Type !clone 20 and the server builds twenty
copies of your best vehicle — orders shared, engines running.
Plus one holdings curve for industries and towns, a tidier research
page, and an honest XP estimate on the rankings.
!clone reaches each world at its next scheduled
reset — if a world tells you it doesn't have it yet, it will
within four hours.OpenTTD's clone button builds one copy per click, which is miserable
when your road game runs fifty trucks. So the server does the clicking
now: type !clone 20 in chat and twenty copies of your
template are built, given shared orders, started, and charged to your
company at the normal purchase price.
!clone 10 truck 7 clones Road Vehicle #7.!help lists it with the rest.Industry and town stakes now scale on the same multiplier system: your dividend climbs in a straight line from 1x to 15x at a full house — 500 stakes in an industry, or 30,000 residents grown in a town. Deeper commitment to one holding is what pays.
| Holding | Quarter house | Half house | Full house |
|---|---|---|---|
| Industry (500 stakes) | x4.5 | x8 | x15 |
| Town (30,000 residents) | x4.5 | x8 | x15 |
Same shape, deliberately different scales: an industry maxes out on stakes you earn by developing it; a town maxes out on people you actually moved in.
The 25% button is gone — Spend 10% / 50% / 90% now sit side by side on a single line under each track, so the research pages lost about three lines of scrolling per track. Same money, same banking, far less wheel-spinning to reach the bottom.
THE RANKINGS page's "est. final XP" had drifted from the real payout two ways: it still used the old flat record bonuses, and it left out the direct XP each completed contract pays. Both fixed — the estimate is now computed term for term like the real award, within a rounding point.