Railway Empire 2
P.J Aug 11, 2024 @ 7:54am
The Next Quality of Life (QoL) patch : What do you want to see added or fixed?
What do we really want to see in the next QoL patch?


*** Update up to 2024/12/13 ***

-Fix the shortest path algorithm for trains *FIXED Nov 14th 2024*
-Fix train slowdown at tower station
-Allow gridiron-like to be used anywhere
-Add back the original locos of RE1 that are still missing
-Fix the horn sound of the steam engines
-Add the Maintenance Station back to the game
-Allow Warehouses to store more than 6 goods
-Allow more than 2 building per station
-Allow more than 8 tracks per station
-Make buying business/industry profitable and not just a money pit
-Freight revenues based on distance
-Time affects economy : freight profit rises over time instead of staying fixed at 2k$ per car
-Rework the tech tree: separate the tech tree in 4/5 lines of tech
-Appearance of bridges & tunnel in wood vs stone vs steel should change according to map/region but also evolve in time
-Better supply / demand metric capabilities for clusters of cities / clusters of resources
-On that same "Flow of Goods" display, show number of wagons per route are needed by the selected supplier to meet a demand of the selected cities
-Additional warehouse detail reports
-Better (or corrected?) detail on Flow of Goods (FOG) display for Warehouses
-Warehouses should be able to store any number of products
-Hotels should also be buildable in cities
-Allow building of separate networks/stations in a map - i.e. no need to connect a station to the rest of your network before moving on to the next
-When a train goes into a station for maintenance, show an animation of the loco going into the maintenance shed and out of it
-Warehouses should be a combination of RE1 and RE2, and be expandable (for a price) dependent on how many platforms the station has (which should be more than 8). If you have say, 10 platforms, you should be able to expand the warehouse to accommodate more than 6 goods. Maybe 8, 10, 12, 14, 16, etc. Charge 50k, 100k, 200k, 400k
-My idea of warehousing is that all products can be handled at the same time. Stations themselves should have a much smaller storage cargo capacity. There should be an option to allow them to handle cargo storage automatically, instead of players having to choose which cargos to handle, as it is the case at the moment - a significant decrease of micromanagement in this aspect
-Add additional detail to the "Waiting for goods" status message
-Add better info to help track down incorrect signalling / track directions
-Let me tune the factory production level downward without having to downgrade it
-Tune the warehouse resource-allocation algorithm to lower the importance of distance
-Longer train with 10,12,14,16 wagons + new stations that could accommodates those new trains.
-Fix the one wheel that doesn't move properly on the Taff Vale engine, I believe that was a problem in RE1 too.
-Being able to draw out grid irons from a station without having to lay tracks first.


**************************
I will start the list with this and will try my best to edit this post and keep it updated with what you want.

-Fix the shortest path algorithm for trains: The actual implementation does not use the many lanes provided by the gridiron. It thus generates a cluster of stuck trains one behind the other because they all use the same lane. The fix should be the shortest path AND free path when the route goes through a gridiron.

-Allow gridiron-like to be used anywhere (not just on station) - or side tracks to be used automatically on single-tracks. That would remove the need to set a direction on tracks and also to have to double-track everything.

-Add back the original locos of RE1 that are still missing: we are really short on engines in RE2 and with the latest DLC, adding electric locos actually removed steam engine. That's not what we want. We want ALL the available locos!

-Fix the horn sound of the steam engines: they were ok in RE1, why are they almost all the same now?

-Add the Maintenance Station back to the game. RE2 should improve on RE1, not move back. This should have been in RE2 since start.

-Allow Warehouses to store more than 6 goods. This should be up-gradable (for a price) to 8, 10 and 12.

-Allow more than 2 building per station. This again should be up-gradable (for a price) to 4,6 and 8.

-Allow more than 8 tracks per station: instead of adding a 2nd or 3rd station, why can't just augment the side of the station to allow up to say 16 tracks (or more)?

-Make buying business profitable and not just a money pit

-Freight revenues based on distance: Just like passengers, goods are more expansive if they come for afar.

-Time affects economy: 8 wagons in 1830 pays 16k, and in 1910, the same 8 wagons (although bigger) are still worth 16k. This needs to be addressed.

-Rework the tech tree: Please separate the tech tree in 5 lines:
*Human Resources (HR)
*Engines discovery
*Trains & Track tech
*Business improvement
*Passengers & Mails.
Last edited by P.J; Dec 13, 2024 @ 6:16pm
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Showing 1-15 of 28 comments
OndAtRa RodenTia Aug 11, 2024 @ 10:06am 
Upgrading bridges from wood to stone/steel in tech tree woud be nice (not only a cost but appearance too)

Option to make available all in-game locomotives at one map playthrough.
Last edited by OndAtRa RodenTia; Aug 11, 2024 @ 10:07am
Silberlynx Aug 11, 2024 @ 10:41am 
Originally posted by OndAtRa RodenTia:
Upgrading bridges from wood to stone/steel in tech tree woud be nice (not only a cost but appearance too)

Option to make available all in-game locomotives at one map playthrough.
Afaik the appearance of the bridges, tunnels etc. depends on the map. The American map uses wooden trestle bridges and wood supported tunnels, while the european one uses stone and steel.

Though for some wacky reason they decided to give the two DLC maps the american appearance. Wooden trestle bridges in the swiss alps...
ewjax Aug 11, 2024 @ 11:37am 
Thank you for asking! Here are some thoughts:

1. Better supply / demand metric capabilities for clusters of cities / clusters of resources.

Example: Perhaps I have a cluster of 3 cities, all using warehouses to share goods back and forth. How much lumber is needed for that cluster? Allow me to turn on/turn off cities, and turn on/off suppliers, and show a running total of the supply and demand and net difference on the screen somewhere. Take into consideration any lumber being consumed by businesses. Bonus = somehow show what production level (1-5) of the supplier is needed to meet that combined demand.

2. On that same "Flow of Goods" display, show number of wagons per route are needed by the selected supplier to meet a demand of the selected cities.

Example: If total cluster demand for product X = 2 wagons/week, and the supply train route length for X = 55 days, then the wagons / route needed is given by:

Wagons/route = (55 days/route) / (7 days/week) * (2 wagons/week) = 15.7 wagons/route needed. So, effectively 2 trains with 8 wagons each.

This admittedly might be confusing or hard to implement if there is more than 1 supply line for that cluster for product X.

3. Additional warehouse detail reports

It is very useful to be able to hover the mouse of the Inventory quantity and see exactly how many are going where. It currently just shows the detail for the quantity in inventory. Extend that idea by adding the "On the Way" wagons to that report.

Example, perhaps I see there are 8 wagons of grain in inventory, and 3 wagons OTW. By hovering my mouse, I can see exactly where the 8 wagons are bound, but not the 3.

4. Better (or corrected?) detail on Flow of Goods (FOG) display for Warehouses.

FOG display for Suppliers = Production Rate, and Local Inventory
FOG display for Consumers = Consumption Rate, and fulfillment fraction
FOG display for stations with Warehouse = Local Inventory, Quantify OTW, and faction fulfilled

The issue is, for a station that both a supplier, and also has a warehouse, you don't see the Supplier metrics for that station. Same is true if a station is both a consumer and also has a warehouse. You don't see the Consumer metric.

A related issue = many cities are both suppliers and consumers of certain products (particularly products from city factories). For those cases, it is not clear if the FOG display is showing the Supply or Demand data in that case. I *think* the FOG is just showing the Production info, as there have been multiple cases where I have a task to provide product X to a distant city, the FOG display is happily showing a green production rate, but nothing is being shipped. Very confusing, until I finally figured out that the city was consuming everything being produced. So the city was not a Supplier at all, it was actually a Consumer.
Tsubame ⭐ Aug 11, 2024 @ 11:47am 
Warehouses should be able to store any number of products. Capacity should be limited to total number of products stored, not the type of product. Stations themselves should also be allowed to store a much smaller quantity of products in the platforms.

Hotels should also be buildable in cities, where in fact they would make more sense as opposed to rural stations, and provide another bonus, such as increasing passenger travel.

Allow building of separate networks/stations in a map - i.e. no need to connect a station to the rest of your network before moving on to the next. Would make things easier to build in certain circumstances, and allow for more flexible playthroughs in general. In real life, it is not unheard of lines having different separate sections opening first before the connecting middle ones, and there are also companies with rail networks with fully separate tracks that are not connected with each other.
Sigismund Aug 11, 2024 @ 8:32pm 
Lots of good ideas here so far. I would add, when a train goes into a station for maintenance, it doesn't take up a track, it goes into the "maintenance shed" to get fixed and leaves the tracks free. This seems more realistic to me. The station graphics show separate tracks going into the maintenance shed, but the AI "fixes" the train right on the platform, blocking all trains. This isn't realistic...
Sigismund Aug 11, 2024 @ 8:51pm 
Originally posted by P.J:
What do we really want to see in the next QoL patch?

I will start the list with this and will try my best to edit this post and keep it updated with what you want.

-Fix the shortest path algorithm for trains: The actual implementation does not use the many lanes provided by the gridiron. It thus generates a cluster of stuck trains one behind the other because they all use the same lane. The fix should be the shortest path AND free path when the route goes through a gridiron.

-Allow gridiron-like to be used anywhere (not just on station) - or side tracks to be used automatically on single-tracks. That would remove the need to set a direction on tracks and also to have to double-track everything.

-Add back the original locos of RE1 that are still missing: we are really short on engines in RE2 and with the latest DLC, adding electric locos actually removed steam engine. That's not what we want. We want ALL the available locos!

-Fix the horn sound of the steam engines: they were ok in RE1, why are they almost all the same now?

-Add the Maintenance Station back to the game. RE2 should improve on RE1, not move back. This should have been in RE2 since start.

-Allow Warehouses to store more than 6 goods. This should be up-gradable (for a price) to 8, 10 and 12.

-Allow more than 2 building per station. This again should be up-gradable (for a price) to 4,6 and 8.

-Allow more than 8 tracks per station: instead of adding a 2nd or 3rd station, why can't just augment the side of the station to allow up to say 16 tracks (or more)?

-Make buying business profitable and not just a money pit

-Freight revenues based on distance: Just like passengers, goods are more expansive if they come for afar.

-Time affects economy: 8 wagons in 1830 pays 16k, and in 1910, the same 8 wagons (although bigger) are still worth 16k. This needs to be addressed.

-Rework the tech tree: Please separate the tech tree in 5 lines:
*Human Resources (HR)
*Engines discovery
*Trains & Track tech
*Business improvement
*Passengers & Mails.
1) Definitely. I start out with single tracks most games and build out as I go. It's really annoying trying to keep track of the shortest route, adjust the right routes, and put in waypoints to balance out. It would be nice if the trains could "see" full tracks and use the crossovers before running right up on a stack of trains with 5 other tracks available.

2) You can use sidings now, with manual signals.

3) Yep. The more locos, the better.

4) Meh. Not a big deal to me.

5) Maintenance at the stations should be done taking the trains out of the platforms (see above).

6) Yep. This would be awesome.

7) Yep.

8) Yep. This also would be awesome.

9) OK.

10) Definitely. This should have been in RE1 also.

11) Ditto...

12) Tech tree is a little cluttered. Not a big deal to me, though.

Thanks for starting this discussion. Some great ideas. I'm always up for more realism in the game. Hopefully this thread will get some attention...
Sigismund Aug 11, 2024 @ 9:04pm 
Originally posted by Tsubame ⭐:
Warehouses should be able to store any number of products. Capacity should be limited to total number of products stored, not the type of product. Stations themselves should also be allowed to store a much smaller quantity of products in the platforms.

Hotels should also be buildable in cities, where in fact they would make more sense as opposed to rural stations, and provide another bonus, such as increasing passenger travel.

Allow building of separate networks/stations in a map - i.e. no need to connect a station to the rest of your network before moving on to the next. Would make things easier to build in certain circumstances, and allow for more flexible playthroughs in general. In real life, it is not unheard of lines having different separate sections opening first before the connecting middle ones, and there are also companies with rail networks with fully separate tracks that are not connected with each other.
Warehouses should be a combination of RE1 and RE2, and be expandable (for a price) dependent on how many platforms the station has (which should be more than 8). If you have say, 10 platforms, you should be able to expand the warehouse to accommodate more than 6 goods. Maybe 8, 10, 12, 14, 16, etc. Charge 50k, 100k, 200k, 400k, etc.

I don't like the idea of a totally separate line, not connected to the mainline. It's assumed the locos and cars are transported to new stations along existing lines. To make disconnected stations and lines means the locos and cars had to be transported overland? I don't find that too realistic.
Tsubame ⭐ Aug 12, 2024 @ 3:14am 
Originally posted by Sigismund:
Originally posted by Tsubame ⭐:
Warehouses should be able to store any number of products. Capacity should be limited to total number of products stored, not the type of product. Stations themselves should also be allowed to store a much smaller quantity of products in the platforms.

Hotels should also be buildable in cities, where in fact they would make more sense as opposed to rural stations, and provide another bonus, such as increasing passenger travel.

Allow building of separate networks/stations in a map - i.e. no need to connect a station to the rest of your network before moving on to the next. Would make things easier to build in certain circumstances, and allow for more flexible playthroughs in general. In real life, it is not unheard of lines having different separate sections opening first before the connecting middle ones, and there are also companies with rail networks with fully separate tracks that are not connected with each other.
Warehouses should be a combination of RE1 and RE2, and be expandable (for a price) dependent on how many platforms the station has (which should be more than 8). If you have say, 10 platforms, you should be able to expand the warehouse to accommodate more than 6 goods. Maybe 8, 10, 12, 14, 16, etc. Charge 50k, 100k, 200k, 400k, etc.

I don't like the idea of a totally separate line, not connected to the mainline. It's assumed the locos and cars are transported to new stations along existing lines. To make disconnected stations and lines means the locos and cars had to be transported overland? I don't find that too realistic.

My idea of warehousing is that all products can be handled at the same time. Stations themselves should have a much smaller storage cargo capacity. There should be an option to allow them to handle cargo storage automatically, instead of players having to choose which cargos to handle, as it is the case at the moment - a significant decrease of micromanagement in this aspect.

As for networks, simply two or more fully separate networks, each capable of handling passengers and cargo separately. No overland transport involved, though it would certainly be realistic to many types of goods and passengers, to a degree, even if significantly slower - i.e. carriages, canals, etc.
Tsubame ⭐ Aug 12, 2024 @ 4:22pm 
Originally posted by Sigismund:
It's assumed the locos and cars are transported to new stations along existing lines. To make disconnected stations and lines means the locos and cars had to be transported overland? I don't find that too realistic.

My statement above referred to cargo, but could apply to train sets - i.e. transportation via ships.

Furthermore, it is a game so there are compromises in realism. The same argument also applies to many single networks - i.e. starting places like Las Vegas or Phoenix, in the middle of the desert, to other similarly isolated places.

As stated, separate networks are not unheard of, even if the eventual aim is to unify them together - i.e. lines with different separate sections opening first. Plus, would allow for the self-made simulation of secondary companies/networks, rather than having to depend on AI for that.

Does not need to be available in campaign/scenarios, but would be a welcome option addition in custom maps.
Sigismund Aug 12, 2024 @ 6:24pm 
Originally posted by Tsubame ⭐:
Originally posted by Sigismund:
It's assumed the locos and cars are transported to new stations along existing lines. To make disconnected stations and lines means the locos and cars had to be transported overland? I don't find that too realistic.

My statement above referred to cargo, but could apply to train sets - i.e. transportation via ships.

Furthermore, it is a game so there are compromises in realism. The same argument also applies to many single networks - i.e. starting places like Las Vegas or Phoenix, in the middle of the desert, to other similarly isolated places.

As stated, separate networks are not unheard of, even if the eventual aim is to unify them together - i.e. lines with different separate sections opening first. Plus, would allow for the self-made simulation of secondary companies/networks, rather than having to depend on AI for that.

Does not need to be available in campaign/scenarios, but would be a welcome option addition in custom maps.
True. Good points. How about, if you want to start a separate, disconnected line, you either have to pay for land or water transport, or build a train manufacturing building in the disconnected city? That would put the separate line off for a while until you could afford it.
DrunkenTee Aug 12, 2024 @ 7:41pm 
Considering this game is very alike Transport Fever, they should start copying some of their track functionality.

I heavily dislike how tracks always aim to just be a boring straight line and how sometimes a more straight set of track is much slower than one with a lot of curves. In Transport Fever, the more straight a track was = higher speed, more curvature = slower speed, tracks also didn't try to be straight like a pole, they will naturally always curve unless you chose for it to be a straight piece of track. Railway Empire is definitely going against logic and physics at some points.

edit: Also, when you do build some tracks with a lot of curvature, like through mountains, you can build a segment that goes for max speed and the next segment will curve the previous segment, reducing its top speed. This can be easily countered by just building the first segment until that point and then continue with the next segment.
Last edited by DrunkenTee; Aug 12, 2024 @ 7:48pm
Tsubame ⭐ Aug 13, 2024 @ 3:15am 
This game series is still very different than the Transport Fever series, not in a good way, unfortunately.

Yes, there are a lot of things from that game series that can be adapted here - tracks do not even get proper height control in this game... Modding, map editing, modern infrastructure and vehicles, etc. etc.

My suggestions above all take heavily from Transport Fever.

Trainsets there can be individually customized and you can even mod out vehicle and station capacity - i.e. drastically increased capacities to use fewer and bigger vehicles; i.e lines with >30 min frequencies.
Last edited by Tsubame ⭐; Aug 13, 2024 @ 4:39pm
ewjax Aug 16, 2024 @ 10:39am 
1. Add additional detail to the "Waiting for goods" status message

Expand this message to:
"Waiting for goods to be produced"
"Waiting for goods to be demanded"

2. Add better info to help track down incorrect signalling / track directions

Right now, you get a warning when you go to add a train, something similar to "Warning, your train travels significant distances without any signalling, and this could cause traffic jams. Proceed anyway?" I'm paraphrasing that message obviously, but that's the gist of it.

That warning at train-creation time is the only time you receive that warning. Sometimes it is as desired, and sometimes it is because I failed to set track directions correctly. It would be nice if you could see some highlight, like the gridiron or bridge or tunnel highlighting, showing you the track section in question, so you could know better whether to accept the warning or fix it first.

Perhaps add an option to turn on/off "no signalling present" sections of track.

3. Let me tune the factory production level downward without having to downgrade it.

Upgrading a factory level should upgrade its max capacity, but I should be able to operate that factory at <100% capacity without having to downgrade it. Give me the ability to set that production level, between 0 and Max.

Reason: Sometimes I am trying to tune the factory production volume. I might wish to raise output quantities to meet demands, but doing so will also raise the input quantities, and that might snarl/traffic jam my supply train system. It can be a bit of a balancing act. Currently the only way I have to adjust factory output is by upgrading/downgrading the level, and although going down is free, going up costs me money each time I do it.

I should be able to "idle" part of my factory any time I need it to slow down, and "reactivate" that part of the factory again when I need to ramp production back up.
ewjax Aug 16, 2024 @ 10:54am 
4. Tune the warehouse resource-allocation algorithm to lower the importance of distance

Right now, if I have a warehouse W serving 3x cities, A, B, and C, and the warehouse is much closer to A and B, it can be VERY difficult to force the system to send things to C.

Given that resources are "born" or created knowing their ultimate destination, it seems that resource prioritization is being done at birth/creation time, without regard to whether a warehouse is in play, and that is what is driving the uneven distribution from the warehouse. It might make sense to prioritize destination selection using the resource-to-warehouse distance, if a warehouse is involved, rather than the complete resource-to-ultimate-customer distance.
P.J Nov 18, 2024 @ 10:06am 
Updated the list: 1 down, many to go!
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