Prices - [EBPEdit Help Contents]

To customize your map's monetary values, such as winning cash and building costs, plus miscellaneous items, choose the Edit, Prices and Misc pull down menu. Remember that users can override most of your settings when they play the game.

To change a value, double click on it. Most are self explanatory.

WINMAJOR

Set to the number of big cities a player's network must connect in order to meet victory conditions. You can use a value of -1 to express "1 fewer than the number of big cities on the map".

WINMUST

If as a victory condition one particular city must be served by the player's network, enter the text name of that city. If as a victory condition one of any number of cities or mileposts must be served, create a list of those mileposts as a Drawing Group, then for WinMust enter the name you assigned that Drawing Group surrounded by semicolons. Example: if your Drawing Group is named Victory, you should set WinMust to ;Victory;.

MAXBUILDPERTURN

Set this to the maximum amount of money each player may spend per turn building track and upgrading locomotives.

BIGBUILDOUTS

Set to the maximum number of times per turn each player is permitted to build track out from a big city. This must be a value greater than 0, and is usually 2.

COASTLINECROSS

Set to a value of 1 if players are allowed to build across ocean coastline, 0 otherwise.

SMOOTHRIVER (deprecated)

For backward compatibility with older EBP versions, set SmoothRiver to a value of 1 to tell EBP to draw rivers and coastlines without adding jagged detail like it does otherwise. To translate a SmoothRiver setting of 0 to the new form below, set JaggyDraw to 112; to translate SmoothRiver=1 set JaggyDraw to 0.

JAGGYDRAW (replacement for SmoothRiver starting EBP version 1.6.26)

Determines which map drawing elements contain jagged extra detail. To make a particular element appear more jagged, sum its value from this list: 2) Green Line, 4) Barrier, 8) Yellow Line, 16) Rivers, 32) Lakes, 64) Ocean Coastline. Example: to make rivers, lakes and ocean coastline draw with extra detail, set JaggyDraw to 112, which is 16+32+64. The setting also impacts these drawing elements for map printing.

EVENTINVOKE

Set to the number of the Event you wish to invoke automatically when a match starts. This feature requires players to be using EBP version 1.6.13 or newer.

EVENTSPAN

Set to a value of 1 if you wish event distances to span ferries and teleports.

REBUILDBRIDGES

Set to a value of 1 if you wish to permit a player a one-turn, exclusive opportunity to rebuild a bridge destroyed by a flood event. This prevents an opponent from building that track segment before its original builder has had one turn to rebuild after the event ends. Requires EBP version 2.0.7 or newer, where user can override the map's default settings via Game Options; in earlier versions, the RebuildBridges feature is not available, and the map's RebuildBridges value will be ignored.

REBUILDALL

This operates the same as RebuildBridges described above, except it applies to all track segments destroyed by events, not just bridges destroyed by flooding. Sandstorms, for example, sometimes destroy track.

WATERMOVE

This is the added amount of movement units required over the usual 1 to move to a water milepost during game play.

PILGRIMS

Set this to the maximum number of Pilgrims each player may carry onboard at a given time. If Pilgrims are not used, set to 0.

PILGRIMSLOAD

If you wish to call Pilgrims (the default name) something else, such as Commuters, specify the name of that load in PilgrimsLoad. The name must be an exact match of that of an existing load. During game play, this feature is available starting in EBP version 1.7.13.

PILGRIMSFROM

Set this to a list of Regions that supply Pilgrims at their small and medium cities. For example, if you have assigned various map mileposts to Regions C, J and P, then if Pilgrims are available within Regions C and J you would set PilgrimRegions to CJ.

PILGRIMSTO

Set this to a list of Regions that accept deliveries at their big cities of Pilgrims from other regions. For example, if you have assigned various map mileposts to Regions C, J and P, then if Pilgrims are accepted at big cities of Regions C and J you would set PilgrimRegions to CJ.

XSPOTLOAD

Enter the name of the Load type to be generated at game time when a player builds track to a plain (normal) xspot milepost. Leave blank if the map has no xspot mileposts.

XSPOTDESERTLOAD

Enter the name of the Load type to be generated at game time when a player builds track to a desert xspot milepost.

XSPOTWATERLOAD

Enter the name of the Load type to be generated at game time when a player builds track to a water/snow xspot milepost.

TUNNELBUILDMIN

Set this to the minimum locomotive needed by a player to be allowed to build to a tunnel milepost (-1 = slow freight, 0 = freight, 1= heavy freight, 2= fast freight, 3 = super freight). If you create custom locomotives, the value to employ should be its slot number less 1.

TUNNELMOVEMIN

Set this to the minimum locomotive needed by a player to be allowed to move to a tunnel milepost (-1 = slow freight, 0 = freight, 1= heavy freight, 2= fast freight, 3 = super freight). If you create custom locomotives, the value to employ should be its slot number less 1.

TRACKSTYLE

When set to 1, EBP will display players' track with crossties, giving the appearance of railroad track. When set to 0, EBP omits the crossties.

PBEMCORNER

Specify the corner of the map in which at game time of a Play by email match EBP should initially display the Pbem icon. Use BR for bottom right (the default), BL for bottom left, TL for top left and TR for top right. The EBP user can right click on the Pbem icon and move it to a different corner.

STAREFFECT

Set to 0 unless you wish matches to begin with one or more event effects active at star mileposts. For each such effect, set StarEffect to the sums of power of 2 of the effect number. For example, to activate StarCost (which is effect 1), set StarEffect to 2, which is 2 to the power of 1. To activate train stoppage at star mps (effect 3), set StarEffect to 8 (which is 2^3). To enable both, set StarEffect to 10 (their sum).

CASHCHAR

Specify the number (32 to 255) of the ASCII character number to employ as the monetary symbol. For example, enter 36 for $, or 163 for £ (British pound). Note: the user can choose the text font to employ in the game. Some text fonts may not have all monetary symbols available, so your special symbol might not be visible to the user.

xxxCOST

Terrain types with "cost" in their name, such as NormalCost and MoutainCost are the costs to build to a milepost of that type of terrain. These costs typically range from 1 to 5. To create a terrain type that is free to build to, set its cost to 0. Negative cost values are not allowed.

xxxPLUS

Items with "plus" in their name, such as "CityPlus", reflect the added cost of building over and above the usual cost of building to the milepost. Though you can set xxxPlus to negative values, the resulting total build cost to such a milepost must be at least 1. For example, if otherwise using default prices, you may set WaterPlus to -2 only if your map's water mileposts are cities or alpines or other places that for building purposes normally cost 3 or more before the "discount" of -2 WaterPlus is applied.

JUNGLEMAX

Set this to the maximum number of jungle type mileposts to which the user is allowed to build each turn. Set to 0 for no limit.

FREEMAX

Set this to the maximum number of free mileposts (those with a build cost of 0) to which the user is allowed to build each turn. Set to 0 for no limit. Placing a limit prevents one player from building all the free track segments in one turn.

YELLOW AND GREEN

The prices you set here is the added build cost to cross the respective color lines. To set a fee levied on trains that move across the yellow or green lines, use the "Pay to Cross" feature described with Events.