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Due to random fluctuations you may need more then 10 industries per town if you have few towns or else risk not having enough of a critical industry.
With 27 towns you might be OK with 8 industries per town.
https://steamcommunity.com/sharedfiles/filedetails/?id=1970151023
It changes all industries so that they have a base of 100 units of production, and like Transport Fever, are able to upgrade over time. The biggest gameplay change is that a Coal/Iron Ore Mine, Forest and Oil Wells won't pump out more than 100 units of raw resources until they upgrade, which probably won't take very long, and until you get the intermediary factories to upgrade, you'll have a fraction of the resources available to transport compared to the base game, meaning completing cargo chains can unlock larger production numbers.
The mod maxes out industries at 6400 units of production, so 1 Food Processor in the mod at max production can output the equivalent production of 16 Transport Fever 2 Food Processors.
Note: You'll also need half the number of Farms since Farms will also cap out at 6400 as opposed to the 200 in TF2.
If I was going to tweak this mod, it would be to cap out the industries at 1600 units as in the previous game.
Not my mod. The thanks should go to SoftwareSimian ;)
With that said, I would tweak the base production of some industries to start at 50 units, rather than the 100, and put the maximum cap at around 3200. It allows you to transport some quantity without having to complete the chain, but if you want more output, you have to move the products along. It's just too easy in 1850 to setup a line hauling 400 units of logs to a Sawmill without having to do anything more with them, and it becomes insanely profitable to then ship the 200 units of planks onwards to a Tools Factory.
- Construction Materials is a two-industry chain - 1 Quarry => 1 Construction Materials Plant
- Fuel is a four-industry chain - 2 Oil Wells => 1 Oil Refinery => 1 Fuel Refinery
- Machines is a nine-industry chain - (2 Iron Mines + 2 Coal Mines => 1 Steel Mill) + (2 Forests => 1 Sawmill) => 1 Machines Factory
- Tools is a four-industry chain - 2 Forests => 1 Sawmill => 1 Tools Factory
- Food is a five-industry chain - 4 Farms => 1 Food Processing Plant
- Goods is a ten-industry chain - (2 Iron Mines + 2 Coal Mines => 1 Steel Mill) + (2 Oil Wells => 1 Oil Refinery => 1 Chemical Plant) => 1 Goods Factory
The 34 industries per 3 cities (or ~11 industries per city) figures given by Autocoach and mgb are about right if the numbers of cities demanding each end product are roughly equal (normal with random maps) and you expect 1 end-product producer to feed 1 city (reasonable with 27 cities on the map since they'll probably all get fairly large and there'll probably be enough cities too large to be fully supplied by a single end-product factory to use up excess output from factories supplying any towns that have remained small enough to not demand full production). On the other hand, if you're setting the product requirements manually - either while creating a custom map or by running the sandbox mod - then you could require as few as 6 or as many as 19 industries per city under the one-end-product-producer-per-city rule. If you expect the cities to get large enough, you could double those numbers; if you expect the cities to remain relatively small or are willing to split output between or not supply some cities, you might get away with less than that.
That’s how I found this thread.
Because it seems the only sensible option for a long-term game is to play on a custom-made map.
Therefore my question: when you are talking about “industry” and the number of industries per city, what exactly do you refer to? The end-product industries or raw mats+intermediate+end product? In other words, what does “11 industries per city” mean? I want maximum 4 demands per city, and let’s say it will be 4 cities on a medium size map. What exactly should I place?
A city starts with 2 demands so I need to figure out what I might eventually need to satisfy the future demands. Isn’t it fair to assume that I need to place at least each of the existing end-product industries plus their chains (like, four farms and a food plant) for each of my four cities (4 food plants and 16 farms total) even if it’s only 4 demands, not 6? That means 24 end-product factories and a gazillion of raw material and intermediate ones (haven’t calculated how many yet) to supply them. That’s a far cry from “11 industries per city” if you mean all kinds of industries, and bewildering if you mean 11 end-product industries per city. Would I be able to place so many on a medium-size map?
Thanks in advance.
This has since changed, due to the implementation of random industry spawning and despawning, and increased demands per town as they grow.
Yes, there may be issues doing a full EPEC if the number of towns is high, with only the industries present in the map + the ones spawned by the AI. If EPEC is your thing, you might want to keep the number of towns lower.
As for the placement, you can always place your own with Sandbox, if the random placement is not to your liking, or to supplant the ones that are already in the map, for an EPEC run.
What I would really like to see is at least a description of someone’s UNMODDED game with the end-game cities — how many, how big, how well satisfied, when started (preferably in 1850), speed, starting money (preferably a few mil, borrowed)… basic stuff like that. I tried to watch some videos but the moment the author shows the list of mods I turn the video off. Mods are a no go zone for me.