![Shocked :shock:](./images/smilies/icon_eek.gif)
In fact, I would be very careful with seeded ports in a scenario as it is so hard for a player to capture their cargo if the prices (as is often the case) are higher in the ocean so that cargo decides to "go to sea". Of course, this doesn't make the scenario unplayable or unwinnable. I normally go into a map assuming that haul goals are meant to be legitimate between towns with collection points ok, but otherwise no strategies that deliberately inflate the load count. Seeded ports that may spring up anytime really force me to at least build multiple stations to cover the new ports, or worse still, special stations to FISH the cargo out of the ocean! The same is partially true of seeded warehouses (one in Karlstad appeared outside my station boundaries), but it is more annoying than serious. Unfortunately, for me this wrecks the honest hauls object I aim for as I have to shuffle that cargo around to be useful for profit. (BTW, I am normally super careful with station placement when warehouses and ports are involved to both capture cargo most effectively and also try to get demand at the best price I can.)
My suggestion for this: keep the critical demands away from the Ports and don't have them on auto-seed. If you are wondering how the ports in Denmark will work without a demand on the coast, the answer is: fine. Thanks to Oilcan's research he shared here (tried to link to his post, but in preview mode I am going to the start of the thread?), we can understand that ports transmit demand across water really well. Even across a great distance of ocean there is very little drop in prices. If necessary, you could make a new type of port (simply passenger terminal maybe?) which will enable cargo to enter and exit the ocean at that point and will also give the ocean a nominal base price you want distant ports to operate at. I suspect the other ports of the supply type will work fine in this case.
As a side-note, I didn't see the 1 Alcohol -> 2 Grain conversion turning a profit. (Maybe it needs to be 1 Alcohol -> 3 Grain to work properly.) I was assuming at this point from the info in the briefing especially that 1,500 loads were required compared to 1,200 of Oil which is in 3x greater supply at Warehouses/Ports, that at least the Brewery was buildable. I could see clever warehouse chain design so that if you ran the Alcohol chain right you could use one load of Alcohol supplied at the warehouse originally to become 4 loads in the end. This is a fun concept and with a limited number of locations (hence limiting maximum supply) for the Alcohol -> Grain conversion it wont become an endless loop with all other Alcohol produced being for domestic consumption.
I see potential on this map as being a different type of challenge, otherwise I wouldn't worry trying to make suggestions for improvement. I love the potential with the Brewery enabled to have a complete loop for Alcohol->Grain->Rice->Alcohol->.... without obvious over-abundance of Alcohol resulting from this. I also like that this map is sparse enough and in the right time period to have great potential for different strategies involving Diesel/Steam/Electric power. As I said, I only played for a little while, so don't know how the obvious cargo price modifiers will play out (Will there be the notorious price-breakouts?). I will soon find out.