I may resort to using a start up event in place of the warehouses in a final version. I'm not entirely sure if I'd want the produce production to increase at the ranches in the Midwest though. And at the time I made fruit warehouses I felt that I needed to give some incentive to connect to Naples, otherwise in my playtests I skipped Naples and just connected to the argi-communities.nedfumpkin wrote:Might I suggest that you remove the fruit warehouses and instead use a start up event to increase produce production?
I figured as much when I saw the totals were so high, and later read a forum topic about hauling loads inside a territory. However, I decided against using the loads hauled in Florida for any event. So in reality the yearly update is currently just there to be annoying. I planned on removing the yearly update in the future and probably should have just deleted it before releasing the beta since it would have taken 10 seconds to just hit delete event.nedfumpkin wrote:Loads of fruit hauled from Florida to the rest of the US counts loads hauled inside Florida as well.
I'll look into it. There are a couple other buildings you might eventually request I relocate as well. I initially placed them and didn't realize the effect they would have until later when I was play testing and wondering where some of my cargo was going when it was needed elsewhere. Ultimately, I had to raise the money to act like the big powerful railroad company and use some eminent domain powers and bulldoze these buildings. I suppose it would be easier for the player to not have to bulldoze any pre-existing structures, but in a way I also liked that you had to be observant to the industries input/output and cargo travel and take the necessary actions to change the product demands.nedfumpkin wrote:Any chance of relocating the radio station in Miami? It gest in the way of extending the track for a maintence shed and service tower.
Ex. #1 In one run through of the game instead of having trains go all the way to NYC I had them go to Virginia Beach and drop their food loads. From there a train would bring the food to NYC and then distribute them across New England. However, I forgot there was an military base there and so I had to demolish it, otherwise my food was being eaten by starving soldiers before the connecting train could pick it up.
Ex. #2 I increased the oil output of the NY port to 2 loads, but back when I just had it at 1 load the majority of the oil was being consumed by the shipyard in the NYC area. I think there is enough oil up in the Northeast, however, the player still has an option to consider: If the sand from the shipyard is important to you you'll want to keep the shipyard, but if chemicals and petro are more important to you, you might want to destroy the shipyard and get more oil for the refinery in Philidelphia, or maybe more oil for creating plastics. As TM is largely about the industry chain, for now ,I'll leave it so the player can make minor alternations to the demand chain by bulldozing these types of places. Unless the need to sometimes bulldoze something is not desired by players than I'll make some changes.
EDIT: If you'd like a list of places you'll likely have to bulldoze, let me know or PM me and I'll respond.