Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
A) Change the global pax demand into a higher value
B) Change the distance demand curve so your preferred distances create more demand
I also compared the stats I got with the new demand system to the ones I had with the old one and real life stats of the same region (a city with around 50 000 inhabitants, so it might not be the best example, but I have a Paris save file so I might try and compare from this one, it just takes more time since it runs slower).
With the new demand system, the ridership has dropped significantly from the old one (4 to 6 times less for the regional trains, up to 20 times less for the local lines). With the old demand system, my "boarded train" stats were about 2 to 3 times the comparable real life ones, while with the new one they are 8 to 10 times less.
While I think the new system concept is absolutely incredible and I’m really excited to see it working to its full potential, I'm starting to think the default "strength" of the new system is too low, and that it especially hurts local transport.
In 1.11 and earlier you basically opened a firehose of pax for every station, with a fixed pax generation potential directly proportional to coverage. The sim then desperately directed said firehose to any destination it could. In 1.12 the generation potential is *also* proportional to the global reachable set of destinations. More available destinations with significant population = more demand generation. So now your generation will grow with the size of your network, capped by the distance of destination (and in the short distances, the new walk time filtering could also be doing something too).
At the same time I am also making the tools available to change the default demand, including finetunning all the curves.
(Edit: I’m wondering if this new system combined with the increased station reach could be better for creating long-distance train networks, something that was quite difficult in the past without bothering to also create local networks for big cities, so I'll try both!)
Also now I have several reports of the initial 1.11 import having problems, which get fixed on reloading the save as 1.12. So also try to save the 1.11 import as a 1.12 save (under a new name), load it, and see if it improves.
With the standard settings all my trains are mostly empty and i didn't earn enough money to cover costs.
When I changed all demand curves to full 100%, the game totally runs out of control, with overloading stations and trains.
So I think it will be a lot of trial and error to find the best settings, depending on the network.
It seems like after setting to 900% ridership scale + 100% demand curves, I finally get volumes similar to the ones I had before.
It's actually the opposite: it's short distances that are really low. I've done other tests with the same save (imported again from 1.11 to avoid already fixed bugs) and in 900% demand the local lines (10 to 15 kilometers in length) see their stats divided by ~6 while the regional lines (100 to 150 kilometers) figures are "only" divided by two. Note that I do not have really long distances (more than 150 km) in the save file, so I'll have to test on other ones to compare.
I also checked what happens in the stations: while in think the frequentation of the more rural stations (no local transportation, few stations in a 10km radius) is quite realistic (at 900% still), the frequentation of a local station (bus network (but I see no reason why it would be different without mods, with tramways for instance), stops every 300 to 400 meters) is really really low, I've merely two to three people at a time in the central station (where all bus lines stop and the majority of people do their transfers), and this is still 900%.
Again, this is one save and one only, so I wouldn't be so quick to jump to conclusions (I'll continue to publish what I observe, trying with both a really big pre-existing network (Paris) and with a brand new network created fully within 1.12 and for the 1.12 mechanics). But I think the curve linking the available destinations and the demand might make this last one too low. I'll continue testing.
One small note though, but I think this is important: I fully and only play with unlimited funds (I just don't have fun without, but it's a me thing and I do this in all management games that imply creation, so it's completely unrelated to this one in particular), so I won't be able to give feedback on this aspect of the game (but I fear that the low ridership might make the game more difficult (players who do use the economical system will be able to give better feedback); it could be intentional though, as the old system just threw way too many pax into the stations anyways).
https://steamcommunity.com/sharedfiles/filedetails/?id=3236286017
https://steamcommunity.com/sharedfiles/filedetails/?id=3236285982
In 1.12, demand depends on both the generating area, and the set of possible destinations. If that set is small and low population, less demand will generated, and less pax will be spawned. In 1.12 expanding a network automatically creates more demand elsewhere, since opening new destinations "wakes up" new demand on existing built areas. This is much more realistic than the 1.11 behavior.
The 1.11 behavior, as limited and dumb as it is, has the virtue of making small and low population saves workable without much tweaks. I will see about adding some kind of aid (basically an automatic cheat code) for these kinds of saves in 1.12.