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This would of course work, allthough I always find greater joy in a challenge that is given to me instead of ones were I make my own life difficult^^
The train upkeep isn't also covering the upkeep cost of the tracks, stations, signals etc (which it certainly seemed to do in 1). They're all billed separately.
Also, buying new trains seems to be a lot more expensive than it was in TpF1. (though that might be a combination of faulty memory and reduced skill at earning money early)
Well, I started my very first game on hard, 1850, water maxed, mountains maxed, and I do not know what to with all the money I earn - due to slow function still in steam age...but there wasn't a single period were I ran into financial problems.
Probably the game needs an ULTRA HARD difficulty setting with increased costs, and also an hoverhaul of the vehicle maintenance dynamics, that currently simply doesn't work.
On highest difficulty, the train is running in one direction full with 280 logs and returns 50% filled with 140 planks, (not even full 100% of the time) the rest is done by trucks.
https://steamcommunity.com/sharedfiles/filedetails/?id=1941566781
It earns over 13mil in a three year period while costing ~5mil over the same period. This is my very first route, and I upgraded three times. Had a starter loco with 12 cars, the general with 25 and the baldwin with 40. Just seems too much, and really no challenge.
You're right about this of course. It is easy. Too easy? That's not such a simple question IMHO. I'd make three points about this subject.
1. The game suffers from "Golden Route" syndrome"
The two golden routes are logs->planks->tools and crude->oil->fuel. In both cases it's almost always possible to make a long route with wagons fully loaded both ways leading to ultra-profits. This makes the game one dimensional. There is literally no point in starting with any other type of route and once you have them in place you are rolling in so much money that it is impossible to spend it faster than you make it on normal speed.
However, because most cargo routes have to run empty one way (until late game where you may be able to construct complex cargo systems capable of running more trains full in both directions) it is necessary for transport fees and maintenance to be set such that full out/empty back delivers a reasonable profit. Which of course is what directly leads to the ultra-profits from the two "golden" routes.
This is not the only game to suffer from this - there was a space transport game released recently that also had this golden route problem. I don't know why these games are designed like this.
The solution is blindingly obvious:
a) You should be able to invest in a shunting yard at cargo stations enabling you to change consist mid-route, and
b) Train transport fees should be more or less halved.
2. Any sandbox financial sim game like this has a hard->easy tipping point. (non-sandbox games can screw you with out of the blue events, story related stuff, scary monsters etc)
TF1 was harder than TF2 financially. Or was it? In fact it wasn't harder, it just took longer to grind up decent profits. But the point is once you had slogged through the early game grind
to a make decent profits (and there is always a way to do it otherwise it wouldn't be a game, you would lose by definition) the game then became just as easy. There was a tipping point where you were making so much money that money was no longer an object as such. Just like TF2 but it just took longer.
3. TF2 is attempting to shift the challenge from early game grind to late game squeeze.
By making it much more difficult to deliver goods to all cities and by using emissions to constrain city growth (unless the player pays through the nose for increased maintenance) the game is trying to make city growth , as opposed to raw profit, the main goal and challenge of the game (outside of just building an uber model railway of course).
I would say in principle this a reasonable idea for addressing the tipping point problem but for me it's too early to tell if this idea works well, sort of works or doesn't work at all. The jury is still out.
I life the 2 cargo->city system, the emissions, the modular stations, cargo air new game play...but.. they ruined core game play by making the economy too easy.
Bottom line where Urban Games missed the mark is they tried to replace increasing with age operating costs with "emissions->bad condition". This was a very poor design decision by the Urban Games. Urban Game should have left increasing operating costs in the game, but added emissions penalties on top.
In addition to the above and a core problem with TF1 also: There needs to be increased maintenance costs based on tech progression. Paying the same amount of $ per year for tracks build in 1850 vs tracks built in 1950 is not realistic.
I think they are on the right tracks to solve this, but didn't go all the way:
1. You are now limited by the 2:1 production relation, meaning that one way will be half empty (Oil is the only one where they seem to have forgotten - or left one oppurtunity deliberately)
2. To a certain limit Industries will take input without having to complete the full industry chain -> which means if this is limited correctly you could go 100% full on any route in the early game, but not/only on very weak routes in mid and late game
3. Cities don't take everything anymore, which means you will not find as many perfect/golden routes as in TPF1
-> If this was balanced correctly, even the golden routes could be treated as standard and made to turn just enough profit to keep the game going. So players on hard difficulty would be forced to focus on the golden routes and discard most others (except for supplying/enabling other golden routes) In early game this would mean filling open capacities with raw materials carried to open end industry chains, and in later stages players would be forced to make more and more complex networks, thereby be forced to grow not only in routes but also in complexity and thereby more and more challenging management gameplay (while smaller gaps could still be filled with open end chains).
This is why I think for a real hard-mode, running costs could just be increased by (probably) close to 100%
In additional the fixed E/M and H there are time adjustments (from stop to x4) as well as map adjustments.
I personally dislike the extra cash as this means I have to choose an extreme map full of problems to maximise the challenge. This turns it into a puzzle game. Once I have 2 -3 "golden" lines, then its paint by number as the cash rolls in. Problems can be solved by throwing money at them. But hard mode on x4 with max industries and max towns would still be a challenge as the time will fly by and you will struggle to keep up with the tech.
In Tpf I would have a revenue of 5M by 1860 and could double that every 10 years.
In Tpf2 on normal speed this would be at least 10M and you could quadruple it every 10. On x 4 though.........
I personally would prefer a system that incorporates the goods into the building process. So in order for cities to grow they need con mats and workers, workers need extra food......
Steel works making rail and workshop items for trains. Placing build orders for trains and they are produced on the basis of how well you feed them. ....
Other food..Fisheries.....fish works, fish and fish oil..
Maybe TpF4
But I still love TpF 1 for what it is. Havent played enough TpF2 to judge it yet.
That would really be something...but thats more a city sim than a transport sim...the only game I know that does that to the extreme is Workers&Ressources, and that can be in a way quite frustrating - because you are bound to make a mistake somewhere^^
Doesn't have to be though. You don't own the workshops. They just create demand. If you feed it you get time/cash discounts. It could have production levels to and a warehouse stock. You could "import" if you don't want to wait and pay the full price as well.
Problem is there are a lot of forests and oil wells usually scattered all over the place and you just need one (later two) near the saw mill or oil refinery to double the the input of logs/crude for them therefore creating full loads in both directions, e.g......
Forest-----Tool Factory----------------------------------------------------------------------Saw Mill-----Forest
... and the forest-sawmill-tool factory run makes millions. Same difference for oil.