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Items and people do not re-route themselves.
There are lots of threads complaining about this, but I think it's fine as far as a game is concerned. It's a system that rewards good planning and layout of a delivery system and creates a penalty for one that isn't.
Instead of rewarding growth it rewards stasisand _good enough_. So in a moral sense it is kind of a big deal. That's neither here nor there.
The greatest problem is that the system doesn't provide clear feedback for a player's choices.
For instance, I have a truck stop with over a thousand food that is not being distributed. What choices do I make, as a player, to optimize distribution if each change removes the items I am attempting to manage? Do I make a change , then wait for the queue to become stuffed again hoping I will remember the previous state of the system and whatever changes I might have made?
I have two dozen trucks distributing resourcs from that same truck stop to a sector of commercial consumers with a couple industrial building somewhere inside. How can I ensure that the trucks will deliver the one thousand food to the commercial consumers instead of repeatedly carrying fuel to the ndustrial siphon if my choices turn the problem invisible?
In most cases it is simply a matter of needing more, larger, or faster vehicles on the lines you have in order to move the product more quickly so it won't pile up so much. The product is not stuck indefinitely or it would not have gotten to where it is in the first place. It can not reach a dead end along it's route. You can even make optimizations such as routing your lines differently, while still maintaining the same pick up and drop off locations, without any of the product disappearing. Only when you either delete lines or delete pickup or drop off stations/stops that the product was planning to use, will you lose the product tied to those lines/stations/stops. And, as you know, when upgrading a station that has product stored at it it will delete that specific product that is stored there.
If you want to completly overhaul the lines in question but not lose all that stored product, then I would recomend first dealing with the product in one of the ways I mentioned untill the product is no longer piled up so much. Only then make the big changes you want to make that require deleting critical points.
Train Fever had station capacity limits. Transport Fever does not, so it's possible. But having that much piled up is a very clear sign that your routes don't have enough carrying capacity ;)
Isn't there a limit on cargo at a station? I know for sure that train stations have max cargo depending on platform length
There are a dozen freight trains hauling goods from a factory complex to the central city, Jersey City in this case, which has a population of about 6,500. It feeds five other cities with populations ranging from 1,500 to 4,500. Each with two or three freights and up to four passenger trains. The network generates about 200,000,000 per annum.
With a demand that large there seems to be no way to prevent goods from bottlenecking at road distribution. Truck stops frequently stack 500 to 1,000 resources, yet Jersey City remains in the 12% to 18% range for all demands.
I'm experimenting with "Everything Comes from Chicage" (hub & spokes). Trying to scope out the economic & the distribution models from within the game. And lookng for what's broken and what's not.
I've tried sector distribution and resource specific distribution. Neither has been successful. It's common for some consumers to be at at 250% of demand while an adjacent consumer is at 5% of demand. That suggests to me that there is a problem at consumption. Just not sure what it is,
I don't know what maximum size the Devs set as a target. Perhaps I'm approaching it.