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Basic economics explained easy enough to prevent brain fires.
I can't see a game map now, but on a real map Indianapolis is at a right angle to the line from Atlanta to St. Louis. Passengers WILL take transfers and funneling works great, but they will only go so far out of their way. Chicago on a real map would be a great "beyond the target origin" city to drive through St. Louis on the way to Atlanta and beyond.
This also means having good city to city transport from other cities up north help you (look for the unique scenario buildings, these give additional passengers). And at the same time having good city to city transport from Atlanta to other cities in the south will help.
Growing any city hooked up like this, would increase passenger flow through your main north-south line.
Passengers do diminish the further you get from a potential destination so do keep that in mind. Mail works the same way as described above but not diminished by distance.
That's certainly the logic I'm gonna be applying to my South America free-mode run. I need 3,000 from Buenos Aires to Santa Cruz. Uptake is slow at the moment as I've only done around 500 passengers so far. Buenos Aires currently sits at over 90,000 population but each train usually only has 1 passenger carriage (occasionally 2). Santa Cruz is still only quite small (barely 20,000) so I'm hoping that when I grow that that it will also make it more attractive so increase people wanting to go there.
I think there's a building that increases passenger interest ? I'm not sure on that as I usually only ever use the museum to increase the 'goods demand' (sorry, can't remember its name).
I just learned that, thanks! Is this verified by testing? (I ask because many things are claimed, including within the game, that are not true!) I'd like to add the detail to my guide, which needs a lot of things like this added. If you have further detail, please let me know. I'm guessing particular City to City demand will increase monotonically with each City's population and decrease monotonically with the distance separating them.
Those civic buildings are University (increases research rate), Museum (increases local Fulfillment of Demand), and a variety of attractions (increase inbound passenger demand.)
(From memory, correct me if I got it wrong.) Some scenarios have special buildings in addition.
I'm beginning to think that in this game we don't get to know the mechanics or measures of things. I am accustomed to games where you know the numbers of what's happening. Perhaps not in this game, and I guess I can live like that, it's kinda more like reality, we aren't told things but we experiment and approximate and guess why something is happening, though we will never truly know (anything).
oh and mbutton's right as I recall, that scenario has an Induction building, and also a building that generates passengers but I can't remember the name and deleted my saves.
"Transporting the mail works in a similar way to transporting passengers. However, while there are fewer passengers between two cities the further apart the cities are, distance is less impotrant in terms of the mail."
It takes a lot of observation to predict how it should flow, but I have found that what the guide states here does hold up. You can monitor passenger and mail flow with the flow of goods display as well as checking the express goods tab within each city.
Mind the indirect cities shown in this list as having some portion of express goods being served and how that could function.
A common side effect now for me is mail income surging in the mid game since I design with this in mind. Map-wide express goods flow. It helps passengers too, but it's better based around already grown cities so takes freight infrastructure.
You may notice quite heavy passenger goods flow simply by connecting 2-3 cities in the middle of the map. But doing that on the side of the map you will see the town nearest to the rest of the map (middle) acting as a hub for express goods, mostly mail, coming from the very edge.
If this is not and you still need St Louis -> Atlanta then, looking at the spacing and angle.. with a very direct route from St Louis -> Atlanta it would also pick up express goods from Indianapolis destined for Atlanta, Augusta, Montgomery, Jacksonville. But likely not Charlotte or Knoxville. A key point here besides trip time is thinking about the total rail distance, which must never exceed 2x direct city map distance as a crow flies.
You're right here, you do not get any direct indicator that passengers actually get to use the the entire series of legs of a trip other than seeing the trains and income it yields. Just the fact that it has been covered by at least 1 leg of it's journey.
The best you can do, is check out the express goods list in St. Louis first. Make sure it has 75%+ service direct to Atlanta. Now also check the flow from St. Louis to any cities below Atlanta on this list. That should also be a respectable value for most towns where a passenger would not have to travel too far west after reaching Atlanta.
Then, do the same check for Indianapolis. Obviously you will need a good % of coverage for the direct line to St Louis. Then, same deal, check if it's getting usage shown for Atlanta trips, as well as cities south, but in this case you would perhaps lose the coverage of cities if there is any line between Indianapolis and Louisville and/or a line between Louisville -> Atlanta.
Provided your trains are making frequent enough stops for these values to not spike up and down, they should be a decent measure of usage. You can know this because Indianapolis wouldn't have any train connection to southern towns directly given your goals.
Anyway, this is all detail abstracted into the game that not a lot of people will find interesting. I'm glad a few other people at least think about such minutia :)
As for which legs of a trip an express good would use, I would again assume this is compared against some static time per city->city of some arbitrary speed for wagon travel, in the same way some folks believe express ratings are checked vs a given speed.
But then you also have average vs real frequency of traffic... all changing the dynamic of which legs would combine to form a shortest route.. as some legs may end up not being serviced in time for the prior leg to make sense anymore.
So again assumptions... express goods choose a route when they are loaded onto a train, but then calculate this again at the start of each leg, to slowly start to work through towns which may be viable to use for train transport.