I completely agree about that. The main interest of cargodist is precisely that we have to adapt our transport offer (or our network layout) to the demand and not the opposite. And that forces to find new interesting solutions to problems we did not have before. A simple example: I did not used so much aeroports before, because i did not find them so funny. But actually, in a very large network, they could be very useful JUST to make passengers transport more rational, for instance, using aeroport to transport passengers between distant regions, which could allow to lighten passengers demand on train networks. *But*,fonso wrote:Of course it's a challenge to fulfill the transport demands especially if you connect two networks. However, making the demand function independent of the capacities was a design decision especially create that challenge. I'm very reluctant to give up this principle.
The problem is that concretely, cargodist changes so much (in an interesting way) the game, that I think there is a real problem with passenger numbers. In my case: something i like to do in my games (and was used to do), is to build large passengers train networks between great cities. And inside of those cities, i built bus networks to (1) provide a local passenger service, and (2) provide a feeder service to bring passengers to my main train stations (to this purpose, i used "transfer" orders, which are no more useful with cargodist). But, with cargodist, the charge in each station increases a lot, and it's becoming really difficult to manage that. In one of my "10-thousands people" cities, i could manage it by adding an extremely improved tram network to the bus network. So, i had no more so many bus stations with 1500 passengers waiting. But it's hard to really manage this huge passengers demand.fonso wrote:Passenger Numbers
First there is no boost in passenger numbers. There is a boost to the initial capacity of a link. It is applied whenever a vehicle chooses an order and the capacity of the link to that order's destination is smaller than the vehicle's capacity. This doesn't influence the passenger numbers.
Yet, I also see your problem here, but I don't quite know if it should be solved. [...] What could be done is setting a certain cap on how many passengers are allowed to wait for a certain next stop at a station. Then, if more arrive, they get "to any station" instead. This would sort of implement the "mind change".
About connecting small towns: If you have symmetric demands a station will only attract as many passengers as it generates. So a town will only attract as many as it generates, too. Of course, if you have multiple stations in a small town you will reach that limit more easily than if you have few stations in a large town.
I think that something has to be taken in consideration just like it is: cargodist changes so much the rules of the game, that the original passenger number created doesnt fit with the new behaviour. Either the passenger creation is lightened, either the local services (bus, stations), should be improved.
And sorry for my english.