Considering the idea to introduce electric power as a cargo - viewtopic.php?f=68&t=2327 - the number of cargo types is limited.
I would like to see a discussion about what cargo types would be most suitable. If they will not make it to TM 1.0, I hope the discussion will go on for future modding projects.
Cargo types that could be considered for deletion or merging:
Depletalloy, Isotopes and Missiles: The time period is narrow, and these goods are used in very small quantities.
Medicine: Pharmaceutical packages are very compact, and rarely fill a whole railroad car.
Gold: 40 tons of gold cost roughly a billion dollar.
Chemicals: Too abstract. Replace with Saltpeter and Sulfur.
Goods: Too abstract. Tanneries should stick to Textile production. Publishing houses should produce Mail instead.
Ammunition: Could be merged with Explosives.
Automobiles: Could be merged with Machinery.
Here are some suggestions for cargo types. All these (except power) have been transported by railroads in large scale.
Power: Cannot be carried by rail. See link above.
Saltpeter: Produced by Guano Mines (1800), farms and Nitrogen Plants (1915). Used to produce Explosives and Fertilizer, just as in RT3.
Sulfur: Produced by Sulfur Mines (1800). Used as a secondary input to produce Explosives, Paper, Steel and Petroleum/Diesel.
Food Waste: Produced by food industries, restaurants and homes. Used by Pig Farms and Electric Plants.
Cement: Produced from Sand in a Cement Factory. Used in buildings.
Designated passenger types: What if we could create different kind of passengers, with different needs? Tourists who want to visit marinas, casinos or theme parks, business travellers who want to travel between commercial buildings, and immigrants who arrive at the edge of the screen, looking for a prosperous town to settle?
What do you say?
