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Author Topic: Simutrans! - bankruptcy, bankruptcy everywhere.  (Read 51844 times)

alamoes

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #150 on: November 02, 2014, 06:09:49 pm »

I *almost* got a passenger line to give me profit in 128, but it was a really low profit, like 100$ a year.  I'm impatient, so I tried to make it better.  Didn't work.  Achieved using the most efficient cars in the game, the 22 mph Czechoslovakian ones. 
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Descan

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #151 on: November 02, 2014, 06:20:11 pm »

I tried playing 1930 Exp Britain 128 pak, and the only build-able (as in, can build it with the default player cash) line was from coal mines to power plants.

Those same power plants usually take 50-80 per month, and might even get up to 250! That's not sustainable at all :V
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Akura

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #152 on: November 03, 2014, 08:57:40 am »

Yeah, well 1930 was the start of the Great Depression. I would be surprised if there was much profit to be had.

I have discovered the joys of ships. With a single big freighter(925t capacity), I run stone from a quarry to a cement works, to two builder yards, all on the water's edge. That, plus income from a train of barges moving coal and iron to one of the builder's yard's dock, and from there truck it to a nearby steel mill, and the truck it back to the yard. After sinking over 500ką into construction, plus racking up 32ką/month in construction upkeep(most that came from setting up an oil rig/refinery/power plant line), the first year is not over and I've nearly gotten back up to my starting cash.

I did learn the hard way that steel is wood, and the prblem involved trying supply a steel mill and power plant from the same colliery.


Also, does supplying an end-user increase consumption? Or is it just production that gets a bonus(that does increase consumption)?
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Girlinhat

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #153 on: November 03, 2014, 09:16:42 am »

Also, does supplying an end-user increase consumption? Or is it just production that gets a bonus(that does increase consumption)?
I believe this is how it works...
Every unit of finished good requires 1 raw good.  So logs to planks is 1:1.  But on the actual factory, it'll show percentages, like Iron 100% Coal 50% - this means it uses 1 iron and .5 coal to produce 1 steel.  On like, beer I think it's closer to like 200% and 20% for Grain and Glass - so 10 grain and 1 glass makes 5 booze.

The "produced per month" determines factory speed, while still using the same per-item raw materials.  So if you supply power, passengers, or mail, factories will consume raw goods faster and you can shovel MORE goods into the same factory for more delivery profit.

Descan

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #154 on: November 03, 2014, 11:44:41 am »

So if you guys use time-line, what year do you start at?
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Girlinhat

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #155 on: November 03, 2014, 12:49:19 pm »

I start at 1930, but then I never turn a profit either...

Djohaal

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #156 on: November 03, 2014, 12:58:19 pm »

Also, does supplying an end-user increase consumption? Or is it just production that gets a bonus(that does increase consumption)?
I believe this is how it works...
Every unit of finished good requires 1 raw good.  So logs to planks is 1:1.  But on the actual factory, it'll show percentages, like Iron 100% Coal 50% - this means it uses 1 iron and .5 coal to produce 1 steel.  On like, beer I think it's closer to like 200% and 20% for Grain and Glass - so 10 grain and 1 glass makes 5 booze.

The "produced per month" determines factory speed, while still using the same per-item raw materials.  So if you supply power, passengers, or mail, factories will consume raw goods faster and you can shovel MORE goods into the same factory for more delivery profit.

Correct, you win one internets. You can think of the factory production rate as the numbers of "cycles" it does per month, while each % on the goods means how much gets used/produced per cycle.
Supplying passengers to consumers as I demonstrated in my LP provides extra demand to maximize profits teladi approves, that's how I got up to 50% margin on my 1930 game.
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Descan

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #157 on: November 03, 2014, 05:44:47 pm »

Huh.

Anyone else having issues with trains not loading? It'll go into the station and say "Loading 100% -> 100%" and then just leave, empty.

It's a coal mine, and the train has bulk goods vans.

Also, unless the station line is in a loop i.e. the train stops at the station and then goes forward onto track that loops back onto the main line, the train just stays in the station saying "No Route" despite being able to GET there in the first place. And it's only the coal station doing that, the train can enter and exit from the power station from the same route just fine.

Edit: Okay, taking off some of the vans solves the weird issue with no route, but it still is leaving without grabbing any coal.

Or maybe not. Okay. So what seems to be happening has nothing to do with the station loop, but the vans will load up, and THEN it'll say "No route". Hmmm.

Edit 2: Okay, I think the problem is that the train is too heavy. But the only tracks I have go up to 20t, this train is loaded with 120t of coal. How is this at all reasonable? Oh, I mis-read it... Why is the weight in lbs per yard? What.
« Last Edit: November 03, 2014, 05:53:59 pm by Descan »
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Djohaal

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #158 on: November 03, 2014, 09:59:52 pm »

You can understand why I stay away of simutrans experimental. Also because pak128britain's art makes me depressed.
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I really want that one as a "when". I want "grubs", and "virgin woman" to turn into a dragon. and monkey children to suddenly sprout wings. And I want the Dwarven Mutant Academy to only gain their powers upon reaching puberty. I also have a whole host of odd creatures that only make sense if I divide them into children and adults.

Also, tadpoles.

Akura

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #159 on: November 04, 2014, 08:44:02 am »

Also, does supplying an end-user increase consumption? Or is it just production that gets a bonus(that does increase consumption)?
I believe this is how it works...
Every unit of finished good requires 1 raw good.  So logs to planks is 1:1.  But on the actual factory, it'll show percentages, like Iron 100% Coal 50% - this means it uses 1 iron and .5 coal to produce 1 steel.  On like, beer I think it's closer to like 200% and 20% for Grain and Glass - so 10 grain and 1 glass makes 5 booze.

The "produced per month" determines factory speed, while still using the same per-item raw materials.  So if you supply power, passengers, or mail, factories will consume raw goods faster and you can shovel MORE goods into the same factory for more delivery profit.

Correct, you win one internets. You can think of the factory production rate as the numbers of "cycles" it does per month, while each % on the goods means how much gets used/produced per cycle.
Supplying passengers to consumers as I demonstrated in my LP provides extra demand to maximize profits teladi approves, that's how I got up to 50% margin on my 1930 game.

I only asked a simple yes-or-no question. And yes, powering an end-user consumer like a builder's yard or bakery will increase the rate product is consumed. Good to know about passengers and mail, though.
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LoSboccacc

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #160 on: November 04, 2014, 02:31:43 pm »

I only asked a simple yes-or-no question.

This community will be helpful, that you want it or not :P
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Akura

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #161 on: November 05, 2014, 08:48:59 am »

Spoiler: This can't be right (click to show/hide)

It's now Spring of 1982, I am a multi-millionaire. I can afford planes. Planes have terrible profit margins.
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Djohaal

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #162 on: November 05, 2014, 09:05:55 am »

Yup that is right. Speed bonus is calculated based on the average speed for that transport class - airplane, boat, car, etc. Since the hovercraft moves at 110km/h much more than the average speed bonus you are cashing in a lot of money. Its maintenance probably is too cheap
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I really want that one as a "when". I want "grubs", and "virgin woman" to turn into a dragon. and monkey children to suddenly sprout wings. And I want the Dwarven Mutant Academy to only gain their powers upon reaching puberty. I also have a whole host of odd creatures that only make sense if I divide them into children and adults.

Also, tadpoles.

Zangi

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #163 on: November 06, 2014, 03:11:41 pm »

Damn, I can just sit there staring at this game for hours looking for problems to fix...  Overfixing things and then having to fix problems caused by that.

Maintenance is an absolute killer.  Makes useless many of the older toys.  (I cut it to 500 rather then the default 1500, but that causes problems with too damn much money when I gain access to better toys.)

So here is a question: If I increase base price for roads/tracks/similar... would the maintenance cost also increase based on that?  Or is maintenance cost separate from the base price of stuff? 
Well, I'll probably end up playing with those values when I next get the chance to anyways.

(Using Pak128)

EDIT: Also is it possible to put public service in the positive with tolls... ?  ...  I should try that.
« Last Edit: November 06, 2014, 03:19:32 pm by Zangi »
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Djohaal

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Re: Simutrans! - bankruptcy, bankruptcy everywhere.
« Reply #164 on: November 06, 2014, 04:21:46 pm »

Public service charging tolls for roads would be brutal.  :o
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I really want that one as a "when". I want "grubs", and "virgin woman" to turn into a dragon. and monkey children to suddenly sprout wings. And I want the Dwarven Mutant Academy to only gain their powers upon reaching puberty. I also have a whole host of odd creatures that only make sense if I divide them into children and adults.

Also, tadpoles.
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