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I read somewhere that cargo terminals, when not attached to train network, can be used as a sort of distribution centre... A very very expensive one, though!
So the ships, and the local lorries from industrial zones, will go on filling the terminal until it's at least 60% (I really hope not more than that) before starting to export my industries' products? Will they start to export at some point?
Not just expensive - it sounds like it'd overload traffic with trucks if they're not importing/exporting using mass transit. I actually decided in my current city not only to do an industrial import/export zone, but it also have an internal cargo route which distributes goods between cargo terminals near commercial areas as a separate line.
It worked crazy well at reducing traffic across the city, but there's a bottleneck anyway because there's only 1 entry and exit to the terminal for vehicles which meant I had a main road running through a commercial district just full of trucks.
I had an large amount of all products from specialised industries, shown as exporting in the production tab.
Since I opened the cargo ship terminal the amount of lorries on the roads (apart from going to the terminal to unload and back to destination) has gone down a bit, so I guessed they were exporting this stuff via ship. But as far as I can see the amount of goods gets bigger, both from my factories and from my outside connections, so where do exactly my exported goods go, and how?
There is hope they can improve it, but it would be as much work as making a new game... so who knows.
No one will ever be able to answer your question. The game works this way, and that is how it works. Stuff teleports all the time.
If every citizen and delivery were actually reproduced the game would be UTTERLY unable to grow beyond ~100K population on any home computer except the top 1% without grinding to a slow-down-halt. Like it does now at 500K or so. As it is they managed to get it to run like it does now by not having anyone inside those delivery trucks. No driver = no citizen, agent, or sim, or whatever you want to call it. There are other short-cuts taken too. Good ones. I'm not calling it a bad idea at all. The citizen agents should despawn in their homes or at work or school or inside any building or mass transit for that matter, instead of hogging rendering resources uselessly. But that's aside.
A lot of export/import/deliveries need to be faked and teleported so the game doesn't slow down to a crawl so soon. It still will, but later instead of sooner.
The side-effect is that you'll notice those fake deliveries/imports/exports if you are playing it that way. If you don't look, you won't notice. Mostly.
Warehouses are warehouses. Buildings that house wares. They are meant to be stocked up nearly full. That's what they are for. Stuff exits one way or another. Boat if at harbor, truck anywhere. Sometimes it's only done mathematically and no truck or train or plane or boat actually acts like it moves it. It's all play anyway, whether it's 'simulated' or not - it gets moved one way or another. Or it doesn't. There are plenty of times the game gets so behind because the CPU is so busy that inventory and deliveries are just put on hold for so long because the CPU just can't create another vehicle to control and track and move. So it gets teleported after a while. It's that, or the game grinds to a halt on every computer without tripled-digit core numbers and speed measured in tens of GHz.
They over-reached... and fell short.
EDIT: Oh, and yes, this tactic also includes industries and things like farms. You will see big mining trucks on mines, but they don't move or do anything. Like the gantries. They go through the mock motions, but they don't actually do anything but those mock motions. Farms don't green in spring and summer and get harvested. Not visually. Furrows that nothing ever grows in. They look the same all year 'round. Except when that fake looking blanket of snow covers them.
But every single effing tree on the map has hundreds and hundreds of lovingly crafted nearly individual leaves that rustle in the never ending breeze and dapple the sunlight and create nearly realistic dancing shadows on the terrain below. Yay?
The idea that storages have to be filled, could be an explanation. Maybe I was watching in a time just after having added more storage. I do tend to pause the simulator when I make changes, and then watch how things work out.
How does the length of the railway line influence its desirability? Does quicker transport mean a more attractive option?
I try to get a cargo station near every hub of industry, so the train should be a very "cheap" option of transport, in that it only takes a short drive to deliver or collect goods.
But I also use only one cargo line, that goes in a circle, back and forth. That way each station has the same train going in both directions, but it also means that a transport between 2 stations that have several other stations between them, can take quite a while.
Does the fact that a cargo has to pass several other stations before getting to its destination, make the train less desirable? As in: would it make it more appealing to just "drive it there yourself" with a few trucks?
How do you people organise that? Lots of small, more or less direct lines, or long lines as described above?
Don't even bother trying to use it for exporting at this point until it is fixed. I've tried literally everything, and just end up with a giant, expensive distribution hub that exports literally nothing.
Hopefully they will fix this soon. It's incredibly frustrating.
Along with the wildly fluctuating and unpredictable income.
You think that remark is in any way relevant to this thread?
Well the first this you can do is separate your internal route cargo from export.. create a separate stations for export vs internal.. I will say export is broken to a certain degree as it is reported on the bugs forum.. I recently tested this last night and ship export is broken.. I haven't tested train export yet. What I can say saw is raw material are exported but when you create industry it seams to only spawn certain ones more than others even though you have an extreme excess of materials which to me means its broken as well...then there is the homeless and elderly situation ... you can have welfare building and cheap/low income housing but homeless crop up like the plague
I will just trash that save and make a new city where I do not try to make things work, since I'm not supposed to do that.
I mean, whatever I do, even this giant cockup with the cargo teminal that cost me a lot in term of money and redevelopment, I seem to be unable to lose money.
I can't understand how they thought people would be happy with this game.
I am guessing that the majority of players who spent money on CS2 are fans of city sims; the best parts of a city sim are traffic/transport management and financial management, and the game fails in both.. So who did they have in mind, as player base, when they decided to go on the pretty route? I am really surprised of the way this game turned out to be.