Transport Fever 2

Transport Fever 2

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Daddy Kon Jan 15, 2020 @ 10:34pm
Does Distance matter ?
Do you make more money the farther the trip?


Thank you.
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Showing 1-15 of 50 comments
AlwaysRM Jan 15, 2020 @ 10:46pm 
Well yes.
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.
Martin Jan 15, 2020 @ 10:55pm 
Yeh, money is calculated on a "as the crow flies" straight line from the ind to the city/ind resources goto. So for example, if you have 2 farms near a city and a food processor on other side of it, you're better going from the further away farm, to the food processor, then from the further farm to the city with food. Then send grain from the nearer farm to the first farm on a short trip later on to increase the routes amounts of food.
Daddy Kon Jan 15, 2020 @ 11:07pm 
Thanks guys.

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?
B4mdk Jan 15, 2020 @ 11:08pm 
Yes. I made one freight hub and transport wood to there. Then wood from hub to sawmill, even though wood and sawmill might be close to each other. I am trying to use only this one hub. It takes a lot of tracks and management to figure out to run perfect. It runs super now and lots of money.

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.
AlwaysRM Jan 15, 2020 @ 11:15pm 
Originally posted by Daddy Kon:
Thanks guys.

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?

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 😂
SBGaming Jan 15, 2020 @ 11:16pm 
You get paid the straight-line distance between where cargo gets on and gets off a vehicle, NOT where cargo originates to where it's consumed.

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'.
Seftak Jan 15, 2020 @ 11:20pm 
You get money each times resources are droped off somewhere. So if you have trucks taking a resource to a train station, you will get paid when the truck unload at the train station then get paid for the distance between the train station and the next drop, until the resource reach its destination.

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???
Last edited by Seftak; Jan 16, 2020 @ 1:39am
ChunkHunter Jan 15, 2020 @ 11:23pm 
Originally posted by Seftak:
You do not get paid for "bactracking" 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.

Interesting... I've never seen this stated before.
Seftak Jan 15, 2020 @ 11:25pm 
Originally posted by ChunkHunter:
Originally posted by Seftak:
You do not get paid for "bactracking" 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.

Interesting... I've never seen this stated before.
I might be wrong, reading SB post it seems you can totally abuse it...
SBGaming Jan 16, 2020 @ 12:13am 
Sure, you could 'abuse' it, but back in Transport Fever when we had the budget cap, abusing it too much would result in the route not functioning because you made it too expensive. Train Fever had a 20 minute limit. Don't know what limit this game has if any. In the end, it's up to you if you want to 'abuse it'

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.
Seftak Jan 16, 2020 @ 1:05am 
Well that was a very good explanation, i always made everything possible to deliver everything in a straight line, resulting in tons of straight road everywhere because every turn makes you lose money. Did not think about using transfer in this kind of situation.
gGeorg Jan 16, 2020 @ 1:15am 
Originally posted by ChunkHunter:
Originally posted by Seftak:
You do not get paid for "bactracking" 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.

Interesting... I've never seen this stated before.
You never seen in, becouse it is nonsence. :=)

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.
Last edited by gGeorg; Jan 16, 2020 @ 1:21am
The_Osiris Jan 16, 2020 @ 1:20am 
Yes. But sometimes making small losses on say a truck supply are necessary to feed a greater network that makes mega bucks.
gc Jan 16, 2020 @ 1:21am 
Of course I hope you realize how ridiculous this mechanic is.

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).
Martin Jan 16, 2020 @ 2:01am 
Originally posted by AlwaysRM:
Originally posted by Daddy Kon:
Thanks guys.

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?

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 😂

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.
Last edited by Martin; Jan 16, 2020 @ 2:04am
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Date Posted: Jan 15, 2020 @ 10:34pm
Posts: 50