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Tips and Tricks



Tips and Trickslink


Tip #1: Transport feeslink


Use faster vehicles to get higher transport fees. Press Shift-G to open the transport fees and speed bonus list.

Tip #2: Town hallslink

Town halls and monuments generate/attract more passengers than most other town buildings.

Tip #3: Freight vs. passenger servicelink

Transporting goods gives a much higher revenue in the beginning of the game than passenger services. Build freight routes first. Use the income of the freight routes to build a network of passenger services. The more destinations you have connected to your passenger transport network the more passengers will use your service. Connecting two cities with a bus line will not attract lots of passengers due to the lack of reachable destinations. Combine traffic: use trains or passenger ferries for the long distances and use busses to collect the people in the cities and drive them to the train stations and docks. Keep in mind that the passengers have destinations. They will transfer from one type of transportation to another to reach their destinations. They will not use your service if you don't offer a connection to their destination regardlesss of the quality of your service.

Tip #4: Touristslink

Some passengers are tourists and like to visit tourist attractions. Connect many of the tourist attractions (churches, castles, stadiums) to your passenger network to attract more passengers to your service.

Tip #5: Workerslink

Don't forget to service the workers who travel from their homes to their workplace and back every weekday.

Tip #6: Cooperating with an AI (automated player)link

You can cooperate with the AI. If the AI supplies a steel mill with coal, you can add iron ore supply and transport the produced steel. If you build the steel service first, the AI will most often not build another steel service in competition to yours. You can safely rely on the AIs coal service, it will not remove it as long as it gets a revenue from it.

Tip #7: Transport revenueslink

Steel is usually the most profitable good to transport, because it gives a good revenue per ton and you can transport a lot of it at once. Oil tends to be second best, followed by coal and iron ore. Watch the AI players, they calculate the revenue of their routes very carefully before they build them. If the AI prefers a good, you should prefer it, too :-)

On the other hand, passengers and mail can give the absolutely highest revenues, because you can transport more than 100 of them in one waggon, but it is difficult to attract that many passengers to your service in the beginning of the game.

Tip #8: Build networkslink

If you go for passenger transport, make sure all your services are interconnected. The more destinations you provide, the more passengers will actually use your service.

Tip #9: Multi-mode stationslink

You can interconnect all types of stations to create multi transport mode stations. Stations are considered connected if built on adjactand squares. Adjactant means the eight neighbours of a square. You can interconnect a bus stop and a dock by building a road which ends one square off the shore. Build a bus stops there. Then build the dock by clicking the shore tile in front of that bus stop. Now you have a station which includes the bus stop and the dock. Works similar for train stations and bus stops as well as with train stations and docks.

Passengers (and goods) use interconnected stations to transfer from one type of transportation to another to reach their destinations.

Tip #10: Categorized goodslink

Vehicles for bulk transport can transport any bulk goods. I.e. bulk transport waggons can transport iron ore as well as coal. This allows to use one train to serve different transports, i.e. by bringing both coal and iron to a steel mill in subsequent runs.

The catgories are bulk transfer, piece goods and special goods. Special goods always need their very own transporters, but bulk transfer vehicles and piece good transport vehicles are multi-purpose vehicles.

Tip #11: Changing Passenger/Mail Train engine or capacity without losing revenue:link

Usually when the passenger/mail load increases, you may like to change the engine type or increase capacity. To do so, you need to send the train back to the depot.

With the train schedule remaining as it is, if you insert the depot as a destination, chances are that the train will enter the depot loaded and any train leaving depot always leaves empty. Thus you are likely to lose the revenue you could have earned.

Here is how you can force the train to become empty:

Assume you have the present Train Schedule as A --> B --> C --> D (where A,B,C and D are stations)


Reschedule the train at one of its terminal ends as follows:


New Schedule : A --> waypoint (x,y) --> A --> B --> C --> D (Where waypoint (x,y) is a point before station B )



Now when the Train reaches Station A, all the passengers will get down, but because waypoint (x,y) is newly connected and is not a station at all, no passenger would board the train. Thus the train will roll out empty.

Once it rolls out of Station A, modify its schedule again as follows:
Delete the waypoint (x,y) and Insert the depot as the next stop. This ensures that the train enters the depot totally empty.

More Tipslink

You can find some tips on the simutrans-tips page: http://www.simutrans-tips.com/en/tips/index.phplink-external


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