Interesting idea, very different balance approach from the existing paks. A few comments from a couple hours playing with freight (haven't got to pax yet).
Archive appears to have stray files?
There's some strange intercity road bridges being built. See attached. I've never seen that before - intentional (how?) or some bug being triggered...
I note the strange ones are always 13 tiles long - one tile longer than allowed.
The base speed is 50Km/h for tracks and 25Km/h for roads.
Do you mean the speedbonus? It's defined as a 20-30km/h ramp for all waytypes. (25-30 in the .tab~ file)
I note trains appear ~2x more profitable than trucks...
Asset loss worth between 10% to 90% of the total vehicles operating cost ! Your lines might not make as much money as it seem. Also, the vehicles are very expensive. About 50% of the construction cost at start. Sometime a lot more.
This is truly killer. Did you set this to try a simulate a fixed monthly cost? I'd rather we finish that patch instead of using depreciation like this. Usually depreciation is relatively minor, so the fact that the numbers aren't displayed anywhere in game is but a minor annoyance. With this pak, depreciation is the determining factor; And you have to guess if your net worth is high enough to afford another vehicle when you can't even see how much the vehicle will truly cost!
There's also stubs in the code for loading_time and axle_loading. Finishing them off might help you with the goal of having choice between different but similar vehicles - more factors to differentiate them.
I made bridges, tunnels and stops nearly free to maintain. So you can make complex junctions if you feel it's the way to go.
Bridges and tunnels appear to have 'normal' maintenance?
Stops are cheap. Combined with 'free' convoy power (see below), results in it being best to use extra long train stations. Ways are so expensive, it's best to use a single long train with no passing sidings.
Tractor and loco costs vary only with speed. Two locos with the same speed but different power cost the same, hence it's always best to pick the more powerful and pull a longer train. Also the variation with speed is small enough that picking the most powerful overall is viable.
What is lost for gameplay reasons
I needed to know how much a line would give per Km. This mean that all in all, all factory produce the same value of good no matter what.
Makes factories even more dull with no variation between them. Surely there's room for some high producers...
Implementation wise, a factory with factor 10 and productivity 100 produces the same as one with factor 100 and productivity 10. The later is easier to deal with in game for players IMHO. i.e. Normalize output factors to 100.
Same for the speed bonus that is now at 100% per 25 Km/h. I needed that to be constant.
20 km/h in speedbonus.tab ?
ADD: I remember Simutrans Standard did not take in account of the way's speed into speedbonus. Is it now?
For some time.