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But I also generally try to avoid "loop" routes as a whole. I prefer linear routes the way that Netizen refers to, and then just have perpendicular "grids" of straight-ish lines. For very small towns, though, I might do a small circuit route just to prime the passenger transportation. Once the town grows enough, I'll replace that with linear-grid lines.
Thus, if you are setting up a route that takes a person from Point A to Point B efficiently, you'd also want to have a route that allows them to go back from Point B to Point A as efficiently, rather than having to go to Point C, D, E, before getting back to Point A.
So, either an A-B-C-D-C-B route or,
two routes that do A-B-C-D and D-C-B-A
I tend to do the former and have the line cross the city in as direct as a route as possible. Loops such as the later have the problem where if someone wants to go from B to D around a circle, you get paid as though they went direct, as opposed to the distance they spent on the bus, meaning you make less money and pay more in running costs for the time they spent on the bus.
When you understand the paths passengers take and how it affects your income/expenses you can setup local bus routes that will draw passengers and make a profit, rather than constantly running at a loss. Most players throw down lines as loss leaders in order to get people to their more profitable intercity routes, but not only can you do that, but you can also make those local lines profitable.
and go a-b-c-d-e-d-c-b-a. Is this a reasonable layout?
Once i will connect new cities i will try linear routes and i will see if i like them more or not :D So far i am fine with loop routes.
Btw can some of you post some example of "advanced" system of linear routes ? Ty
Depends on what others said, this solution is reasonable ;)