# Q. What is this file?
# A. This file contains options which allow you to configure your multiworld experience while allowing
#    others to play how they want as well.
#
# Q. How do I use it?
# A. The options in this file are weighted. This means the higher number you assign to a value, the
#    more chances you have for that option to be chosen. For example, an option like this:
#
#    map_shuffle:
#      on: 5
#      off: 15
#
#    Means you have 5 chances for map shuffle to occur, and 15 chances for map shuffle to be turned
#    off.
#
# Q. I've never seen a file like this before. What characters am I allowed to use?
# A. This is a .yaml file. You are allowed to use most characters.
#    To test if your yaml is valid or not, you can use this website:
#        http://www.yamllint.com/
#    You can also verify that your Archipelago options are valid at this site:
#        https://archipelago.gg/check

# Your name in-game, limited to 16 characters.
#     {player} will be replaced with the player's slot number.
#     {PLAYER} will be replaced with the player's slot number, if that slot number is greater than 1.
#     {number} will be replaced with the counter value of the name.
#     {NUMBER} will be replaced with the counter value of the name, if the counter value is greater than 1.
name: Player{number}

# Used to describe your yaml. Useful if you have multiple files.
description: Default OpenTTD Template

game: OpenTTD
requires:
  version: 0.6.7 # Version of Archipelago required for this yaml to work as expected.
  game:
    OpenTTD: 2.4.0 # Version of the world required for this yaml to work as expected.

OpenTTD:
  ################
  # Game Options #
  ################
  progression_balancing:
    # A system that can move progression earlier, to try and prevent the player from getting stuck and bored early.
    # 
    # A lower setting means more getting stuck. A higher setting means less getting stuck.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 99
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-99: 0 # random value between 0 and 99
    disabled: 0 # equivalent to 0
    normal: 50 # equivalent to 50
    extreme: 0 # equivalent to 99

  accessibility:
    # Set rules for reachability of your items/locations.
    # 
    # **Full:** ensure everything can be reached and acquired.
    # 
    # **Minimal:** ensure what is needed to reach your goal can be acquired.
    full: 50
    minimal: 0

  enable_stars:
    # Enable star collectibles scattered across the map.
    # Small star outlines are hidden in open fields. Click one to collect it
    # and send an Archipelago check. Stars never spawn near buildings.
    'false': 0
    'true': 50

  wrath_limit_trees:
    # How many trees you can clear per year before the God of Wackens notices.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 1000
    10: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-1000: 0 # random value between 1 and 1000

  death_link:
    # When you die, everyone dies. When anyone else dies, you die.
    # Death is triggered by vehicle crashes. Off by default.
    'false': 50
    'true': 0

  ##############
  # Randomizer #
  ##############
  starting_vehicle_type:
    # Which vehicle type you start with.
    # 'random' picks randomly from all transport types.
    # For all options, Starting Vehicle Count controls how many vehicles you receive.
    any: 50
    train: 0
    road_vehicle: 0
    aircraft: 0
    ship: 0

  starting_vehicle_count:
    # How many starting vehicles to receive.
    # For 'random', vehicles are drawn from all transport types.
    # For a specific type, all vehicles come from that type.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 5
    2: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-5: 0 # random value between 1 and 5

  win_difficulty:
    # Overall win difficulty. Sets ALL six victory targets at once.
    # You must meet EVERY target simultaneously to win.
    # 
    # Casual:    Very forgiving — great for first-time players or short sessions.
    # Easy:      A relaxed challenge. Takes a few hours of play.
    # Normal:    The balanced default experience. Moderate effort required.
    # Medium:    Noticeably harder. Requires solid network planning.
    # Hard:      Serious challenge. Efficient routes and smart vehicle use needed.
    # Very Hard: Expert level. Requires optimised play throughout.
    # Extreme:   Near-maximum challenge. Marginal error tolerance.
    # Insane:    Almost nothing forgiven. For veteran players only.
    # Nutcase:   Maximum standard difficulty. Near-impossible on default map size.
    # Madness:   Absurd targets. Only for challenge runs with custom settings.
    # Custom:    Use the sliders below to set your own targets.
    casual: 0
    easy: 0
    normal: 50
    medium: 0
    hard: 0
    very_hard: 0
    extreme: 0
    insane: 0
    nutcase: 0
    madness: 0
    custom: 0

  win_custom_company_value:
    # [Custom only] Target company value in pounds.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 100000
    # Maximum value is 10000000000
    8000000: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-100000-10000000000: 0 # random value between 100000 and 10000000000

  win_custom_town_population:
    # [Custom only] Target total world population across all towns.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1000
    # Maximum value is 5000000
    100000: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1000-5000000: 0 # random value between 1000 and 5000000

  win_custom_vehicle_count:
    # [Custom only] Target number of active vehicles you own simultaneously.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 500
    30: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-500: 0 # random value between 1 and 500

  win_custom_cargo_delivered:
    # [Custom only] Total cumulative tons of cargo to deliver this session.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1000
    # Maximum value is 500000000
    120000: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1000-500000000: 0 # random value between 1000 and 500000000

  win_custom_monthly_profit:
    # [Custom only] Monthly net profit target in pounds.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1000
    # Maximum value is 100000000
    100000: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1000-100000000: 0 # random value between 1000 and 100000000

  win_custom_missions_completed:
    # [Custom only] Number of AP missions (location checks) that must be completed.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 500
    35: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-500: 0 # random value between 0 and 500

  #########################
  # Progression Balancing #
  #########################
  enable_sphere_progression:
    # Enable sphere-based progression. When ON, all unlock items (rail directions,
    # road directions, signals, bridges, tunnels, airports, terraform, wagons, trees,
    # town actions) are locked at session start and must be found as Archipelago items.
    # This creates proper progression spheres:
    # 
    # Sphere 0: Starting vehicles + precollected infra → Easy missions
    # Sphere 1: More vehicles + basic infra (rail/road/airports) → Medium missions
    # Sphere 2: Even more vehicles + crossing infra (bridge/tunnel) → Hard missions
    # Sphere 3: Full fleet + terraform → Extreme missions
    # 
    # When OFF, all infrastructure is available from the start (flat progression).
    # This is a master toggle — it enables ALL unlock categories at once.
    'false': 50
    'true': 0

  mission_tier_unlock_count:
    # How many missions of the previous tier must be completed before the next tier unlocks.
    # Example: setting 5 means you need 5 easy missions done before any medium missions are evaluated.
    # Set to 0 to disable tier gating entirely (all tiers always available).
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 20
    5: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-20: 0 # random value between 0 and 20

  mission_difficulty:
    # Scales the target amounts in all generated missions up or down.
    # Does not affect vehicle/town/station counts — only monetary and cargo targets.
    # 
    # Very Easy: amounts × 0.25  — great for first-timers or short sessions
    # Easy:      amounts × 0.5
    # Normal:    amounts × 1.0  — the balanced default experience
    # Hard:      amounts × 2.0
    # Very Hard: amounts × 4.0  — for veteran players who want a serious challenge
    very_easy: 0
    easy: 0
    normal: 50
    hard: 0
    very_hard: 0

  victory_vehicle_requirement:
    # Minimum number of vehicles the logic requires before Victory is reachable.
    # 
    # The Archipelago logic uses this to determine which sphere Victory falls in.
    # Higher values push Victory into later spheres (more items needed first).
    # Lower values allow Victory to appear earlier in the spoiler log.
    # 
    # The actual in-game win condition is set by Win Difficulty — this only
    # affects the logical SPHERE placement. If you set this too low, Victory
    # may appear reachable in sphere 2-3 which means other players' items
    # could be locked behind your early completion.
    # 
    # Default 15 ensures Victory sits comfortably in sphere 4+.
    # If you have many NewGRFs enabled, consider raising this.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 5
    # Maximum value is 50
    15: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-5-50: 0 # random value between 5 and 50

  hard_tier_vehicle_multiplier:
    # Vehicle count multiplier for Hard mission access rules.
    # 
    # The number of vehicles needed to access Hard missions is calculated as:
    # Mission Tier Unlock Count × this multiplier.
    # 
    # Default 2 means if Tier Unlock Count is 5, you need 10 vehicles for Hard.
    # Set higher to make Hard missions require a larger fleet.
    # Set to 1 to make Hard missions accessible with fewer vehicles.
    # 
    # Note: If this results in fewer than 1, the minimum is always 1.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 5
    2: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-5: 0 # random value between 1 and 5

  extreme_tier_vehicle_multiplier:
    # Vehicle count multiplier for Extreme mission access rules.
    # 
    # The number of vehicles needed to access Extreme missions is calculated as:
    # Mission Tier Unlock Count × this multiplier.
    # 
    # Default 3 means if Tier Unlock Count is 5, you need 15 vehicles for Extreme.
    # Set higher for a longer grind before endgame content.
    # Set to 1 to make Extreme missions accessible much earlier.
    # 
    # Note: If this results in fewer than 1, the minimum is always 1.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 10
    3: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-10: 0 # random value between 1 and 10

  ################
  # Items & Shop #
  ################
  utility_count:
    # How many utility items (cash injections, loan reductions, boosts) to include.
    # The remainder of the item pool is filled with vehicles for your landscape.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 5
    # Maximum value is 300
    20: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-5-300: 0 # random value between 5 and 300

  speed_boost_count:
    # How many Speed Boost items to place in the multiworld pool.
    # Each Speed Boost gives +10% fast-forward speed, from 100% up to 300%.
    # 20 items reaches that maximum. Anything beyond 20 is a dead item: the
    # game caps the speed and says so out loud when the 21st arrives.
    # Raise this only to pad the pool; use Utility Count for that instead.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 20
    # Maximum value is 100
    20: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-20-100: 0 # random value between 20 and 100

  shop_price_tier:
    # How expensive shop purchases are. Seven tiers from cheapest to most expensive.
    # If Shop Price Min or Shop Price Max are set to non-zero values below,
    # those sliders override this setting and this option is ignored.
    # 
    # Tier 1: £10,000 – £500,000
    # Tier 2: £50,000 – £1,000,000
    # Tier 3: £100,000 – £5,000,000
    # Tier 4: £500,000 – £15,000,000
    # Tier 5: £1,000,000 – £50,000,000
    # Tier 6: £5,000,000 – £150,000,000
    # Tier 7: £10,000,000 – £500,000,000
    tier_1_10k_500k: 50
    tier_2_50k_1m: 0
    tier_3_100k_5m: 0
    tier_4_500k_15m: 0
    tier_5_1m_50m: 0
    tier_6_5m_150m: 0
    tier_7_10m_500m: 0

  starting_cash_bonus:
    # Extra cash given to your company at the start of a session,
    # on top of whatever loan you take. Helps new players build their
    # first routes without going bankrupt.
    # None:        £0          (default — no bonus)
    # Small:       £50,000
    # Medium:      £200,000
    # Large:       £500,000
    # Very Large:  £2,000,000
    none: 50
    small: 0
    medium: 0
    large: 0
    very_large: 0

  #########
  # Ruins #
  #########
  ruin_pool_size:
    # Total number of ruins that will spawn over the course of the game.
    # Ruins appear on the map and require cargo delivery to clear them.
    # Clearing a ruin sends a check (items come from the shop pool).
    # Set to 0 to disable ruins entirely.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 500
    25: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-500: 0 # random value between 0 and 500

  max_active_ruins:
    # Maximum number of ruins that can exist on the map at the same time.
    # New ruins spawn after existing ones are cleared (with a cooldown).
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 10
    6: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-10: 0 # random value between 1 and 10

  ruin_cargo_types_min:
    # Minimum number of different cargo types each ruin requires.
    # Includes all cargo types for the landscape (passengers, mail, goods, coal, etc.).
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 5
    2: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-5: 0 # random value between 1 and 5

  ruin_cargo_types_max:
    # Maximum number of different cargo types each ruin requires.
    # The actual number is randomly picked between min and max for each ruin.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 2
    # Maximum value is 7
    4: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-2-7: 0 # random value between 2 and 7

  #########
  # Traps #
  #########
  enable_traps:
    # Whether trap items can be sent to you by other players.
    'false': 0
    'true': 50

  trap_count:
    # How many trap items to include in the item pool.
    # The total pool size is determined automatically from the available vehicles
    # for your chosen landscape and GRFs. Traps are distributed across locations
    # alongside vehicles and utility items.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 50
    10: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-50: 0 # random value between 0 and 50

  trap_breakdown_wave:
    # Enable 'Breakdown Wave' trap — all vehicles break down simultaneously.
    'false': 0
    'true': 50

  trap_recession:
    # Enable 'Recession' trap — company money is halved.
    'false': 50
    'true': 0

  trap_maintenance_surge:
    # Enable 'Maintenance Surge' trap — a large forced loan is added.
    'false': 0
    'true': 50

  trap_signal_failure:
    # Enable 'Signal Failure' trap — trains are disrupted.
    'false': 0
    'true': 50

  trap_fuel_shortage:
    # Enable 'Fuel Shortage' trap — vehicles run at reduced speed.
    'false': 0
    'true': 50

  trap_bank_loan:
    # Enable 'Bank Loan' trap — player is forced to take maximum loan.
    'false': 50
    'true': 0

  trap_industry_closure:
    # Enable 'Industry Closure' trap — a serviced industry closes.
    'false': 50
    'true': 0

  trap_license_revoke:
    # Enable 'Vehicle License Revoke' trap — a random vehicle category (trains/road/aircraft/ships) is suspended for 1–2 in-game years. All engines of that type are hidden until the ban expires.
    'false': 50
    'true': 0

  ####################
  # World Generation #
  ####################
  start_year:
    # The starting year for the game world. Default is 1950.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 5000000
    1950: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-5000000: 0 # random value between 1 and 5000000

  map_size_x:
    # Width of the generated map. Minimum 512 — smaller maps don't have enough towns and industries for named missions.
    '512': 50
    '1024': 0
    '2048': 0
    '4096': 0

  map_size_y:
    # Height of the generated map. Minimum 512 — smaller maps don't have enough towns and industries for named missions.
    '512': 50
    '1024': 0
    '2048': 0
    '4096': 0

  landscape:
    # The climate / landscape type for the game world.
    temperate: 50
    arctic: 0
    tropical: 0
    toyland: 0

  land_generator:
    # Which terrain generator to use.
    original: 0
    terragenesis: 50

  terrain_type:
    # How mountainous the landscape is.
    very_flat: 0
    flat: 50
    hilly: 0
    mountainous: 0
    alpinist: 0

  sea_level:
    # Amount of water on the map.
    very_low: 0
    low: 50
    medium: 0
    high: 0

  rivers:
    # Amount of rivers generated on the map.
    none: 0
    few: 0
    moderate: 50
    many: 0

  smoothness:
    # How smooth or rough the terrain is (TerraGenesis only).
    very_smooth: 0
    smooth: 50
    rough: 0
    very_rough: 0

  variety:
    # How varied the terrain height distribution is.
    none: 50
    very_low: 0
    low: 0
    medium: 0
    high: 0
    very_high: 0

  number_towns:
    # How many towns are generated at game start.
    very_low: 0
    low: 0
    normal: 50
    high: 0

  industry_density:
    # Number of industries generated at game start.
    fund_only: 0
    minimal: 0
    very_low: 0
    low: 0
    normal: 50
    high: 0

  town_names:
    # Town name generator style.
    english: 50
    french: 0
    german: 0
    american: 0
    latin: 0
    silly: 0
    swedish: 0
    dutch: 0
    finnish: 0
    polish: 0
    slovak: 0
    norwegian: 0
    hungarian: 0
    austrian: 0
    romanian: 0
    czech: 0
    swiss: 0
    danish: 0
    turkish: 0
    italian: 0
    catalan: 0

  #####################
  # Economy & Finance #
  #####################
  infinite_money:
    # Allow spending despite negative balance (cheat mode).
    'false': 50
    'true': 0

  inflation:
    # Enable inflation over time.
    'false': 50
    'true': 0

  max_loan:
    # Maximum initial loan available to the player, in pounds.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 100000
    # Maximum value is 500000000
    300000: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-100000-500000000: 0 # random value between 100000 and 500000000

  infrastructure_maintenance:
    # Monthly maintenance fee for owned infrastructure.
    'false': 50
    'true': 0

  vehicle_costs:
    # Running cost multiplier for vehicles.
    low: 0
    medium: 50
    high: 0

  construction_cost:
    # Construction cost multiplier.
    low: 0
    medium: 50
    high: 0

  economy_type:
    # Economy volatility type.
    original: 0
    smooth: 50
    frozen: 0

  bribe:
    # Allow bribing the local authority.
    'false': 0
    'true': 50

  exclusive_rights:
    # Allow buying exclusive transport rights.
    'false': 0
    'true': 50

  fund_buildings:
    # Allow funding new buildings in towns.
    'false': 0
    'true': 50

  fund_roads:
    # Allow funding local road reconstruction.
    'false': 0
    'true': 50

  give_money:
    # Allow giving money to other companies.
    'false': 0
    'true': 50

  town_cargo_scale:
    # Scale cargo production of towns (percent).
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 15
    # Maximum value is 500
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-15-500: 0 # random value between 15 and 500

  industry_cargo_scale:
    # Scale cargo production of industries (percent).
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 15
    # Maximum value is 500
    100: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-15-500: 0 # random value between 15 and 500

  #############################
  # Vehicles & Infrastructure #
  #############################
  max_trains:
    # Maximum number of trains per company.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 65535
    500: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-65535: 0 # random value between 0 and 65535

  max_roadveh:
    # Maximum number of road vehicles per company.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 65535
    500: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-65535: 0 # random value between 0 and 65535

  max_aircraft:
    # Maximum number of aircraft per company.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 65535
    200: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-65535: 0 # random value between 0 and 65535

  max_ships:
    # Maximum number of ships per company.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 0
    # Maximum value is 65535
    300: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-0-65535: 0 # random value between 0 and 65535

  max_train_length:
    # Maximum length for trains in tiles. Extended beyond vanilla limit of 64.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 255
    7: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-255: 0 # random value between 1 and 255

  station_spread:
    # How many tiles apart station parts may be and still join.
    # Set to 1024 for virtually unlimited spread.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 4
    # Maximum value is 255
    12: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-4-255: 0 # random value between 4 and 255

  road_stop_on_town_road:
    # Allow drive-through road stops on roads owned by towns.
    'false': 0
    'true': 50

  road_stop_on_competitor_road:
    # Allow drive-through road stops on roads owned by competitors.
    'false': 0
    'true': 50

  crossing_with_competitor:
    # Allow level crossings with roads or rails owned by competitors.
    'false': 0
    'true': 50

  road_side:
    # Which side of the road vehicles drive on.
    left: 0
    right: 50

  #######################
  # Towns & Environment #
  #######################
  town_growth_rate:
    # How fast towns grow.
    none: 0
    slow: 0
    normal: 50
    fast: 0
    very_fast: 0

  found_town:
    # Whether players can found new towns.
    forbidden: 50
    allowed: 0
    custom_layout: 0

  allow_town_roads:
    # Allow towns to build their own roads.
    'false': 0
    'true': 50

  #########################
  # Disasters & Accidents #
  #########################
  disasters:
    # Enable random disasters (floods, UFOs, etc.).
    'false': 50
    'true': 0

  plane_crashes:
    # Frequency of plane crashes.
    none: 0
    reduced: 0
    normal: 50

  vehicle_breakdowns:
    # Likelihood of vehicle breakdowns.
    none: 0
    reduced: 50
    normal: 0

  ###########
  # NewGRFs #
  ###########
  enable_iron_horse:
    # Enable Iron Horse train set (GPL v2, by andythenorth).
    # When enabled, ~100 additional British-inspired locomotives are added to
    # the item pool. You install the set yourself through OpenTTD's Check Online
    # Content; it is not bundled. Enabling this without the set installed
    # produces a seed that cannot be finished, so the game checks on connect.
    # Iron Horse vehicles work on Temperate, Arctic and Tropical maps.
    # They are NOT available on Toyland maps.
    'false': 50
    'true': 0

  enable_military_items:
    # Enable Military Items aircraft set (69 military aircraft + helicopters).
    # Adds fighters, transports, reconnaissance planes, trainers, and helicopters
    # spanning from 1913 to 2015. All aircraft are small-airport compatible
    # except the Lockheed C-5 Galaxy (large). Works on all climates.
    # NOT available on Toyland maps.
    'false': 50
    'true': 0

  enable_shark_ships:
    # Enable SHARK Ship Set (GPL v2, by andythenorth).
    # Adds 70 ships including freighters, ferries, tankers, barges, hovercrafts,
    # hydrofoils, and container ships spanning from 1850 to 2008.
    # When enabled, vanilla ships are replaced by SHARK ships.
    # Works on all climates. NOT available on Toyland maps.
    'false': 50
    'true': 0

  enable_hover_vehicles:
    # Enable Hover Vehicles set (6 futuristic hover road vehicles).
    # Adds hover buses and trucks available from 2075 onwards.
    # These are additional road vehicles — they do NOT replace vanilla ones.
    # Works on all climates. NOT available on Toyland maps.
    'false': 50
    'true': 0

  enable_heqs:
    # Enable HEQS Heavy Equipment Set (46 heavy-duty road vehicles + 1 train).
    # Adds off-road crawlers, industrial trams, dump trucks, mining trucks,
    # logging trucks, foundry transporters, tractors, and railmotors.
    # These are additional vehicles — they do NOT replace vanilla ones.
    # Works on all climates. NOT available on Toyland maps.
    'false': 50
    'true': 0

  enable_vactrain:
    # Enable Vactrain Set (18 futuristic vacuum-tube trains).
    # Adds VACT railtype with extreme-speed passenger and cargo locomotives.
    # Introduces a new rail type (Vacuum Tube). Trains appear from 2022 onwards.
    # These are additional trains — they do NOT replace vanilla or Iron Horse ones.
    # Works on all climates. NOT available on Toyland maps.
    'false': 50
    'true': 0

  enable_aircraftpack:
    # Enable Aircraftpack 2025 (47 real-world + futuristic aircraft).
    # Adds planes from early aviation (1928) through futuristic designs (2042).
    # Includes commercial airliners, helicopters, and concept aircraft.
    # These are additional aircraft — they do NOT replace vanilla or Military ones.
    # Works on all climates. NOT available on Toyland maps.
    'false': 50
    'true': 0

  enable_firs:
    # Enable FIRS Industry Replacement Set (41 industries, 96 cargo types).
    # Completely replaces vanilla industries and cargos with a detailed industrial
    # economy. Multiple economy presets: Temperate Basic, Arctic Basic, Tropic Basic,
    # Steeltown, In A Hot Country. WARNING: This fundamentally changes the game economy.
    # Cargo types for vehicle refits and missions will be different from vanilla.
    # NOT available on Toyland maps.
    'false': 50
    'true': 0

  firs_economy:
    # Which FIRS economy preset to use. Only applies when FIRS is enabled.
    # Each economy has different industries and cargo chains.
    # Temperate Basic: Standard temperate industries.
    # Arctic Basic: Cold-climate industries.
    # Tropic Basic: Tropical industries.
    # Steeltown: Heavy industry focus (steel, chemicals, engineering supplies).
    # In A Hot Country: Tropical plantation and mining focus.
    temperate_basic: 50
    arctic_basic: 0
    tropic_basic: 0
    steeltown: 0
    in_a_hot_country: 0

  ##########
  # Events #
  ##########
  colby_event:
    # Enable the Colby Event — a multi-step smuggling storyline.    A mysterious stranger named Colby asks you to deliver cargo to his town over 5 steps.    After the final delivery you must choose: arrest him for £10M, or let him escape?    The cargo type is chosen automatically based on your landscape.
    'false': 50
    'true': 0

  enable_demigods:
    # Enable the Demigod system — the God of Wackens periodically sends rival AI
    # transport companies to challenge you. Each demigod has a theme (trains, road,
    # aircraft, ships, or mixed) and must be defeated by paying a tribute.
    # Defeating a demigod sends an Archipelago check.
    'false': 50
    'true': 0

  demigod_count:
    # How many demigods will appear over the course of the game.
    # Each one is an AP check — defeating them sends items into the multiworld.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 10
    3: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-10: 0 # random value between 1 and 10

  demigod_spawn_interval_min:
    # Minimum number of in-game years between demigod spawns.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 30
    3: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-30: 0 # random value between 1 and 30

  demigod_spawn_interval_max:
    # Maximum number of in-game years between demigod spawns.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 2
    # Maximum value is 50
    8: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-2-50: 0 # random value between 2 and 50

  ##########################
  # God of Wackens (Wrath) #
  ##########################
  enable_wrath:
    # Enable the God of Wackens wrath system.
    # When ON, the God of Wackens watches your destruction. Bulldozing houses,
    # removing town roads, terraforming terrain, and clearing trees all count
    # against yearly limits. Exceed the limits and his anger escalates through
    # 5 levels — from a gentle warning up to divine wrath (infrastructure
    # destruction, station deletion, vehicle breakdowns, and sinkholes).
    # Each year of good behavior reduces anger by 1 level.
    # When OFF, you can destroy freely with no consequences.
    'false': 0
    'true': 50

  wrath_limit_houses:
    # How many town buildings you can bulldoze per year before the God of Wackens
    # notices. Exceeding this limit counts as one category violation.
    # If 3+ categories are exceeded in the same year, anger jumps by +2 instead of +1.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 100
    2: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-100: 0 # random value between 1 and 100

  wrath_limit_roads:
    # How many town-owned road tiles you can remove per year before the God of Wackens
    # notices. Only roads owned by towns count — your own roads are free to remove.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 100
    2: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-100: 0 # random value between 1 and 100

  wrath_limit_terrain:
    # How many terrain tiles you can terraform (raise/lower) per year before the
    # God of Wackens notices. Each terraform action counts as one tile.
    #
    # You can define additional values between the minimum and maximum values.
    # Minimum value is 1
    # Maximum value is 1000
    25: 50
    random: 0
    random-low: 0 # random value weighted towards lower values
    random-high: 0 # random value weighted towards higher values
    random-range-1-1000: 0 # random value between 1 and 1000

  ###############
  # Multiplayer #
  ###############
  multiplayer_mode:
    # Enable multiplayer compatibility mode.
    # When ON, features that cause desync in multiplayer are disabled:
    # - Ruins (God of Wackens curses)
    # - Colby Event
    # - Demigod system (God of Wackens bosses)
    # - Wrath system (God of Wackens anger)
    # 
    # These features modify the game map directly and cannot be synced
    # between host and clients. With this OFF, the 'Open to Multiplayer'
    # button in-game will be greyed out.
    # 
    # Turn this ON if you want to play cooperatively with other players.
    'false': 50
    'true': 0

  ###############
  # Funny Stuff #
  ###############
  community_vehicle_names:
    # When enabled, vehicles you build are automatically named after members of
    # the OpenTTD Archipelago community — with a small chance of a rare funny name.
    # Turn this off if you prefer to name your own vehicles.
    'false': 0
    'true': 50

  #################################################################
  # Manual Unlock Toggles (IGNORED when Sphere Progression is ON) #
  #################################################################
  enable_rail_direction_unlocks:
    # Lock rail track directions (Normal, Electrified, Monorail, Maglev x 6 dirs each = 24 items).
    # You must find direction unlocks before you can build track in that orientation.
    # NOTE: Ignored when Sphere Progression is ON (auto-enabled).
    'false': 50
    'true': 0

  enable_road_direction_unlocks:
    # Lock road directions (NE-SW, NW-SE). You must find direction unlocks before
    # you can build roads in that orientation.
    # NOTE: Ignored when Sphere Progression is ON (auto-enabled).
    'false': 50
    'true': 0

  enable_signal_unlocks:
    # Lock signal types (Block, Entry, Exit, Combo, Path, One-Way Path).
    # You must find signal unlocks before you can place them.
    # NOTE: Ignored when Sphere Progression is ON (auto-enabled).
    'false': 50
    'true': 0

  enable_bridge_unlocks:
    # Lock bridge types (Wooden through Tubular Silicon = 13 items).
    # You must find bridge unlocks before you can build them.
    # NOTE: Ignored when Sphere Progression is ON (auto-enabled).
    'false': 50
    'true': 0

  enable_tunnel_unlocks:
    # Lock tunnel construction. You must find the Tunnel Construction item
    # before you can dig tunnels.
    # NOTE: Ignored when Sphere Progression is ON (auto-enabled).
    'false': 50
    'true': 0

  enable_airport_unlocks:
    # Lock airport types (Large, Heliport, Metropolitan, International, Commuter,
    # Helidepot, Intercontinental, Helistation = 8 items). Small Airport is always free.
    # NOTE: Ignored when Sphere Progression is ON (auto-enabled).
    'false': 50
    'true': 0

  enable_terraform_unlocks:
    # Lock terraform abilities (Raise Land, Lower Land). You must find terraform
    # unlocks before you can modify terrain height.
    # NOTE: Ignored when Sphere Progression is ON (auto-enabled).
    'false': 50
    'true': 0

  enable_wagon_unlocks:
    # Lock wagons at session start — they must be received as Archipelago items.
    # Without this, all wagons are available from the start.
    # NOTE: Ignored when Sphere Progression is ON (auto-enabled).
    'false': 50
    'true': 0

  enable_tree_unlocks:
    # Lock tree planting — 10 tree packs (3 per climate + Toyland) must be
    # received as items before you can plant those tree types.
    # NOTE: Ignored when Sphere Progression is ON (auto-enabled).
    'false': 50
    'true': 0

  enable_town_action_unlocks:
    # Lock town authority actions (advertise, bribe, fund buildings, etc. = 8 items).
    # You must find action unlocks before you can use them.
    # NOTE: Ignored when Sphere Progression is ON (auto-enabled).
    'false': 50
    'true': 0

  ###########################
  # Item & Location Options #
  ###########################
  local_items:
    # Forces these items to be in their native world.
    []

  non_local_items:
    # Forces these items to be outside their native world.
    []

  start_inventory:
    # Start with the specified amount of these items. Example: "Bomb: 1"
    {}

  start_hints:
    # Start with these item's locations prefilled into the ``!hint`` command.
    []

  start_location_hints:
    # Start with these locations and their item prefilled into the ``!hint`` command.
    []

  exclude_locations:
    # Prevent these locations from having an important item.
    []

  priority_locations:
    # Prevent these locations from having an unimportant item.
    []

  item_links:
    # Share part of your item pool with other players.
    []

  plando_items:
    # Generic items plando.
    []
