A map showing most of the traffic in 1911. The chemicals from the Moltedokka bulk terminal is now freighted by trams. Another one of the forests east of Flisholt has been added to the paper mill's supplies. The chemicals for the new glass works go by ship from another bulk terminal at Kirketveit. Coal for the Rekheim cement plant is freighted by ship from a mine at Trosttveit.
The Dauingmyr quarry, to the far left on the map above. The sand goes by ship to the glass works, while the stone goes by tram to the cement plant. The new dump trams (from Road Hog beta-7) are beautiful, in the company's own colours of light green and yellow. (I have settled for those colours a long time ago.)
No, I haven't bothered with the infrastructure maintenance. I usually don't care much about the economy (after the initial phase at least). I'm more in the sandbox mode, fooling around with objects and trying to create good-looking sites. Although I can take an occasional challenge, as I did when I proved that it was indeed possible to run a horse transport from 1714 into modern times, with inflation on. But fighting economical obstacles isn't generally my idea of a good game. I've never investigated the IM effects, but I suppose that it will favour shipping, which requires minimal infrastructure.Gremnon wrote:Out of curiosity, do you play with the Infrastructure Maintenance option turned on? And if you do, how do you manage with it? I keep finding large road networks start to get a bit economically problematic with it on. I'd guess maybe using more ships than I do might help with that.
The company's passenger trams are always coloured light blue and dark blue, somewhat like the trams of Oslo. It's a nice combination, and rather homely for me.
I supose this is happening because your station (the station's sign) is out of any town zone, the town consider then that there is no station in activity in town and so don t give you any growthleifbk wrote:no growth
two solution :
- make the station signs closer to the town (near the tram stop for exemple)
- keep funding some buildings, the town will grow and finally consider your station inside its town zone
Thank you romazoon, that did the trick. I blew up and rebuilt the dock, and the town is on its path to glory:romazoon wrote:I supose this is happening because your station (the station's sign) is out of any town zone, the town consider then that there is no station in activity in town and so don t give you any growth
The local authority rating immediately went from Mediocre to Good as well.
Here is the Sundstad fishing harbour in 1833. Fish arrives on the north side, and food departs on the south side.
The output of this fishing ground is too large to be handled by schooners, so for the first time I'm deploying clippers for fishing. They will of course be exchanged with Little Cumbraes in 1860. This place won't see a real fishing boat until the 1950s.
For now, I've only got a few skeleton chains going. Besides the fishing industry, there's a paper mill getting wood from one forest, and a brick work getting clay and coal via a canal. Here is the coalmine supplying the brick work.
And the first brick load has arrived at Lyngbrokk. There appears to have been a terrible accident here, somewhat resembling a white sails variation on the Philadelphia Experiment. I'll better deploy some seagulls, lest my brick-carrying clippers all disappear into a parallell universe.
The refinery. No shipment of gasoline and chemicals yet.
The Sundstad fishing village revisited. This industry is receiving fish from 14 fishing banks, processing 1,300 tons of food each month.
Lyngbrokk is still receiving an awful lot of bricks, currently transported by 9 Santorinis.
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The Varvik harbour.
The Gromstad fishing harbour. Fish arrives to the right, while food departs to the left.
The Slyngmyr farm. It is being supplied with fertiliser fram a nearby port. The port has an output of 45 crates of farming supplies per month, and the farm goes gung-ho most of the time. But it's occasionally down on enhanced, and then there's a buildup of waiting grain ships in this harbour.
Hønssund with its port. I had to fill up a lot of land here, as there was no space for a station.
The Fredjord foundry, recipient of the Sørheim steel. There's no supply of chemicals yet, so the production is modest.
The Svalstua stockyard, where the tin from the foundry goes, and a nearby coal mine.
The Grånes bulk terminal, built on a tiny island in the middle of the ocean. I could have put a molo around it, but then, tankers dock at offshore platforms all the time. The chemicals go to the Kvernvåg paper mill.
The Kvernvåg paper mill. The cardboard goes to the Gromstad fishing facility, and the paper goes to the Hønssund port. The liquids terminal at the eastern side is a recent addition, as the chemicals now arrive by Eddystone tankers instead of Little Cumbraes.
The brand new Laksnes refinery, with a single track Ro-Ro station. No ships yet.
And a totally over-the-top spanning of a wide sound. I wonder if the oil will ever pay for it, but at this stage I've got lots of money to throw away.
You've not done a bad job of it! Just 2 issues. The signals at the terminus station need to be turned to face the other way, and the signal just before the tunnel on the way out of the terminus station should be removed, as any train stopped there can block the junction, not allowing the another train to enter the station.leifbk wrote:Just in case anyone was wondering: I do know how to set up a train line
Thanks a lot, Pilot. I wasn't thinking quite far enough aheadPilot wrote:You've not done a bad job of it! Just 2 issues. The signals at the terminus station need to be turned to face the other way, and the signal just before the tunnel on the way out of the terminus station should be removed, as any train stopped there can block the junction, not allowing the another train to enter the station.leifbk wrote:Just in case anyone was wondering: I do know how to set up a train line
Here's my second oil well station, with the same layout as the first one, and the signals fixed per your suggestion. I got a deadlock here because of overcapacity, as both tracks on the station were occupied, and a third train got its nose out of the depot and blocked the route. Turning the station signals around fixed the problem, as the third train will now stay in the depot while waiting for a path. That isn't quite obvious, as those are two-way path signals. For the rest of the line I've deployed one-way path signals.
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