For me there is 1 super big problem If you replace all ship with hover craft How you would deliver a fuel From new York to Erie and other city if you replace cargo ship with this
@@Stealth17Gaming OK question If hovercraft is profitable Do you have any possibility To build a cargo airport to help on any city to grow more while newyork will grow faster where they gonna need airport And the biggest question On transport fever 2 developers Can they add cheap and big helicopters or cargo seaplane for fuel
You asked (at about 4:00, and again at the end of the video) why they took away auto replace, the simple answer is because it's not needed anymore. Aging vehicles no longer cost more maintenance, only their emissions get worse. There is not a defined point where you "need" to replace them. Unless they run though a town (specifically the residential area), literally nothing bad happens when you run the exact horsecart you got in 1850 until 1970 or something. That also explains the maintenance slider you now have. It's essentially the replacement for "auto-replace": You set it to +25% costs, and the vehicle condition will never drop below 50% (or rise to that if it's below when you set that). If you set it to +50% costs the condition stays at 100% (and with that at the original emission level). You can see the exact percentage if you mouse-over the text that says "good" or "bad" in the info window of a specific vehicle. It's also an option to just temporarily "better maintain" vehicles to get their condition back up (it rises relatively quickly), but that is kinda micro-manag-y in practice. One final (personal) note: In TpF1, if you use auto replace on a truck/bus line, you would generally not use it to upgrade to newer vehicles (or at least it was a bad idea) because trucks/buses rarely have the same speed. If you set a replacement that isn't the same and you let it actually autoreplace, nothing will be spaced out properly (important for buses) and older vehicles would hold up the newer vehicles. That recudes their 'intended' profit, which is after all what the now higher running costs are based on. So you would usually also manually replace the entire line here. Then there's the case where you did set a replacement vehicle, but that's no longer available over time, so you're back to square one and you have to pick a new one (likely replace all existing ones as you do). Or a new vehicle comes out, you then have to edit basically all lines where you want to use that as a replacement in the future. I just played one last full playthrough of Transport Fever 1 from 1850 until the 2000s and managing the replacements was a just a chore and generally worked incredibly bad in practice. This new system where you can just NOT replace them is just so much better. Either ignore them (financially that's fine) or crank maintenenance a bit or to full, if you need to keep emissions down. So much simpler.
@@Stealth17GamingGlad it makes sense to you now. I was going to say something, but not as much text as this... I think it would be helpful to others if in your next video you showed us the stats / numbers and explain it to anyone who might not still understand.
@@Trifler500 Well yes, but that's also incredibly wasteful in terms of money, most vehicles (let alone trucks) will not make back their own "sticker price" in 25% of it's lifetime.
@@TheCreat I think you misunderstand. I don't set it to 25% and leave it there. I normally have it set to 100%. It's just when I decide to upgrade to a new vehicle that I move the slider to 25%, then when they're upgraded, I move it back up again.
From what I know vehicle aging is indicated on their info cards by their condition. On normal maintenance they go down to poor. Keeping them on very high maintenance keeps them in good condition. I think it's mostly for emission control.
Hey Stealth, as your towns are growing, so does their road network. Noticed the towns have a tendency to build low-end streets, which slow down (your) traffic significantly - wouldn't it be an idea to spend a couple of thousand on high-end roads in soon-to-be built-up parts of town, thus preventing later bottlenecks in traffic flows (and thus profits)? It saves a lot compared to having to bulldoze development later, if you were to be inclined to do so. Keep it up man!
Hovercrafts died because they was a bit sensitive to harsh weather and also used a LOT of fuel. After the fuel crisis there was never any new hovercraft made. In the late 70-tys more foil boats replaced the hovercraft, handeling seas better, a but more fuel efficent and pretty much the same speed. Like this one en.wikipedia.org/wiki/Boeing_929 In the 90-tys those was mostly replaced with catamarans, at least for larger ships. Catamaran design handle sea better and also scaled a lot better. This make it possible to build them very large and still retain a resonable economy. There is some of those that is really quite huge. en.wikipedia.org/wiki/HSC_Benchijigua_Express
Please, consider building an airline in the next series, I know you like plains😉😀 It would be great if you connect big cities such as New York or Eric with Saint Paul. And use this airports for passenger and cargo connections. It would be outstanding because remote cities near to Eric seek tools but don’t have much opportunities to manufacture them, and Thornton near Saint Paul needs liquids which are in abundance in New York and Eric. So your plains would be full in both directions, and your airport would operate in a full load.
If you want to connect with the developers, you may suggest them add a column “lifetime” (and maybe a profit column for each vehicle, to easier manage optimization staff) in the “line transport manager” it would even more convenient than the button “replace if old”. The old button was awkward because it always replaced vehicles without your attention, and then you cannot replace newly bought but old vehicles with more technological ones without losing money.
Because vehicles work entirely differently now. Depending on maintenance they decay into a certain state. Normal->Poor. HIgh->Mediocre Very High->Good. Higher vehicle condition maintains lower noise/pollution emissions. Main effect on emissions is when it's emitted in cities, where if effects city growth. Higher emissions = Population penalty.
maintenance: Normal->Poor: vehicle condition is dropping HIgh->Mediocre : vehicle condition stays at its current status Very High->Good: vehicle condition is rising
@@Vandragorax yes...agree. I start in 1950 because I want to grab a couple of "modern" steam engines...I probably should start in 1900. The horse and cart stuff drives me nuts.
I know this is cheating, but if you have sandbox enabled you can change the demand of the towns. Personally, every town should demand food. At the very least I will change the demand of any town that requires two "hard" items to one food/easy item (if there are no farms nearby) and one "hard" item, unless the means to make those items are reasonably close. I'm really enjoying this series, because you're getting into the details, making some mistakes, and figuring out stuff. That saves me a lot of thrashing about. Ignore those occasional rude comments.
I too like hovercrafts, but I love hydrofoils. I hope the devs offer hydrofoils as a similarly fast alternative to hovercraft. I have very fond memories of catching the Manly hydrofoil, in Sydney, Australia, during the 80s.
For TPF1 didn't people (sims) also make transport choices based on the cost of the ticket. I would of hence thought that would of been taken into account for Hovercrafts vs ships. Maybe they will be nerfed in the final release.
Not a fan of vehicles just randomly popping out of existence in the middle of the sea when being replaced. Upon hitting upgrade, they should go to their next stop, unload, route to the nearest depot and upgrade there imo. Like this there's no reason to try to keep depots in a central location or have sufficient density of them to facilitate upgrades. Also I hope they simulate the 1970s oil crisis whereby vehicles like hovercraft become dramatically more expensive to run, making .e.g catamarans, a better option, as was the case historically. Also maintenance really should increase running costs, increasing by say, 5% per year on low maintenance, 2.5% on medium and 1.25% on high, such that vehicles kept for a long time but poorly maintained end up costing more money than had they been properly maintained to begin with... as would also be realistic.
Agreed. Vehicles used to go back to depot and get swapped there, but now you can do it on the fly. From what I've seen there are no "random world event" like oil crises or natural disasters.
It just means less micromanagememt which is good and lets us keep focus on new routes and lines. If you want realism then just manually tell them to dock or go to the depot and then upgrade them *shrug*
@@Vandragorax I find it odd that you complain about micromanagement but then suggest micromanagement by those desiring realism, instead of automated re-routing of vehicles to their nearest depots as I suggested above.
Intresting idea for your Fuek/Passanfer line Boat: 1 section: Load Any 1 Section: Load only Pasanger's (x) means there the same in this loop: (x) Town 1 Passanger: Unload both sections of Pasanger's Town 1: Cargo: Load 1st section with Fuel Town 1: Pasanger: Load the 2nd section with Pasanger's ~~ Town 2 Cargo: Unload the 1st section of Fuel Town 2 Pasanger: Unload 2nd Section of Pasanger's and Load boath with Pasanger's ~~ (x) Town 1 Passanger: Unload both sections of Pasanger's
A word of advice for your funds I would repay your loan down while you have some money and it would be cool to see a few railway routes when you can afford to spend the money on them! Loving the content stealth keep it coming
I have only been watching your videos on this Stealth and I could be wrong but when you select the vehicle and go on the details tab their is a arrow circle on the right. That looks overly like the autoreplace icon from TF1. If not I would be interested to know what it is!!!
You could make it so that the ship first enters the passenger dock with unload only. Then go to the fuel with fill half( thinks thats an option) and than back to the passenger to fill the ship back up
Saint-Paul to Stockton would probably lower the demand for the Stockton to Thornton and the Thornton to Saint-Paul line, since as of now the passengers have to use both the lines to travel from Saint-Paul to Stockton. I don't know for sure how that will affect the other two lines, but it may be worth reconsidering it all. You could also maybe modify the achitecture of the docks to let the hovercraft docks faster in Thornton, byt setting the docks not in an U like it is actually but by a more open setting.
Question on your fuel passenger line would it make more sense to run the passenger line all the way through so Server with that speed boat both towns instead of 2 different lines ? If there is an island with more than one town use the tram instead of a train run 2 one way road to creat a dual carriageway and run the tram line in between them just make sure you lock the roads :-)
No I've found two separate lines work better. It's easier to manage the need for a specific line. I've tried the A-B-C lines but they don't work as well.
Do your filters not have the ability to set percentages at this point in time? You could set your filters at the one stop to 50% and 50% and then 100% on the way back.
Check if the port wear you have a lot of hover craft got enuf capasety to dock them the small dock can only dock 1 at a time so you might have hovercraft wating to dock
If you run hovercraft and those original ships on the fuel/passenger line will the hovercraft drain the passengers allowing the original ships to focus on fuel?
Probably yeah, but the more important question is whether it's even interesting to be running the old Schaffhausen now that I have hovercrafts. The hovercrafts are generating a lot more money in a shorter period of time for less maintenance.
Yeah that'd be great. I also want an LCAC (military hovercraft) as a fast cargo ship. Who knows, maybe (probably even) they'll be added in the Steam workshop.
Can you do a game test for me? Skye Storm said it is more efficient to do a point to point train system rather than a normal train line e.g. A to B, B to C, rather than A to B to C to B to A
The hovercrafts almost seem too good to be true from a financial aspect - which makes me wonder if maybe they wear out a lot faster than the other ships, and so they have to be replaced more often and are pretty expensive.
but they don't get more expensive the older they get, just the emmissions are becoming higher. Which doesnt matter much cause they are on the water and not crossing the cities directly.
You dont have to look in report every time. Next to your balance you can see your earnings if you profitable or not and how much you make in the moment.
Curious as to why you are earning 6mil a year and have a 29mil loan and 6.5mil in the bank you don't pay down the loan to reduce overheads for the year and thus increase income? Since you are making 6mil a year it would be quite swift to recoup the bank balance
Because I can make more money spending the 6.5M on a new line. If I invest my 6.5M now in either a new line or hovercrafts I get a return of 500k or more. If I repay 6M of my loan now I'll be saving maybe 150k per year. That's the benefit. I'm completely unconcerned about the loan.
I know everybody is waiting for new episodes so I'll see if I can upload more. Possibly another episode tomorrow
For me there is 1 super big problem
If you replace all ship with hover craft
How you would deliver a fuel
From new York to Erie and other city if you replace cargo ship with this
@@maxelsoro6292 Add an additional line just for fuel
yes please do it is so addicting xD (sry not a nativ english speaker)
Can you do a ultimate admiral dreadnought
@@Stealth17Gaming OK question
If hovercraft is profitable
Do you have any possibility
To build a cargo airport to help on any city to grow more while newyork will grow faster where they gonna need airport
And the biggest question
On transport fever 2 developers
Can they add cheap and big helicopters or cargo seaplane for fuel
You asked (at about 4:00, and again at the end of the video) why they took away auto replace, the simple answer is because it's not needed anymore. Aging vehicles no longer cost more maintenance, only their emissions get worse. There is not a defined point where you "need" to replace them. Unless they run though a town (specifically the residential area), literally nothing bad happens when you run the exact horsecart you got in 1850 until 1970 or something.
That also explains the maintenance slider you now have. It's essentially the replacement for "auto-replace": You set it to +25% costs, and the vehicle condition will never drop below 50% (or rise to that if it's below when you set that). If you set it to +50% costs the condition stays at 100% (and with that at the original emission level). You can see the exact percentage if you mouse-over the text that says "good" or "bad" in the info window of a specific vehicle. It's also an option to just temporarily "better maintain" vehicles to get their condition back up (it rises relatively quickly), but that is kinda micro-manag-y in practice.
One final (personal) note: In TpF1, if you use auto replace on a truck/bus line, you would generally not use it to upgrade to newer vehicles (or at least it was a bad idea) because trucks/buses rarely have the same speed. If you set a replacement that isn't the same and you let it actually autoreplace, nothing will be spaced out properly (important for buses) and older vehicles would hold up the newer vehicles. That recudes their 'intended' profit, which is after all what the now higher running costs are based on. So you would usually also manually replace the entire line here.
Then there's the case where you did set a replacement vehicle, but that's no longer available over time, so you're back to square one and you have to pick a new one (likely replace all existing ones as you do). Or a new vehicle comes out, you then have to edit basically all lines where you want to use that as a replacement in the future.
I just played one last full playthrough of Transport Fever 1 from 1850 until the 2000s and managing the replacements was a just a chore and generally worked incredibly bad in practice. This new system where you can just NOT replace them is just so much better. Either ignore them (financially that's fine) or crank maintenenance a bit or to full, if you need to keep emissions down. So much simpler.
Makes sense. Thanks!
@@Stealth17GamingGlad it makes sense to you now. I was going to say something, but not as much text as this... I think it would be helpful to others if in your next video you showed us the stats / numbers and explain it to anyone who might not still understand.
I used it to upgrade by lowering the vehicle life slider to 25%. For trucks at least, that would replace them nicely, unless I had just bought some.
@@Trifler500 Well yes, but that's also incredibly wasteful in terms of money, most vehicles (let alone trucks) will not make back their own "sticker price" in 25% of it's lifetime.
@@TheCreat I think you misunderstand. I don't set it to 25% and leave it there. I normally have it set to 100%. It's just when I decide to upgrade to a new vehicle that I move the slider to 25%, then when they're upgraded, I move it back up again.
From what I know vehicle aging is indicated on their info cards by their condition. On normal maintenance they go down to poor. Keeping them on very high maintenance keeps them in good condition. I think it's mostly for emission control.
Tell me I'm not the only one who enjoys hearing destruction when Stealth destroys those railroad tracks. Call me weird
Hey Stealth, as your towns are growing, so does their road network. Noticed the towns have a tendency to build low-end streets, which slow down (your) traffic significantly - wouldn't it be an idea to spend a couple of thousand on high-end roads in soon-to-be built-up parts of town, thus preventing later bottlenecks in traffic flows (and thus profits)? It saves a lot compared to having to bulldoze development later, if you were to be inclined to do so.
Keep it up man!
Yeah good point
WHOA--those hovercraft! At first I was skeptical, but that insane income spike totally convinced me!
Hovercrafts died because they was a bit sensitive to harsh weather and also used a LOT of fuel. After the fuel crisis there was never any new hovercraft made.
In the late 70-tys more foil boats replaced the hovercraft, handeling seas better, a but more fuel efficent and pretty much the same speed.
Like this one
en.wikipedia.org/wiki/Boeing_929
In the 90-tys those was mostly replaced with catamarans, at least for larger ships. Catamaran design handle sea better and also scaled a lot better. This make it possible to build them very large and still retain a resonable economy. There is some of those that is really quite huge.
en.wikipedia.org/wiki/HSC_Benchijigua_Express
Boeing built a boat?? Whoa!
Please, consider building an airline in the next series, I know you like plains😉😀 It would be great if you connect big cities such as New York or Eric with Saint Paul. And use this airports for passenger and cargo connections. It would be outstanding because remote cities near to Eric seek tools but don’t have much opportunities to manufacture them, and Thornton near Saint Paul needs liquids which are in abundance in New York and Eric. So your plains would be full in both directions, and your airport would operate in a full load.
If you want to connect with the developers, you may suggest them add a column “lifetime” (and maybe a profit column for each vehicle, to easier manage optimization staff) in the “line transport manager” it would even more convenient than the button “replace if old”. The old button was awkward because it always replaced vehicles without your attention, and then you cannot replace newly bought but old vehicles with more technological ones without losing money.
Because vehicles work entirely differently now. Depending on maintenance they decay into a certain state.
Normal->Poor.
HIgh->Mediocre
Very High->Good.
Higher vehicle condition maintains lower noise/pollution emissions. Main effect on emissions is when it's emitted in cities, where if effects city growth. Higher emissions = Population penalty.
Oh so that's what that's for! Thanks. I'll set setting my vehicles to high maintenance.
maintenance:
Normal->Poor: vehicle condition is dropping
HIgh->Mediocre : vehicle condition stays at its current status
Very High->Good: vehicle condition is rising
@@Valkonen64 So, how long will a vehicle last with High/VH maintenance? Will I still have my (hypothetical) 1946 Dodge fuel truck in 1983?
Great episode and enjoying a different game play of the game, most others started in 1850. Keep them coming.
Playing 100 years of horse and cart doesn't appeal to me either. I like to start in 1970 and have some modern stuff straight off :)
@@Vandragorax yes...agree. I start in 1950 because I want to grab a couple of "modern" steam engines...I probably should start in 1900. The horse and cart stuff drives me nuts.
I know this is cheating, but if you have sandbox enabled you can change the demand of the towns. Personally, every town should demand food. At the very least I will change the demand of any town that requires two "hard" items to one food/easy item (if there are no farms nearby) and one "hard" item, unless the means to make those items are reasonably close. I'm really enjoying this series, because you're getting into the details, making some mistakes, and figuring out stuff. That saves me a lot of thrashing about. Ignore those occasional rude comments.
sorry for the backseat gaming, but now that you fixed saint. paul trams, i can finally have peace. i haven't slept for days
Great. Sweet dreams then.
I too like hovercrafts, but I love hydrofoils. I hope the devs offer hydrofoils as a similarly fast alternative to hovercraft. I have very fond memories of catching the Manly hydrofoil, in Sydney, Australia, during the 80s.
If it's not made by the devs it will surely be available as a mod sooner or later so you shouldn't worry about them not being in the game
Crank up the maintenance spending to prevent vehicle being exhausting and lower the emission level.
Stick at it Stealth, thanks man.
For TPF1 didn't people (sims) also make transport choices based on the cost of the ticket. I would of hence thought that would of been taken into account for Hovercrafts vs ships. Maybe they will be nerfed in the final release.
Not a fan of vehicles just randomly popping out of existence in the middle of the sea when being replaced. Upon hitting upgrade, they should go to their next stop, unload, route to the nearest depot and upgrade there imo. Like this there's no reason to try to keep depots in a central location or have sufficient density of them to facilitate upgrades. Also I hope they simulate the 1970s oil crisis whereby vehicles like hovercraft become dramatically more expensive to run, making .e.g catamarans, a better option, as was the case historically. Also maintenance really should increase running costs, increasing by say, 5% per year on low maintenance, 2.5% on medium and 1.25% on high, such that vehicles kept for a long time but poorly maintained end up costing more money than had they been properly maintained to begin with... as would also be realistic.
Agreed. Vehicles used to go back to depot and get swapped there, but now you can do it on the fly.
From what I've seen there are no "random world event" like oil crises or natural disasters.
It just means less micromanagememt which is good and lets us keep focus on new routes and lines. If you want realism then just manually tell them to dock or go to the depot and then upgrade them *shrug*
@@Vandragorax I find it odd that you complain about micromanagement but then suggest micromanagement by those desiring realism, instead of automated re-routing of vehicles to their nearest depots as I suggested above.
Intresting idea for your Fuek/Passanfer line
Boat:
1 section: Load Any
1 Section: Load only Pasanger's
(x) means there the same in this loop:
(x) Town 1 Passanger: Unload both sections of Pasanger's
Town 1: Cargo: Load 1st section with Fuel
Town 1: Pasanger: Load the 2nd section with Pasanger's
~~
Town 2 Cargo: Unload the 1st section of Fuel
Town 2 Pasanger: Unload 2nd Section of Pasanger's and Load boath with Pasanger's
~~
(x) Town 1 Passanger: Unload both sections of Pasanger's
A word of advice for your funds I would repay your loan down while you have some money and it would be cool to see a few railway routes when you can afford to spend the money on them! Loving the content stealth keep it coming
In episode 6 I explain why I don't pay off the loan.
I have only been watching your videos on this Stealth and I could be wrong but when you select the vehicle and go on the details tab their is a arrow circle on the right.
That looks overly like the autoreplace icon from TF1. If not I would be interested to know what it is!!!
5 passengers became shark food. RIP
You could make it so that the ship first enters the passenger dock with unload only. Then go to the fuel with fill half( thinks thats an option) and than back to the passenger to fill the ship back up
Considered that yeah, but it's largely irrelevant now with the hovercraft and a soon to be separate fuel cargo line
Saint-Paul to Stockton would probably lower the demand for the Stockton to Thornton and the Thornton to Saint-Paul line, since as of now the passengers have to use both the lines to travel from Saint-Paul to Stockton. I don't know for sure how that will affect the other two lines, but it may be worth reconsidering it all.
You could also maybe modify the achitecture of the docks to let the hovercraft docks faster in Thornton, byt setting the docks not in an U like it is actually but by a more open setting.
It might yeah. But for all I know it much increase demand, since there are direct lines available which are faster. We'll see.
Question on your fuel passenger line would it make more sense to run the passenger line all the way through so Server with that speed boat both towns instead of 2 different lines ? If there is an island with more than one town use the tram instead of a train run 2 one way road to creat a dual carriageway and run the tram line in between them just make sure you lock the roads :-)
No I've found two separate lines work better. It's easier to manage the need for a specific line. I've tried the A-B-C lines but they don't work as well.
Stealth17 Gaming ah good to know ;-)
You know the towboat are they expandable? Like the real ones ?
@@spatrompete2601 No they seem like normal ships
Stealth17 Gaming I know than what ship will get some revamping via modding at least 4 double rows :-)
i love your content keep it up:]
Slightly disappointed that the title wasn't "My hovercraft is full of eels"
Reference?
@@Stealth17Gaming its from a Monty Python sketch about using a Hungarian - English phrase book
ua-cam.com/video/4NNm1p1Y-XQ/v-deo.html
Do your filters not have the ability to set percentages at this point in time? You could set your filters at the one stop to 50% and 50% and then 100% on the way back.
Check if the port wear you have a lot of hover craft got enuf capasety to dock them the small dock can only dock 1 at a time so you might have hovercraft wating to dock
Will do
If you run hovercraft and those original ships on the fuel/passenger line will the hovercraft drain the passengers allowing the original ships to focus on fuel?
Probably yeah, but the more important question is whether it's even interesting to be running the old Schaffhausen now that I have hovercrafts. The hovercrafts are generating a lot more money in a shorter period of time for less maintenance.
I liked it better when the vehicles had to return to the depot to be sold/replaced.
We need the SRN 4 hovercraft in game tbh
Yeah that'd be great. I also want an LCAC (military hovercraft) as a fast cargo ship. Who knows, maybe (probably even) they'll be added in the Steam workshop.
Do the hovercraft go over land?
Can you do a game test for me? Skye Storm said it is more efficient to do a point to point train system rather than a normal train line e.g. A to B, B to C, rather than A to B to C to B to A
Can confirm. It is more efficient. This way you can have more vehicles where needed. I might make a separate video on it some time next week.
The hovercrafts almost seem too good to be true from a financial aspect - which makes me wonder if maybe they wear out a lot faster than the other ships, and so they have to be replaced more often and are pretty expensive.
They seem to get a 100% ROI in 3-5 years. Even if they only last 10 years I'd be happy.
but they don't get more expensive the older they get, just the emmissions are becoming higher. Which doesnt matter much cause they are on the water and not crossing the cities directly.
Your zippin through time really quickly and not letting lines even out. Nice vid though
How long is a game-year in real time at normal speed for this game?
I think about 5 minutes. I'll see if I can time it for the next episode, if I remember to.
You dont have to look in report every time. Next to your balance you can see your earnings if you profitable or not and how much you make in the moment.
There is an option to ''replace all'' and ''replace selected''....
Why don't you pay back part of your loan so you don't keep paying interest?
As explained in the video
please explain how a friggen paddlewheeler can even remotely be profitable in 1970???
But the hovercraft won't carry fuel and people like the other boats
Curious as to why you are earning 6mil a year and have a 29mil loan and 6.5mil in the bank you don't pay down the loan to reduce overheads for the year and thus increase income? Since you are making 6mil a year it would be quite swift to recoup the bank balance
Because I can make more money spending the 6.5M on a new line. If I invest my 6.5M now in either a new line or hovercrafts I get a return of 500k or more. If I repay 6M of my loan now I'll be saving maybe 150k per year. That's the benefit. I'm completely unconcerned about the loan.
This game has very low interest loans on millions of dollars lol. Probably for the best since it costs millions to do anything in the first place!
I've seen no auto replace from any videos either. this is unfortunate.
Yeah I have no clue why they did away with that feature.
You could have bought alot more hovercrafts on many of your routes tbh. Earning more cash much faster.
Not done yet
Why not just pay back the loans. The more you still have in debt the more you have to pay the bank each year
You need to pay back your loan. Its costing you so much money
But it's making me more money. I know the risks and I'll pay it back when I want to
@@Stealth17Gaming okay youre the boss xD. Really nice series though. Keep it up👍
Pay off your loans
No. In the next episode I'll explain why
So sad that this game has pollution nonsense in it