The guess is that rounding and truncation occurs when dealing with such small numbers. If you watch your train's revenue versus the revenue of the two industries, you will see another odd thing: Usually one of the two will get a straight 10% of the income, but the other may only get ~9% (worst case seen to date: 8.3%). This represents the fact that it's being divided between the two industries. You will notice an odd thing if you do split resources: If, say, you are delivering Oil at 10k per carload to a city with a Power Plant and a Refinery, you will see two 5ks float above each car as it is unloaded. (They need >50, but dividing by two makes it >100.) You should be very wary of splitting resources see Production_Choices, below. grow from Small to Medium when the 101st coal carload is delivered, not the usual 51st carload. 10% each instead of the expected 20%, if they are Small), and 2) the industries will e.g. This can be easily confirmed a couple of ways: 1) the two industries receive only half the expected income (e.g. Note that if you have two resources that accept the same input in a city - such as a Steel Mill and Power Plant - any coal delivered is halved between the two. They can be made to appear together via modding, though. For example, the scenario will have/allow either an Auto Factory or a War Factory, but not both. On the standard maps, some of these never appear together. Manufactured Goods - Furniture Plant or Refinery.Food - Cannery, Food Plant, Fromagerie, or Stockyard.For a detailed breakout, see this Excel spreadsheet. In the NE, NW, MW, and half the multiplayer maps, it accepts both. * The Power Plant only takes Coal in European maps, and only Oil in the Southwest U.S. There are several "multiple purpose" resources, for what it's worth. Titles given to the player leaders for a given resource.Īlso see this Excel spreadsheet to get the flow of what products come from which plants, to which industries, and ride on what cars.This estimate assumes a 67% market price, then adds the average change due to an event, and projects it for the average numbers of years, assuming 4.4 cars are produced a year (which is how much a Large raw resource produces). Event prices (increases and decreases), including the total estimated impact for the average event. A list of what goods that the various city sizes want, for which maps.Which maps the various resources appear on.This is what you typically get with an efficient train see this for more information. The 67% price for all goods (4/3 * Min_Price).Also, I have never seen prices go outside these ranges for items sold (although they can look higher, if you're not selling anything). Note that the max price is always twice the min price, except for Ore. These are the brown lines in the F5 graphs. Exceptions to the usual XML settings are noted:Īlso see this Excel spreadsheet for the following additional info: This is from the standard game's RRT_Industry.XML if you're using a mod, it could be different. 18 Industries in cities, which consume 19 resources (Power Plant consumes two)Īs for production rates, all Industries and Resources have an "input/output ratio" of 1 (they produce one output for every input) with the exception of the Gold Mine, which has an I/O ratio of 2.12 Raw resource producers (outside cities) which make 13 resources (Sheep Farm produces two).30 Industries/Resources in total, which break out as.
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