how about doing this by simulating the ship route code and warn that it would be too far so you would then have to add an airport somewhere on land for the plane to make a quick stop by at....just like with the way the ships have to go to a buoy then just go on their way to the next one or to their final dock?
# make planting more than one tree in a square affect city ratings, but perhaps not as much
first tree changes the rating as normal.. second tree is 3/4 effective...third tree is 1/2 .. fourth is 1/4? just my own random thoughts as usual
# too much diesel smoke when train is slowed down by bridge speed limit
I think that what actually happens for that is that the train is underpowered or limited by tracks that the engine isn't near/at its max speed so it then seem to be kept stuck in an accerlating mode and so hence all the smoking it makes
someone tell me if I guessed that correctly please
# cargo disappears when refitting more wagons to same cargo, see shadow's post in alpha discussion
-random thoughts below-
some kind of code to go like "x=1, Start, check for a wagon x, if exists then if x=[insert requested cargo] then skip else refit x to [insert requested cargo], add 1 to x, loop to Start"
# allow repeating current order list in reverse order, for ships to find the way back (of course skipping current last and first order)
that sure would be a BIG help with very long ship route that needs many buoys in one direction already!!
# modify train pathfinding to prefer straight and level routes; change it from a shortest-distance algorithm to least-cost algorithm, with some balance between cost due to distance, curves and inclines
# show refittable vehicles several times in the purchase list, one for each cargo type
I'm not so sure if I like this idea....some trainset have multiply cars that can be refitted to same cargo and then there is the issue of eg ECS that adds more freight choice to each car as well -- meaning: MASSIVE wagon list in the buy list
# Prevent landscape changes unless good standing. Big penalties
hmm may be a problem for people using hilly/mountain terrians if they need to put a new station near a town then lower a lot of terrians to fit the track going out?
# check for duplicate grfs and show warning if GRFID exists already
that could be a nice help for these trying to mix two or more smaller vehicle sets together I would say

# make bank production dependent on town population, e.g. pop/40 = bags/month
that might be better than the current status it is in because when you think about it, a small town may not have that much diamonds but as it growns into a large city many years later where there's a lot more well off workers there should be a lot more diamonds from the same bank by then
I really need to go to bed now but hope I had some nice suggestions and points