PLAYER GUIDE

Getting startedThe marketTowns IndustriesNetworksHQ & holdingsClass & talentsYour charter Score & recordsCareer & contractsThe seasonChat commandsTips

Eight public OpenTTD servers, thirty-two worlds, and an economy that is alive: prices react to what everyone hauls, towns grow only when served - then supercharge their industries - and every 4 hours the world resets and the race starts again. Nothing to install by hand: the one vehicle set is on BaNaNaS and your client fetches it on join, like any other server's content.

01GETTING STARTED

  • Get OpenTTD 15.3 - free on Steam or openttd.org.
  • Multiplayer → search "Cargostrife" → pick your world:
SERVERTHIS SESSIONNEXT SESSIONRESETS (UTC)

At every reset each server draws its next world at random from thirty-two: eight generated worlds and twenty-four real-world maps. Sessions run 4 real hours on a fixed clock - one in-game month per real minute. The market freezes in the final stretch, awards fire, then a fresh world.

02THE MARKET - SCARCITY PAYS

Every delivery pays normal vanilla rates plus a bonus driven by two live markets:

THE BONUS IS PRICED ON YOUR REAL FARES. Each month the market takes what your own vehicles were actually paid for each cargo and pays its bonus on top of that. The engine already pays a delivery by how far it went and how fast it got there, so long, quick hauls earn the biggest bonus and a short hop earns a small one - always in proportion to what it really made.

It used to estimate the distance from the towns and industries you served, so a company running short hops in several towns could be paid as if every passenger crossed the map. Pricing on fares ends that. Vanilla pay is untouched and the bonus is still never a charge. Your Headquarters shows the fares and the bonus side by side, per cargo.

The live board is in-game: Story Book → The Market, including PRICES BY TRANSPORT - the full cargo x mode rate card. Premium rows are money waiting for a route.

03TOWNS - GROW THEM, THEY PAY YOU BACK

04INDUSTRIES - SERVICE IS PRODUCTION

05BUILDING A NETWORK - SHAPE COSTS MONEY

Every station tile costs $50 a month to hold, before your world's era and your charter. A dock tile pays two and a half times that, and a ship depot weighs two and a half times plain canal in the canal bill. On top of that there is a surcharge for how far a station is spread, worked out for each axis separately and then multiplied together. A compact stop pays the plain rate. A station stretched across a city pays many times over.

Joining stations together still works and still shares a catchment. It is simply expensive now, and the old charge could not tell a company with forty neat bus stops from a company with one forty tile monster.

Two limits are unchanged. Every tile of one station must fit inside an 18 by 18 box, so stops further apart than that cannot be joined at all. And a single station may span 5 tiles of gap in total; stretched past that it is warned in your company news, and if it is still split after three monthly checks the stranded parts are removed.

How to build instead. One compact station per thing you are serving, and let the vehicles do the joining. Two stations a few tiles apart with a short route between them cost far less to hold than one station stretched across the gap, and they carry the same passengers. If a station has to grow, keep it thin: length is one factor, length and width is two multiplied.

The reward points the same way. Your TRANSPORT board is multiplied by up to three times by your network health, measured from what the game routes over your lines rather than from what you have built. Every web - a set of your stations cargo can move between - earns a health from three things multiplied together: demand met, the cargo its links plan to carry against the cargo left waiting on its platforms; destinations, 4 places a freight web delivers to or 20 stops for passengers and mail, however far apart; and distance, how far its cargo can travel, with full marks at 25% of the map's average side. Going bigger keeps paying, by less and less: a web that reaches more places than it needs, or carries its cargo further, goes on climbing - so a network spanning a dozen places beats a small one however well served that small one is - but each further place is worth less than the one before, so size can never stand in for cargo you are not moving. Meeting the need is where you start, not where you finish: a perfect web reaches about three times the destinations and distance of one that merely meets the need, with nothing left waiting. Your health is every web's health weighted by the cargo it delivers - an average, not a sum - so a sprawl of separate routes does not add up. Splitting one network into two disconnected halves is punished; joining them is paid.

Every place a web connects pays. Each town or industry a connected web reaches beyond the first - for passengers and mail, every 20 houses in its catchment - lifts that web by 40%, up to four times. 80% of that lift is paid on every unit the web delivers, and all of it speeds the cargo's brand awareness.

06YOUR HQ - AND THE MONEY THAT IS NOT HAULAGE

Build a company headquarters and it starts governing the town it stands in. This is a whole income stream that has nothing to do with running vehicles, and a company without an HQ earns none of it.

07CLASS AND TALENTS

Three choices sit on top of ordinary OpenTTD play. All three are set from the Company Setup page that opens when you found, or in advance on the website.

08YOUR CHARTER - THE DIFFICULTY DIAL

Every company is founded on a charter. It is the only difficulty setting in the game, it is picked per company rather than per player, and it changes exactly one thing: what it costs you to run and to own. It never touches what you are paid.

CHARTERRUNNING & UPKEEPXPPER RECORDTERMS
Easyx0.80x0.75+1% / +3%Gentle terms: lower running costs - and slower XP.
Normalx1.00x1.00+2% / +5%The standard charter. Everything at face value.
Hardx3.00x2.00+4% / +10%Costs triple, earnings untouched.
Nightmare Expressx6.00x3.00+6% / +15%Six times the bill, for triple XP.
Hauler Hellx10.00x5.00+10% / +25%Ten times the costs. Survive it and become legend.

Worth doing the sum. A company burning $2M a year in running costs and $500k in upkeep pays $2.5M on Normal, $7.5M on Hard and $25M on Hauler Hell - while being paid the same for every crate it moves. Build cost relief to the cap and that Hauler Hell bill comes back down to $10M, for five times the XP.

09SCORE, RECORDS, FAME

10YOUR CAREER - IT NEVER RESETS

Sessions last 4 hours. Your career lasts forever - one persistent profile across every server, no account needed (your player name is your identity).

11THE SEASON - A LADDER EVERY QUARTER

Every server feeds one seasonal table, and a season is a calendar quarter. Entry is automatic: finish a session anywhere and you are on it. The live standings, every challenge and the full points ladder are at cargostrife.com/season.

12CHAT COMMANDS

!help

!difficulty picks your charter and !loadbuild loads a build you saved on the site. !link ties your in-game name to Discord and enrols a new PC. !reset moves you to spectators and resets your company - a fresh start without rejoining. !clone 20 builds twenty copies of your newest vehicle (or the one you stopped in a depot) with shared orders, started, at normal prices - up to 99 per command.

13SIX TIPS TO NOT BE POOR

  • Do NOT pile onto what everyone else hauls - read The Market, chase premium rows.
  • Costs are high here; vanilla rates barely break even. The bonus is the game.
  • Haul it further. The bonus rides your real fares, and a long run pays several times what the same cargo pays on a short hop.
  • Feed a power sink. Up to +100% to every industry in a town compounds with everything else.
  • Build an HQ early and grow one town seriously - the stake you build pays you monthly for the rest of the session.
  • Plan your build on the site before you found. It freezes five minutes in.