Railway Empire 2
Pyramide May 27, 2023 @ 6:48pm
How to deal with limited warehouse size?
I am playing the first campaign and set up my train lines like the tutorial taught me - one line from city A to B, one from B to C, one from C to D and so on. I add a warehouse to every city and select the goods that every city needs (grain, corn, meat, ...).

At first this worked perfectly fine - the "branch lines" further at the ends only have 1-2 trains and only 1-2 tracks and platforms and the "main line" connecting the 2 central hubs has 7-8 trains and 3-4 tracks and platforms. Just like it is in the real world.

Until the point where my cities reached a size where they now require more than 6 goods. My "main line" is currently between Boston and Albany, so the warehouse in Boston needs to store all the goods produced only on the Boston side (currently wood, cloth, fruits) so they will be transferred to Albany. But at the same time it needs to store all the goods produced only on the Albany side (currently corn, grain, milk, vegetables, beer). So currently I need to store 8 goods, but the warehouse only allows 6. And with each new city level, one more is required.

The only solution I can currently think of would be to just make a single train line which runs the entire length of my network and stops at every station. But there are two huge downsides:
1. The trains will be fully loaded in the section between boston and albany, but almost or completely empty (and thus less profitable) on the outer sections. Because it is just one big line, I cannot simply reduce the number of trains that run on the "branch lines"
1.1 in theory I could add an additional line only between boston and albany to have more trains on that section. But without warehouses and "feeding" train lines, this additional line will only transport goods directly between those two cities (which is just a fraction of the total goods). Also in the worst case scenario, the previous train of the "full line" already picked up all the goods for boston and the "albany-boston line" then runs empty.
1.2 Now I could prevent that worst case scenario by creating 3 total lines: one that stops everywhere except albany, one that stops everywhere except boston and one that stops only in albany and boston. But that already feels like a really kludgy workaround and will turn into micro management hell once I have more than two "hub cities".
2. Every time I make modifications to a track segment which is in use by an active line, the game apparently deletes all currently active trains and re-adds them in random locations. I've seen trains which are currently leaving boston while having boston listed as the next station. So after a track adjustment it often takes a full cycle of the line until the schedule is running normal again. Now currently this only affects the line(s) between the two cities where I modified the tracks. But if I have one big line, then anytime I make a modification ANYWHERE on the map, ALL of my trains will be ♥♥♥♥♥♥ up possibly for a very long time.
3. Even without track modifications, the train scheduling system is often working poorly. I've seen trains sitting at stations claiming they are "waiting to increase the distance to the previous train of the same line" when the line only consists of 2 trains and the only other train is actually right BEHIND it (meaning the "distance to the previous train" which should ideally be exactly 50% was already like 95%).
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Starwolf48 May 27, 2023 @ 7:28pm 
I'm only just beat Chapter 4 so I'm by no means an expert, but it sounds like you need to try using a second side warehouse. Remember that you can plop down a station anywhere you'd like (even if there is nothing useful there) and put a warehouse for freight and a hotel for passengers in it.

So leave your A to B, B to C, C to D setup as-is and let it move it's 6 goods.

Them, off to the left of that, put a station with a warehouse out in an empty field. Connect this side station to A and D, bypassing the middle cities. The goods in this new warehouse can now flow straight from one end of your line to the other. You can also build little branches from the side warehouse to cities B and C if they need the goods as well. No need to make long lines here, small train routes that just go from city to side warehouse and back are fine as the warehouse in this setup would get a lot of use.

Now you are transporting 12 goods, 6 between the cities and 6 off to the side of the cities.

This works best if you use the middle 2-4 platforms of the stations to connect the lines of cities. Then you have an unbroken artery of cities that nothing crosses, and you use the outer platforms on both sides of the station for whatever random rural stuff you need to branch off and grab.
Balck May 27, 2023 @ 7:39pm 
Originally posted by Starwolf48:
I'm only just beat Chapter 4 so I'm by no means an expert,
Off topic but I need a bit of help.

For chapter 2, how did you clear the "Chester and Holyhead Railway" task? There are no other minor railways left, bought them all up. The only one in Wales wasn't even the right name? I'm stuck and I'm trying to see how to get past this.

Originally posted by Starwolf48:
So leave your A to B, B to C, C to D setup as-is and let it move it's 6 goods.

Them, off to the left of that, put a station with a warehouse out in an empty field. Connect this side station to A and D, bypassing the middle cities. The goods in this new warehouse can now flow straight from one end of your line to the other. You can also build little branches from the side warehouse to cities B and C if they need the goods as well. No need to make long lines here, small train routes that just go from city to side warehouse and back are fine as the warehouse in this setup would get a lot of use.

Now you are transporting 12 goods, 6 between the cities and 6 off to the side of the cities.

This works best if you use the middle 2-4 platforms of the stations to connect the lines of cities. Then you have an unbroken artery of cities that nothing crosses, and you use the outer platforms on both sides of the station for whatever random rural stuff you need to branch off and grab.

A very good solution.
Last edited by Balck; May 27, 2023 @ 7:41pm
Starwolf48 May 27, 2023 @ 7:42pm 
Not sure this will be much help, but all I did was buy the the one minor railway that connected to Hollyhead. I didn't check the name because there was just one there.

If it didn't work, and you have NO minors left, you might be bugged. Maybe check if you have an old autosave from before you bought the Hollyhead minor and try again?
Pyramide May 29, 2023 @ 9:58am 
Originally posted by Starwolf48:
Now you are transporting 12 goods, 6 between the cities and 6 off to the side of the cities.
So what you're describing means that I'll end up with basically a whole new network for each set of 6 goods. That sounds like a lot of work on large maps.

In the meantime I have completed the first chapter and I tried the approach with train lines that take longer routes (A-B-C-D-E-D-C-B-A) instead of A-B, B-C, C-D, D-E). And it turns out the main problem isn't even what I described in my first post, but instead that the train stops at B, gets loaded with goods for A(!), then takes the full scenic route via C-D-E-D-C-B-A to unload it. Which is obviously extremely stupid because the train will come back to B later and could just pick up the goods then.

And the way how the game decides which goods will be delivered to which destination also feels very counter intuitive. For example in the first chapter, albany was sucking up almost all goods even when the demand was already 100% fulfilled and there was 50+ stock in the city - and meanwhile other cities are still at 0. Even adding a warehouse outside of the city didn't fix this - the goods were still labeled as "xxx for albany" when loaded on a train to that warehouse. So the only way for me to complete the task to deliver 8 salt to new york was to create a direct line with the salt mine and new york as the only stops and manually configuring it to wait until 8 salt are loaded.

And now in the 2nd chapter the same problems are coming again. Turner Estate is producing grain right next to london (one stop away with a direct connection). But its storage is always full and trains stopping there only load a single grain at most, even if they still have free slots. Instead the grain is transported from price farm to birmingham, unloaded there, loaded with all 8 slots on the birmingham-oxford-london line and thereby preventing that line from transporting the goods for which I created it in the first place.

Now theoretically the manual loading mode allows me to prevent those issues by forcing it to load and unload specific goods at a specific station. But for that I would need to configure the exact number of cars of each type. So I *could* say "load 4 grain and 4 meat at birmingham -> replace with 4 wood and 4 cloth at oxford -> replace with 2 beer, 2 sugar, 2 milk, 2 corn at london -> replace with 1 beer, 1 sugar, 1 milk, 1 corn, 2 wood, 2 cloth at oxford -> back to birmingham". But that's both a huge amount of micromanaging and extremely inflexible (if there is 8 beer but no other goods waiting, then it will only transport 2 beer and 6 empty slots).

This reminds me of what Louis Castle said about the command&conquer AI: "If you spend time making something not do something stupid it will actually look pretty smart"
Overheal May 29, 2023 @ 10:05am 
TLDR, for the Albany scenario you might could try 'retiring' some of your slots in the WH. Once cities are big enough, do they really need to all get their eg. corn from albany, or can you send each city its own corn train

Another thing you can do is alternate warehouses, into 2 types eg. Farm Goods and City Goods.

If City A with a Farm WH is connected to corn, it will feed corn to city B, city B gets meat from City C, who feeds it to A. City C has a warehouse and a connection to corn, too, so B and D are connected to corn, and fed with meat, etc. etc. and this allows me to warehouse effectively 12 goods between every city in the daisy chain. As you build out in the midgame, have more access to duplicate grain farms etc. this becomes a lot more manageable. You will need to think about city bypasses though so instead of having just A-B-C-D intercity freight trading you also have A-C and B-D city trading happening too (you'll need that anyway once these cities are each making 2 or 3 factory goods)

In Albany for example it would have been a good tip to retire wheat/corn/logs from the WH's get those to cities alternative ways, and use the slots for apples and vegetables later on.
Last edited by Overheal; May 29, 2023 @ 10:08am
Pyramide May 29, 2023 @ 12:44pm 
I just had another idea:

Theory:
I built a "service" station behind the end of the main line. Then set up the line service station 1 - dover - london - oxford - birmingham - manchester - liverpool - service station 2 - and all stations back to dover. In liverpool and dover I set "maximum number of wagons the train is allowed when leaving the station" to 0, thereby forcing the train to be empty on the way to the service stations and preventing goods from taking the scenic route. Adding a supply tower between dover/liverpool and the service station prevents the trains from stopping in the middle of the main line to resupply and setting the maintenance depot at the service stations to 90% prevents the trains from blocking platforms on the main line forever.

Reality:
  • The maximum number of wagons setting didn't work at all. The trains still loaded goods for dover in oxford and then took them on the scenic route all the way to liverpool and back. The game didn't even forcibly unload the goods in liverpool - so the train was fully loaded on the way from liverpool to the service station, despite my setting only allowing 0 wagons maximum.
  • setting the service station to 90% did work as expected
  • having the water supply tower only between the end and service station did not help because it does not have a percentage setting. The trains ignored the tower with 40% supplies remaining and then ran dry on the return trip.
  • The irony is that express trains now also carried wagons between the last city and service stations. Before the change with the service station, at least those were always intelligent enough to not take the scenic route. At least I assumed so because those trains were always fully unloaded at the end stations. But since passengers and mail cars do not show their destination, maybe my passengers have been taking the same scenic route too and I just didn't see it.

So it seems like until the devs fix the algorithms how the destination and trains for goods are selected, most of what the tutorial teaches you only works in the very early game.

So I guess the only thing that reliably works is to create only direct connections for each source and city and hope to not lose sanity while managing 150+ lines...
Pyramide Jun 2, 2023 @ 5:20am 
Originally posted by Pyramide:
Every time I make modifications to a track segment which is in use by an active line, the game apparently deletes all currently active trains and re-adds them in random locations. I've seen trains which are currently leaving boston while having boston listed as the next station. So after a track adjustment it often takes a full cycle of the line until the schedule is running normal again
Originally posted by Pyramide:
I tried the approach with train lines that take longer routes (A-B-C-D-E-D-C-B-A) instead of A-B, B-C, C-D, D-E). And it turns out the main problem isn't even what I described in my first post, but instead that the train stops at B, gets loaded with goods for A(!), then takes the full scenic route via C-D-E-D-C-B-A to unload it. Which is obviously extremely stupid because the train will come back to B later and could just pick up the goods then.
It looks like yesterdays patch fixed those two problems. I'm currently in chapter 3 and have a long freight line from the wood station behind kansas all the way to denver. During normal operation, I haven't seen any goods take the scenic route anymore. When I make small local modifications to tracks, the game does not touch trains which use that track as part of their line, but are currently in a completely different location.

Only after large remodelings or when I delete tracks currently in use by trains the game removes trains and redeploys them at a different location. But even this does not cause them to take a full cycle to readjust anymore. Instead they drive at most to the next station, then realize "wait a moment, I'm currently at B and have goods for C, it makes no sense that my next stop should be F" and then stop again and fix their schedule.

What currently works best for me is:
  • One big freight line across the entire length of the main line
  • supported by more and more direct connections as demand increases (for example my wichita has a huge demand for wood so I set up a direct line for that so the main freight line has more room for other goods
  • maintenance depots only at the end stations, set to 90% (so trains don't block platforms in hubs)
  • so solve the problem that kansas is the end station for my express line (which means it must have a maintenance depot), but a hub for my freight line (which means it must NOT have a maintenance depot), I added a separate station which is the end point for the express line
    • The game didn't let me directly switch over the express line from old kansas to new kansas, so as workaround I first completely removed kansas from the line, saved it, edited it again and re-added new kansas
  • goods that are too far away from the main line are delivered to hubs with warehouse+dispatch hall at the hub (for example fruit+vegetables to topeka) and a 90% maintenance depot at the rural station

Currently I still see two small problems which can hopefully be fixed in another patch:
  • If there is a hub on the main line whose purpose is to take goods AWAY from the main line, then a train wastes time unloading and then re-loading that cargo. For example the line is A-B-C(warehouse)-D-E-F, a train carries goods from B to E which are also accpted at the C warehouse (to be delivered to a small city not on the main line). When the train arrives at C, it first unloads that good and then immediately loads it again.
  • Probably as side effect of fixing the "scenic route" bug, now some indirect routes just refuse to load goods. For example my line joshua farmstead -> bishop estate (reverse direction) -> omaha just sits infinitely with "waiting for goods" at joshua. But I see goods taking the route joshua -> topeka (warehouse) -> kansas -> foster -> perry -> omaha. Which is a much longer route and requires changing trains via warehouse, but does not include reversing in a station.
Here is what works for me:

a. Pick a city you want to grow, don't do all of them at once. When picking location, take care to ensure that it could be fully supplied by direct connection with most basic goods (e.g., wheat, meat, corn, logs).
b. Create a dedicated cargo rail station in that city. Focus on supplying that city with goods over passenger traffic. Use direct double-lines from rural stations and increase the number of cargo trains based on production capacity (and not demand).
c. Set warehouse to store whatever you have excess of (e.g., wheat), then run direct cargo trains to other cities to supply them with that excess.
d. Purchase and upgrade at least one full production chain (e.g., logs, planks, furniture or wool, cloth, garments). Once city of sufficient size, this will fund the rest of your rail network.

Essentially, you view your rail network as a central distribution hub with satellites. You can have multiple hubs, but your priority is exclusively to supply these hubs, anything else growing is just a positive side-effect. This is because profitability of d. scales exponentially with the city size and local consumption (that does not require transportation) is very lucrative, so it is much more profitable to have one very large city than 4 medium sized cities.
Using this approach I typically hit 1mil city by 1835 with all of its satellites capped at 100K and 200-300mil valuation with 1mil/week revenue for the railroad company.
Bored Peon Jun 2, 2023 @ 8:04am 
I think some of you are over using and needlessly using a warehouse thinking it will supply the city it is placed in. Warehouses do NOT work the same way as they did in RE1. They only hold goods for somewhere else, not for use in the place you built the warehouse.

Originally posted by Supply Side Jesus:
c. Set warehouse to store whatever you have excess of (e.g., wheat), then run direct cargo trains to other cities to supply them with that excess.
There is no excess, ever because they do not work that way in RE2 like they did in RE1.

The warehouse only allows storage of a good if another station connected to it is attempting to collect it. Which is why the tutorial and description shows you that goods are only held in anticipation of connected rail line. In other words you can set up a grain warehouse and it will not store a single unit of grain until you connect a train demanding grain to that warehouse.

What some of you are attempting to do needs to be similar to what was already said. You need to place a station somewhere else and use that as a stock pile point. Then it will store the goods in anticipation.

For example, let us say London has a warehouse outside the city limits. London is consuming 1 grain, 1 wood, 1 meat, 1 cloth, 1 corn, and 1 sugar a week. If you set that warehouse outside the city to hold those goods then the train running from the warehouse will pull those goods each week. The only thing being done is not having six different trains going in and out of your station in London.

If your stations and rails are set up properly you can complete the scenarios without ever owning a warehouse.
Last edited by Bored Peon; Jun 2, 2023 @ 8:06am
Exor Jun 2, 2023 @ 8:19am 
I use rural sites as warehouses and when a city grows enough the demand justifies it's own train supply line like grain, corn or wood.
Bored Peon Jun 2, 2023 @ 8:22am 
OK, here is what you should be doing...

Let us say Topeka and Wichita are using 3 grain per week. That means you got five empty cars leaving the grain farm. So what you do is create a warehouse at the grain farm for beer and meat. Topeka brings beer back after delivering grain to the warehouse and Wichita brings meat back. So now when Topeka grain train leaves it carries the meat from Wichita and Wichita grain train carries beer. This eliminates the need for a Topeka to Wichita freight train.

The anticipated needs of the incoming trains create the warehouse space to send out the excess goods. This also creates room in your two cities to produce more goods.
Dray Prescot Jun 2, 2023 @ 8:31am 
Warehouses in Cities are a waste of time and money trap, most of the time, at least until things get really busy. You can get by perfectly well for a long time with trains on direct SHORT Routes, between Origin and Destination Stations, without a lot of Stops on the Route, except in special cases.

IF you build Warehouses, put them in Rural Stations between the Cities along the main track, preferably at a Resource Location, but that is not necessary.

Do not build Warehouses early in any game, you do not have enough capital to pay their very expensive build costs. Later in the game you can afford them, but wait as long as you can to build them.
Bored Peon Jun 2, 2023 @ 9:29am 
Originally posted by Dray Prescot:
Do not build Warehouses early in any game, you do not have enough capital to pay their very expensive build costs. Later in the game you can afford them, but wait as long as you can to build them.
I would only do it if you are connecting three or more cities to the same resource. If you aint making that rural site into a hub for multiple cities then you aint using warehouses right.

You also are not considering the scenario or chapter. I can see what you mean in say a 1830 scenario where an engine is like 20k and warehouse is like 150 without tech discounts. For example Chapter 3 is 120k for a warehouse. It is 88k for a freight engine. Connecting a warehouse at the grain farm for those three cities saves me at least one to three engines running freight between the cities. It will save me more once I connect a sugar supply to it.

Any expense it incurs early game is quickly overcome by the rapid growth if you are supply that hub with four resources necessary for cities to grow. I used one early game and I got double growth arrows on all three cities. Faster population means more freight demand, more mail, and more passengers.

I would avoid using warehouses in RE1 because they were a pain to set up due to space limitations and the mess of excess tracks, making sure one warehouse route aint just moving the same good back and forth, etc. With RE2 I am finding them much more useful.
Supply Side Jesus Jun 2, 2023 @ 11:34am 
Originally posted by Bored Peon:

There is no excess, ever because they do not work that way in RE2 like they did in RE1.

While I was referring to "excess" in context of goods not consumed by your hub city (as in, I can deliver 20 of which 15 is consumed and 5 are in excess), I don’t think your description of warehouse operation is accurate in a large network where everything connected to everything. For example, I just checked and I have multiple warehouses with 99 logs that states “Lumber for …” and it is pretty much lists everywhere. Which is the same as all other warehouses, because I have excessive lumber in my network (oh well). At the same time cities demand is 100% met.
Supply Side Jesus Jun 2, 2023 @ 11:50am 
Originally posted by Bored Peon:
OK, here is what you should be doing...

Let us say Topeka and Wichita are using 3 grain per week. That means you got five empty cars leaving the grain farm. So what you do is create a warehouse at the grain farm for beer and meat. Topeka brings beer back after delivering grain to the warehouse and Wichita brings meat back. So now when Topeka grain train leaves it carries the meat from Wichita and Wichita grain train carries beer. This eliminates the need for a Topeka to Wichita freight train..

This approach works early on, but it is bad advice once your cities grow and will necessitate major overhaul of your rail network. It is by far more efficient to run empty freight trains back (they move faster) to meet the throughput then sending other goods on a detour to avoid running empty trains. It does not cost you that much to run an empty train, but it does cost you a lot to add extra lines to already high utilization lines and to add extra loaded trains to already high-traffic station. More so, gridiron works best when approaching trains are distributed evenly (straight line from a different city) then when they are merging into edge lines from rural business turn-off. 8 – line would choke if all your trains are merged from side rural lines but is fine when it is middle-platform to middle platform.
The supply chain in both RE1 and RE2 works best when it is direct point to point distribution. Don’t add unnecessary stop-overs if it can be helped.
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