What is the 20minutes rule ?

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  • #18791
    Jovali
    Participant

    All is in the title ,

     

    What is the 20 minutes rules ? Everywhere i see that on this forum x)

    • This topic was modified 5 years, 7 months ago by Jovali.
    #18794
    Traian Trante
    Participant

    Any person/cargo goods has to reach its intended destination withing 20 minutes. Otherwise ti just won’t start going there.

     

    In practice, if you have an oil well sending oil to the refinery, the time it takes to get there has to be under 20 minutes, including waiting times in the station , loading/unloading  times and transit times. If it takes more tean 20 minutes, there will be no demand for that good and the line won’t start producing.

    #18802
    moriety
    Participant

    If citizen A lives in town A but works in town B, the walking/bus time to the railway station, combined with the train journey time and the walk/bus journey once off the train exceeds 20 minutes, they will never use the available transport.

    A crazy concept for us Londoners who, during rush hour might watch the 6-carriage, 1,200 people, trains  pull in every minute, and wait for 4 more tubes until you finally can squeeze in against people you don’t wish to be squeezed against. Time is irrelevant, it’s necessity.

    The Tube during the morning ‘rush “hour”‘ is a living Hades.

    The 12,000 London buses are better, but during rush hour will have upto 100 passengers per bus. One reason I laughed my socks off at the capacity of the carriages and buses in this game. The developers must have come from a small village in Germany or Switzerland.

    #18820
    gcampono
    Participant

    @moriety You’re right in that capacities are too small ( even for small villages in Switzerland 🙂 )  but I think it was only for a matter of having a manageable number of people to simulate. For that matter, towns are also too small ( they are even smaller than most small villages in Switzerland … well maybe not  🙂 ). Is there a way to multiply the displayed number of passengers and citizens by 5 or 10 ?

    • This reply was modified 5 years, 7 months ago by gcampono.
    • This reply was modified 5 years, 7 months ago by gcampono.
    #18918
    RobertP57
    Participant

    Is this rule 20 minutes on the wall clock?
    Or 20 minutes in simulation time?
    My assumption was it is “simulation time”, but that clock goes so fast (about 2 seconds per “train day”?)!

    How does 20 minutes of time roughly translate to “real time” (my wall clock) if I’m:
    running at normal speed

    running at fast forward

    running at double fast forward

    Thanks.

     

    #18922
    n00b
    Participant

    The 20 minutes are wall clock, not game time. And it translates to roughly 1.66 years of game time, or 1 year and 7 months.

    Assuming that fast forward is double game speed, it would be 10 minutes wall clock, and double fast forward would mean 5 minutes wall clock. The real values might be longer because the in-game time would count, and this time is delayed by the necessary calculations. Any frame rate drop or stutter will affect in-game time somehow.

    On the other hand, it won’t matter. Whenever a person is given a new destination, because new buildings are raised in other cities, the currently effective travel time will be calculated. This is based on the obvious values for walking distances, and the approximated times for waiting and traveling with bus or train. These times are affected by service frequency: Have more trains will service a stop more often will reduce waiting time.

    If the destination can be reached within 20 minutes, the connection will be made, and the person starts traveling this route. However, if due to traffic jam, the actual travel takes more than 20 minutes, this will not abort the journey – it will only affect the future choices of how to travel. If public transport used to be fast enough, but then got worse, maybe the car is fast enough. If even the car is too slow, the destination will be replaced with one that is closer.

    For cargo this means that the demand for a route will plummet, and trains will travel almost empty. This usually is devastating for your economic success, because driving demand down is easily done within a month – driving it up is limited to one unit per month increase, and the stops in increase because the factory has to be upgraded.

     

    • This reply was modified 5 years, 7 months ago by n00b.
    • This reply was modified 5 years, 7 months ago by n00b.
    • This reply was modified 5 years, 7 months ago by n00b.
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