Guide

Travel fares

What getting to an event and back costs goes by how far the venue is from where the player lives (the country they live in, which is not always their nationality). A pub night round the corner, an open across the country, an open in the country next door, a sea crossing and a flight to another continent are different steps, each with its own fare and its own cost of a night away.

Everything is in data/travel.json: one settings object (or an array of them). Every field is optional: a field you leave out keeps what the packs before yours gave. Records apply in load order, later fields winning: per step for steps, per pair for pairs and continents; groups is replaced whole, because its order decides. A career copies the fares at its start and keeps them; a save from before they existed is given the installed packs'.

The bill#

(fare + perDay × nights) × the travel class's cost × (1 − what your staff save), in whole pounds.

  • The fare and perDay are the step's.
  • Nights are the event's days, at least one and at most economy.travel.maxNights of the career rules. An event tagged local or dayTrip has no night; one tagged homeClub, or played online, costs nothing at all.
  • The travel classes (budget, standard, comfort) are in the career rules too.

The core pack's steps#

StepHowFareA nightWhat it is
localroad1545A pub or club in the country you live in
countryrail6045Any other venue in the country you live in
neighbourrail7545A country you reach overland: England, Scotland and Wales; Northern Ireland and Ireland; the near Continent
farrail12045 a far part of a country with regions (in Scotland, Glasgow to the Highlands); in the United States, Canada and Australia a flight at 300 and 110 a night
crossingferry15060A short sea crossing: Great Britain and Ireland to each other; Australia and New Zealand
short-seaferry15060Great Britain and Ireland to the Netherlands, Belgium and France: the same fare, but a move of house there is a move abroad
distantflight280110 two parts of a country 1,500 to 3,000 km apart (by their centres); in the United States, Canada and Australia 420 and 120 a night
cross-countryflight280110 two parts of a country 3,000 to 4,500 km apart; in the United States, Canada and Australia 520 and 120 a night
remoteflight280110 between a remote part of a country (Alaska) and any other part, and two parts more than 4,500 km apart; in the United States, Canada and Australia 650 and 130 a night
continentflight280110Anywhere else on your continent
long-haulflight700110Another continent
far-haulflight1,100110Europe and Oceania

How a journey finds its step#

In this order:

  1. The venue is in the country you live in: sameCountry. In a country with regions, when the venue says its region and the career knows the part it lives in, the same part is the step small whatever the venue, a part the nation lists as near (either way) is other (a pub or club night there, a venue whose kind is one of smallKinds, is nearSmall when the rules give it:), and any other part is far (default other); between a part marked remote and any other it is remote (default far). When both parts give a centre and the rules have bands, two different parts go by the distance between their centres instead of near: the first band whose upTo (km) covers it gives the step, and beyond the last band it is remote. The core's bands: up to 600 km country, 1,500 far, 3,000 distant, 4,500 cross-country. Otherwise a venue whose kind is one of smallKinds is the step small and any other venue other.
  2. An exact pair: pairs names two countries (either way) and their step.
  3. A group: the first entry of groups that holds both countries. Put the nearer step's groups first.
  4. Two continents: continents names two continents (the nation records' continent) and their step. Name the same continent twice for journeys inside it.
  5. The same continent, or a country whose continent nobody gave: sameContinent.
  6. Anywhere else: otherwise.

A step is the same both ways. from then gives journeys that start in some countries their own figures for a step: in the core pack a journey inside the United States, Canada or Australia is a long drive (120 and 60 a night), not a train.

{
  "id": "acme.travel",
  "steps": [{ "id": "tunnel", "mode": "rail", "fare": 110, "perDay": 60, "move": "region" }],
  "pairs": [{ "from": "ENG", "to": "FRA", "step": "tunnel" }],
  "from": [{ "nations": ["NOR"], "steps": [{ "step": "country", "mode": "flight", "fare": 140 }] }]
}
FieldMeaning
steps[].idThe step's short name (lowercase letters, digits and dashes). A step with an id the packs already have replaces it
steps[].modeHow you travel. The Finances page words the fare by the text home.finances.trip.<mode> (the game has road, rail, ferry and flight); a mode of your own needs that text in your locale files, or the line reads "Travel to …"
steps[].fareThere and back
steps[].perDayEach night away: the hotel and meals
steps[].moveWhat a move of house over this distance counts as: country, region or abroad. The housing market moved to has an arrival cost for each (arrivalCosts)
sameCountry.small, .other, .smallKindsThe two steps inside a country, and the venue kinds that count as small (the core's: pub, club)
sameCountry.far the step to a far part of a country with regions (the core's: far; default other)
sameCountry.remote the step between a remote part and any other part of the country (the core's: remote; default the far step)
sameCountry.nearSmall a pub or club night (a smallKinds venue) in a part next to yours, or within the first band where both parts give a centre (the core's: local; default as any other venue there)
sameCountry.bands[] upTo (km between two parts' centres) and step, nearest first. Without bands, or when a part gives no centre, near and far decide
pairs[]from, to (nation codes) and step
groups[]step and nations (two or more nation codes)
homeGroups[]Lists of nation codes between which a trip is not shown as abroad (the core's: England, Scotland, Wales, Northern Ireland and Ireland). The trip still costs what its step says. Each pack's lists are added to the ones before
continents[]between (two continent names) and step
sameContinent, otherwiseThe steps of rules 5 and 6
from[]nations, and steps: for each, the step and any of mode, fare, perDay. A later entry wins field by field
moveFaresThe fare of a move of house is the journey's fare times this (the core's: 2)

Who travels to what#

Computer players have no bank, so the fares decide for them through appeal: how much a trip abroad is worth making.

appeal = (the event's first prize / (the trip's cost x times)) ^ power, never over 1 and never under floor. The trip's cost is the journey's fare and its nights at the standard class; times is by the player's tier ("1" to "5"). In words: a player goes abroad for an event whose first prize is at least times the cost of getting there, and is less and less likely to below that. A star needs a far bigger prize to leave home than a club player.

"appeal": { "times": { "1": 40, "2": 20, "3": 8, "4": 4, "5": 3 }, "power": 1, "floor": 0.02, "never": 0.05, "autoplay": 0.5 }
FieldMeaning
timesBy the player's tier: the first prize must be this many times the trip's cost for the trip to be fully worth it. A tier left out always travels
power1: half the prize, half as likely. Higher: the fall is steeper
floorThe least an appeal can be
neverUnder this a player does not come at all. An open event that nobody near can fill then plays with the field it has, with byes
autoplayA career played by the computer (holidays, simulations) does not enter an event abroad whose appeal for the player is under this
  • It weighs the draw of open events (a player's chance of turning up is multiplied by the appeal). Events entered by ranking, invitation or Tour Card are not drawn and are not affected.
  • In the country a player lives in the appeal is always 1.
  • A step up is worth any journey: an event that feeds another (qualifies) and a qualifying school (the tag qschool), whatever they pay.
  • A record that gives appeal gives the whole block. Content with no appeal at all: everyone travels everywhere, as if fares did not exist.

Adding a country#

A new country needs nothing here to work: it is on its continent, so its journeys are continent or long-haul. Add it to a group (give the whole groups list) or name pairs to bring its neighbours nearer, and add a from entry if getting about inside it is not a train ride.

What the loader checks#

  • a step named by sameCountry, a pair, a group, a continent rule, sameContinent, otherwise or from that no record defines (that journey costs nothing);
  • a step listed twice in one record;
  • a nation code that is not a nation of the content;
  • no steps at all, or nothing for journeys inside a country or beyond every pair and group.

Each is a warning on the pack that owns the record; the pack still loads.

Workload has its own measure of distance (areas, continents and jet lag): see Travel load and burnout.

Written for Darts Player Simulator 0.50.32. Built from the game's own schemas and its base pack.