Edit: Wops, forgot to add, that im using a nightly build (r11769)
So ive a map which is 1024x1024 running on a dedicated linux server (lan only), and well, i kinda wish that the last 'point' on a route isn't the on that takes all the 'hit' from the route being longer than needed.
building this way just seems more 'efficient' than building a really advanced rail road system, which joining to different tracks together as one track will always slow down the main line, as the trains on the main line needs to slow down, for the joining trains. I know a solution to that could be using signals to allow trains on the main line to continue over letting new trains join on the line, unless the main line is free, but when building tracks where there will be A LOT of trafic towards a single factory or sawmill (in my case) from the rest of the map, the closer you get to the end point the more dense the trafic will be thus making line merging next to imposible unless sacrificing A LOT of route performance.
Anyway, have noticed that when a train with a transfer order enters a station, a yellow number with the 'supposed' cash gain, however this number is not added to, uhm, cash buffer? (no clue what to call it), only green numbers add to it, and red numbers take from it. Anyway the idea is that the end station instead of giving a red number only that only shows the 'profit' from the last station towards the end point, that we instead see the overall number from the route total.
I know that it will give incorrect numbers if you look at train profit along the route, however the case current is the same, the last route is showing incorrect numbers.
Anyway, added a map that 'heavily' uses this system, and that the end points can have up to -300k profit last year, as a result of this, by doing it on the way i suggest, you will also have an better idea of what the route you made actually give.
Otherwise, cheers for a very good game

