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- This topic has 82 replies, 43 voices, and was last updated 7 years, 5 months ago by
pjmmanx.
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September 13, 2014 at 16:28 #7928
Morat
ParticipantOn the important keys and building info pages please also add that the M & N key raise and lower the center sections of a road to create a bridge or tunnel!
September 15, 2014 at 17:59 #8513Kamaling
ParticipantVery well done. douglas! I hope you will conitnue this nice guide in future.
September 15, 2014 at 23:04 #8588Ikofudab
ParticipantHi Douglas,
there are some minor mistakes in your tuts, worth to mention and maybe to correct.
1. Trams may turn without loop, but there is a bus (and a tram) terminus under the road/personal transport/stops (3rd and 4th from upside) which is closing any lines. Those termini are capable for 2 lines.
2. It is not true that factories, which deliver their production by foot are not worth for building truck/train lines. They are, if the delivery by truck/train is quicker than by foot. (Of course the 20 minutes delivery distance also applies).
In all other issues your tutorials are great stuff, i could not start playing within 2 hours without them.
Greetings from Budapest…
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This reply was modified 10 years, 5 months ago by
Ikofudab.
September 16, 2014 at 02:04 #8618douglas
Participant@Morat: it will be added
1) I don’t understand this point.
2) When I said its not worth it I was thinking about starting in 1850. Horse carriages (as mentioned) won’t add too much speed and they won’t use my lines. Also you can of course build them, with something besides horse carriages, but even with trucks, without enough frequency the factories will still send goods to walk on their own. They can even use your lines, but at the same time the goods will walk themselves. So you don’t get to transport full production. That do not happen if you focus on far away factories. Plus the payment is higher.
September 19, 2014 at 23:00 #9405Ledo
ParticipantExcellent guide, I loved the video demonstrations.
September 20, 2014 at 12:22 #9436avnerse3
ParticipantTip1: click the city name and check People line usage – I haven’t seen anyone mention this – when you click a city name you can see the city line coverage or what percentage of the population is using you routes. I played around with it and managed to get as high as 80% in some cities while others I can’t break the 40-50% barrier no matter what routes I lay.
I suspect this is an important yet overlooked game mechanic that has an impact on town growth – but I could find no documentation or even a post about it.
I try and balance the lines profitability with the people line usage – get the highest coverage you can but use as little vehicles as possible.
Tip2: make sure trains (also truck but less important ) make money when travelling both ways.
For people this is always the case – but for cargo unless you do it smartly – you can have big extensive trains travelling empty one way – a big waste.
tip3: prefer wood industry to coal or oil when possible. it uses the same carriage to carry wood and goods – so you can setup a 3 stop line (logs-city-sawmill) that will have cargo shipping in more than one direction.
Most useful when there’s a city next to the logs – you ship them out to the mill and bring back goods the way back. Harder to do efficiently whit coal or oil.
tip4: keep checking your lines
1st thing to check is income – if a train line is at minus $200K for example – most likely the line isn’t setup correctly. If you’re losing $400-500K – the line has most likely stopped completely. This can be hard to find once you get to 1950 or so.
Keep improving your lines: people in the 1850 will be willing to wait 10 minutes for a 15kph cart – in 1950 they will expect a fast bus – if you don’t upgrade the lines people will stop using them.Don’t upgrade too much – the latest and fastest train is not always the right one. Consider operational cost of the loco you are buying as the most important factor.
A 1M per year loco is only going to be good for high utilization lines. Not the minor ones.Overall game strategy (in order to stimulate region growth) – it’s important to have the region and its cities grow as fast and from as early as possible.
If you don’t grow the region there may not be enough people to ride the expensive lines later in the game and you will start losing money, fast.
Last but not least:
this is a great game. a real sandbox – every game starts very simple but ends up very complex.
I’m currently running at about $10M per year and it’s 1950 (accumulated 350M so far, med diff).
September 20, 2014 at 16:03 #9454douglas
ParticipantHi avnerse3,
Thank you for the feedback.
Tip 1:
The line usage have some factors that are unknown, so I cannot explain it. It seems that line usage is higher in the early years but it goes lower after the invention of cars. And even lower when cars become cheaper. So no matter what you do, it will decrease. At the end it doesn’t seem a helpful indicator, cause going lower doesnt mean your lines are less helpful, only means that people prefer cars.
What would be useful is people sharing their percentage and year. So we could perhaps see the higher % for an specific year and then compare with ours and see if its good or not. I tried to do something similar in CiM 2 but people lie, so its useless.
Tip 2: Its a good tip but hard to achieve. At least in my routes, almost never a train that gets coal to the steel mill will be able to bring something back in return. A good tip would be: the purpose of trains is to haul big amount of cargo or passengers. If its not a big amount, use truck. If I transport 100 units of cargo, my profit is 1M per delivery. Its very profitable, no need to worry about empty wagons.
You gave me an interesting insight. Use buses to transport people across town. I usually don’t have profit with them, because a train transporting 40 people is not profitable.
Tip 3: Interesting tip, but I usually have no problem with profit on cargo. At least not overall, see tip 4.
Tip 4: That is hard to say. At start I can have 4 train cargo lines. 1 bringing raw materials and 3 delivering goods to the cities. In this setup I have 1 line making profit and 3 making loss. Still nothing is setup wrongly. The problem is that the cities require low amount of goods (40, 50, 60) which is not good enough for a train. But the train that brings raw material makes 2M in profit, which covers all the losses and still leave me a good profit. I can loose up to 1M in one line and still I won’t deactivate, because it feeds other lines that makes profit.
Keep upgrading your lines: very good tip. It will be added.
Don’t upgrade too much: also good. It will be added.
Overall strategy: I’m not sure I understood that. The cities must be feed early to grow fast?
I seem to have this problem you mention. My cities are not growing, but they have all demanded goods and good passenger transport across the entire map. I started in 1950.
September 21, 2014 at 02:03 #9496mg
ParticipantFantastic guides – thanks douglas.
Goods, deliveries and road connections were a bit of a mystery for the first few days until I read your guide!
Please keep it up – it’s really valuable stuff.
September 28, 2014 at 23:04 #10236douglas
ParticipantNew version!
1.6 Change log
+ Changed official address for Train Fever Guide updates, as Wikispaces will be disabled. http://www.cimexchange.com/topic/2567-train-fever-interactive-guide/
+ Added new links to Resources:
– How to setup a Cargo Train Line: https://www.youtube.com/watch?v=RHU7EzjkgDQ
– How to setup a Cargo Truck Line: https://www.youtube.com/watch?v=TUILxo5Mdx0
+ Added video showing that keys M and N can also be used to change inclination of bridges. If you are having problems to place bridges, try to change the inclination, that might remove collision errors.
+ Added a tutorial on how to make road bridges in video.
+ Added details of the speed limits that apply to the various road types:
– First type (small street): 30 Km/h
– Second type (medium street): 50 Km/h
– Third type (large street): 70 Km/h
+ Added several new information to Lines section:
– Buses and Trams are able to sync, increasing or decreasing the distance between them, in order to have equal distance. But this doesn’t work for trains. You must use signals to keep optimal trains distance.
– You can setup lines with more than one type of vehicle. For example: a train will deliver iron one to the train station. From there a truck will pick up the iron and continue the journey. Its not necessary to group stations for that to work.
– Keep improving your lines along the decades: people in the 1850 will be willing to wait 10 minutes for a cart; in 1950 they will expect a fast bus – if you don’t upgrade the lines people will stop using them.
– Do not expect to have profit in all lines. Sometimes, in a chain of lines, many won’t make a profit but remember that they are helping other lines that are making a huge profit that will be able to cover all the losses of the feeder lines.
– Don’t upgrade too much – the latest and fastest train is not always the right one. Consider operational cost of the train you are buying as the most important factor. A train with 1M in running costs is only going to be good for high utilization lines, not the minor ones.
– Keep realistic. If its not a big amount (cargo or passengers), use trucks or buses. Trains are build to haul big amounts. You won’t make profit with a train carrying 4 wagons.
+ Added video tutorial of 2 different ways to setup signals making a double track line between 2 cities.
+ Added a section explaining the basics of Signals.
+ Added various decorative images.
As promised there will be a section with complex junctions but I still didnt got there. I’ve being playing on a small map for quite some time and still didn’t have the need for it. I’m trying to make a tutorial based on real examples and things you can apply on real cases. Not just theoretical possibilities.
October 2, 2014 at 15:02 #10656Grimes84
ParticipantHi Douglas
The Models you are use in your good guide are from Wohlstandskind from Train-Fever.net the Official German Community for Train-Fever.
Please let your Users know where your used Mods are from.
Cu Grimes-
This reply was modified 10 years, 4 months ago by
Grimes84.
October 3, 2014 at 14:18 #10769Grenkin
Participant- + Added details of the speed limits that apply to the various road types:
- – First type (small street): 30 Km/h
- – Second type (medium street): 50 Km/h
- – Third type (large street): 70 Km/h
Not all types of roads are covered
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This reply was modified 10 years, 4 months ago by
Grenkin.
October 3, 2014 at 17:10 #10794douglas
ParticipantNo because only recently I discovered the other types of roads 🙂
November 15, 2014 at 23:39 #13409spirit499
Participantthanks, downloaded for the wife …
November 20, 2014 at 13:30 #13620murraypaul
Participant2) When I said its not worth it I was thinking about starting in 1850. Horse carriages (as mentioned) won’t add too much speed and they won’t use my lines. Also you can of course build them, with something besides horse carriages, but even with trucks, without enough frequency the factories will still send goods to walk on their own. They can even use your lines, but at the same time the goods will walk themselves. So you don’t get to transport full production. That do not happen if you focus on far away factories. Plus the payment is higher.
Even starting in 1850, I’m still not sure I’d agree.
I saw that there was a steady stream of iron ore from a mine to a factory, then goods from the factory to a town. I constructed horse carriage routes along the same roads, doubling the number of carriages each time the buildings expanded, and they were my most profitable lines by far.
This was on easy, it may be that the balance of your lines/background AI lines changes on higher difficulties?
November 20, 2014 at 13:30 #13621murraypaul
Participant2) When I said its not worth it I was thinking about starting in 1850. Horse carriages (as mentioned) won’t add too much speed and they won’t use my lines. Also you can of course build them, with something besides horse carriages, but even with trucks, without enough frequency the factories will still send goods to walk on their own. They can even use your lines, but at the same time the goods will walk themselves. So you don’t get to transport full production. That do not happen if you focus on far away factories. Plus the payment is higher.
Even starting in 1850, I’m still not sure I’d agree.
I saw that there was a steady stream of iron ore from a mine to a factory, then goods from the factory to a town. I constructed horse carriage routes along the same roads, doubling the number of carriages each time the buildings expanded, and they were my most profitable lines by far.
This was on easy, it may be that the balance of your lines/background AI lines changes on higher difficulties?
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This reply was modified 10 years, 5 months ago by
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