speedbonus.tab) are based on the
# *maximum*, rather than the *average* speed of the vehicles, the speeds in
# speedbonus.tab will be too high. Use this setting to reduce them if playing 
# with an incompatible pakset. For paksets produced with Simutrans-Standard in
# mind, the setting should be somewhere between 40-50. For compatible paksets,
# the setting should be 100. 

speed_bonus_multiplier_percent=100

# These settings determine the population, visitor demand, jobs and mail per "level" of building.
# Each of these things can be set independently in the buildings' .dat files, but for older paksets
# or paksets from Standard, only a "level" will be supplied, so these conversion factors are
# important in those cases.
population_per_level = 4
visitor_demand_per_level = 4
jobs_per_level = 3
mail_per_level = 1

# These settings determine the number of passenger trips that each person makes per game month
# and the number of items of mail that each unit of mail demand produces per month, in 1/100ths.
# This does *not* include onward and return trips, however, and is *before* adjustment for the
# meters per tile and bits per month scales.
passenger_trips_per_month_hundredths = 60
mail_packets_per_month_hundredths = 5

# This setting determines the maximum number of onward trips that passengers may make on a journey.
# The actual number of onward trips for any given packet of passengers is a random number of anywhere
# between 1 and this figure. This is only applicable if passengers are in fact going to make an onward
# trip, the chance of which is determined by a different setting (see below).
max_onward_trips = 3

# This figure determines how likely that it is that passengers will make any onward trips at all. It
# is expressed in percentage terms.
onward_trip_chance_percent = 25

# This is the chance, in percentage, that any given passenger journey will be a commuting trip. Any
# trip that is not a commuting trip is classed as a visiting trip.
commuting_trip_chance_percent = 67

################################### 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

# Default starting year of the game
# Must be between 1492 and 2050
# Pak128.Britain-Ex has vehicles from 1750 onwards.

starting_year = 1750

# Starting month of the game for people who want to start in summer (default 1=January)
starting_month = 1

# Should month be shown in date?
# (0=no, 1=yes, 2>=show day in japan format=2, us format=3, german=4, japanese no season=5, us no season=6, german no season = 7, journey time equivalent = 8)
# This is most useful, if you use longer months than the default length (see below)

show_month = 8

# 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.

bits_per_month = 22

# This setting determines whether passengers can reach their journies by walking
# between stops en route. If this setting is false, passengers will walk from their
# origin to the start station/stop and from the destination station/stop to their
# destination, but will not walk between intermediate stops, even if the distance
# between the intermediate stops is the same as or less than the distance between
# their origin and the starting stop. If this setting is set to true then passengers
# will walk between intermediate stops as well as from their origin to the first stop 
# on their journey. 
#
# Note that, with the setting enabled, there is no means of preventing passengers from
# walking between two or more consecutive stops or from walking as the first or last stage
# in their journey, such that their overall walking distance is greater than the catchment
# area would be permissible for walking for the stop to or from which they are walking.
# This setting might also have the incidental effects of allowing a stop to take passengers
# from an area not covered by that stop's coverage radius, but covered by the radius of 
# another stop (possibly owned by a rival player) in the nearby vicinity, and of passengers
# walking instead of using player transport in some cases.
#
# 0 = off; 1 = on. Default: off.

allow_routing_on_foot = 1

################################ Road Settings ###################################

# (=1) drive on the left side of the road
drive_left = 1

# Draw the signals on the left.
# (In Pak128.Britain, this must be set to 0 until the signals are re-drawn to suit
# this setting).
signals_on_left = 0

# The below sections deal with the types of roads built automatically by the game,
# both when the map starts and during the game (in the case of city roads). Different
# kinds of roads are available at different times. The types of roads specified must
# be available in a .pak file. If a specified type is unavailable, Simutrans will
# guess which road it should be using.

# City roads timeline. Format examples: 
# city_road[0]=name,1900,1920
# city_road[1]=name2,1921,1950

city_road[0]=dirt_road,1700,1780
city_road[1]=cobblestone_road,1781,1910
city_road[2]=tarmac_city_road,1911,1932
city_road[3]=city_road,1933,1996
city_road[4]=city_road-sma,1997,2200

# Intercity roads timeline. Format examples: 
# intercity_road[0]=name,1900,1920
# intercity_road[1]=name2,1921,1950

intercity_road[0]=bridleway,1700,1784
intercity_road[1]=dirt_road,1785,1824
intercity_road[2]=macadam_road,1825,1902
intercity_road[3]=tarmac_road,1903,1925
intercity_road[4]=tarmac_city_road,1926,1932
intercity_road[5]=hr-asphalt-road-light,1933,1938
intercity_road[6]=hr-asphalt-road-medium,1939,1996
intercity_road[7]=sma-road-medium,1997,2300

# 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

intercity_road_length = 320

# This is the maximum number of tiles that a road, river or canal
# that is a public right of way may be diverted for an existing
# public right of way to be deleted. Diversion allows players to
# change the course of public rights of way to accomodate, for
# example, railways whilst protecting their integrity.

max_diversion_tiles = 16

################################ Vehicle settings ##############################

# These settings determine how vehicles take corners, for each individual type of way.  They
# only apply to vehicles that use fixed ways (road, rail, monorail, etc.), and not aircraft or
# ships. Note that these settings have changed substantially from versions earlier than 11.
# 
# corner_force_divider_[way type]: The maximum force as a proportion of G (gravitational force)
# that it is permissible for vehicles of this way type to experience when taking a corner. This
# number is expressed as a divider: e.g., a value of 10 is 1/10th of G, or 0.1G. The higher this
# number, the slower that vehicles have to travel in corners. 
#
# The explanation for this formula can be found here:
# https://books.google.co.uk/books?id=NbYqQSQcE2MC&pg=PA30&lpg=PA30&dq=curve+radius+speed+limit+formula+rail&source=bl&ots=mbfC3lCnX4&sig=qClyuNSarnvL-zgOj4HlTVgYOr8&hl=en&sa=X&ei=sBGwVOSGHMyBU4mHgNAC&ved=0CCYQ6AEwATgK#v=onepage&q=curve%20radius%20speed%20limit%20formula%20rail&f=false
# The value of 10 (i.e., 0.1G) is accurate for rail for modern practice in the UK. Road appears
# to work well at 5 (0.2G), but the value is an estimate. Superelevation is not accounted for.
# Tilting trains are defined for the individual vehicles.
#
# curve_friction_factor_[way type]: The number of times extra friction that applies as a vehicle 
# corners. 
#
# tilting_min_radius_effect: The minimum radius of a corner (in meters, calibrated according
# to the meters_per_tile setting) at which a tilting train can traverse a corner faster than
# a non-tilting train. 

corner_force_divider_road=5
corner_force_divider_track=10
corner_force_divider_tram=8
corner_force_divider_monorail=10
corner_force_divider_maglev=10
corner_force_divider_narrowgauge=10

curve_friction_factor_road=0
curve_friction_factor_track=0
curve_friction_factor_tram=2
curve_friction_factor_monorail=0
curve_friction_factor_maglev=0
curve_friction_factor_narrowgauge=0

tilting_min_radius_effect=1000

# These settings determine how long that it takes a train-type convoy to turn
# around when it reaches the end of the line. They do not apply to road vehicles
# or aircraft.
#
# "unit_reverse_time" refers to trains/convoys, such as multiple units, that have
# a cab at each and, and can be driven in reverse without any re-arrangement of 
# the order of the vehicles. These will generally take the least time to reverse.
#
# "hauled_reverse_time" refers to trains/convoys that cannot be driven from the
# rear, so the locomotive at the front has to run around the train and attach
# to the rear, but where that locomotive can itself be driven in either direction,
# so that it does not need to turn around.
#
# "turntable_reverse_time" refers to trains/convoys that, as for the above category,
# cannot be driven from the rear, but that also require their locomotive to be turned
# around to face the other direction (such as steam locomotives with tenders) at the
# end of the journey. These will genearlly take the most time to reverse.
#
# All times are in game seconds. In previous versions, these were specified in internal
# milliseconds by "unit_reverse_time" (etc.) without "_seconds", but these values
# had to be adjusted manually to match the meters per tile setting. The old keywords
# "(unit_reverse_time)" etc. still work, but are overridden by the "..._seconds" version
# where they are present. 

unit_reverse_time_seconds=60
hauled_reverse_time_seconds=120
turntable_reverse_time_seconds=360

# This setting allows the power of all vehicles to be adjusted at once. It is a
# percentage figure. Thus, if, for example, a vehicle has a power rating of 1,200kw
# and the global_power_factor_percent is set to 200, it will behave in game as if
# it had a power rating of 2,400kw. This setting is applied *in addition to* the
# "gear" setting, such that, if a vehicle had a power rating of 1,200kw, a gear of
# 2.0 and the global_power_factor_percent was set to 200, the vehicle would behave
# as if it had a total power of 4,800kw. 
#
# The default is 100 (but should be set to 50% for Standard paksets).

global_power_factor_percent=100

# This setting allows the way in which weight limits are enforced to be customised.
# If enforce_weight_limits is set to 0, weight limits are ignored entirely. If
# enforce_weight_limits is set to 1, then vehicles can travel over roads, rails,
# tunnels and bridges for which they are too heavy, but only at greatly reduced
# speed. If enforce_weight_limits is set to 2, then vehicles cannot travel over
# ways for which they are overweight at all. 
#
# To revert to the behaviour of Simutrans-Standard, set enforce_weight_limits=0

enforce_weight_limits=2

# This setting controls whether players are permitted to buy vehicles after their
# retirement date. The default, allow_buying_obsolete_vehicles=1, allows players
# to buy old vehicles by clicking a "Show obsolete" button in the depot / replacer
# window. This button is not shown if this is set to 0.

allow_buying_obsolete_vehicles=0

# This allows for a "driving it off the lot" drop in value.
# This is not on by default, even in Experimental.
# vehicle can loose a part of their value, when they are once used
# the loss is given in 1/1000th, i.e 300 mean the value will be 70%

used_vehicle_reduction=1


############################### Display settings ###############################

# how long is a diagonal (512: faktor 2=1024/512, old way, 724: sqrt(2)=1024/724
# THIS WILL BE ONLY USED, WHEN THIS FILE IS IN THE pakxyz/config!
#diagonal_multiplier = 724

# Show info windows for private cars and pedestrians?
# (1=on, 0=off)
pedes_and_car_info = 1

# Show infos on trees?
# (1=on, 0=off)
tree_info = 1

# Show passenger level of townhalls?
# (1=on, 0=off)
townhall_info = 1

# Show infos also on bare ground?
# (1=on, 0=off)
ground_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
# The visual style is added to this number:
#   0 = black name in color box
#   4 = name in player color with outline
#   8 = box left of name in yellow outline
show_names = 7

# After how many months a citycar breaks (and will be forever gone) ...
# one day at current settings: 260s
citycar_life = 1375

# Colour of the cursor shading.
# Pak128 default = 155 (orange)
# Pak128.Britain default = 158 (yellow)
cursor_overlay_color = 158

# how height is a tile in z-direction (default 16, TTD 8)
# THIS WILL BE ONLY USED, WHEN THIS FILE IS IN THE pakxyz/config!
tile_height = 16

################################### River settings ##################################

# 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] = River2b
river_type[2] = River2a
river_type[3] = River2
river_type[4] = River1a
river_type[5] = River1
river_type[6] = River0a
river_type[7] = River0

# The number of rivers
river_number = 128

# river min length
river_min_length = 2

# river max length
river_max_length = 4096

################################### Tree settings ##################################

# These values have a substantial impact on the number of trees in the game.
# This, in turn, has a large impact on memory consumption and game performance.

# Number of trees on square 2 - minimal usable, 3 good, 5 very nice looking
forest_no_of_trees_per_square = 3

# All following tree options are only active during map generation/extension.

# Base forest size - minimal size of forest - map independent
forest_base_size = 36

# Map size divisor - smaller it is the larger are individual forests
forest_map_size_divisor = 128

# Forest count divisor - smaller it is, the more forest are generated
forest_count_divisor = 64

# Forest boundary sharpenss: 0 - perfectly sharp boundaries, 20 - very blurred
forest_boundary_blur = 16

# Forest boundary thickness  - determines how thick will the boundary line be
forest_boundary_thickness = 6

# Determines how dense are spare trees going to be planted (works inversly)
forest_inverse_spare_tree_density = 384

# climate with trees entirely (1: water, 2:desert, 4:tropic, 8:mediterran, 16:temperate, 32:tundra, 64:rocky, 128:arctic)
# zero (default) means no climate with at least one tree per tile
tree_climates = 4
# 36 = 32 + 4 = tundra,tropic

# climates with no trees at all (desert and arctic at the moment)
no_tree_climates = 130

# if set, no trees will be created at all (save about 30% memory and
# the season change will be much smoother on small machines)
no_trees = 0

# if set, no lakes will be created at all
no_lakes = 0

################################### Network settings ##############################

# Most network settings are found in the base simuconf.tab

# Pakset download URL (for display on the list server)
server_pakurl = http://www.bridgewater-brunel.me.uk/downloads/Pak128.Britain-Ex-0.9.2.zip


################################### Livery settings ##################################

# These settings define livery schemes for vehicles. Each scheme can have a number
# of liveries, each with their own introduction dates. When a livery scheme is applied,
# the livery of that scheme with the latest introduction date that is not in the 
# future will be selected. The livery scheme's retirement date is the date after which
# that livery scheme can no longer be selected and applied. The retirement date is
# optional: with no retirement date specified, the livery does not retire.
#
# The following example defines two livery schemes (Yellow and Blue), each with two
# liveries (Bright-Yellow and Dark-Yellow and Navy-Blue and Royal-Blue respectively)
# with introduction dates. The default scheme will be the lowest number scheme available.

# livery_scheme[0] = Yellow
# retire_year[0] = 1990
# retire_month[0] = 4
# livery[0][0] = Bright-Yellow
# intro_year[0][0] = 1900
# intro_month[0][0] = 1
# livery[0][1] = Dark-Yellow
# intro_year[0][1] = 1950
# intro_month[0][1] = 5
#
# livery_scheme[1] = Blue
# livery[1][0] = Navy-Blue
# intro_year[1][0] = 1900
# intro_month[1][0] = 1
# livery[1][1] = Royal-Blue
# intro_year[1][1] = 1960
# intro_month[1][1] = 4

livery_scheme[0] = British-Railways
retire_year[0] = 1986
retire_month[0] = 6
livery[0][0] = BR-Early
intro_year[0][0] = 1948
intro_month[0][0] = 1
# Used only for steam locomotives for which "early" is the express passenger blue.
livery[0][1] = BR-Green
intro_year[0][1] = 1951
intro_month[0][1] = 11
livery[0][2] = BR-Revised
intro_year[0][2] = 1956
intro_month[0][2] = 2
livery[0][3] = BR-Blue
intro_year[0][3] = 1966
intro_month[0][3] = 6
livery[0][4] = BR-Large-Logo
intro_year[0][4] = 1979
intro_month[0][4] = 6

livery_scheme[1] = LNWR
retire_year[1] = 1923
retire_month[1] = 1
livery[1][0] = LNWR-Early
intro_year[1][0] = 1846
intro_month[1][0] = 1
livery[1][1] = LNWR-Black
intro_year[1][1] = 1873
intro_month[1][1] = 4

livery_scheme[2] = LBSCR
retire_year[2] = 1923
retire_month[2] = 1
livery[2][0] = LBSCR-Early
intro_year[2][0] = 1846
intro_month[2][0] = 7
livery[2][1] = LBSCR-Craven
intro_year[2][1] = 1854
intro_month[2][1] = 7
livery[2][2] = LBSCR-Stroudley
intro_year[2][2] = 1870
intro_month[2][2] = 3
livery[2][3] = LBSCR-Marsh
intro_year[2][3] = 1903
intro_month[2][3] = 5
livery[2][4] = LBSCR-Late
intro_year[2][4] = 1911
intro_month[2][4] = 4

livery_scheme[3] = LMS
retire_year[3] = 1948
retire_month[3] = 1
livery[3][0] = LMS-Standard
intro_year[3][0] = 1923
intro_month[3][0] = 1

livery_scheme[4] = SR
retire_year[4] = 1948
retire_month[4] = 1
livery[4][0] = SR-Olive-Green
intro_year[4][0] = 1923
intro_month[4][0] = 1
livery[4][1] = SR-Malachite-Green
intro_year[4][1] = 1937
intro_month[4][1] = 9

livery_scheme[5] = MR
retire_year[5] = 1923
retire_month[5] = 1
livery[5][0] = MR-Early
intro_year[5][0] = 1844
intro_month[5][0] = 1
livery[5][1] = MR-Standard
intro_year[5][1] = 1883
intro_month[5][1] = 6

livery_scheme[6] = Royal-Mail
retire_year[6] = 1995
retire_month[6] = 12
livery[6][0] = RM-Early
intro_year[6][0] = 1952
intro_month[6][0] = 2
livery[6][1] = RM-Revised
intro_year[6][1] = 1981
intro_month[6][1] = 4
livery[6][2] = RES
intro_year[6][2] = 1991
intro_month[6][2] = 1

livery_scheme[7] = Inter-City
retire_year[7] = 1995
retire_month[7] = 4
livery[7][0] = IC-Executive
intro_year[7][0] = 1984
intro_month[7][0] = 5
livery[7][1] = IC-Swallow
intro_year[7][1] = 1987
intro_month[7][1] = 5

livery_scheme[8] = LNER
retire_year[8] = 1948
retire_month[8] = 1
livery[8][0] = LNER-Standard
intro_year[8][0] = 1923
intro_month[8][0] = 1

livery_scheme[9] = LNER-Streamliner
retire_year[9] = 1948
retire_month[9] = 1
livery[9][0] = LNER-Silver-Jubilee
intro_year[9][0] = 1935
intro_month[9][0] = 3
livery[9][1] = LNER-Cornoation
intro_year[9][1] = 1937
intro_month[9][1] = 7

livery_scheme[10] = GW-Franchise
retire_year[10] = 2500
retire_month[10] = 1
livery[10][0] = GWT
intro_year[10][0] = 1996
intro_month[10][0] = 2
livery[10][1] = FGW-Green
intro_year[10][1] = 1998
intro_month[10][1] = 9
livery[10][2] = Firstgroup-Mauve
intro_year[10][2] = 2002
intro_month[10][2] = 4
livery[10][3] = Firstgroup-Neon
intro_year[10][3] = 2006
intro_month[10][3] = 10

livery_scheme[11] = ECML-Franchise
retire_year[11] = 2500
retire_month[11] = 1
livery[11][0] = GNER
intro_year[11][0] = 1996
intro_month[11][0] = 1
livery[11][1] = National-Express
intro_year[11][1] = 2007
intro_month[11][1] = 3
livery[11][2] = East-Coast
intro_year[11][2] = 2010
intro_month[11][2] = 1

livery_scheme[12] = Grand-Central
retire_year[12] = 2500
retire_month[12] = 1
livery[12][0] = GC-Original
intro_year[12][0] = 2007
intro_month[12][0] = 8
livery[12][1] = GC-Daylight
intro_year[12][1] = 2010
intro_month[12][1] = 5

livery_scheme[13] = Wartime-Austerity
retire_year[13] = 1945
retire_month[13] = 9
livery[13][0] = WW1-Austerity
intro_year[13][0] = 1914
intro_month[13][0] = 7
livery[13][1] = WW2-Austerity
intro_year[13][1] = 1939
intro_month[13][1] = 9

livery_scheme[14] = NSE
retire_year[14] = 1995
retire_month[14] = 4
livery[14][0] = Jaffa-Cake
intro_year[14][0] = 1985
intro_month[14][0] = 3
livery[14][1] = NSE-Standard
intro_year[14][1] = 1986
intro_month[14][1] = 6
livery[14][2] = NSE-Revised
intro_year[14][2] = 1989
intro_month[14][2] = 9

livery_scheme[15] = Regional-Railways
retire_year[15] = 1995
retire_month[15] = 4
livery[15][0] = Regional-Railways-Standard
intro_year[15][0] = 1986
intro_month[15][0] = 6

livery_scheme[16] = London-Transport
retire_year[16] = 2500
retire_month[16] = 1
livery[16][0] = UERL
intro_year[16][0] = 1906
intro_month[16][0] = 1
livery[16][1] = LT
intro_year[16][1] = 1933
intro_month[16][1] = 1
# This is used only for the R stock.
livery[16][2] = LT-alu
intro_year[16][2] = 1952
intro_month[16][2] = 3
livery[16][3] = LUL
intro_year[16][3] = 1990
intro_month[16][3] = 5

livery_scheme[17] = Island-Line
retire_year[17] = 2500
retire_month[17] = 1
livery[17][0] = Dinasours
intro_year[17][0] = 1996
intro_month[17][0] = 7
livery[17][1] = Island-Heritage
intro_year[17][1] = 2007
intro_month[17][1] = 1

livery_scheme[18] = GNR
retire_year[18] = 1923
retire_month[18] = 1
livery[18][0] = GNR-Standard
intro_year[18][0] = 1846
intro_month[18][0] = 6

# Special generic livery for assorted
# liveries of non-London 'buses
livery_scheme[19] = Regional
retire_year[19] = 2500
retire_month[19] = 1
livery[19][0] = Non-London
intro_year[19][0] = 1750
intro_month[19][0] = 1

# See: http://www.gersociety.org.uk/index.php?option=com_content&view=article&id=23&Itemid=32
livery_scheme[20] = GER
retire_year[20] = 1923
retire_month[20] = 1
livery[20][0] = GER-Pea-Green
intro_year[20][0] = 1863
intro_month[20][0] = 1
# Similar to early Midland green
livery[20][1] = GER-Dark-Green
intro_year[20][1] = 1869
intro_month[20][1] = 5
livery[20][2] = GER-Black
intro_year[20][2] = 1876
intro_month[20][2] = 8
# Black for goods locomotives
livery[20][3] = GER-Ultramarine
intro_year[20][3] = 1882
intro_month[20][3] = 5
# Wartime livery was mid grey.

livery_scheme[21] = FR
retire_year[21] = 2500
retire_month[21] = 1
livery[21][0] = FR-Royal-Purple
intro_year[21][0] = 1863
intro_month[21][0] = 7
livery[21][1] = FR-Royal-Purple-Cream
# Guessed date - no information to hand
intro_year[21][1] = 1889
intro_month[21][1] = 8
livery[21][2] = FR-Col-Stephens
intro_year[21][2] = 1925
intro_month[21][2] = 4
livery[21][3] = FR-Green-Cream
intro_year[21][3] = 1955
intro_month[21][3] = 7
livery[21][4] = FR-Cherry-Red
# Guessed date - no information to hand
intro_year[21][4] = 1969
intro_month[21][4] = 10
livery[21][5] = FR-Red-Cream
# Guessed date - no information to hand
intro_year[21][5] = 1991
intro_month[21][5] = 2

livery_scheme[22] = LMR
retire_year[22] = 1846
retire_month[22] = 1
livery[22][0] = LMR-Standard
intro_year[22][0] = 1829
intro_month[22][0] = 8

livery_scheme[23] = Sealink
retire_year[23] = 1996
retire_month[23] = 4
livery[23][0] = BTC
intro_year[23][0] = 1948
intro_month[23][0] = 1
livery[23][1] = BR-ferries
# http://www.doverferryphotosforums.co.uk/wordpress/ts-lord-warden-past-and-present/
intro_year[23][1] = 1964
intro_month[23][1] = 10
livery[23][2] = Sealink-red
intro_year[23][2] = 1970
intro_month[23][2] = 1
livery[23][3] = Sealink-British-Ferries
intro_year[23][3] = 1984
intro_month[23][3] = 7
livery[23][4] = Stena-Sealink
intro_year[23][4] = 1991
intro_month[23][4] = 6

livery_scheme[24] = Townsend-Thoresen
retire_year[24] = 1987
retire_month[24] = 10
livery[24][0] = TT-Green
intro_year[24][0] = 1968
intro_month[24][0] = 9
livery[24][1] = TT-Orange
intro_year[24][1] = 1976
intro_month[24][1] = 2

livery_scheme[25] = P&O
retire_year[25] = 2500
retire_month[25] = 1
livery[25][0] = P&O-Early
#?
intro_year[25][0] = 1960
intro_month[25][0] = 1
livery[25][1] = P&O-European-Ferries
intro_year[25][1] = 1987
intro_month[25][1] = 10

livery_scheme[26] = Hoverlloyd
retire_year[26] = 1981
retire_month[26] = 11
livery[26][0] = Hoverlloyd-Standard
intro_year[26][0] = 1966
intro_month[26][0] = 4

livery_scheme[26] = Seaspeed
retire_year[26] = 1981
retire_month[26] = 11
livery[26][0] = Seaspeed-early
intro_year[26][0] = 1965
intro_month[26][0] = 12
# Actual date not known
livery[26][1] = Seaspeed-late
intro_year[26][1] = 1977
intro_month[26][1] = 11

livery_scheme[27] = Hoverspeed
retire_year[27] = 2000
retire_month[27] = 10
livery[27][0] = Hoverspeed-early
intro_year[27][0] = 1981
intro_month[27][0] = 11
# Actual date not known
livery[27][1] = Hoverspeed-late
intro_year[27][1] = 1993
intro_month[27][1] = 12

livery_scheme[28] = Hovertravel
retire_year[28] = 2500
retire_month[28] = 1
livery[28][0] = Hovertravel-standard
intro_year[28][0] = 1965
intro_month[28][0] = 8

# For canal boats. Can also be used for 
# small road freight vehicles or aicraft
# with charter or generic liveries.
livery_scheme[29] = Private-operator
retire_year[29] = 2500
retire_month[29] = 1
livery[29][0] = Private
intro_year[29][0] = 1750
intro_month[29][0] = 1

livery_scheme[30] = British-Waterways
retire_year[30] = 2500
retire_month[30] = 1
livery[30][0] = BW-Standard
intro_year[30][0] = 1948
intro_month[30][0] = 1

livery_scheme[31] = Scotrail
retire_year[31] = 2500
retire_month[31] = 1
livery[31][0] = Scotrail-original
intro_year[31][0] = 1986
intro_month[31][0] = 5
livery[31][1] = Scotrail-NE
intro_year[31][1] = 1995
intro_month[31][1] = 4
livery[31][2] = First-Scotrail
intro_year[31][2] = 2004
intro_month[31][2] = 10
livery[31][3] = Scotrail-Saltire
intro_year[31][3] = 2010
intro_month[31][3] = 6

livery_scheme[32] = Blackpool
retire_year[32] = 2500
retire_month[32] = 1
livery[32][0] = Blackpool-red
intro_year[32][0] = 1890
intro_month[32][0] = 4
livery[32][1] = Blackpool-green
intro_year[32][1] = 1933
intro_month[32][1] = 3
livery[32][2] = Blackpool-green-postwar
intro_year[32][2] = 1945
intro_month[32][2] = 7
livery[32][3] = Blackpool-purple
intro_year[32][3] = 2012
intro_month[32][3] = 4

livery_scheme[33] = Sheffield
retire_year[33] = 2500
retire_month[33] = 1
livery[33][0] = Sheffield-dark
intro_year[33][0] = 1896
intro_month[33][0] = 4
livery[33][1] = Sheffield-light
intro_year[33][1] = 1936
intro_month[33][1] = 2
livery[33][2] = Sheffield-modern
intro_year[33][2] = 1994
intro_month[33][2] = 3

livery_scheme[34] = LCC
retire_year[34] = 1933
retire_month[34] = 7
livery[34][0] = LCC-plum
intro_year[34][0] = 1896
intro_month[34][0] = 4
livery[34][1] = LCC-red
intro_year[34][1] = 1926
intro_month[34][1] = 3

livery_scheme[35] = LUT
retire_year[35] = 1933
retire_month[35] = 7
# There were other liveries before vermillion, but information on them is scarce.
# Vermillion was actally introduced in 1909.
livery[35][0] = LUT-vermillion
intro_year[35][0] = 1900
intro_month[35][0] = 1

livery_scheme[36] = Tramlink
retire_year[36] = 2500
retire_month[36] = 1
livery[36][0] = Tramlink-red
intro_year[36][0] = 1998
intro_month[36][0] = 3
livery[36][1] = Tramlink-green
intro_year[36][1] = 2006
intro_month[36][1] = 5

livery_scheme[37] = Metrolink
retire_year[37] = 2500
retire_month[37] = 1
livery[37][0] = Metrolink-original
intro_year[37][0] = 1992
intro_month[37][0] = 1
livery[37][1] = Metrolink-yellow
intro_year[37][1] = 2008
intro_month[37][1] = 7

livery_scheme[38] = WMPTE
retire_year[38] = 2500
retire_month[38] = 1
livery[38][0] = WMPTE-Blue-cream
intro_year[38][0] = 1969
intro_month[38][0] = 1
livery[38][1] = Centro
intro_year[38][1] = 1991
intro_month[38][1] = 5
livery[38][2] = Midland-Metro
intro_year[38][2] = 1996
intro_month[38][2] = 4
livery[38][3] = NWM
intro_year[38][3] = 2008
intro_month[38][3] = 7

livery_scheme[39] = BOAC
retire_year[39] = 1974
retire_month[39] = 3
livery[39][0] = BOAC-unpainted
intro_year[39][0] = 1939
intro_month[39][0] = 11
livery[39][1] = BOAC-speedbird
intro_year[39][1] = 1946
intro_month[39][1] = 1

livery_scheme[40] = BEA
retire_year[40] = 1974
retire_month[40] = 3
livery[40][0] = BEA-unpainted
intro_year[40][0] = 1946
intro_month[40][0] = 1
livery[40][1] = BEA-red-line
intro_year[40][1] = 1951
intro_month[40][1] = 2
livery[40][2] = BEA-red-square
intro_year[40][2] = 1959
intro_month[40][2] = 9
livery[40][3] = BEA-speedjack
intro_year[40][3] = 1969
intro_month[40][3] = 1

livery_scheme[41] = BA
retire_year[41] = 2500
retire_month[41] = 1
livery[41][0] = BA-Union-flag
intro_year[41][0] = 1974
intro_month[41][0] = 3
livery[41][1] = BA-Landor
intro_year[41][1] = 1986
intro_month[41][1] = 9
livery[41][2] = BA-new
intro_year[41][2] = 1997
intro_month[41][2] = 4

livery_scheme[42] = Dan-Air
retire_year[42] = 1992
retire_month[42] = 11
livery[42][0] = Dan-Air-Early
intro_year[42][0] = 1953
intro_month[42][0] = 4
# http://www.airliners.net/photo/Dan-Air-London/De-Havilland-DH-106/1274037/L/
# Introduction date guessed
livery[42][1] = Dan-Air-White-Tail
intro_year[42][1] = 1960
intro_month[42][1] = 7
# http://www.airliners.net/photo/Dan-Air-London/Boeing-707-321/1274058/L/
# Introduction date guessed
livery[42][2] = Dan-Air-Red-Tail
intro_year[42][2] = 1970
intro_month[42][2] = 1
# http://www.airliners.net/photo/Dan-Air/Boeing-727-2D3-Adv/1002341/L/
# Introduction date guessed
livery[42][3] = Dan-Air-Red-Blue
intro_year[42][3] = 1981
intro_month[42][3] = 5

livery_scheme[43] = Metropolitan
retire_year[43] = 1933
retire_month[43] = 1
livery[43][0] = Metropolitan-Green
intro_year[43][0] = 1863
intro_month[43][0] = 1
livery[43][1] = Metropolitan-Red
intro_year[43][1] = 1885
intro_month[43][1] = 5
# Guessed - no easy information available on Metropolitan liveries. There might be more than represented here.
livery[43][2] = Metropolitan-Late
intro_year[43][2] = 1915
intro_month[43][2] = 7

livery_scheme[44] = District
retire_year[44] = 1933
retire_month[44] = 1
livery[44][0] = District-Standard
intro_year[44][0] = 1869
intro_month[44][0] = 4

livery_scheme[45] = LYR
retire_year[45] = 1923
retire_month[45] = 1
livery[45][0] = LYR-Dark-Green
intro_year[45][0] = 1847
intro_month[45][0] = 7
livery[45][1] = LYR-Light-Green
intro_year[45][1] = 1876
intro_month[45][1] = 4
livery[45][2] = LYR-Black
intro_year[45][2] = 1883
intro_month[45][2] = 8