Moderator: Grandma Ruth
What is the benefit of this? Often I find a region with a lot of, say, coal mines, all where the price of coal is $0. There is no way for me to collect that coal with one train, for profitable delivery by a later train, and if I don't have a station in the right place, all those extra coal loads will just walk on by. It's the lack of the old RRT2 drop-shipping options. But if I can build a marshalling yard next to my station, then all that coal would start flowing towards a point, enabling me to collect and deliver it.
Has anybody tried making a lineside structure?
WPandP wrote: Warehouses do work this way currently, but they have two problems: first, the player cannot build them, and even then they are limited to predetermined scenario formulas for what they demand.
bombardiere wrote:BWT This is just a personal observation, but I think that RRT3 is oriented towards local traffic. In my games, the passengers are not interested in to travel distant cities. (Even if large)
you will find that cargo will gradually move, albeit slowly, through this series of overlapping routes from one end of the system to the other, provided there is some price differential.
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