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Price is calculated per km
The Longer the distance between the station's (in an straight line) the more money you get.
But it also takes Longer :p
Using waypoint's to make an longer route wont give you more money.
It makes less because of the running Costs.
One more thing. Will the game keep track of where the cargo came from when calculating distance? What if I take stone from a train, put it on a ship, then truck it to the final destination? Will it know to pay me from the stone quarry to the brick factory or will it only pay me for the short trip from the truck to the factory?
I started to connect all 8 cities on the map to make it realistic. In real life its normal for freight trains to use the main line. I ought to then have transported wood by truck to city freight station and then transport it from there by train. But not using the realistic there. But much easier to hook up new station from wood or sawmill to mainline once built instead of having a lot of lines crossing each other all over.
I play on large 2:1 map with medium cities and industry.
Well it calculates the station's.
So if you, Lets say, have an Saw mill and forest next to eachother..
You could make an line from an forest to the other side of the map drop the cargo off.
And let an other line take it to the Saw Mill.
And you get paid for the hole ride 😂
If you create a zig-zagging route or set of lines, where you load on Line 1 at Truck station A, haul it to Truck Station B, then load on Line 2 at Truck Station B and bring the cargo back the other direction to Truck Station C, etc, you get paid for each segment of the trip.
If passengers or cargo have to take a particularly windy or curvy route from Point A to Point B, I'll setup some transfer stations along the curve so that I'm getting paid relative to the route being taken as opposed to them getting the 'shortcut discount'.
Edit : ignore this part, i'm wrong --> You do not get paid for "backtracking" tough. So if you take stuff to a central hub that happens to put the resources further away than it was previously, you will not be paid for this trip but will get paid again for the next time you get the resource closer to it's destination.
Edit: wait what SB, so it would be possible to have a resource cross the whole max 50 times before geting to the final destination and be paid for each trip???
Interesting... I've never seen this stated before.
It's entirely possible to set up a route where assuming stops are in A-B-C order you can load cargo at A, take the cargo all the way to C, unload it, load it onto a second line at C and haul it back in the direction of A but drop it off at B. You get paid for both A-C and C-B.
Here is an example:
https://steamcommunity.com/sharedfiles/filedetails/?id=1970221606
I have a Forest to Saw Mill line (blue) that hauls Logs in one direction and then the planks back the other direction. I then run Planks from the forest to the harbor (red line) where I cross the river, and unload at the harbor transfer hub. The planks then get loaded on another line (yellow) back along the other side of the river toward a Tools factory that's not that far across
Sure, I could have built a bridge between the Forest and the Tools Factory and cut the distance, but chose to use my existing infrastructure at the harbor instead where the bridge already existed. As can be seen, I'm getting paid for both trips, and both planks lines are profitable. The second Planks line also happens to be hauling Tools back the other direction to be transported where required.
The point being, when a straight line between A and B is not possible, setup a transfer point that turns the trip into two segments and get paid appropriately. Usually that transfer point can be utilized for additional purposes such as bringing in other products and redirecting them where required.
Re-check the SBgaming's post. With s-shot, it explains a lot.
Wrap it around >>
Due to higher budget of each unit, units could travel further therfore TpF2 is even more exploitable than TpF1.
And really I hope developers will realize it too one day and correct it.
It would really not be hard to change this mechanic (I would prefer for instance paying only when goods arrive at destination and share the income between the lines) and it would have really zero impact on performance.
Of course if ever developers would give a damn to the economic model they could as well change the ridiculous pricing (is it still based on theoretical max speed?), maintenance and running costs (I'm happy they introduced maintenance for infrastructure, but running costs should rise with vehicle age) and require complete chains (it really puzzles me why they dumbed down the game by allowing infinite supply of intermediate products).
Yeh it's abit weird how this works.. they should maybe.. not really a suggestion devs.. ignore this..please..
But factor in your profits into the cost of the items sold. ie make the customers pick up the tab for the goods they buy.. might suddenly find city demands plummeting.. I'd not buy a toilet for 150 million.. of anyones money.
Just because I'm sending stone via russian aircraft across half the map.. shouldn't give me millions in revenues.. stone should only be worth x amount. And profits should be a mix of value - distance, maintenance etc.. that said, in early game, the rewards are horrible. The issue seems to be mostly with end goods profits and profits from aircraft, ships etc.