Transport Fever 2

Transport Fever 2

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SENMSL Mar 12, 2023 @ 11:16pm
Efficiency ($/(kg*km)) of Trucks, Trains, Ships and Planes and new player questions
I am new. I calculated the maintenance dollars of transporting 1 kg of good for 1 km for each of trucks, trains, ships and planes. I found that trucks and ships are almost equally efficient, but trains and planes use about double the cost. So if I care most about lowering maintenance fee, why should I use trains and planes?
Besides, why are the generated roads so curvy? My trucks frequently stuck below 60 km/h on upgraded generated roads with 80 km/h top speed. I rebuilt all the roads with straight lines and my trucks easily got 80 km/h.
In addition, how to make towns grow? It seems my towns grew very slowly.
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Showing 1-13 of 13 comments
RadiKyle Mar 13, 2023 @ 12:47am 
Hi, I've seen some places online where people have calculated these kinds of metrics, but I can't find them now...

Note annual maintenance costs are always 1/6th of the vehicle purchase price (with maintenance funding set to normal level).

Purchase costs scale linearly with power for locomotives, and with rate for wagons (=speed*capacity). Therefore annual maintenance does as well. I can't recall the deal for other vehicle types, it's been a while since I analyzed them.

Revenue per cargo unit / passenger ("ticket price") is based on the distance travelled (straight line) and the vehicle's top speed rating (regardless of actual speed achieved). (There's also a small bonus for climbing to higher elevation.) Details and charts here:
https://www.reddit.com/r/TransportFever/comments/rj8b9l/so_i_heard_yall_were_wondering_how_payment_is/
Note there are different formula between trains, ships, etc.

Trucks are essential for final mile delivery in cities, and other small connections. But they are difficult to move large volumes because so many vehicles are required that it jams up roads and stations (especially with early vintage vehicles). Handling bigger volumes and longer distances is where rail wins. Trucks become increasingly capable and by late game can replace many shorter rail lines.

I find ships really OP. They excel at moving large volumes over long distances with very little infrastucture footprint. A rail complex needs to be much larger than a port to handle the same large volume. I start every game with them, it's the easiest profit, as you found. I eventually replace many ship lines with rail, but still usually keep them for long distance bulk cargo (iron, coal, logs, oil).

I haven't yet had success with air (maps too small). But if I wanted to send something to opposite corner of a large map that's probably what I'd use.

Towns grow by adding connections to other towns (roads and your various lines), and by feeding them the cargo they want. The town window shows the various growth multipliers.

Cheers
lozacenz Mar 13, 2023 @ 2:39am 
The main downside to ships is basically that you're limited to going where the water does. Their second problem is that they're just... slow.
These combine to make them sometimes Really Good for cargo, and sometimes kind of useless, depending on the map.

Usually, the only reason to use ships rather than rail for passengers is how massively expensive bridges of any significant length can be. They're not bad, it's just harder to make them Good.
RadiKyle Mar 14, 2023 @ 4:36pm 
Hi, just coming back to this OP topic... I got bored and finally did similar calculations as well. (I did the trains before but not the other vehicles.) Similar findings as the OP.

The average cost per "rate" (speed X capacity) for all road vehicles (trucks, trams, and buses) are the same and the lowest in the game. Next are ships, about 20% higher. (2 major exceptions are the hovercraft and the Damen ferry, with costs more like aircraft.) Aircraft are next, nearly double the cost of road vehicles.

Trains are a special case since we choose the engine / wagon mix, and there are also self-powered / multi-units. The average rate cost of the wagons alone is double that of road vehicles (slightly higher than aircraft), but that doesn't include the locomotive. Locomotive prices and maintenance costs scale with power. I haven't found a good way yet to combine this power-based costs with the rate-based cost of the wagons to get a total cost for the train, since any loco could be used. However since the wagons are the real revenue generator, I guess the loco is just kind of an overhead cost for the train. So safe to say then that the rate cost for trains is *more than* double that of road vehicles, with the actual amount based on which loco is used.

For self-powered / multi-units other than the 2 high-speed trains, they average about 3 times the rate cost of road vehicles (so about 50% more than aircraft). The Avelia HST is closer to 4 times, and the Speedance is more than 7 times that of road vehicles.

For reference here are my actual numbers, average $K/(unit*km/h), where unit is either 1 unit of cargo or passengers. These are based on purchase cost; for maintenance costs just divide everything by 6 (at normal funding level).

0.31 Road (truck/bus/tram)
0.36 Ships (except * below)
0.53 *Damen ferry
0.56 Aircraft
0.61 *Hovercraft
0.61 Rail (wagons only **)
0.9 Rail self-propelled / multi-unit (except HSTs ***) (ranges 0.84-0.97)
1.15 ***Avelia HST
2.24 ***Speedance HST

**Plus
$3.8K/kW Rail locomotives

All of this is just the purchase / maintenance costs. The infrastructure costs are a whole other pile.

Enjoy!
Vimpster Mar 14, 2023 @ 7:22pm 
The efficiency changes depending on the distance travelled. In the year 2000 a modern truck would be more efficient than the train over 1km. But over 10km a train would be considerably more efficient. The reason the distance travelled matters is because of the wasted time caused by accelerating and decelerating and the loading and unloading process. The greater the distance covered the smaller impact that wasted time has on the overall efficiency.
Robbedem Mar 15, 2023 @ 12:33pm 
Does this take into account that you earn more money for faster transport?
mike059 Mar 15, 2023 @ 1:26pm 
Originally posted by Robbedem:
Does this take into account that you earn more money for faster transport?

I dont know, but if I understood correctly, this means that the transport time and the average speed are not taken into account in the calculation and that only the maximum speed reached during the transport counts.
That's right?
If so, it's weird and it's going to change the way I play. I always thought it paid more to go fast, and that made sense to me.
Huperspace Mar 15, 2023 @ 1:31pm 
Originally posted by mike059:
I dont know, but if I understood correctly, this means that the transport time and the average speed are not taken into account in the calculation and that only the maximum speed reached during the transport counts.
no, only the theoretical max speed (min(loc,waggon)) is counted, but how fast you really are determine how much maintenance you pay.
Last edited by Huperspace; Mar 15, 2023 @ 2:22pm
mike059 Mar 15, 2023 @ 1:41pm 
Originally posted by Huperspace:
no, only the theoretical max speed (min(loc,waggon)) is counted, but how fast you really are determine how much mantainance you pay.

Ok thank you, I understand better.
You still have to go fast!
RadiKyle Mar 15, 2023 @ 6:54pm 
Originally posted by Robbedem:
Does this take into account that you earn more money for faster transport?

That's a fair point. Reducing maintenance costs, at all costs, shouldn't be the focus. We want to increase net income. Although some vehicles types cost a lost more in maintenance, they also bring a lot more revenue. If they're used effectively, net income will go up.

This is largely because the game scales both revenue potential and max maintenance costs using the same metric: theoretical "rate" (= speed limit X capacity). So net income is basically always the same ratio.
SENMSL Mar 18, 2023 @ 2:30pm 
Thanks for your helps. In addition, if railway is used as intermediate transport. I mean a route has both trucks and trains. Is the max speed a weighted sum of truck speed and train speed based on route proportion?
Vimpster Mar 18, 2023 @ 2:55pm 
Originally posted by xcjtom:
Thanks for your helps. In addition, if railway is used as intermediate transport. I mean a route has both trucks and trains. Is the max speed a weighted sum of truck speed and train speed based on route proportion?
Each portion of the journey is separate. Each makes it's own money for the distance it transported based on it's own criteria.
RadiKyle Mar 18, 2023 @ 7:50pm 
Originally posted by RadiKyle:
Originally posted by Robbedem:
Does this take into account that you earn more money for faster transport?

That's a fair point. Reducing maintenance costs, at all costs, shouldn't be the focus. We want to increase net income. Although some vehicles types cost a lost more in maintenance, they also bring a lot more revenue. If they're used effectively, net income will go up.

This is largely because the game scales both revenue potential and max maintenance costs using the same metric: theoretical "rate" (= speed limit X capacity). So net income is basically always the same ratio.

I need to correct myself on this... I overlooked a key thing. It's still true that maintenance costs scale essentially linearly with a vehicle's "rate" = speed limit X capacity. But for revenue, speed actually appears twice, creating somewhat of a speed-squared relationship. Speed appears in the base "ticket price" for the cargo payment. But it also appears in the distance for the payment, since the distance covered is also going to scale with the speed. Faster vehicles will cover more ground in a given year.

So the result is that although maintenance costs grow linearly with the vehicle's "rate" potential, the revenue potential grows even faster. Newer vehicles with higher speed will therefore have a larger portion of revenue remain as net income after maintenance is paid (assuming they're used appropriately on suitable lines). They're better income generators, paying off sooner with higher ROI. This makes income "easier" over time, especially compared to the 1850s vintage vehicles, which have really low net income percentages (especially at higher difficulty settings). It also makes many of the high-speed vehicles really effective income producers despite their very high maint costs, including aircraft, the high-speed watercraft, and high-speed trains (though the Speedance is still relatively poor).

I made a polluted pile of calculations/charts for all this, comparing the net income potential of all vehicles, and I'm still digesting them. Maybe I can figure out a concise shareable version of it someday.
Last edited by RadiKyle; Mar 19, 2023 @ 9:11am
SENMSL Mar 19, 2023 @ 12:07pm 
Thanks for all the efforts. Maybe the developers of this game should have provided clearer information about the calculation of revenue and expenses. It is clear now the revenue is more valuable to be maximized. Thank you all again.
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Date Posted: Mar 12, 2023 @ 11:16pm
Posts: 13