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  • Neldot
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    Azrael: “In my game, large hilly map on easy, to find into the game, My long range lines (4 Cities connected, from about the middle of the lane to the map edge, the train becomes full over time from station to station and the huge bunch of passangers exits the train on the final destination in the middle of the map.”

    I agree with you, making profit on long routes is possible, but I bet that you have high train frequencies on those profitable long routes. I think that this is a lack of realism. In the reality (especially during 18th and 19th centuries), until the high speed trains, there were hardly more than one daily ride on long routes.

    I’ve learned that the game repays well only high frequency routes (the 20 minutes paradigm), and this is realistic for routes between near towns, but it’s a bit unrealistic for long routes. IMHO, for a better simulation, the “20 minutes rule” should apply only to commuter traffic between near towns, while connections between distant towns should benefit from a commercial/touristic traffic bonus (perhaps introducing monuments and hotels?), not linked to the “20 minutes rule”. In other words, there could be two types of passenger traffic, the main being the commuter traffic, but with a little traffic generated by tourism/business even on low frequency routes.

     

    in reply to: Bug? constructing in pieces cheaper than all at once #4809
    Neldot
    Participant

    This is definitely a realistic element of the game, but we need more info on the gradient and/or the altitude of the line to make a correct use of this feature and to consistently build a line. And we need also a way to make the project of a track in segments before building it.

    At the present, building a track works a bit too randomly without these tools.

Viewing 2 posts - 46 through 47 (of 47 total)