Started by jamespetts, June 17, 2009, 08:18:11 AM
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Quote from: jamespetts on December 26, 2010, 10:12:45 PMYes, that seems sensible enough :-)
Quote from: moblet on January 24, 2011, 03:39:16 PM1) Road vehicles having to load/unload at loading docks that consume a tile might prove to be a cumbersome arrangement in cities in particular, and isn't as realistic for trucks as it is for trains. One thought I have is whether it's possible to specify destinations by clicking on the business, and the truck briefly stops on the road outside the business to load/unload.
Quote2) Is there an algorithm relating consumption of every good to population? The concentration of retailing into larger centres (from the corner shop to the mall) could possibly be handled as an algorithm too.
Quote3) Warehousing plays a crucial role in modern supply chains, and if both primary production and retail are more dispersed, warehousing will become crucial in Simutrans, e.g. to deliver from one factory to 5 towns it will probably be most efficient to rail in bulk to warehouses outside each town and do truck deliveries from there. For dept stores and supermarkets warehouses will also do in Simutrans what they do in the real world - transform incoming "single type" loads into outgoing "single destination" loads. All of this will also help make the Simutrans world be - and look - more realistic.
Quote4) It's not necessary for production and consumption capacity to be in constant balance, as in the real world they never stay that way for long if they ever are. Does/can Simutrans work on a basis of adding production capacity once consumption capacity exceeds it? I.e. Game might start with one coal mine and four local coal merchants consuming only 40% of production, new merchants open as population increases, as soon as enough merchants open to consume >100% of the mine's output a new mine opens. Is that how it works?
Quote5) The backloading opportunities for raw materials that emerge as a Simutrans game matures are insane, and make for much higher loading factors than one would see in the real world. Another of the things that serves to artificiallly augment profits in mature play. Part of this is the way that raw material supply is contracted on the map, which doesn't seem to be discouraged by how far away the customer is (is that adjustable?) but one deviation from reality that strikes me is that in the real world, raw materials are not equally available anywhere on a map, they are concentrated according to local geology/geography/climate. In Simutrans they can drill anywhere and find oil, a great feature for pakDubai but a bit odd in pakBritain. If raw material supply was more highly concentrated that would do a lot to reduce the unrealistic levels of backloading, not to mention being more realistic generally. I would consider it perfectly reasonable for oil, iron, and coal to each only be available in one region of the map, and for most other primary products to be found only in certain areas. Of course in reality some raw materials are only available by international trade and therefore only available at certain ports.
Quote6) Just as there's been an increase in scale in manufacturing and retailing, so has there been in raw material supply. The definition of what constitutes an economic deposit of mineral, or commercial grade, has changed over time. For example, 20 years ago the Chinese steel industry was using local iron ore, which is 35% iron. Now it uses ore imported from Australia and Brazil etc, 60% iron, which makes the steel mills much more productive. So one could have local village coal mines in 1750 hand-mining outcrops, but which can't compete with larger, more distant but more efficient mines as transport improves. Not essential, so maybe a low priority thing, but plausible. As for farming, I don't know about Britain, but in Australia and the US agriculture has tended towards fewer, larger farms over time. This may not be all that significant for gameplay, though, so can probably be ignored.
Quote from: AEO on January 24, 2011, 04:25:11 PMI just realized I made a mistake with the iron ore to steel ratio.it should be at most 10t of iron ore to 7t of steel and that is one of the most ideal numbers you can get from hematite.2 Fe2O3 -> 4 Fe + 3 O21000g : 700g : 300g159.69g/mol : 55.85g/mol : 32.00g/mol6.26mol : 12.52mol : 9.39molOf course, there will be impurities that are not Fe2O3 mixed into the iron ore as well, so it would be closer to what moblet has given. Anywhere from 40 to 60% of steel produced for every ton of iron ore.
Quote from: AEO on January 23, 2011, 04:40:29 AMokay, I took another stab at this.This time all the input and output are the actual values they should be in game, instead of a I/O ratio.I also reverted the weights of goods where weight is specifically given.The input/output ratio for steel, petroleum and coal power are more or less based on real values.the others are more or less a guess, taking into account economic and environmental factors.10t coal = 20MW/hr10t hematite = 9t iron/steel9m^3 petroleum = 12m^3 petrolhttp://dl.dropbox.com/u/17111233/pakbr128%20goods%20balancing%20v2.ods