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https://steamcommunity.com/sharedfiles/filedetails/?id=1965903297
It does but only insofar as that capacity limits the number of goods that can be shipped to a customer.
The game is modelling a sellers market in this situation. The factory can sell to whomsoever it pleases, you profits and concerns are irrelevant to it, you are simply the for hire wagon guy. Just like IRL.
The answer from your point of view depends largely on your financial situation and your own goals in the game. But you will notice that the total demand for goods you are dealing with here is 623 which means this factory cannot fulfil it on it's own. The optimal solution therefore is to stop worrying about the split between these lines and start worrying about how to bring a second goods factory online after maxing out this one at 400, or even before.
This is a thematic explanation that makes sense until the factory starts allocating so much to the first line that the platform is always at capacity and production is being lost, while the second line is still getting just a tiny trickle of goods. Which is a thing that totally happens. The game really does need to account for factors other than demand, because the way that logistics allocation currently works leads to some nonsensical situations. At the very least, the algorithm should understand that it can't sell more goods than the network can transport.
The game logic for production is that with multiple sources of demand, production gets evenly distributed between them. A factory by default settings can only have 400 production maximum, and by having 2 destinations you are splitting that in half - each city is going to be sent about half of that. You can verify this yourself by selecting the factory ingame and looking at the destinations tab - it shows you directly where the produced goods have been allocated.
The phenomenon you are witnessing is because your truck route does not have enough rate capacity to deliver that part of this evenly split allocation. To be clear - the game does not look at your current routes' rate capacities (which are often in flux due to several variables) when determining destination allocation. Earlier on, when towns are small and demand amounts are most often much smaller than the split allocation amounts, this doesn't yet factor in - it's when cities grow to the point that total demand connected to that factory by your transportation network outstrips that factory's maximum production.
If you are wanting to focus your production on the big city which has a demand level already very close to the default production rate cap for a single factory, you will have to decide from some options:
- source the smaller city's demand from another production source (wherein your furthest point of progress in your game will be when you have no more production sources to add and thereby further grow your cities; having new industries spawn in with a set target industry level can help even this out if you want longer games, and you can enable that option when loading a current save - there is also a industry-per-km setting that may be worth looking into tweaking yourself)
- artificially handicap the coverage of your delivery points in each city to be about 200 (more trouble than it's worth imo, this is always changing because of how cities dynamically grow and change and overly complicates your transport network situation)
- use dev tools/a workshop mod to increase the maximum production cap of factories (fundamentally changes the shape of the 'transportation network puzzle' you are intended to solve and will naturally greatly lengthen the distance to your furthest point of progress)
Then shippers that grow could also request greater contract amounts, causing you to put more trains on the line or upgrade to higher capacity boxcars, etc.
But if you don't want to serve certain cargoes, you just don't say yes to the contract. As it is right now, if you're not careful with the line filters, you might set up a line to haul coal but then the stone quarry sees you can carry his stuff and starts dumping them in your station too, and then your coal trains start carrying more stone and the steel mill gets choked off so your steel trains run empty... Without discrete contracts, your transport company is treated kind of like a public utility that anybody can jump on and use.
I play with industry mods to add lots of cargo types, and it's rather cumbersome to use filters to keep control of who carries what.
Some kind of contract system might be neat to try, but I think I do prefer a style more in the Railroad Tycoon 2 fashion.