The way to overcome this is to setup a system that uses nearby food and fuel to get a city going. This actually presents a challenge in getting industries going when using long delivery lines. However, the cities don't have high demand industries grown up around the cargo stations. Starting a game in the 1970's or later, the vehicles already have higher ticket price. Your perspective is the food chain is running maxed out. From your perspective, the lines are busier than ever, that's because more people live close to the main train line as the buildings upgraded.Ĭargo has the same growth effect, buildings that once were in reach of a food plant, are no longer serviced because of the increased cost, but since commercial buildings closer to the stations have upgraded, they can take more food. In 2000, after upgrading the trams, and trains, that same person may no longer make that trip because of the increase in cost. When you start a game in 1900, people will use the tram to travel all the way across town, hop on a train, go to aother city, a bus, a comercial on other side of town, and back. The way the game makes up for this behavior is by increasing the building densities close to the travel starting points. For passengers increased ticket prices for the different legs of the journy will start to limit how far they will travel. Passengers have different rules compared to cargo. Link to vimpster's thread on cargo transport limits In short, I've just learned to play within the limits of the game mechanics. ![]() Have only one long line in the chain, that can haul both directions, then try and keep everything else somewhat close to the factories. It's also useful to cluster the mulit-material factory chains to let cargo hubs be effective. I basically ignore any city close to the map edges, even use no-cost mod to go destroy them completly. I then cut the map in half and look for a city on each side that is central to that half. The way I manage it in my games is to generate a new mega map with a few cities, ~20. This is unfortunatly, just the limits of the game engine. However, it doesn't move the price too much, $698 to $576 in my setup. I've done this at times, there is a nice switching engine, ALCO HH 600, that works well for this purpose. Ticket price is based on the cheapest engine on the line. One way to do this is take a very cheap engine, park it on a siding someplace, and add it to the line. The only work around is to lower the ticket cost. There is a thread that experiments with the maximum distances that has lots of details on the topic. ![]() It's from this that I have my rule of thumb, 15km max. I do the same thing in my map generations, mega map few cities. Side note: The cargo train station with cranes moving containers, it has a built in truck station, just enable the secondary street connection. The reason the food plant tells you to ship more, is because your current configurion isn't allowing it to ship anything. This will limit cargo hub distribution designs. The other quesion is how far is the farm goods being transported? There is another limiting value which is the total price the end customer is willing to pay, which is the sum of cargo price from all the lines in the production chain. My personal rule of thumb is to keep the distance less than 15km. The vehicles you are using have very high ticket prices which will limit the total distance. There is a maximum sum each lines (distance * ticket price), to final destination. The fact you have so many trains and the frequency is still 6 minutes leads me to think this is a very long line. How far are you trying to move food? This is the sum of all straight line distances.
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