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Security Guards generate NO increased income when the train delivers TO a Warehouse even when the goods are moved into the City which generates the normal fee (plus any Tech Bonuses), but picking up FROM a Rural Warehouse is ok because that does not generate any fees.
So do NOT assign Security Guards to trains delivering TO Warehouses (near Cities) for extra income (they can still serve to prevent robberies though). (Not a problem early in most games, but be aware of it when you do use Warehouses near Cities).
Outside of the Mexican Scenario, I have only very rarely had problems with train robbers that were hired by the AI Companies. I can only recall one time where a Passenger/Mail train got robbed by a Robber hired by an AI Company. Freight Trains, outside of Mexico, have not been much of a problem.
I know, pure logic tells you they were involved, the goods were guarded and cooled down during transport but the city buys from the warehouse and there is no paper trail to prove ;)
The present game mechanics are designed around making sure that only one delivery fee is generated per carload of Resources/Goods (and that it is a FIXED fee that does NOT Depend on DISTANCE and TIME, which is not realistic. In real life they do depend on distance and time taken, just like they do for Passengers and Mail in the game).
One would be to *tag* individual goods with the Guard status. When the City takes the goods for consumption, they could easily prefer the better tagged goods first, or take them in order of delivery (cue) or the reverse of that (stack.) If removed from that warehouse, the status is also removed, possibly replaced by a new one if the new train has a Guard.
For the simplified mechanics of the game, I think that would be a fair representation of the effects, although not perfect in every detail.