Trains, trains and more trains, help I need more track!

Warspite2

Prince
Joined
Feb 10, 2003
Messages
496
Just finished up a game. Random terrain and cities on US Southwest with 1 ai on mogul level 1850-1950. Early on, I had service between 2 metropolises. Built up a 4 track line and had 2 food trains running 8 cars each, then I had 2 cattle trains, one with 4 cars, the other 8. In the middle of all of this, I had a train running gold through this service along a fairly long route. I was running 2-6-0 Moguls on each of these most of the time. On top of this, I had 2 passenger and mail trains running 4-4-0 Americans back and forth through this busy freight route. Eventually I made a portion of this 4 track service into a yard because it was a very busy line! I often had trains passing each other back and forth. I learned from this experience the importance of track layout. I want my passenger/mail trains to run straight through without having to wait for a slow freight train. If they are waiting around, I would rather not run that passenger/mail route. Then if you have a sloppy track setup, then your trains will eventually get held up until you correct it.

I think a good way to do this is to build an express line, for passenger/mail. Have the freight trains run on a seperate line so they won't hold up the others. For example, say I am servicing two cities and I have 2 freight trains delivering to them and 2 passenger trains. Although not the cheapest way to do it, 4 tracks would be optimal. Each train will have their own track. At very least, a yard type track layout by each depot would probably be good too with 1 or 2 main lines. What I am getting at is I got in over my head. I was adding too many trains without figuring out how they would be able to efficiently arrive at their destination without too many hold ups. It all seems good, wow I have a grain farm just 8 miles from this city. Let me go ahead and connect a track to my main line and start getting this grain sent out and watch the cash flow in. Oh wow look at the food there now, let me get that sent out. Then, before you know it, you have full 6-8 car food and grain trains being held up just because you wanted fast cash. At least thats what I was doing :lol: Then I would deal with the track layout afterwards. The track layout should be dealt with first. Of course you can play with easy or medium routing difficulty, but I am referring to hard. Another thing, the AI had alot less routes, probably half of what I had yet he was making alot more money! I know he owned more industries but I had alot more trains.
 
The cost of maintaining unused track is absolutely miniscule compared to the profitability of trains and to the profit lost by having trains waiting on each other. The profit lost by having trains attempt to share track is deceptively large, and not just for passengers, but all the trains that spend their time sitting on their hands instead of hauling goods.

Generally you shouldn't even think about having trains share track unless that track is more than half the width of the map, in which case you'll probably have other issues with profitability.


The bottleneck on the number of trains you can have chugging into a city is the 3-dock track loading limit outside each station (soon to be the 4-dock limit for terminals). This generally limits the number of tracks that can effectively lead into a city to 6, with 3 from each side. You generally want to try to balance the traffic load of trains that wind up sharing terminal slots, so plan accordingly.

If you really have an excessive amount of neccessary traffic between two stations and having three tracks between them isn't enough, it's somewhat possible to double up by laying double-track between the two:

(StationA)---==================---(StationB)

This double track configuration allows two trains to traverse between two station docks, leaving the other 10 tracks into the two stations free. Attempting to cram any more trains between two station docks is just begging for trouble, as the potential for deadlock is very real in almost any other configuration.

Note that it's not a terrible idea to allow high priority tracks to connect to multiple station docks (so that they don't get stuck waiting for freight to unload), but reserve it for the high priority tracks. Any time you get track configurations like:
______________
____/____\____
where you let trains go back and forth between different tracks, all is lost. Those little spaces between the transitions back and forth count as track sections, and it's very easy to get three trains stuck in there.
 
well... just for clarification, and you might already know this, but a depot/station/terminal can only support 3 tracks a piece... you can run a million tracks into these 3 lines but you get more and more congestion


from what i read i think you're making the same mistake i did early on... which was trying to have a "super-city" where everything would go through and come out of. as my play progressed i learned to space things out... trying not to clog any one city up with too many trains.


i play tycoon level with the hardest routing against 3 ai's and i've never lost a game. by the time i'm ready to buy out my competition i'm usually running about 35-40 trains and many many cities. in the early game its good to focus on passenger/mail lines but industries are where the money is really at. i always own the industry i'm shipping goods to, its a good money-maker.

keep at it, you'll figure many things out as you go
 
They said they released it to QA last friday and would try to have it out before Christmas. I imagine that means roughly 6:30 or 7:00 PM PST this coming Friday.
 
What about industries? In one game I purchased several and even built my own. In another game, I did not by many industries at all. The game where I did buy them, I think I done alot better.
 
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