I'm currently enjoying playing the built-in (possibly Coast-to-Coast) scenario "New Beginnings". This is the one in which you start off in Europe just before the fall of the Berlin Wall. Lots to do: a whole pan-European high-speed network to build, including a Channel Tunnel (actually bridge
![Laughing :lol:](./images/smilies/icon_lol.gif)
The only thing spoiling my fun is that RRT3 prices bug, which I came across a few years ago playing in Britain (Flying Scotsman campaign). There, a famine event raised (or lowered, I can't remember) Livestock prices by a percentage. As soon as that happened, horrible, nonsensical blotches of high price would start appearing on the price map, and growing like a sinister skin disease.
And here it's happening again, this time with Steel, which has a permant +30% price modifier applied right at the start of the scenario:
There's no reason whatsoever that people in Schwerin should start paying a lot for Steel: there's no industry or other demand there. But this happens at least once or twice a year in this scenario - deep green blobs of Steel demand appear randomly, in the middle of nowhere. On a couple of occasions I deduced (from the eventual wider spread of the price gradient) that the "demand" was centered somewhere in the middle of the North Sea!
Because that's the trouble: these price-spikes spread, as if an industry with a very wide "reach" for its input good (can't remember the technical term: it's what e.g. Steel Mills or Auto Plants can do, in terms of "calling for" an input good far across the map by creating a far-reaching rise in price) had appeared. On that picture you can see that the "stacks" of Steel on industry in Hamburg, Berlin and Szczecin are still intact: but once the enormous, fake demand spreads out across the map, these stacks don't have a chance. Even a Tool & Die built right up against a Steel Mill can't grab any Steel, it's pouring so fast down the demand gradient towards... nothing - the Steel just disappears somewhere near the middle of the demand.
You can see this happening in the next picture: Berlin, Hamburg and Szczecin are OK, and the infection hasn't reached Saarbrucken, but my Auto Plant in Düsseldorf (in the green zone, just south of the meeting of two rivers) sits there doing nothing: any Steel I ship to it immediately disappears down the Rhine to Holland, where it just gets dumped in the sea or something. And what's happening in Bavaria and the UK, only God knows:
Once that price-spike has just started to settle down, here comes another one! This time centred on some one-cheese town in the French countryside:
Once it hit Saarbrucken (a Steel Mill and three green demand arrows), the industry there was kaput for the next few years. It didn't make a difference when I stopped my trains taking the Steel away: the Tycoonatrons got so excited by the demand that they shipped it away themselves at enormous speed. Eventually I started scheduling trains to interrupt the "natural" flow of Steel and ship it back to Saarbrucken (at a loss), but even so my industries there only managed to grab 1.0 loads or so per year before it flowed away again.
This is the problem with these price spikes: somehow they're so powerful that they completely wreck the game mechanic that establishes a "stack" of goods where there's a demand. It's a bit like the initial situation when you build an industry, before it's had time to wave its hand, go to parties and network and tell everyone that Steel Is Demanded Here - but it's permanent. And just being on the same map as the price-spike makes the local price of Steel so high that your industries naturally don't bother operating, because they could only sell whatever they produce (e.g. Goods or Autos) for less than their input costs!
The only solution, I've found, is to cheat. I put in a one-off Event lowering the price of Steel by 30% (reversing the scenario's +30% modifier), and now things are starting to settle down.
It's a pity, because price modifiers must be a useful way to adjust a scenario. In this one, for example, the higher Steel price was probably designed to make producing Goods and Autos harder (but conversely making Steel Mills very profitable). That in itself would be a game challenge - but the bugs it causes are a game turn-off. Another one to add to the list of infuriating bugs that don't quite manage to ruin a great game!
![Laughing :lol:](./images/smilies/icon_lol.gif)