Started by AP, January 28, 2014, 11:29:09 AM
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Quote from: Sarlock on January 26, 2014, 11:43:57 PMI think part of the problem is that while there are a lot of industries on the map as a whole they are so utterly spread out due to the sheer size of the map. 400 industries on a 7000x2000 map nds up with a still very low density level (even if they are concentrated on the shorelines). Most industry connections are at least 500 tiles apart, and most are thousands. This makes the use of long-distance shipping the primary key to making profits.
Quote from: AP on January 27, 2014, 10:15:01 AMIn terms of industry density, I would expect a town of 2000 people to have 6 or 7 different small industries or 3 or 4 larger ones. Otherwise a lot of people are sitting idle. Multiply up for larger towns. EDIT: Industries say how many employees they have (and where they live). Cannot industries spawn around towns until all the population is employed?Also industries should be moderately close to the towns, the people who work there, which means linking towns with canals makes it likely the canals will serve multiple industries. If the industries spawn miles apart then you need a lot of canal to connect them all. (Farms are different, of course). Having heavy industry or mines in the hills without a town adjacent is just implausible.
Quote from: Sarlock on January 28, 2014, 03:43:08 PMThe other issue, as mentioned, is that the game is biased towards rewarding long distance trips over short distance trips: the infrastructure cost is the same in both cases, therefore overall profits are much higher for the long distance trip.
Quote from: wlindley on January 28, 2014, 12:50:36 PM...Industries should link to suppliers far and near, but the percentage distribution should reflect that the 20% of nearby suppliers contribute 80% of the goods consumed, and the 80% of distant suppliers contribute 20%. Or 90/10. That keeps the fun and realistic incentive for long distance transport at the right level....
Quote from: Jando on January 29, 2014, 11:53:06 PMEdit: and nearest could be either by distance or by travel time, whatever is more convenient.
Quote from: jamespetts on January 30, 2014, 10:34:03 AMdistance multiplied by a number representing some average travel time cannot be used either, as topography may make a huge difference to actual travel time