Before the below a question: I know that you need an industry accepting a certain cargo within range of a town to get it in the system. There are still a few things that are unclear to me:
- Does within range mean just a tile owned by the local authority (as I understand it every tile in the map is owned by some town, even ones very far away from the town, which is why making airports with the noise limit on can be a pain) or does it just mean within the zone you can see by going to Local Authority -> View Zone?
- If the answer to the above is 'within the View Zone radius' does this radius grow with the size of the settlement? I'm using a mod to cut starting settlement sizes for the earlier start so I can't easily see if larger settlements have a larger local authority zone (biggest settlements are 1600, maybe 2000).
- Does the industry have to be within the range or does it just have to be the station accepting the given cargo that's within the zone? That is if the station is close enough to, say, a stockyard that the station will accept livestock and the station is in the zone but the stockyard isn't will that still work or do both have to be within range? This would make it easier to keep industries on the outskirts.
- Why does population sometimes decrease even when a town shows 'growing within ~300 days' or similar? It seems to dip down then come back up a lot.
LoSboccacc wrote: ↑16 Aug 2021 10:28
ah, bummer, you'd end up with industries everywhere instead of stressing logistics. I'll search a grf that adds a store to every city then
I ran into the same thing so I tried using industry descending and it works a lot better. You start out with tier II being finished goods, then lighter industry then raw goods (I think of it like bringing luxury fresh food into a local production area for a major city). See the image below for some quick tests I did using FIRS 4 temperate basic and see all cargos. From what I gather this setting puts every industry into a tier (category) then, for each tier, picks an industry that the town would want and then asks for that industry's inputs but the industries in tier II are generals stores (usually one in each city in FIRS anyway), ports (often near a city) and oddly steel mills and the first two have a lot of overlap in what they accept. It may be that because I'm playing starting in 1700 and steel mills (which take in iron, coal and scrap) don't appear until 1800 that this grf gets confused by the fact iron ore, coal and scrap metal have nowhere to go so it sticks them in tier II when they should be in III but I don't know.
Sometimes tier III asks for Passengers, Alcohol and Food because it's picked a hotel industry. In general it might just be luck that ports and general stores overlap so much in temperate basic and I've not tried on arctic, tropic or with steeltown or with the other industry mods this grf supports.
Industry ascending would do the same thing as the normal progression of raw materials first.
Perhaps a better explanation on how industry descending and ascending sort things into tiers would be helpful and maybe a look at making sure the highest tier (cat II in descending, cat IV in ascending) is definitely end products also. I suspect the results for this setting with arctic basic would be less sensible and with tropic basic probably pretty good but I've yet to try either. If you want to quickly see what will happen with industry descending turn your town view to full cargo, throw a basic two station bus loop in ~10 cities and then run the game for two months and you can get a bunch like I did in the image below.
(Image may be annoyingly large for small screens, might have to open a new tab to read the text. Apologies)