Made a few tweaks. This slider settings stuff is interesting to mess with. At high building densities for the city itself, it doesn't seem to matter much how low you set a particular industry as long as it's more than 0. Settings of anywhere from 1% to 10% or so seem to produce much the same results in the new Riga, with 3 each of various industries being generated at times, with only 1 or 2 being generated at other times. I think the solution will be to simply set some more industries to 0 in Riga itself, and let them be picked up by Exportosta or maybe Salaspils. So I might leave the Dairy Processor and Brewery active in Riga, and only have the Tool & Die active in Exportosta. Could also reduce initial density in Riga a bit and boost Exportosta to compensate. Just a matter of loading a couple of dozen seeds to see what happens.
Fixed a bug with the ports at Klaipeda too. Although Klaipeda was set to use its own unique port recipe, when it seeded a second port it would always use the Riga recipe for it. No idea why it did this, but it did.
If it seeded a third port, which it did fairly often due to the coast there matching the economic grid perfectly, the third port would be back to having the correct Klaipeda recipe. I've turned the port slider way down so it doesn't spit out three ports so often, so hopefully that part will behave.
With the second port using the Riga recipe, I figured the way to fix it would be to make a new port recipe for Riga, using the last port on the list (#12), and then set the old Riga port recipe, renamed "Klaipeda port alt", to be the same as the original Klaipeda port. Klaipeda now seeds Klaipeda ports, and Riga still seeds Riga ports. This is good. Since Klaipeda always seeds the second one as "alt", there is scope for introducing a bit of variety there if there seems to be any benefit in it.
The new Lithuania event has been added. You still get the 30% reduction in load/unload times at Lithuanian stations. That's automatic once you satisfy the connection criteria. The new event that has been added after that gives you 4 choices:
1/ +30% pulling power, for +10% purchase price.
2/ +1 level reliability, for +10% purchase price.
3/ Both improvements, for +20% purchase price.
4/ None of the above. Price stays the same.
Estonia events have been revamped so that the pax production is down to 60% for Latvia, but is up to 120% for Estonia. The latter is now uniform across Estonia, with no extra cargo boost for Saaremaa. These events also now give an automatic 20% reduction in load/unload times for Estonia, and 10% reduction in load/unload times for Latvia. The pax production increase no longer applies to Lithuania, Poland or Russia. I think events are all done now.
Next big thing on the list is fixing bodgey rivers.
I really do not like RT3's terrain modification tools.
They are as rough as hessian underpants, and the lack of any undo button is an especially sadistic touch. Nice of them to add
that on top of the almost uncontrollable tools. However, I had a crack at it last night on a test copy of the map, and after practicing (and swearing) a lot I think I can now get them all sorted in one night. That would be great, because then it would be at the stage of only needing minor slider tweaking, new terrain painting, and trees. Then I can call it done.
Oh yeah I figured something out about terrain painting. Trees are important to give the right feel to a place (must make Australian tree pack sometime...) and RT3 has a limited range, so you have to pick the best match for the region in question. That means terrain painting should come
after trees, because it has to match the trees. I was thinking terrain painting first, add trees last, but on reflection that's not going to be the best way of doing it.
So, sort out trees first, then get a .bmp together that ticks all the other boxes and matches the trees as best it can (much photoshoppery coming up) and
then do the final terrain touch-ups. From a bit of quick testing, it looks like using the splatter option for mixing textures will be best in forested areas. It gives a good effect, like deep shade/dappled shade/intermittent light patches.