Rise of Industry

Rise of Industry

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Transport Costs Rebalanced
   
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3 Dec, 2018 @ 2:36am
3 Dec, 2018 @ 2:43am
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Transport Costs Rebalanced

Description
Rebalances transport costs to encourage more varied transport networks

In the vanilla game, trucks end up always being the best transport option, since they're the cheapest per tile per unit of cargo, have the cheapest dispatch costs, and can re-use roads that have always been built.

Sure, everything else is faster, but in most cases it's throughput and not speed that matters most.

Transport Costs Rebalanced revamps the dispatch costs to encourage more varied transport networks.

Delivery Trucks

Delivery trucks now have no fixed dispatch cost, but a much higher cost-per-tile. This means you're not penalised as much for having a warehouse as part of your production chain, but you'll find it much more expensive if you try to use delivery trucks over long distances.

Depot Trucks

Depot (bulk) trucks are now the champions of mid-range deliveries. Their per-tile cost is higher than vanilla RoI, but their fixed dispatch costs are lowered. It now makes sense to have distribution warehouses near city centres that depot trucks can deliver to.

Trains

Trains are now much more cost-effective when transporting cargo over longer distances, being even cheaper than Depot Trucks per unit of cargo delivered. The extra cost of building rail networks will now pay off when moving bulk cargo longer distances.

Boats

Boats are the most cost-effective way to move bulk cargo over a long distance, but are now much slower than in vanilla RoI. Their low cost is offset by the fact that rivers are not always direct, and terraforming is very expensive.

Zeppelins

Zeppelins are unchanged from the vanilla release.

Transport Costs

Vehicle
Vanilla Cost
New Cost
Capacity
Delivery Truck
$100 + $5/tile
$0 + $10/tile
1 units
Depot Truck
$250 + $7/tile
$150 + $10/tile
2 units (3 with upgrades)
Train
$500 + $18/tile
$500 + $12/tile
4 units (6 with upgrdes)
Boat
$750 + $21/tile
$500 + $16/tile
6 units (9 with cargo)

Note: Capacity is unchanged from vanilla, and is included only for reference.

Feedback

I would love feedback on how you've found the rebalance! If you enjoyed this mod, don't forget to rate it up so others can find it.

Source code and license

Distributed under an MIT license.

Source can be found on github[github.com].
Popular Discussions View All (1)
0
18 Feb, 2019 @ 10:47am
I'm asking for help,
halakv
17 Comments
Lee 6 Jul, 2019 @ 1:55am 
In 1.2 looking at the asset editor, the costs are:

Automated Warehouse Trucks: (150 + distance * 5)
Delivery Trucks: (250 + distance * 10)
Depot Trucks: (350 + distance * 15)
Train: (2500 + distance * 35)
Boat: (4000 + distance * 30)
Zepplin: (7500 + distance * 40)

My understanding of automated warehouse trucks are that they are any trucks originating from a warehouse that are have the "Auto" tag in the input/output tabs in the warehouse, but they only dispatch within the warehouse range.

Anyway, it doesn't seem like the mod is in line with the new costs so I would download the source and modify the values again if I were going to use it. Author is still active on Steam so they would probably merge a pull request if you found some good new values.
Scream112 15 Mar, 2019 @ 12:00pm 
any word on how this mod stand now against todays version of the game?
Deez Nuts 21 Feb, 2019 @ 1:45pm 
For anyone interested the economics breaks down as follows...Modelled up to 100 tiles.
Without Upgrades:
Delivery Trucks lose out to Depot Trucks after 15 tiles.
The Train is consistently and increasingly more expensive than the boat. The gap doesnt grow much though.

With Upgrade:
Delivery Trucks lose out to Depot Trucks after 7 tiles.
Depot Truck loses to Train after 25 tiles.
As before, the Train is more expensive per tile than the Boat and the gap grows marginally as it increases due to the Boats capacity advantage and same price per tile.
【みずき】暁山瑞希 21 Feb, 2019 @ 7:13am 
It seems like one of the most important mods in this game?
Deez Nuts 18 Feb, 2019 @ 5:34am 
Is this still working?
jhughes 27 Jan, 2019 @ 6:29am 
I like the idea of this mod .. and thanks for publishing the source code. There have obviously been a bunch of updates to the game, so I will look to see if the 'vanilla' costs are correct before I install .. but if they are the same then I will install this for sure.
gavin8761 14 Jan, 2019 @ 4:47pm 
So far, so good... My question has to do with the highlights that appear when buildings are selected. I tend to pin tabs to window view, but don't like all the highlights that appear on the playing fields. Anyone else has this dislike?
PMT666 22 Dec, 2018 @ 6:17am 
Very interesting! By looking into it, should the game comes like that originally?
Thinking about OpenTTD and FIRS.
SkeeveTheMagic 20 Dec, 2018 @ 9:45pm 
This is another good step in dev of the game and makes the game much more interesting.
CrushedIce 19 Dec, 2018 @ 3:08pm 
Very nice mod, previously I never built trains due to the weird costs..
@Alex This should be the default behavior in my oppinion! :)