Electric power as a commodity

Creating and editing buildings and Commodities.
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Watchman
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Electric power as a commodity Unread post

Would it be possible to introduce electric power as a commodity?

* Can _not_ be carried by rail. It simply floats along the price gradient.
* Produced by electric plants, nuclear plants and windmills. Hydroelectric plants could also be introduced.
* Required to produce Aluminum and Chemicals.
* Demanded by most other industries.
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Hawk
The Big Dawg
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Re: Electric power as a commodity Unread post

Have you looked into Trainmaster, the next rendition of RT3?
Hawk
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Watchman
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Re: Electric power as a commodity Unread post

No, i haven't. Is there some kind of manual?
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nedfumpkin
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Re: Electric power as a commodity Unread post

Electricity is hard coded into the game...windmills crash the game...only can be produced by nuke plant and power plant, and cannot be made into a cargo to be transported.
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Watchman
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Re: Electric power as a commodity Unread post

There is no need to use electric power as coded into the game.

Introduce a new cargo called "Power". Have some buildings transform Oil, Coal, Pulpwood and Uranium into Power, and some to produce Power. Set other industrial buildings (Aluminum Mill etc) to consume Power. And make Power unable to be carried by rail, in one way or another.
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nedfumpkin
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Re: Electric power as a commodity Unread post

Can't....introducing cargo upsets the game. Both 1.06 and TM have the maximum 52 cargo. If you add it to 1.05 then you can never go back, and it must appear last on the cargo list or else other scenarios will be affected. Incidently, the very idea you mention was what I was trying to do with the Atlantis scenario I was working on way back when we first found out you could do that stuff, and all that lead to 1.06 and TM.
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Watchman
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Re: Electric power as a commodity Unread post

Maybe you could consider dropping one or two of the cargo classes from a future version of TM? Medicine rarely fills a full rail car. Isotopes, Missiles and Depletalloy could also be considered for deletion or merging. But that might be a discussion for the TM forum.
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nedfumpkin
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Re: Electric power as a commodity Unread post

Not gonna happen. To drop one cargo would take at least 3 months to rework into the game, and all maps would be obsolete. Play TM for a while and you'll see that it is very balanced. It takes into consideration that cargo moves on its own, and everything competes for that cargo. It's a cargo managing game.
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Watchman
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Re: Electric power as a commodity Unread post

So, if it does not happen in TM, would anyone consider implementing this idea in a new mod?
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