Easy mission 001
DefaultA generated mission in this difficulty tier. Its task and target are selected for the seed; later tiers depend on mission progress and vehicle access.

COMMUNITY INTEGRATION
Grow a transport company while the multiworld delivers your next vehicle licence. Generated missions, cargo-delivery ruins and a reward shop turn network building into an Archipelago journey through a dedicated OpenTTD fork.
Maintained by solida1987 / Solida Games, OpenTTD AP Team
Browse possible checks, rewards and settings. What appears in your game depends on your World options.
These 1,997 entries are checks that current options can generate across configurations, not one seed. The World reserves 1,000 shop and 1,000 star IDs, while its current pool formula reaches at most 858 shop checks or 429 stars. Defaults derive 174 checks: 89 missions, 30 shop purchases, 25 cargo ruins and 30 stars. Two vehicles are precollected; the remaining 97 vehicle licenses, 10 traps, 47 utilities and 20 speed boosts fill the default item pool. Mission tasks and shop stock vary by seed. The bundled setup guide says monthly profit, but the v2.2.3 World source defines yearly net profit over the last four completed quarters. No generated seed or game session was tested.
Actions and milestones that can send a check to your multiworld.
A generated mission in this difficulty tier. Its task and target are selected for the seed; later tiers depend on mission progress and vehicle access.
A generated mission in this difficulty tier. Its task and target are selected for the seed; later tiers depend on mission progress and vehicle access.
A generated mission in this difficulty tier. Its task and target are selected for the seed; later tiers depend on mission progress and vehicle access.
A generated mission in this difficulty tier. Its task and target are selected for the seed; later tiers depend on mission progress and vehicle access.
A generated mission in this difficulty tier. Its task and target are selected for the seed; later tiers depend on mission progress and vehicle access.
A generated mission in this difficulty tier. Its task and target are selected for the seed; later tiers depend on mission progress and vehicle access.
A generated mission in this difficulty tier. Its task and target are selected for the seed; later tiers depend on mission progress and vehicle access.
A generated mission in this difficulty tier. Its task and target are selected for the seed; later tiers depend on mission progress and vehicle access.
A generated mission in this difficulty tier. Its task and target are selected for the seed; later tiers depend on mission progress and vehicle access.
A generated mission in this difficulty tier. Its task and target are selected for the seed; later tiers depend on mission progress and vehicle access.
A generated mission in this difficulty tier. Its task and target are selected for the seed; later tiers depend on mission progress and vehicle access.
A generated mission in this difficulty tier. Its task and target are selected for the seed; later tiers depend on mission progress and vehicle access.
A generated mission in this difficulty tier. Its task and target are selected for the seed; later tiers depend on mission progress and vehicle access.
A generated mission in this difficulty tier. Its task and target are selected for the seed; later tiers depend on mission progress and vehicle access.
A generated mission in this difficulty tier. Its task and target are selected for the seed; later tiers depend on mission progress and vehicle access.
A generated mission in this difficulty tier. Its task and target are selected for the seed; later tiers depend on mission progress and vehicle access.
A generated mission in this difficulty tier. Its task and target are selected for the seed; later tiers depend on mission progress and vehicle access.
A generated mission in this difficulty tier. Its task and target are selected for the seed; later tiers depend on mission progress and vehicle access.
A generated mission in this difficulty tier. Its task and target are selected for the seed; later tiers depend on mission progress and vehicle access.
A generated mission in this difficulty tier. Its task and target are selected for the seed; later tiers depend on mission progress and vehicle access.
Each player runs a separate company in a separate local game connected to the Archipelago room. Optional DeathLink sends vehicle crashes to the multiworld and is off by default. This is not support for several companies sharing one networked OpenTTD game; keep the external client connected for exchanges.