<Replace Value="1.0" Name="TRADE_ROUTE_TRANSPORTATION_EFFICIENCY_MAX_RATIO"/>
<Replace Value="2" Name="TRADE_ROUTE_TRANSPORTATION_EFFICIENCY_SCORE_BEST_ROUTE_TILE"/>
<Replace Value="15" Name="TRADE_ROUTE_TRANSPORTATION_EFFICIENCY_SCORE_MULTIPLE_DOMAINS"/>
<Replace Value="15" Name="TRADE_ROUTE_TRANSPORTATION_EFFICIENCY_SCORE_PORTAL_USE"/>
<Replace Value="2" Name="TRADE_ROUTE_TRANSPORTATION_EFFICIENCY_SCORE_WATER_TILE"/>
Rails let you travel twice as fast as roads (0.25 move) which is fantastic for your military mobility. The co2 usage is fairly negligible - right now using a unit of fuel is the same co2 no matter how its used, so building a 30 tile railroad is the same as burning 3 coal per turn for 10 turns in a coal plant. I find movement to be much more useful than trade especially if your routes go over water - see above- although if you have a land border it's very useful to build at least one or two railroad "spines" across your empire to funnel traders along.I'd love to hear people's thoughts on how useful railroads really are.
They seem to affect int'l routes only and only for gold.
Essentially there is a "TRANSPORTATION_EFFICIENCY" that is how much of the route is water or rail tiles. The more of the route is "efficient" the higher the gold bonus - up to 100% bonus gold.
However there's more to the story. The bonus for route efficiency is not 1:1 - you can get 100% bonus with much less than a pure water route.
I did some quick investigating off of a save:
6/21 tiles railroad = 0.285 > 51.95% bonus
6/15 tiles rail = 0.4 > 70-71% ish (i didn't write down enough digits... 70.something!)
7/14 tiles rail = 0.5 > 87.5% bonus
These 3 points actually make a perfect line. [slope 1.6535, intercept 0.04825]
The value for which you get the full 100% bonus is actually just 57.5% of the route. Go ahead and look at water routes that go a little inland- you'll see you don't need much to get the max.
This get a little more complex with canals. Canals appear to add 1 gold to the bonus per tile, based on a couple routes I had that went through my panama canal. So you can exceed the 100% cap with them. I didn't see any cap busting for foreign trade posts, but they could already be lumped into the figure. (You can hover over the route before you select it to get the breakdown, but gold bonuses from trade posts, canals, rails, and water are all lumped in the same number.) I'd have to play as trajan to see if your domestic Tpost bonuses get doubled or not; similar with spain's bonus and things like zimbabwe.
Rails let you travel twice as fast as roads (0.25 move) which is fantastic for your military mobility. The co2 usage is fairly negligible - right now using a unit of fuel is the same co2 no matter how its used, so building a 30 tile railroad is the same as burning 3 coal per turn for 10 turns in a coal plant. I find movement to be much more useful than trade especially if your routes go over water - see above- although if you have a land border it's very useful to build at least one or two railroad "spines" across your empire to funnel traders along.
The other thing is that late game, the Ai's standing militaries consume enough oil per turn that you'll get coastal flooding regardless. If they have it, AIs can burn plenty of coal too, but they WILL use oil units and there's nothing anyone can do about it.
Thanks for the research! 57.5% is such a weird number. Anyways, XML saysThe value for which you get the full 100% bonus is actually just 57.5% of the route [*EDIT: according to this line equation, I haven't verified but it's at least close to that.*]
It's a shame these bonuses don't affect domestic routes; international routes are already better most of the time.
I'm not sure about mountain tunnels. I know canals just straight up add 1 gold for passing through them (canals also count as water tiles for efficiency.)So is this means you need something like 115% transportation efficiency score? And maybe you only need 7.67% of canal/mountain tunnel to reach maximum transportation efficiency score?
I'm not sure about mountain tunnels. I know canals just straight up add 1 gold for passing through them (canals also count as water tiles for efficiency.)
If I understand the XML correctly, what they do is give a value to each tile (2 for water, 2 for rail, 1 for everything else) and divide that sum by the route length. So a pure water route for N tiles would be 2*N score / N tiles =2.
So if that's true then we can express things like so
N total tiles
M water/rail tiles (counts for 2)
Efficiency Score = [2*M + 1* (N-M)] / N
If there's only water/rails and regular tiles then
Divide through N
= 2*(M/N) + 1*(N/N - M/N)
= 2(M/N) + 1 - M/N
= M/N +1.
The ratio M/N is the proportion of water/rail tiles to all tiles, exactly the % numbers I was using. However, the code seems to suggest that "portals" (mountain tunnels?) are worth 15 for going through! So this efficiency score equation is the bridge between those worlds. Tiles worth more than 3 would just reduce the overall amount of tiles better than one you would need to use to get to the 100% bonus, because it would be easier to hit that 1.5756 score you need.
I did some test, it looks like a canal doesn't give +1 gold.
Does it says canal rather than dumping into 'other bonuses'? Interesting. So they missed out the description... :/You know, I was seeing +2 gold through the panama canal and I conflated that with the two tiles on the route. It's likely the panama canal wonder itself gives +2 gold but is counted as "canal" in the tooltip.
I'd love to hear people's thoughts on how useful railroads really are. I already get crazy high gold from late game international trade routes without railroads, is the increase really worth the added CO2 and eventual expenses of damaged coastal tiles and increased weather damage? I have yet to build a single railroad tile in any of my games yet.
When you select a city for a trade route the tool tip tells you how much is added for infrastructure.
I wish it were different but the best way to deal with CO2 is to just beeline for flood barriers and get them up before the damage comes. If you build them on time they also build pretty fast, between 4-10 turns, depending on how you set up your cities of course. (Some people here seem to be allergic to industrial zones).
If you're ahead in science then causing the sea to rise is also a good way to cripple the competition.