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번역 관련 문제 보고
Looks great on the line profitability table also. The clockwise and anti clockwise lines are perpatually at or near the top.
That's true, but you forgot about other variable in a final formula - the running cost, which IS affected by how fast your vehicle will get to selling point station, coz if you send it by route which 2x time longer, or by slower speed road then you will simply pay a 2x times more maintance per same profit that you will get at the end. So it's in our best interest to make those lines as straight as possible (in all 3 axis, coz slope will descrease the speed same as zig-zagging).
As example, I had a food line Farm-Factory-City, using very complex S-shaped route with a perfectly calculated interval and basically loosing money coz of that, but when I made a direct road with bridge - it went into positive balance instantly, I even had to reduce the number of trucks to keep interval correct (so less overall upkeep cost too as bonus), which is calculated btw with formula: (SecondsPerYear * LineCapacity) / City Demand
Not only for passengers, it affects cargo too, I was specially making those tests a few days ago - when you add/remove slow truck from a line - it drops/rises payments for all the faster ones accordingly, like if they would be the same slow models by themselves.
Well, there is such thing exist as line "capacity (aka seats) potential". You can ofc run mega-circle-all-other-the-world epic routes with perfect interval working like a clock, making you a good profit (and I did and play with that by myself too), and at beginning it's good, but when you do that for quite a while, and cities gets bigger - then you basically reduces the seat numbers for a short-range passengers by occupying them with long-range ones clients instead. And so they have to wait next train, creating a massive waiting crowds on stations who are instead of to be moved with your buses at the target city at this point already are just sitting there and do nothing.. waiting next train.. drinking soda.. roleplaying mutants with big unproportional hands (who even modeled them? xD).. and just burning profit and maintance cost for the whole chain (including buses/trams who runs half-empty). Well, idk how to explain that better, sorry ^^
As for the issue with "ends" towns slow development - this is why I said to use a separate express lines in between them and the middle cities, and + airports for additional boost. This is actually where airplanes come into a serious play.
I once had a map with 2 biggest cities which were actually at the opposite sides of the map, the exact "end" ones, and they were linked with each other with a massive air flow (like 10 B757 planes, all stuffed to the max), coming in and out nonstop like crazy, so I had to build 2 airports at each end just for the sake of runway doubling capacity.
And I always wonder - why can't we have an ability to just add an additional runways for the existing aiports, like an upgrade you know, instead of spamming the new airports nearby? xD
P.S. I see medium difficulty is easy for you, so why not to try hard one? And you could "feel" all those efficiency aspects much better too, same as it's simply more fun and challenging to survive even, just like in real world.
Obviously, from a profit perspective, running routes quickly is preferred; you can make more trips per year, and therefore more revenue, and therefore more profit.
Did you read the sentence I wrote immediately after that?
The listed Price per KM is for passengers. If you double that number, you get the "ticket price" for freight.
Yeah, I don't really understand what you're getting at here. Sorry. =\
Local transportation is, in the grand scheme of things, a non-factor in your bottom line by the time you're considering running rail main-lines, so whether they're running full or half-capacity is immaterial to the overall picture, as long as the trains are full (or at least, nearly-full).
Short- versus Long-range passengers also don't really matter unless you're using a very non-linear line, in which case, you shouldn't be using a main-line arrangement to begin with; that's where the serial short lines come into play. If my main-line train with a capacity of 100 and running on a straight A-B-C line only unloads ten passengers at B, it doesn't materially matter because the other 90 are just going to pay for the difference when they get off at C.
I did a Small Hard map after the previously-mentioned Medium, with a self-imposed rule of using no trains at all (I figured as long as I was going for the Hard achievements, I'd pick up Truck Fever on the way there). Started in 1850, and hit $1B around 1980 or so. Playing with only trucks, trams, and buses is actually pretty fun. I did add a single plane line between a couple of towns on opposite edges of the map in the mid-20th century (when DC-3s became available), and it ended up turning a decent profit. Used trams for inter-city transportation (European trams are actually pretty good for this).
*Start with your hub cities, the ones you began the game with, because they will be the most developed as well, offering the largest potential ridership. They should aready have a strong bus network between them and feeding into them to leverage your trains onto.
*Feed the stations with tram lines in the two major cities, they will pay off handsomely in increased ridership with time.
*Don't build the line until you have enough profit from freight and buses to take it on, and you've already paid off the first wave of road vehicle upgrades to stage coach and 5-capacity horse wagons.The trains will barely break even for the next decade in any event, as ridership ramps up and the towns themselves grow.
*Don't make your main line more than 3 stations long if you want to make an early profit. You can expand later on, but that is just too much infrastructure investment for pre-1900, and too long a wait-time between stations. Expansion/branches are easiest using MUs.
*Whatever the rolling stock on offer at the time, buy at least 4 of the latest passenger cars, and the best locomotive available. I think the sweet spot to build the first passenger lines is the decade of the mid 1870s-1880s.
If you connect 3 towns in a row they will have 2 neighbours each and will grow to according size.
If you connect 3 towns with 2 lines , end towns will sense 1 neighbour and middle will sense 2. So they will grow slower than middle one.
I usually go for something like A<->B + B<->C + A<->C
All towns grow the same but I don't have the problems with passengers blocking seats for others or empty trains.
Edit: to be more precise its one track going from A to C over B and A<->C is some kind of "express"-train skipping7bypassing B.
Interesting. So following this logic, it would make sense going total overdrive with inner-city transport. Or anything you can do to make the trip to the station as short as possible (time-wise). That also means that (only) tram-loops are not the best way to go, unless you make connections with point-to-point routes.
I've learned: don't fly an air line between Dunkirk and Hastings on the EU7 campaign mission map. Though Dunkirk will pick up passengers, they'll become lost, and {little to no} return. That's a time factor.
As well, both cargo and passengers have preferences: cheap and/or fast. More a "connection" and "storage" factor than "demand" though "demand" plays a role.
If you do it all in one anual trip or if you do 8 trips, the payment is the same (well the maintenance cost may differ because of the different train-setups).
Passengers travel because there is work/a place to go shopping available.
Just take a A-->B line, watch the green number when a full train reaches the station, devide that number through the passengers it carried and then repeat with a different train.
Or watch the lineusage in a cities window then don'T change lines but spam a line with 10 trains, it won't change a thing.
http://steamcommunity.com/sharedfiles/filedetails/?id=828724610
Line Destination: Hastings (from Dunkirk). Home, Work, Shop Locations? Elsewhere. Those "agents" disappeared after landing.
3 agents waiting for a ride to the next village:
http://steamcommunity.com/sharedfiles/filedetails/?id=830474283
On the way:
http://steamcommunity.com/sharedfiles/filedetails/?id=830474501
At the station in the next village:
http://steamcommunity.com/sharedfiles/filedetails/?id=830474767
2 of them sharing a bus to the store, the otherone took another line:
http://steamcommunity.com/sharedfiles/filedetails/?id=830475025
The two arrived and decided to go for a walk to the commercial district:
http://steamcommunity.com/sharedfiles/filedetails/?id=830475262
2 Arrived and this is the last screenshot of the remaining one whos about to reach it's final destination:
http://steamcommunity.com/sharedfiles/filedetails/?id=830475542
There are obviously differences between how cargo is handled compared to passengers. Cargo does not appear to have any limits. But people deffinitely have restrictions based on time.