OpenTTD

Weighted Options

Weighted options allow you to choose how likely a particular option's value is to be used in game generation. The higher a value is weighted, the more likely the option will be chosen. Think of them like entries in a raffle.

Choose the options you would like to play with! You may generate a single-player game from this page, or download an options file you can use to participate in a MultiWorld.

A list of all games you have generated can be found on the User Content page.


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.
This is a range option.

Accepted values:
Normal range: 0 - 99

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • 50: Normal
  • 99: Extreme
0
25
0
0
0
0
0

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.
25
0
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.
0
25
0

Wrath: Tree Limit (trees per year)

How many trees you can clear per year before the God of Wackens notices.
This is a range option.

Accepted values:
Normal range: 1 - 1000
0
25
0
0
0
0
0

death_link

When you die, everyone dies. When anyone else dies, you die. Death is triggered by vehicle crashes. Off by default.
25
0
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.
25
0
0
0
0
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.
This is a range option.

Accepted values:
Normal range: 1 - 5
0
25
0
0
0
0
0

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.
0
0
25
0
0
0
0
0
0
0
0
0

Custom: Target Company Value (GBP)

[Custom only] Target company value in pounds.
This is a range option.

Accepted values:
Normal range: 100000 - 10000000000
0
25
0
0
0
0
0

Custom: Target Town Population

[Custom only] Target total world population across all towns.
This is a range option.

Accepted values:
Normal range: 1000 - 5000000
0
25
0
0
0
0
0

Custom: Target Vehicle Count

[Custom only] Target number of active vehicles you own simultaneously.
This is a range option.

Accepted values:
Normal range: 1 - 500
0
25
0
0
0
0
0

Custom: Target Cargo Delivered (tons)

[Custom only] Total cumulative tons of cargo to deliver this session.
This is a range option.

Accepted values:
Normal range: 1000 - 500000000
0
25
0
0
0
0
0

Custom: Target Monthly Profit (GBP)

[Custom only] Monthly net profit target in pounds.
This is a range option.

Accepted values:
Normal range: 1000 - 100000000
0
25
0
0
0
0
0

Custom: Target Missions Completed

[Custom only] Number of AP missions (location checks) that must be completed.
This is a range option.

Accepted values:
Normal range: 0 - 500
0
25
0
0
0
0
0
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.
25
0
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).
This is a range option.

Accepted values:
Normal range: 0 - 20
0
25
0
0
0
0
0

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
0
0
25
0
0
0

Victory Vehicle Requirement (Logic)

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.
This is a range option.

Accepted values:
Normal range: 5 - 50
0
25
0
0
0
0
0

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.
This is a range option.

Accepted values:
Normal range: 1 - 5
0
25
0
0
0
0
0

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.
This is a range option.

Accepted values:
Normal range: 1 - 10
0
25
0
0
0
0
0
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.
This is a range option.

Accepted values:
Normal range: 5 - 300
0
25
0
0
0
0
0

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.
This is a range option.

Accepted values:
Normal range: 20 - 100
25
0
0
0
0
0

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
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0
0
0
0
0
0
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
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0
0
0
0
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.
This is a range option.

Accepted values:
Normal range: 0 - 500
0
25
0
0
0
0
0

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).
This is a range option.

Accepted values:
Normal range: 1 - 10
0
25
0
0
0
0
0

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.).
This is a range option.

Accepted values:
Normal range: 1 - 5
0
25
0
0
0
0
0

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.
This is a range option.

Accepted values:
Normal range: 2 - 7
0
25
0
0
0
0
0
Traps

Enable Traps

Whether trap items can be sent to you by other players.
0
25
0

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.
This is a range option.

Accepted values:
Normal range: 0 - 50
0
25
0
0
0
0
0

Trap: Breakdown Wave

Enable 'Breakdown Wave' trap — all vehicles break down simultaneously.
0
25
0

Trap: Recession

Enable 'Recession' trap — company money is halved.
25
0
0

Trap: Maintenance Surge

Enable 'Maintenance Surge' trap — a large forced loan is added.
0
25
0

Trap: Signal Failure

Enable 'Signal Failure' trap — trains are disrupted.
0
25
0

Trap: Fuel Shortage

Enable 'Fuel Shortage' trap — vehicles run at reduced speed.
0
25
0

Trap: Bank Loan

Enable 'Bank Loan' trap — player is forced to take maximum loan.
25
0
0

Trap: Industry Closure

Enable 'Industry Closure' trap — a serviced industry closes.
25
0
0

Trap: Vehicle 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.
25
0
0
World Generation

Start Year

The starting year for the game world. Default is 1950.
This is a range option.

Accepted values:
Normal range: 1 - 5000000
0
25
0
0
0
0
0

Map Width

Width of the generated map. Minimum 512 — smaller maps don't have enough towns and industries for named missions.
25
0
0
0
0

Map Height

Height of the generated map. Minimum 512 — smaller maps don't have enough towns and industries for named missions.
25
0
0
0
0

Landscape

The climate / landscape type for the game world.
25
0
0
0
0

Land Generator

Which terrain generator to use.
0
25
0

Terrain Type

How mountainous the landscape is.
0
25
0
0
0
0

Sea Level

Amount of water on the map.
0
25
0
0
0

Rivers

Amount of rivers generated on the map.
0
0
25
0
0

Smoothness

How smooth or rough the terrain is (TerraGenesis only).
0
25
0
0
0

Variety Distribution

How varied the terrain height distribution is.
25
0
0
0
0
0
0

Number of Towns

How many towns are generated at game start.
0
0
25
0
0

Industry Density

Number of industries generated at game start.
0
0
0
0
25
0
0

Town Names

Town name generator style.
25
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
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0
0
0
Economy & Finance

Infinite Money

Allow spending despite negative balance (cheat mode).
25
0
0

Inflation

Enable inflation over time.
25
0
0

Maximum Initial Loan (£)

Maximum initial loan available to the player, in pounds.
This is a range option.

Accepted values:
Normal range: 100000 - 500000000
0
25
0
0
0
0
0

Infrastructure Maintenance

Monthly maintenance fee for owned infrastructure.
25
0
0

Vehicle Running Costs

Running cost multiplier for vehicles.
0
25
0
0

Construction Costs

Construction cost multiplier.
0
25
0
0

Economy Type

Economy volatility type.
0
25
0
0

Allow Bribing

Allow bribing the local authority.
0
25
0

Exclusive Rights

Allow buying exclusive transport rights.
0
25
0

Fund Buildings

Allow funding new buildings in towns.
0
25
0

Fund Roads

Allow funding local road reconstruction.
0
25
0

Give Money to Competitors

Allow giving money to other companies.
0
25
0

Town Cargo Scale (%)

Scale cargo production of towns (percent).
This is a range option.

Accepted values:
Normal range: 15 - 500
0
25
0
0
0
0
0

Industry Cargo Scale (%)

Scale cargo production of industries (percent).
This is a range option.

Accepted values:
Normal range: 15 - 500
0
25
0
0
0
0
0
Vehicles & Infrastructure

Max Trains

Maximum number of trains per company.
This is a range option.

Accepted values:
Normal range: 0 - 65535
0
25
0
0
0
0
0

Max Road Vehicles

Maximum number of road vehicles per company.
This is a range option.

Accepted values:
Normal range: 0 - 65535
0
25
0
0
0
0
0

Max Aircraft

Maximum number of aircraft per company.
This is a range option.

Accepted values:
Normal range: 0 - 65535
0
25
0
0
0
0
0

Max Ships

Maximum number of ships per company.
This is a range option.

Accepted values:
Normal range: 0 - 65535
0
25
0
0
0
0
0

Max Train Length (tiles)

Maximum length for trains in tiles. Extended beyond vanilla limit of 64.
This is a range option.

Accepted values:
Normal range: 1 - 255
0
25
0
0
0
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0

Station Spread (tiles)

How many tiles apart station parts may be and still join. Set to 1024 for virtually unlimited spread.
This is a range option.

Accepted values:
Normal range: 4 - 255
0
25
0
0
0
0
0

Road Stops on Town Roads

Allow drive-through road stops on roads owned by towns.
0
25
0

Road Stops on Competitor Roads

Allow drive-through road stops on roads owned by competitors.
0
25
0

Level Crossings with Competitors

Allow level crossings with roads or rails owned by competitors.
0
25
0

Drive Side

Which side of the road vehicles drive on.
0
25
0
Towns & Environment

Town Growth Rate

How fast towns grow.
0
0
25
0
0
0

Town Founding

Whether players can found new towns.
25
0
0
0

Towns Build Roads

Allow towns to build their own roads.
0
25
0
Disasters & Accidents

Disasters

Enable random disasters (floods, UFOs, etc.).
25
0
0

Plane Crashes

Frequency of plane crashes.
0
0
25
0

Vehicle Breakdowns

Likelihood of vehicle breakdowns.
0
25
0
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.
25
0
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.
25
0
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.
25
0
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.
25
0
0

Enable HEQS Heavy Equipment

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.
25
0
0

Enable Vactrain Set

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.
25
0
0

Enable Aircraftpack 2025

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.
25
0
0

Enable FIRS Industries

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.
25
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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.
25
0
0
0
0
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.
25
0
0

Demigods (God of Wackens)

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.
25
0
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.
This is a range option.

Accepted values:
Normal range: 1 - 10
0
25
0
0
0
0
0

Demigod Spawn Interval (Min Years)

Minimum number of in-game years between demigod spawns.
This is a range option.

Accepted values:
Normal range: 1 - 30
0
25
0
0
0
0
0

Demigod Spawn Interval (Max Years)

Maximum number of in-game years between demigod spawns.
This is a range option.

Accepted values:
Normal range: 2 - 50
0
25
0
0
0
0
0
God of Wackens (Wrath)

God of Wackens (Wrath System)

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.
0
25
0

Wrath: House Demolition Limit (per year)

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.
This is a range option.

Accepted values:
Normal range: 1 - 100
0
25
0
0
0
0
0

Wrath: Town Road Removal Limit (per year)

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.
This is a range option.

Accepted values:
Normal range: 1 - 100
0
25
0
0
0
0
0

Wrath: Terraform Limit (tiles per year)

How many terrain tiles you can terraform (raise/lower) per year before the God of Wackens notices. Each terraform action counts as one tile.
This is a range option.

Accepted values:
Normal range: 1 - 1000
0
25
0
0
0
0
0
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.
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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.
0
25
0
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).
25
0
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).
25
0
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).
25
0
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).
25
0
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).
25
0
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).
25
0
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).
25
0
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).
25
0
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).
25
0
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).
25
0
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.

Excluded 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.
This option cannot be modified here. Please edit your .yaml file manually.