I have read forum rules, and many threads, and the manual and the concept of the mechanics of the game. (not by far have i read it all, but i have looked up what have felt interesting to change/add/modify). So much of what i will point up have or have not been said. (or is already fixed in someones own "patch")
First off, i love the game, the charm and the somewhat real life feeling it has. I enjoy the immense ways you bit by bit can increase your income, in with what ever you do. Thus making the game an very advanced complex game, but can easily be played for only the charm (sandbox) of the game. Earning money is not that hard (in the hardest mode), but making more money then another player is the real trick. (it looses its charm when you do earn so much that you can practically build any thing you would like)
And yes... you are never idle in this game, there is always something to do
Anyways i have some thoughts/comments about 0.7.0
- I read in the game mechanics that a vehicle that goes 160km/h and moves 5,6 tiles/d makes a tiles distance beeing 686km (calculated with 24h). And that is outrageously strange. In real life it would make most cities (Stockholm e.g.) end up at 1 tile big... not to talk about the factories that are huge buildings stretching from 200*200 miles... =O
* To make it more realistic i have made a tile beeing only 10km wide (without altering the game, but the time). If the time would be altered to make one day (in game) beeing and hour (in game). Would make this up. But yet we have also to change how much a busdriver can drive each day... i have yet to see a busdriver that works 24/7 =/
So here is the 10km tile distance: 160km/h @ 5,6 tiles/h -> 160/5,6 = 29km, and with 8h worktime -> 29 * (8/24) ~ 10km
The bus will in fact drive all the time in game... but the actual velocity is reduced with amount of working hours.
... which leads to next comment...and many others
- One type of road.
* I would suggest to implement three types of roads, intracity roads (max 50km/h), intercityroads (90-110km/h) and "autoban"type of road with no speed limit.
- Passengers / mails. There is currently strange things going on with the passengers... they dont know where they want to go, and can wait several days only to take them the busstop at the very next corner (though it is 686 km away...) You all know the deal with passengers (and mails)
* Divide up the passengers and mail to three categories... intracity, intercity and abroad. Each town/city will generate passengers(mails) at a ratio (intra=0,6 inter=0,3 and abroad=0,1) and they will all get different "Early Delivery Time (EDT), LDT, ICP (Initial Cargo Payment)".
With the use of hours instead of days... this is easily done. Intra city travelers (EDT=0, LDT=2 ICP... and so on. (And abroad travelers will pay much to get abroad, intra pay little and so on... but the ICP is already taken care of... as you get money by the distance you travel your "load" as follows:
AXXXX Taking the cargo from A to B will give the most money (speed not included). So by hauling everything you can to A and
XXXXX ship it to B, will yield the most. Not really realistic... as im sure all want the shortest distance to their demands.
XXXXB But not too short. (I infact are easily pleased to have my coffee brewer close at hand. Kitchen will do. But not in another . building and will not be satisfied to have the brewer at my desk either... so my point is. There are some perfect distance
for everything

)
- ICP, Initial Cargo Payment... dont know, is this a fixed value all the game through ? I read in a couple of threads about demands.
* If the demand with an own ICP for each city and/or factory for each cargo, that is constantly raising/lowering with the amount loaded there. Then the ICP is the
Demand
Cargo
Payment. This will also make the game more "alive" and each player will have to adapt to the ever changing DCP. (i cant go into in all my ideas here... in fact, im sure there are some people that just wait to have this DCP calculator done

) Just imagine if there are only one source of ironmine and many factories... what will happen to the DCP ? =) It will go boom... and everyone wants a piece of the cookie. And the obvious opposite... many sources of iron and one factory... the price will go down (by the amount of what the factory actualy demands and how much it is supplied above the demand... and also if somone is willing to transport the gods... i mean, why produce, if you cant transport away the gods you make ?)
...which leads to next...
- Workers at the plants/farms/factories/mines ? Why are there only workers at the offshore platforms that needs transportation ? (...ok sure, they have cars).
* It is quite common that large industries have a transportation to and from work. So i would like to see the same thing as for the HQ that can be built... add mail and passengers to all industry buildings as well. Making you would have to supply the industries with all their demands in order for it to grow. And offcourse... you earn money by suppling it as well

win, win situation.
- Powerstations seems to supply endlesly amount of electricity... and thus constantly demanding coal
* Instead, the powerstations can only supply an fixed amount of electricity and thus demanding a fixed amount of coal. Which is based on how many powerstations there are and how many buildings (population!?) including industries there are. So with city and industry that grows... thus is the demand for electricity and coal increased, along with the price (DCP) as long as there are an fixed amount of supply with coal

...which also increase accordingly... ...economics... this given example with supply/demand is for everything... even gods. So with increasing population the demand is increasing and with it the DCP... as IRL
- Loans... hardly used when you reach a line where you have a sufficient income. I mean... with hard settings you can only borrow 200k, even though your company is worth 100 times then that.
* Increase the loan... make you be able to borrow up to 25 to 50% of your total company networth. After all loan is not as expensive as you might think with inflation on

In fact, tell me a company that doesnt have loaned money ? Its vital to implement this in the game... all up to 2050. I dont think it can be that hard to implement the % of both the inflation and the payment of the loan to fluctuate with the market as well.
- I read some "tip" about doing cheaper canals (knowing i have been doing it myself a lot

). Though if you play versus a human player with "prison rules" that canal can easily be filled up by another player. So remember to buy all the land around it... (can you buy the water tiles ?! Never have played against a human yet... but i have to know my enemy before i meet him

) Anyhow, build a canal... if you have the money for it... you then own canal. Cant be dampered with... just a though.
* But my implementation i would like to have... is a some sort of layer that can be toggled on/off to see which player owns which tile and road. (Which reminds me of bankrupting two known good AI:s, with me building an intercity connecting road... and all went smooth til the AI used my expensive bought road... and i got tired of him using it without paying me any for it. So i turned on the one way sign on "my" road, sold my busses... waited a while til both were gone. Then i bought back my busses and removed the sign =) )
So... my point is. Its vital to know which tiles belongs to me or another AI/human/city (so i know where i should plant those precious tree as well). The "?" button is fine... but not enough. Its better to have a good overlook with a fast button of the tiles ownership. And i saw a "patch" that removed the signs when buying lands... its nice with signs, but not very nice to look at.
-I have read a couple of ideas that have already taken up the maintenance cost of trains/tracks and airplanes/-ports. So it should be better according to those comments
* no comments (just have a check of maintenace costs)
- Bridges
* I would like to have bridges that could have roads, on top of another road and/or track (i imagine this isnt easy to fix ?!) It actually works very good as is... second thought.
Overall... i know this sounds as advanced settings. Which i also think. But the more advanced i have... the more fun it i have. To watch my road/train networth actually is making me money, with all advanced settings on
Offtopic: (When i finally realized how to make grouped orders to my hundred busses... it made the gaming hell of a lot easier to just experience, rather then tracking each and everyone down... and reorder them =/ Though i i must admit... its an antfarm in the big cities. Im still working on how to crack the nut to haul everday passenger somewhere... with most money gained. Sometimes when i zoom out, it sure does sound like its a war going on down there... its like a sound of a machine gun with engines popping

)