Wow - those are really good suggestions, Scia!Scia wrote:Hello all,
I have put down some brainstormed points you might think about or take into consideration.
1) For perishable goods another dimension in the cost calculation could be added. For example: a higher 'total days in transit' will have a negative effect on your income for delivering a for instance livestock. The current 'days per 20 tiles' rule will exist besides that. So you will be encouraged to have short routes for perishable goods.
2)New vehicles are not reliable in the beginning period with all their child diseases, but I understand/accept that this is easiest like this.When a new vehicle
is purchased, reliability starts at 100 percent (90 percent for very new vehicles on the market).
3) Would it be possible to have some kind of road infrastructure generator within the map generators, so that road vehicles can be more tempting to use?
4) Maybe some kind of urbanization could be simulated. Some towns will lose population in favor of one growing one or something like that.
5) Economic activity within a region (you transporting very good) could stimulate the appearance of new industries (the region gets richer with more population etc.)
6) New products are always very expensive in the beginning and get cheaper after some period (product life cycle). Does this apply to trains / railway systems / etc too?
7)Maybe you mean the 20th century or I should have paid more attention during my history classesDiesel and electrical based engines were introduced
in the early 19th century which were able to reduce cost, weight and provide more power and velocity. also in the early 19th century, tram and subways were introduced for commuter distances.
Very realistic. I like that very much!
