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Really? That's interesting. I always felt like the upfront costs of ships was too prohibitive, I would just open with rail.
Ah but if you use some of the smaller mod ships, I can definitely see how that can work.
Is it easy to manage a large flow of ships? I never used more than a few at the same time.
1. You can attach more ports to one stockpile to increase the loading speed. So I had a small 2 ship harbour which was drawing a certain amount. By adding a second with another 2 ships I doubled the pull out of the stockpile. Its an improvement... but they load the bricks at the slow rate (like loading bricks outside an open storage, at the factory for example)... which is super slow. They will likely do the same when I start pushing steel there. I get the impression docks with the cranes should load open storage at the same speed... but I guess that's how it is for now.
2. The spot where the ship unloads is determined by pathfinding, not a fixed location. So all my ships went to the same spot and waited after each other because they all used the same path and I hadn't set up any buoys. With buoys I can setup as many offloading locations as I like... or have room for. Unfortunately, that will require some careful planning because unlike trains they won't pick and choose which is free.
The slow loading speed at the border is a solution to make them seem like they are traveling overseas. They are really "at the border" this probably needs some fine tuning and the ships should really go "off map" so it's a visable change.
Did not know that. Thanks for the info
I use wooden cargo docks from the workshop, the cost is muuuuuuch lower, the most expansive part is the small harbor ( for buying ships) but it's still manageable ( 30k more or less). It's a lot more consistent but I use it for moving construction materials around and not high-yield industries yet. They probably wouldn't keep up.
I remember hearing about the ''traveling'' thing and I still think its a bug. I set the unload speed to match the speed of a normal border rail crossing, its just so much better like that and is more consistent with the rest of the game. An oil tanker will take a few weeks to unload. I'm sure that was the intended behaviour... if it wasn't it really should. Its a huge improvement.
With the buoys, the ships become pretty viable. Though ships probably are the buggiest of the current features. I think they need a little love in the new updates.
Compared to trains, each cargo ship is roughly as expensive as a train of similar throughput, but their infrastructure costs a lot less and takes far less time to build. That they don't compete for limited customs slots is even better. The downsides of ships are the rather slow speeds and the requirement for water.
Ships are nice in the beginning because you can set them up very quickly to start making money instead of waiting for track and train facilities to be built. Later on they are still good because they don't compete for customs space and can use the otherwise useless bodies of water.
Ships are also pretty good for expanding into new areas, as you can use helicopters to build a cargo harbor and a few other facilities and then have all the vehicles and most of the building materials you need shipped in en bulk.
Ferries are probably the worst vehicle class in the game though, as citizens can only go a few km on them before reaching their "total time travelling" time limit (unless you get the much more expensive fast ones) and they have very long station visit intervals that you cannot balance with end stations or line spacing. The only way I have gotten them to work well is to employ an "overflow" system where they would take anyone present and anyone who waited too long at the dock would just go to a linked station for other transport. Definitely hard to work with.