yeah but why anyone would contract you coal from the other side of the county having a mine right near them?
also, if industries are too close you can make loops and bam! loads of moneys.
I hate when a simulation doesn't make any readl-world sense.
... boy I miss industry giant 1
If your argument held truth we wouldn't be outsourcing 99% of the world's industries to China...
On to surviving simutrans economy: (applies to pak128 on main simutrans, not pak128 britain on simutrans experimental which is totally different)
1: a good map is vital, some bad maps it is impossible to turn a profit on early game
3: Don't start with passengers.
4: you need a good industry density with a good few-resource industry (such as a textile mill, bakery or dairy.)
5: you need to set up the starter routes for the whole production chain so goods don't clog on the factory, otherwise it'll slow down to a halt. (goods don't get magically delivered behind the curtains)
6: Don't fucking start with passengers.
7: You can go into negative provided your "Net Worth" always stays above zero. Usually I go down to -100 million before I reach the bill gates point where money pours in faster than I can spend.
8: Usually powerplant hauls don't turn a good enough profit by themselves (exception being oil, which is a little better than coal and has more centralized production), and powerlines don't profit either, but their boost potential is vital in midgame.
9: YOU DON'T FUCKING START WITH PASSENGERS.
10: Due to balance, sadly, the profit margins for running trucks and busses before the 1950's mack trucks are abysmal and not worth the trouble. Trains and boats are the way to go.
11: A good profit margin is around 20-35% or more. Anything under it and you are doing something awful.
12: You don't start with mail either.
13: Scale your networks - maintenance of high quality tracks can kill you on early game. Also mind which locomotive to use.