Couple of early tips, don't know if you figured these out on your own or not but two points that might make life easier: 1) you have a data overlay in the upper left hand corner, use it as often as possible! It shows you all sorts of useful things such as contour lines, track speeds, emissions, traffic, land use, etc. These can help you visualize things a lot better from a zoomed out view. Additionally, when you're building roads, after a certain length the game's road builder starts getting more aggressive with grade leveling, making longer runs extremely expensive when done all at once. What you'll want to do is turn on the contour layer, and use small, shorter track and road constructions, following the contours of the land where possible. I personally try to keep road stretches under $10k, and track stretches under $50k in the early game, to make sure I'm not spending any more money than necessary on construction. The contour data layer can also help you plan out a route when there are mountains or canyons in the way, as it can be hard to see gradual to moderate elevation changes in the regular view. Loving the series so far. Can't wait to see more!
Once you see the silly way the cities build roads as they get bigger, you are going to give the bulldozer a major workout lol. A little hint, the rate of a line is everything. A raw product will always produce at max, so you can haul it no matter if you have a destination for the end product. So if you hook a farm to a food factory, you can haul all 200 to the factory. But to produce the food, you need to deliver it to a area of a city that needs it
I feel like the "Don't destroy buildings" will go about as well as the "Don't crash my car" rule in Big Ambitions lol. Like the idea of starting in 1850 and progressing through time! Should be a great series
I used to live in Virginia. Not in Newport News, but I will always remember Newport News because when I lived there they had a tie in a state legislative election (for the VA House of Delegates)!!!! They literally flipped a coin to determine the winner!! Very memorable!
I've seen other playthroughs of this game before, and I've got to say that you've set the bar pretty high for this one. It looks like some really challenging settings. It should be fun. And FYI - Newport News is probably one of the oldest cities in Virginia.
Was introduced to this game by Colonel failure the TF 2 mastro. Very excited to see you play it now. Very excited to see your approach of "not destroying anything" vs colonel's "destroy whatever is in the way and more and maybe a bit more. More? Yes. " 😂
I don't stick completely to it, but I do my best! :) Glad to have ya aboard! Take it easy on me! I'm gonna do all sorts of things that probably don't make sense at first... but I get better as we go! :)
I came into comments to see how people are freaking out. It makes me smile how wholesome tips people are giving you!? 😅 Carry on man!! Love your channel and your play style.
This video accomplished what 99%+ of the Steam store pages fail to do: Peeked my interest in the game, so now it's on my 'to-be-purchased' list. Looking forward to the rest of the series. The goods transfer mechanism (beaming between close locations), appears the same as Industry Giant 2.
For naming scheme i like giving each city a 3 letter code (like airports) and in naming a line i write the code for city 1, code of city 2, product. Though sometimes I give my passanger trains unique names like in real life. Like the intercontinental or sea rider or whatever makes me fancy.
Hi Charlie just found your channel and love your game play and attention to detail. Looking forward to watching this series. My naming convention is: R - road, T - Train, B - Bus (in town loops) , ICB - intercity bus lines between cities, S - ship, P - Plane. Then cargo then city so looks like this - [R] Stone - Conmat - NewYork - Washington. Then I colour my lines - yellow for ICB, Blue for city buses etc so when you pull up your lines list you can see at a glance whats going where! Hope that helps. Yes you need multi platforms on cargo stops and they ALWAYS load and unload on the right. If you do a left plaform they do a silly circle first!
really enjoyed this and been waiting to see if you give this game a go at some point! you usually think outside the box and you have a very similar mindset going into business/management games than i have so it's a real pleasure to see someone play these games "as they should be played" and not wasting time or money in game or irl just to get more videos out and me getting frustrated at a content creator for building stuff in wrong places :D you're also very informative in your let's plays and i have to give props for getting us noobs up to speed or rationalizing some of your decisions to people who know little to nothing about these games :)
My naming for routes is: [RC] Palm Oil>Refinery>Fuel RC for Road Cargo (RP would be Road Passenger) Palm for the city Oil>Refinery>Fuel is the things the line does so for example the line is just doing logs to the sawmill by Train mear city xyz it would be: [TC] xyz logs>planks Fairly easy and if a city name is too long for my preferences I shorten it to 3 Letters like on Airports (example Munich = MUC) or like Palm Bay to one word in that case Palm. I hope it helps 😊
I eventually converted over to functional naming or routes (production chain info and target city). The filters on the windows handle transport type quite well and the feature that lists only the routes in the visible part of the map helps improve player sanity.
when you need double the oil for refined oil - you will need the double transportation between the oil station and the refinery as for the rest - a single loop will keep half of the wagons empty on every station beside oil and definery.
Newport News is a real city in Virginia, the only shipyard that can build aircraft carriers is there. Fun fact the guy that built that shipyard also was a major player in the transcontinental railroad
My way of naming the lines is using 2 letters for the type and then the name. RC for toad cargo, RP for road passengers or CT for cargo train For example with the fuel in Palm bay: [RC] Palmbay Fuel
NEWPORT NEWS is a very busy industrial city that borders Norfolk, Va (home of the U.S. Navy's Atlantic Fleet.) U.S. East Coast passenger rail (Boston/Miami) has a branch from Richmond, Va. terminating at Newport News. Freight trains, many carrying coal from the Appalachian Mountains, terminate at a large rail yard here for shipment overseas. It is not only a rail head and port, it is also a major shipbuilding center. Most Americans don't even know the place exists, lol. (Next door Norfolk is the main population center.)
You are kinda right with the distance. The distance is relevant formthe pay you get but ist calculated from the truckstations. So put the Truckstations near the Factory and search a way they dont need that long to travel. Thats the way how you get the most Profit out of a line so if you have money the direct connect is porably always the best cause its the perfect solution for being fast and keeping the distance to drive short.
I love TF2 (Transport Fever Two), and have more hours than I am willing to say spent playing. Hard is Hard, I don't think I've ever completed a hard mode playthrough so good luck. I usually utilize a system like this R = Road T = Train S = Ship Vehicle + Type - Cargo - Towns Put together it looks something like this: R - Crude Oil - Newport / Palm Bay T - Pax - Newport / Palm Bay VIA Jamestown
Hi Charlie, the best way for line prefixes I’ve seen is RC for road cargo, TC for train cargo, RP for road passenger, TC for train passenger, etc then loop name is cargo type and city name, or cities if you are going between 2 cities.
Yeah one letter is easy for now, but when you have 100+ lines running to various industries and cities, having the distinction makes it easy. You can put the line type in brackets like [TC] WJ > GB. Train Cargo West Jordan to Greenbay. Or [RC] WJ Oil, Road Cargo West Jordan Oil.
So...., I'm finally getting around to watching this now, lol. - In terms of using your horses and buggies(and your trains eventually) to transport multiple cargo, in the beginning it might not be as profitable. Make note of what items you want to do and only do the ones that make you more money upfront. At soe point you will probably need dedicated transport to deliver the items when the city starts to grow, especially when you have the "Real City Growth" mod(if that's what its called) on. - A little "pick up" hack for you. When placing your truck stations, instead of placing them with the entrance road being vertical, switch it around horizontally. Have an entrance on one side and an exit on the other side, and a curve road at the exit. Have only one platform on the left, instead of two left and right. If you need it to be bigger just expand it horizontally as well. Remember trucks enter and pick up on the left hand side. You can always use way-points to force them to both travel the route for the delivery and enter the pick up point. This way will work whether your stop is on the left or right hand side of the road. Its a shorter distance for them to turn around, and especially when the demand ramps up, you don't want tracks backlogging your pick up area. - In terms of naming lines, your initial thoughts are good. How about using this process. Type of Transport, City(abbreviations Firstname Lastname), Item transporting: The type of Line (R) - Rail, (S) - Ship, etc. Now when you start incorporating passengers, food, items you can further expand for example: (R)PB/Pass - Rail, Palm Bay, Passenger - In terms of the housing and letting the city stay as it is and building around it. While that sounds nice(in theory) I guarantee you are going to come across a city that you're gonna have to "encourage" to remodel, lol. This game has a wonderful feature where you an actually do something spectacular, "encourage" a specific type of growth. If you have a city where you have residential and commercial mixed, you have two options. Demolish the smaller building type and over time it will become the larger, or vice versa. Either way you will start to see the type you demolish start to dwindle away and the type you want spring up. - When building or placing roads, if you press "period" or "comma" on your keyboard, you will raise or lower the terrain level. Do that with your roads especially will help alot with the cost. OR you can do shorter sections of roads to control the height of them as well. Welp, that's all for me for now. Cant wait to see how the series develops.
Charlie, there is a Newport News in Virginia ... the only place where American Aircraft Carriers are made in this country. It's not a coorpate names city. FYI, i lived there for 12 yrs. would like to see you change the name back, knowing this now.
My naming convention is RF-PALM/Fuel. Meaning road freight palm fuel. So key abbreviations are r-road, t-train, s-ship, f-freight, p-passenger. Shorten the cities to 3-4 digits. Last tip is to rename the truck stops smarter so instead of Palm Bay West and South, name them PALM Refinery, use the same city code. Another tip would be to put 1 vehicle on to get a line primed with almost no input costs.
Started watching your channel because of Big Ambitions. Now you have moved on to one of my favorite games. I've sunk so many hours into it (also bought BA, for which i blame you haha). I always start with low Industries and High Towns. Connecting all the passengers is really fun. Excited to see this series :)
Late to the party, 2 letter names (tc/tp=train cargo train passenger), the date bottom right, click it amd yiu can slow down the year counter. So you can spend more time in your favorite years of transport, color code, trucks make bucks, you can operate some lines at a loss if the overall effect is a profit (like a single train that moves 400 grain is expensive, but the goods that it turns into is more profitable on the extremely long run after the factory)
My personal naming system is similar to yours but I use 2 letters to denote the type and then name of the city and then run or route or something to end it. Eg: (CR) Chicago Grain Run (PT) Baltimore Lafayette transit I also color all the lines based on the type. So all (CR) grain is light orange, all (CR) food is dark orange. Passengers are always pink or purple, and it's always a darker shade the further along the production chain it is.
Time is done by two counters. Map movement, expensives, payouts, and rates are calculated on a monthly term; quarterly reports every three months and yearly report every twelve. Reducing the date progressing causes more months, and even years to be added before the current year ticks over. No date progression creates an endless loop of months' and years' reports.
one of the things you have to remember is that you will need 2 crude oil to make one refined oil, and then you need 2 rifined oil to make one fuel. the same goes for grain to be delivered if you want to keep up with what you are shipping off to town
A couple of ways to handle the problem of the crude -- Although you can create a second line to handle the excess, I would add extra stops to the line : well -> refinery -> well -> refinery -> fuel refinery -> town (and back) -- this is easier to manage and is self balancing.
For making lines, I would say; A (air) H (highway) R (rail) W (water) P (passenger) F (freight) Type of haul (fuel, oil, bldg mat, food, ore, etc.) Origin/midpoint/destination You could also use a color system for type of haul, mode of transport, etc There are a lot of ways to play with it and find out what works best for you.
Everyone has their own line naming conventions, but I would drop the R: since the line manager has the transport mode filters at the top of it so if you just want to see road you can click on the button. I usually like to have goods first so "Crude-Oil-Fuel: Palm Bay". If you are using codes for the towns, it might be a good idea to add the code into the Town name so rename Palm Bay to "Palm Bay [PALM]". Normally put wait till full on the first raw material in the line, so fine for the Oil, but not the Fuel on the Wichita line.
The price you get paid for transporting goods is based on the station to station distance, not the distance between industries. As a test, I connected two industries by rail. I received $2604 per item. I then connected those industries using an intermediate station that was quite a ways away. For the first leg, I received $5632 per item; for the second leg, $5734 per item. Another factor that determines the amount paid per item is the maximum speed that can be attained by the vehicle; higher maximum speed = more $$$. For trains, the maximum speed depends on the track, the locomotive, and the wagons. Note that the train never needs to achieve the maximum speed. Also, vehicles that are sitting at a station waiting to be loaded pay greatly reduced maintenance costs. For this reason, one should always use Wait Until Full for initial cargo load when setting up a line. Furthermore, remember that the cost of roads and track are one-time costs whereas revenue received for transporting goods is recurring. It makes sense to spend a little extra on the route if it will increase the revenue received per item.
Lol, I live in Newport news Va. Home of, I think it's, the largest shipyard on the east coast. Also boarders with Hampton Va. Where NASA/NAS Langley is also boarders with Yorktown Va. Where some of the oldest history of this US of A, eh.
Actually if you multiply the 1:1 map size it works out fractionally larger than the others 1:1 256sq km 1:2 242sq 1:3 243sq havn't played this game in ages, might be a fun series to watch
I recommend keeping the time at 4x until 1870 or so, then down to one to one. Useful to get some upgrades..but any longer, then you can't take full advantage of them.
Your Newport refinery (crude>refined) will not produce refined oil until you have a cargo train running between Newport and Wichita Falls to complete the pathway routing. It's a limitation of the AI pathing. Note that vehicles waiting for full cargo/passengers have a reduced maintenance costs. Passenger and cargo on the same train is very inefficient. Passengers waiting while a train gets cargo and riding a train weighted by cargo cars have a very high rate of income loss. Similarly mixed cargo trains are inefficient if the train has to wait for one of its cargo types.
Beware of what rail cars can carry. Fuel and oil require tanker cars, food uses a boxcar. There are no universal cargo rail cars, unless you go with a mod like "Nafeys Universal Stake Cars" (you can add a mod in the middle of a game after you save it). Otherwise you will have to use a mixed consist and half of your rail cars will deadhead empty between your first 2 towns carrying food and fuel. Or the next towns you started considering building materials and fuel/oil. Also raw stone and grain requires gondolas and building materials require stake cars. As far as realism goes, it is plausible something like Nafeys would be used early on for oil in drums stacked on stake cars, along with any other universal cargo, until more specialized cars and massive loads came along with stronger locomotives.
Also, you CAN have mixed passenger and cargo cars. However, there are no combo pickups/drop-offs of both on a single stop. A train when it hits a town must stop at a cargo platform to load/unload cargo, and a passenger platform to load/unload people, it cannot do both, even if there is a cargo platform on one side of the track and a passenger platform on the other. . So it would have to hit 2 separate platforms to do both in a particular town. You could have cargo platforms and passenger platforms in line on the same track, just be sure to list both stops in order on the line manager to use both of them in order.
Wow very excited! Used to play Transport Giant back in days and was my favourite design for the time progression, types of transports unlocked, city and businesses growing and mission challenges. Does this one have a campaign?