I just noticed this section as I have been checking for new messages without being logged on.
Stoker wrote:A correction of something I see being assumed here: The addition of new industries that can bolster production of certain scenario required cargoes (like Cheese) in this patch will not change scenarios at all. The reason I say this is because any new industries do not automatically get added to existing scenarios. In order for them to appear in any existing scenario would require opening it in the Editor and manually enabling the new industry. If someone wants to do this and they see an issue with a certain cargo being produced at a higher rate than the original scenario was based on they can change the scenario goals or production rates, particularly if they intend to add new industries to the scenario and then distribute it.
Well, does anyone know why Construction Plants show up on 1.05 maps when they are played in 1.06? This is the main thing that annoys me when I try to play 1.05 maps in 1.06. I have never been a big fan of them. To me they seem like a black hole. The idea is fine, but because they don't actually help to construct anything on the map they seem like a waste when they drag away and consume my processed cargoes.
Stoker wrote:Ceramics: The demand for Ceramics in most maps is actually pretty large, and I think there would be no problem as far as having Ceramics pile up, even if the Ceramics/Concrete production chain is changed. Many industries, and the Construction Firm demand Ceramics, and it is already a second tier cargo, so having it end here is not unacceptable. I can however, see an industry that would use Ceramics + something else to produce one of the higher priced cargoes like Luxury(ies) Goods, and perhaps replacing Crystals in the recipe for Electronics. I am open to suggestions for an industry or two along these lines.
I haven't found this "pretty large" demand for Ceramics. Which scenarios have a large demand for ceramics without the Concrete Plant? In my games the demand for Ceramics is far too low to be able to support the large output from the current furnace. The price is also too low (around $110-$130) for it to be more than marginally profitable to haul it to a demand as oversupply is a huge issue at some of these marginal demand factories.
I don't really like the idea of marginal demand. Especially in the modern eras it seems really unrealistic to be supplying an industry with a special consist train that demands one or less per year. I have a sneaking suspicion that supplying a Brewery or Distillery with Ceramics actually decreases the amount of profit I can make from it. (I tried to do a test for that right now, but I need to reload 1.06 as I messed up the install with the debug stuff and it's crashing now.) From a game-play perspective why would I want to do that?
Unfortunately, any industry/port that doesn't make decent money is borked. The Electric Plant is another good example (any plans for that?). Demand will not work right if the industry is not making money. If you guys like the Construction Plant, and want to keep it, how about increasing its demand to make it a better black hole for cargo that I don't have any better use for (ceramics)?