@@ambsquared The boxes represent consumer goods - he needs steel and planks into a consumer goods factory to get them. It's one of the most complicated and expensive supply lines in the game, so he's basically doomed now. XD
You think a few hours overtime is bad, but then you realize these poor carriage drivers have to be on a route for eight years before going home for the night
The two sweetest words in the english language CHANGE ORDER. /s (I actually hate change orders and engineers/contractors that abuse them, but a lot of people in the industry run their careers off change orders from what I've seen).
@@z01t4n In-game the production buildings level up and produce more depending on how much and also how consistently we move things out. Boats are just too slow and not really a consistent flow unless going over short distances.
I do feel that in some cases that we should bring back the old Roman custom that the engineer who built the bridge had to stand under it when the construction scaffolding was removed.
16:47 press F2 to get the line statistics. Great tool to balance your lines, making sure you have enough throughput along the entire production chain. 21:04 if want to de-select all cargo types, press on "Load" and "Unload" on the top. They make not look like it, but those are buttons. 21:32 Pretty sure it's been said by others: That saw mill makes lumber, not boxes. The town you wanted to ship to wants "Goods", which the carboard box icon is for.
Those aren't boxes, they're planed timber or something like that. Also, it helps to make some small routes in town to transport people (but they don't really make that much money); it's more necessary when you train people between cities.
Start with the small routes. Do not go directly for the big distances with X horse carts and trains xD stay more sensible, then you'll relativly fast snowballing.
I laughed harder than I should've when the patron-named factory "neuken in de keuken" appeared; I feel so blessed to be alive in a time where these things happen... although... perhaps a medieval britt king at some point also let a [put-colony-name-here] disciple pick a name for some land or castle... anyway, great channel!
That is a sawmill, so it is making planks, not boxes. The boxes factory (goods) does require planks if I remember correctly so it isn't a waste. Boxes or Tools at least. 2nd Problem was that horse is not configured to carry boxes even if that sawmill could make them. When you buy vehicles the allowed cargo is shown in the panel.
3 years per trip at 40 km/h would mean the distance that train traveled was about 1.05 million km, which is 26x longer than the circumference of the Earth. I feel like something isn't quite right here.
That's because he decided to speed up the in-game time, which doesn't really have an effect on the movement though. It's only relevant to decrease your waiting time for new technologies.
The "boxes" you were looking at were actually planks :) So you were mixing up the real boxes (called "goods" I think) with the planks - that's why it wasn't working. Waiting for the next episode :)
If you start a new map, start with pasangers. I play an older version of the game, but my first steps are always: 1. Conect two cites by a railway line. Optimal are equally sized cites not to far apart I try to put the station close to the living-areas. 2. conect the different areas in these towns(living,working,shoping,leisure) to the station with busses or trams. 3. look for oportunities, where a pasanger and a cargo line can use the same track It is also no shame to have a five perron station in the central town, but only one line finished yet. While the other four lanes just go to the end of the village to prevent buildings in the way. And then expand the network to have one central station for interchange in the long way
Another thing: Early game you can flat out ignore that vehicles are in bad condition. They don't cost more upkeep or go slower or anything affecting efficiency or cash flow. The only thing the bad condition does is make the vehicle cause more emission (and it actually looking more shabby). Emission negatively effects the growth of the cities, but that's really not something to worry about early on.
"Neuken in de keuken" One of the best Dutch sentences everyone should learn. If you ever see a Dutchy, tell them "Neuken in de keuken?" They'll instantly like you.
Can't tell the difference between a cardboard box with some gaffer tape on it, and a stack of lumber... Glad you're an engineer and not a builder, cause that could go horribly wrong.
"I think boats are too expensive, let's do a train instead" Oh dear. Boats are an absolute cheat code in 1850 starts for building up money fast. Only cost about 1.5m to start a line, but can carry so much that you make that back in like, 3 or 4 trips.
Early game can be rough. Couple tips I have picked up. As others have said, try to start with shorter, simpler routes, on a small scale (trucks first, less capital). Also do your best to get paid both ways. There is some way to reconfigure the train stops and truck/bus stops so they can have more/longer platforms and different entrances. Hope this helps. Have fun with the learning curve, glad to see you playing this.
In the end you mixed up boxes with timber. The first one represents consumner goods and look like gray paper boxes. The others are brown (wood colored) rectangular palets of cut wood.
I'd love to see this series continue to be honest, lovd this game myself and it would be great to see you learn as you go along and really build up a proper network
theres so much to unravel jeez. quick tipps: 1. dont make longer routes than nessecary, single use lines are better. 2. trucks are for short range transport, between trainstops and town buildings. the same goes for busses when you move into the passenger transport. 3. you can click on factories and see exactly what they produce, the menu even includes a nice little list of supplies and consumers, so like in the sawmill you would see forrests as supplier and anything that uses PLANKS as consumer. 4. trains are your main moneymaker, plan and build a rail network as soon as possible. the signals tell trains only that they can go in specific directions. so youre british, which means your trains would be left hand drive. building a one way railway with double rails would mean your signals need to be spaced out along the whole railways with the arrow showing their direction of travel. 5. condition and emmisions are irrelevant for anything that is NOT passenger related. busses and trams need to be in good condition or towns wont grow. cargo vehicles conditions can be ignored, they will not cost more. 6. any vehicle can be modified or replaced on the fly, you only need the money to do so. 7. be aware of which platforms inside terminals you send lines to, there is a small number in the line manager that shows this. sometimes you need to micromanage that. its especially important with many truck lines coming in to say a steel mill terminal, or train lines taking a looped trip from city to city. so, RCE, i heavily recomend you actually play the campaign. its pretty much a tutorial for anything you can do in freeplay. hope that helps. good luck. edit: 8. you can set gameplay speed and gamedate speed seperately from each other. click the date button in the lower right corner. 9. distance between supplier and consumer is important. afaik the larger the distance, the more money you get. 10. in the line manager there is an important information, called frequency. that shows how long a roundtrip for a single vehicle takes, in minutes. its especially important for passenger transport to stay around 20min. 11. be aware that as cities grows, so do the roads and the traffic on these roads. your trucks might get bogged down in heavy intercity traffic. people will take cars between cities, also when you have trains or such between these cities. there is a reason you can build highways later on.
Okay, that was painful to watch, but I still enjoyed it xD Anyway, to make money in TF2: - The demand is the main driving force of all goods. This also means, that there won't be any goods spawning, if there's no demand for it (hence your trouble with the "boxes"... as every other comment already told you, there are "planks" and "goods", and you tried to make goods in a plank factory....). - Faster the goods are delivered, more money you get. This means that especially at the beginning, keep your distance between goods the shortest possible, as you don't have any fast vehicles. (so hauling bricks accross the whole map with carriages was definitely a bad idea(kudos for improving that *thumbs up*)) - Some products are more complicated than others to make, so also, especially at the beginning try focusing on simpler made products, that are near the city that demands it... Check which city needs what and don't even bother with those, that have complex products and far away... - Most efficient way is to have one type of vehicle to haul one type of product. It's much more profitable to have 4 vehicles to haul stone to brick plant and 4 vehicles to haul bricks to town, than have all 8 set in a way, that all of them bring stone, then wait for bricks and then bring bricks to town... Revise the existing network and use the rules from above... I'd add more wagons on the brick train for now. Don't mind the loan, once you start doing profitable train lines, you'll be rolling in dough xD Good luck, fellow engineer =)
The easiest way to make money is by making short routes, you don't need to complete a production chain to get paid, you pay for delivery and the factories will buy everything you supply, even if you don't producing nothing.
A piece of advice. Make a hub where all cargo is send to, and from there distributed to each city. As you see is there 2 demands in each city, so with a hub can the same train bring both needs, It save you many trains in the long run. You should do the same with passenger trains.. You see the same with airlines, they all have a hub they fly the passenger into, and from there split them out on specific destinations. Again, you save trains, since the 1 train towards City 1 brings passengers from all of the other cities.
Oooh, it’s really interesting you did a feasibility study on reinstating old railways in Wales, with the line to Okehampton down in Devon having been reopened, I hope that study is going to lead to something similar! P.S. boxes ≠ planks
Early game, you should get a lot more horses for cargo. When I do a line, I typically start with like 20 or 30 horse carriages. 5 is not at all enough :)
I like how they have a modern CAT dump truck for the quarry in 1860 while everybody else is still using horse drawn carts. Also modern Containers made for trucks in the storage yard
It’s tough to get started with 19th century technology but the best way is to look for a short supply chain near a city that wants it. Crude->Oil->Fuel is great when they’re all near each other since the same railcar hauls all three. After you’re making a profit pay down the debt and then expand into the more complex supply chains like bricks and cogs.
You should split up everything into smaller routes, that helps a lot. Especially with horses and early trucks, because they can't carry much and are painfully slow.
Now that he's done two episodes of the series that I wanted him to do for while, I kinda want to see him play Chris Sawyer's Locomotion on this channel.
We actually have a train line like that, including a platform. One side is dirt, but the other side is concrete. And if you think those trees are going to be a problem, you need to see a ride on Puffing Billy (historic steam train in Victoria, still runs to this day).
The sawmill produces planks, not "boxes". Those are made with Plastics and Tools if I remember correctly(been a while since I've played) and those are each a long complex chain. The best way to start out is road vehicles doing short, simple, cargo/productions. You were on the right path with the stone>brick>city, but you were traveling too far and empty most of the journey, that's why it was not making a profit. Logs>planks>city/further production is a good, simple one as well. You also get paid for every drop off no matter the destination, so when logs get dropped at a sawmill or rocks at a brick making place you will still make money, cities will just pay more. More distance traveled and more complex goods also pay better, but you have to balance distance, travel time, and running costs. Also whoever said ships and trains early game don't know what they are talking about. Trains are super expensive as shown in this episode, and ships are super slow.
You make money taking materials to a manufacturer as well as delivering items to cities. In the early game it's only worth delivering things that are close to the city, growing production in as many nearby industries as possible is a good starter, preferably using boats. That way once you can deliver with regularity and capacity your trains /boats /planes will be making enormous profit each trip. You can also budget your stations with the station options in the bottom right when building. Build the shortest Station for the cargo drop off, trains don't need to have a full length station. Plus, you could build a cheaper 1 lane cargo road terminal. I like to put a 1 lane terminal for pickup, and a drop off station separately. You can technically place terminals far away, but the efficiency decreases the further it is, you'll see the grey change colour on the industry. For a good turn around and to level up the industry it's worth putting the terminals closer. You might want to view the line, vehicle, and station reports (buttons to the right of the build buttons), you can get a breakdown of how much each line / vehicle is making. More importantly the station report can show which stations need more capacity / vehicles. And lastly, to answer your question, the wood gets turned into planks, boxes are somewhere else, look again at the symbols in the load unload. All of that being said, if you're not on hard you don't need to worry so much about build efficiency for cost reduction and industry growth. A few good lines and you'll be making money hand over fist.
as others said, start small - for each item delivered (coal to the steel mill for example) you get paid, it doesn't have to be the final product in the production chain one other thing I discovered while playing, take a careful look at the routes in the WHOLE CHAIN (pickup and delivery) as factories (of any kind) will not output if the LINES aren't properly set --- one thing I absolutely do not like is that in free play you don't get a complex industry like you get in the campaign scenarios
In the saw mill, it produces planks. Just planks. They have to go to a tool factory. You can check consumers and suppliers when you click on any industry. Suppliers are what gives resources to the industry. Consumers are vice versa
I always start with trams, quick way to print some money and fund the more interesting stuff. And start at the end of the horse era. It also helps with the anachronistic and unimmersive look of factories and other stuff for that era.
Don't know if anyone already gave you that tip, but basically everytime you're vehicles deliver something to a station (point of demand or station with line that goes to a point of demand) you earn money. Especially in the beginning when everything is slow and can't take much per delivery you need to reduce the distance each line travels. For an exsample a train line: You connected point A with B but your train needs time to travel back and forth and only earns money all 3 years or so (let's say it earns 260000$/per delivery) But costs you money each month (let's say 30000$) which means it doesn't really produce money. (25000*12=300000$/per year but only makes 260000$/per 3 years) But when you divide the line into 4 lines, that means you place in the track you already have (with equal distance to each other) 3 small staitons and buy 3 new trains. With that each line is 1/4 the length and you made [A->B] to [A->C,C->D,E->F,F->B] Because of that the train only needs to travel 1/4 of the distance but as I said at the beginning everytime you deliver something to a station you get money and the money you earn is given by the type of the good and the amount. But these two don't change which means the train still makes 260000$ when arriving the station where the next train can pick it up until it reaches the 4th and last train which delivers it to the point of demand. And every train earns 260000$ when delivering to the station. And because each train only needs to travel 1/4 of the original distance it doesn't take the train 3 years to reach the station instead only 9months so you now earn 260000$/per 9months which is ~346666$/per year which is more than the 300000/per year that the train cost you. This also works with each other vehicle type or at least should work, the only real downside of this is that building cost of the line/vehicles is higher. (Because of more stations and vehicles) I hope what I wrote makes sense to you. If not feel free to ask again.
Have some road lines that carries passengers in the town Like people will want to go to work from home and will want to go to shopping in the same town you can try that Another thing might help is carrying passenger from one town to another town Try to connect towns that are short distance , so the money will come faster than the maintenance costs This is also a road connection I have always started with this kind of road passenger lines in the early stages helped me a lot
you have to complete the supply chain. logs -> planks is good planks -> city is not done until you actually make a line from the train station to the consuming city at the other end of the train line ^^ oh and on a side note you just set up those horse carriages to try and load boxes when the sawmill produces planks
Matt, the train isn’t profitable because it’s o taking 12 cargo. All the roads, tracks, vehicle depots etc. cost money everyone month, so in order to make the train profitable you need to haul much more cargo. I’d suggest to start with approximately 80 cargo per train (later in game with more powerful engines you can go upwards of 300). When a train unloads to a cargo truck terminal if the truck terminal cannot hold all the cargo you lose a lot of the product so make sure ur cargo truck terminals have long enough stations ( you can edit to add/delete loading pads (I believe they carry 10 each pad) also you’re not realizing some products need to use 2 raw material for 1 item so I suggest linked ie: two logging farms to one plank manufacturer, therefore keeping a balanced system. This goes for a lot of the other industries as well like coal and iron to steel. 2 coal 2 iron to 1 steel. Lastly, watch the effiency number on each line, this helps you gauge the number of vehicles needed to transport the necessary amount to maximize the industries production. You can also see in the town how much of a good they need so therefore u can start off with less vehicles and ramp up as the town starts to require more. This game actually has a really in depth system of efficiency and balancing supply/demand. For waiting on vehicles id only suggest put “wait for full load” on vehicles only dropping goods to a town, otherwise keep supply lines always on “load if available”. Also try and keep vehicles separated from using the same platforms. Ie for a steel mill. Have the iron trucks use platform 1 with a diff ent entrance/exit while coal is on platform 2 different entrance/exit and the trucks carrying the steel on platform 3 with another entrance/exit. This helps reduce traffic/build up in the truck load/unload stops. Or even better for trucks just unloading and not picking up. Only use truck unload stops, keep them separate from truck loading up because loading up truck will be waiting for a full load. Hope this helps, hard to explain via words. Looking forward to more content!
The reason that the bridge looks the way it does is because those are Architectural bridges, a steel girder bridge with decorative stone veneer on it. But hey, whatever floats your boat!
Watching this really put into perspective why companies are willing to pay people like me a nice salary to play around with numbers. One of my previous jobs was to literally reign in the engineers at every turn because they have absolutely zero sense when it comes to how much money they waste. I only wish my old co-workers had the humour level of Matt.
Painful... :D 1: Small routes 2: Find base resource near a city that needs the final product. i.e: A farm near a town needing bread, or oil near a town needing fuel. That way you get paid for both legs... rather than running empty on the way back.... 3: Find a similar set-up, with a different resource on the other side of the map (far away) 4: Make a line hauling the different resources between the two towns. At this point you are swimming in money(easily in the hundreds of millions)
If you check the Line overview, you can see the amount of goods delivered by your Lines. That is a good way to tell if you need more/less vehicles on some Lines. It also tells you the earnings of each Line separately.
For the train, the locomotive maintennace is significantly higher than the rail cars. So you need more rail cars to offset the locomotive costs. You can add more cars to the train like how you attempted to, but you need to have money for that lol
I would love to see a full series from scratch like once a week of you actually going from 1850 to modern day actually trying to play this game properly and trying to make a massive empire
what might be useful to know: The earnings number includes stuff you buy, so if you keep investing in your buisness as you should it will stay negative. There is a mod in the steam workshop that disables investments being calculated into the earnings sum
I like how he doesn't see a difference between planks and boxes, I was hoping to see the despair of realisation this ep though, not gonna lie XD
I think he needs a paper mill to make boxes?
@@ambsquared
The boxes represent consumer goods - he needs steel and planks into a consumer goods factory to get them.
It's one of the most complicated and expensive supply lines in the game, so he's basically doomed now. XD
tbf the icon of planks can be easily mistaken for a box, a different kind of box but still a box
RCE, please, get a brain
@@karnewarrior Steel and plastic
I think the reason you weren't getting any boxes is because the man with the logs was creating planks not boxes you thought they were making
Yes the saw mill doesn’t make boxes.
Ye the sawmill makes planes timber
Honestly going to cry if he says boxes one more time XD
1,000th like exactly!
Hahaha 😅
RCE: "Why are you not making boxes?"
Planks facility: I don't know man
You think a few hours overtime is bad, but then you realize these poor carriage drivers have to be on a route for eight years before going home for the night
Finally heard the engineer mantra. "That's a problem for somebody else."
And that is why mechanics hate engineers.
@@furiouskaiser9914 if engineers did all the job and over-engineered to their hearth, no one would need mechanics, so they must be grateful actually
The two sweetest words in the english language CHANGE ORDER. /s (I actually hate change orders and engineers/contractors that abuse them, but a lot of people in the industry run their careers off change orders from what I've seen).
"A riverboat line seems expensive - let's build a rail line instead."
Oh no, oh no no no no
I made this mistake when first starting out too.
The Problem with the boats is that they are slow in every stage ...
@@hans-jorgschmolzer3133 Does that matter with bricks though? It's not as if they'd decay while being shipped.
@@z01t4n In-game the production buildings level up and produce more depending on how much and also how consistently we move things out. Boats are just too slow and not really a consistent flow unless going over short distances.
Can't afford the train line, so will borrow money for that, but not for boats!
“This is our lovely bridge that isn’t so lovely”
Matt. I thought you were an engineer
Engineeer lovely= doesn't collapse and make people go dead.
I do feel that in some cases that we should bring back the old Roman custom that the engineer who built the bridge had to stand under it when the construction scaffolding was removed.
16:47 press F2 to get the line statistics. Great tool to balance your lines, making sure you have enough throughput along the entire production chain.
21:04 if want to de-select all cargo types, press on "Load" and "Unload" on the top. They make not look like it, but those are buttons.
21:32 Pretty sure it's been said by others: That saw mill makes lumber, not boxes. The town you wanted to ship to wants "Goods", which the carboard box icon is for.
Those aren't boxes, they're planed timber or something like that. Also, it helps to make some small routes in town to transport people (but they don't really make that much money); it's more necessary when you train people between cities.
the game calls it planks.
The title should be "How to be in debt...PROFESSIONALLY"
Noob: -1,000,000
Engineer:-10,000,000
Start with the small routes.
Do not go directly for the big distances with X horse carts and trains xD stay more sensible, then you'll relativly fast snowballing.
So.. RCE not over engineer something right off the bat?
@@bmanor88 I wouldn't call it "over engineering", rather "over extending".
If I wanna build a House, I need first a ground to put it on it - right?
- "Where do you work?"
• "In the 'f-ing in the kitchen'- chemical plant."
- "Excuse me, where?"
• "In the *sigh* nevermind..."
he might've been forgotten how it translates, cause once he found out this in one of the timberborn episodes, he said he will never say it again 😈
I laughed harder than I should've when the patron-named factory "neuken in de keuken" appeared; I feel so blessed to be alive in a time where these things happen... although... perhaps a medieval britt king at some point also let a [put-colony-name-here] disciple pick a name for some land or castle... anyway, great channel!
... and when you translate "neuken in de keuken", you might not want to use the chemicals they produce at that factory.
Gekoloniseerd
Not gonna be monitized on YT Netherlands, I guess
Gekoloniseerd
Gekoloniseerd
"it earns you money" ah yes your crippling debt shows evidence of the immense cashflow
That is a sawmill, so it is making planks, not boxes. The boxes factory (goods) does require planks if I remember correctly so it isn't a waste. Boxes or Tools at least. 2nd Problem was that horse is not configured to carry boxes even if that sawmill could make them. When you buy vehicles the allowed cargo is shown in the panel.
3 years per trip at 40 km/h would mean the distance that train traveled was about 1.05 million km, which is 26x longer than the circumference of the Earth. I feel like something isn't quite right here.
That's because he decided to speed up the in-game time, which doesn't really have an effect on the movement though. It's only relevant to decrease your waiting time for new technologies.
I was just thinking about this series and how much I wanted another episode! Flawless timing.
The "boxes" you were looking at were actually planks :) So you were mixing up the real boxes (called "goods" I think) with the planks - that's why it wasn't working. Waiting for the next episode :)
We got the next episode… 6 months later i believe.
Dude I swear that like 6 months ago RCE had like 400k subs… but now 1.38 million. Good job!!! That many subs that quickly is insane
If you start a new map, start with pasangers.
I play an older version of the game, but my first steps are always:
1. Conect two cites by a railway line.
Optimal are equally sized cites not to far apart
I try to put the station close to the living-areas.
2. conect the different areas in these towns(living,working,shoping,leisure) to the station with busses or trams.
3. look for oportunities, where a pasanger and a cargo line can use the same track
It is also no shame to have a five perron station in the central town, but only one line finished yet. While the other four lanes just go to the end of the village to prevent buildings in the way. And then expand the network to have one central station for interchange in the long way
Another thing: Early game you can flat out ignore that vehicles are in bad condition. They don't cost more upkeep or go slower or anything affecting efficiency or cash flow. The only thing the bad condition does is make the vehicle cause more emission (and it actually looking more shabby). Emission negatively effects the growth of the cities, but that's really not something to worry about early on.
"Neuken in de keuken"
One of the best Dutch sentences everyone should learn.
If you ever see a Dutchy, tell them "Neuken in de keuken?" They'll instantly like you.
Can't tell the difference between a cardboard box with some gaffer tape on it, and a stack of lumber... Glad you're an engineer and not a builder, cause that could go horribly wrong.
"I think boats are too expensive, let's do a train instead"
Oh dear.
Boats are an absolute cheat code in 1850 starts for building up money fast. Only cost about 1.5m to start a line, but can carry so much that you make that back in like, 3 or 4 trips.
Early game can be rough. Couple tips I have picked up.
As others have said, try to start with shorter, simpler routes, on a small scale (trucks first, less capital).
Also do your best to get paid both ways.
There is some way to reconfigure the train stops and truck/bus stops so they can have more/longer platforms and different entrances.
Hope this helps. Have fun with the learning curve, glad to see you playing this.
In the end you mixed up boxes with timber. The first one represents consumner goods and look like gray paper boxes. The others are brown (wood colored) rectangular palets of cut wood.
I'd love to see this series continue to be honest, lovd this game myself and it would be great to see you learn as you go along and really build up a proper network
21:19 you do realise thats a timber mill? means that it doesn't make 'Boxes'
That travel time is insane. They need to reduce that to 'WEEKS' at most. Those cities aren't that freaking far apart. lol
theres so much to unravel jeez.
quick tipps: 1. dont make longer routes than nessecary, single use lines are better.
2. trucks are for short range transport, between trainstops and town buildings. the same goes for busses when you move into the passenger transport.
3. you can click on factories and see exactly what they produce, the menu even includes a nice little list of supplies and consumers, so like in the sawmill you would see forrests as supplier and anything that uses PLANKS as consumer.
4. trains are your main moneymaker, plan and build a rail network as soon as possible. the signals tell trains only that they can go in specific directions. so youre british, which means your trains would be left hand drive. building a one way railway with double rails would mean your signals need to be spaced out along the whole railways with the arrow showing their direction of travel.
5. condition and emmisions are irrelevant for anything that is NOT passenger related. busses and trams need to be in good condition or towns wont grow. cargo vehicles conditions can be ignored, they will not cost more.
6. any vehicle can be modified or replaced on the fly, you only need the money to do so.
7. be aware of which platforms inside terminals you send lines to, there is a small number in the line manager that shows this. sometimes you need to micromanage that. its especially important with many truck lines coming in to say a steel mill terminal, or train lines taking a looped trip from city to city.
so, RCE, i heavily recomend you actually play the campaign. its pretty much a tutorial for anything you can do in freeplay.
hope that helps. good luck.
edit:
8. you can set gameplay speed and gamedate speed seperately from each other. click the date button in the lower right corner.
9. distance between supplier and consumer is important. afaik the larger the distance, the more money you get.
10. in the line manager there is an important information, called frequency. that shows how long a roundtrip for a single vehicle takes, in minutes. its especially important for passenger transport to stay around 20min.
11. be aware that as cities grows, so do the roads and the traffic on these roads. your trucks might get bogged down in heavy intercity traffic. people will take cars between cities, also when you have trains or such between these cities.
there is a reason you can build highways later on.
Real Civil Engineer... "what are they called? Train drivers? Captains?"
Locomotive...engineers.
I think he's turning more architect every day...lol
I really enjoy getting to hear about the details of an actual engineer's job. It makes me feel smart after laughing at a knob joke.
I really want for this to be a full on series! Love watching this!
Okay, that was painful to watch, but I still enjoyed it xD
Anyway, to make money in TF2:
- The demand is the main driving force of all goods.
This also means, that there won't be any goods spawning, if there's no demand for it (hence your trouble with the "boxes"... as every other comment already told you, there are "planks" and "goods", and you tried to make goods in a plank factory....).
- Faster the goods are delivered, more money you get.
This means that especially at the beginning, keep your distance between goods the shortest possible, as you don't have any fast vehicles. (so hauling bricks accross the whole map with carriages was definitely a bad idea(kudos for improving that *thumbs up*))
- Some products are more complicated than others to make, so also, especially at the beginning try focusing on simpler made products, that are near the city that demands it... Check which city needs what and don't even bother with those, that have complex products and far away...
- Most efficient way is to have one type of vehicle to haul one type of product.
It's much more profitable to have 4 vehicles to haul stone to brick plant and 4 vehicles to haul bricks to town, than have all 8 set in a way, that all of them bring stone, then wait for bricks and then bring bricks to town...
Revise the existing network and use the rules from above... I'd add more wagons on the brick train for now. Don't mind the loan, once you start doing profitable train lines, you'll be rolling in dough xD
Good luck, fellow engineer =)
As a dutch person, its very funny to listen him reading the dutch sentence without him realising what it means.
He knows what it means, he was told in the Timberborner series
The easiest way to make money is by making short routes, you don't need to complete a production chain to get paid, you pay for delivery and the factories will buy everything you supply, even if you don't producing nothing.
2:29 Bricks dropped off*
+36,557$*
"Thirty-two grand ?!"
Love your videos! Especially loving the infraspace series but they're all awesome
2:31 "32 grand"
I don't know about you, but I see 36 grand, ATLEAST
Lmao one of the patreons is called “nueken in de kueken”???
As dutch person i approve of the chemical plant name! Well done everyone involved!
Uh, sawmills make planks; they don't make boxes. Boxes are an entirely different product.
Transport fever has a lot of mod potential, so there are a lot of mods, especially for vehicles and bridges
@@livecamsex-checkmylink9000 turkmenistan
A piece of advice. Make a hub where all cargo is send to, and from there distributed to each city. As you see is there 2 demands in each city, so with a hub can the same train bring both needs, It save you many trains in the long run.
You should do the same with passenger trains.. You see the same with airlines, they all have a hub they fly the passenger into, and from there split them out on specific destinations.
Again, you save trains, since the 1 train towards City 1 brings passengers from all of the other cities.
please bring this series back!
Really love watching you play this game, please keep the series going!
Sometimes cuttings are more expensive in the game than tunneling, so think of that, too.
Somebody tell Matt that there's a first person in-cab view for the vehicles. IT'S SO GOOD.
We need more of this
I hope this series continues someday
Oooh, it’s really interesting you did a feasibility study on reinstating old railways in Wales, with the line to Okehampton down in Devon having been reopened, I hope that study is going to lead to something similar!
P.S. boxes ≠ planks
Early game, you should get a lot more horses for cargo. When I do a line, I typically start with like 20 or 30 horse carriages. 5 is not at all enough :)
I like how they have a modern CAT dump truck for the quarry in 1860 while everybody else is still using horse drawn carts. Also modern Containers made for trucks in the storage yard
It’s tough to get started with 19th century technology but the best way is to look for a short supply chain near a city that wants it. Crude->Oil->Fuel is great when they’re all near each other since the same railcar hauls all three. After you’re making a profit pay down the debt and then expand into the more complex supply chains like bricks and cogs.
You should split up everything into smaller routes, that helps a lot. Especially with horses and early trucks, because they can't carry much and are painfully slow.
10 minutes of an engineer not seeing any difference between planks and boxes lul
Now that he's done two episodes of the series that I wanted him to do for while, I kinda want to see him play Chris Sawyer's Locomotion on this channel.
We actually have a train line like that, including a platform. One side is dirt, but the other side is concrete. And if you think those trees are going to be a problem, you need to see a ride on Puffing Billy (historic steam train in Victoria, still runs to this day).
They do look a bit like boxes. But it’s planks that you’re making.
The sawmill produces planks, not "boxes". Those are made with Plastics and Tools if I remember correctly(been a while since I've played) and those are each a long complex chain. The best way to start out is road vehicles doing short, simple, cargo/productions. You were on the right path with the stone>brick>city, but you were traveling too far and empty most of the journey, that's why it was not making a profit. Logs>planks>city/further production is a good, simple one as well. You also get paid for every drop off no matter the destination, so when logs get dropped at a sawmill or rocks at a brick making place you will still make money, cities will just pay more. More distance traveled and more complex goods also pay better, but you have to balance distance, travel time, and running costs. Also whoever said ships and trains early game don't know what they are talking about. Trains are super expensive as shown in this episode, and ships are super slow.
4:09 press SHIFT while rotating for fine tuning the rotation
You make money taking materials to a manufacturer as well as delivering items to cities. In the early game it's only worth delivering things that are close to the city, growing production in as many nearby industries as possible is a good starter, preferably using boats. That way once you can deliver with regularity and capacity your trains /boats /planes will be making enormous profit each trip. You can also budget your stations with the station options in the bottom right when building. Build the shortest Station for the cargo drop off, trains don't need to have a full length station. Plus, you could build a cheaper 1 lane cargo road terminal. I like to put a 1 lane terminal for pickup, and a drop off station separately. You can technically place terminals far away, but the efficiency decreases the further it is, you'll see the grey change colour on the industry. For a good turn around and to level up the industry it's worth putting the terminals closer. You might want to view the line, vehicle, and station reports (buttons to the right of the build buttons), you can get a breakdown of how much each line / vehicle is making. More importantly the station report can show which stations need more capacity / vehicles. And lastly, to answer your question, the wood gets turned into planks, boxes are somewhere else, look again at the symbols in the load unload.
All of that being said, if you're not on hard you don't need to worry so much about build efficiency for cost reduction and industry growth. A few good lines and you'll be making money hand over fist.
as others said, start small - for each item delivered (coal to the steel mill for example) you get paid, it doesn't have to be the final product in the production chain
one other thing I discovered while playing, take a careful look at the routes in the WHOLE CHAIN (pickup and delivery) as factories (of any kind) will not output if the LINES aren't properly set
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one thing I absolutely do not like is that in free play you don't get a complex industry like you get in the campaign scenarios
There's a mod that adds many of the resources you see in the campaign (eg. coffe, beer, fish, paper, silver, marble, etc.).
I like it, that you're giving it your all to find always a new thumbnail.
We need more Transport Fever 2!
I spent half an hour trying to calculate whether the bridge would collapse under it's own weight before giving up
In the saw mill, it produces planks. Just planks. They have to go to a tool factory. You can check consumers and suppliers when you click on any industry. Suppliers are what gives resources to the industry. Consumers are vice versa
Nimby rails is a game where you can rebuild the entire world railway system. If you're into trains and railway, Nimby Rail is the best game to play.
I really want to see more of this game.
Something tells me he got some inspiration from let's game it out...
As a dutch guy i love how you named it neuken in de keuken😂👏 #gekoloniseerd
Lmao idd
Cant wait till next video where he realise he hit the loan limit of 10m
I always start with trams, quick way to print some money and fund the more interesting stuff. And start at the end of the horse era.
It also helps with the anachronistic and unimmersive look of factories and other stuff for that era.
The giggle on the "Neuken in de Keuken" seems to prove that you know what it means :D
Don't know if anyone already gave you that tip, but basically everytime you're vehicles deliver something to a station (point of demand or station with line that goes to a point of demand) you earn money. Especially in the beginning when everything is slow and can't take much per delivery you need to reduce the distance each line travels.
For an exsample a train line:
You connected point A with B but your train needs time to travel back and forth and only earns money all 3 years or so (let's say it earns 260000$/per delivery)
But costs you money each month (let's say 30000$) which means it doesn't really produce money. (25000*12=300000$/per year but only makes 260000$/per 3 years)
But when you divide the line into 4 lines, that means you place in the track you already have (with equal distance to each other) 3 small staitons and buy 3 new trains.
With that each line is 1/4 the length and you made [A->B] to [A->C,C->D,E->F,F->B]
Because of that the train only needs to travel 1/4 of the distance but as I said at the beginning everytime you deliver something to a station you get money and the money you earn is given by the type of the good and the amount.
But these two don't change which means the train still makes 260000$ when arriving the station where the next train can pick it up until it reaches the 4th and last train which delivers it to the point of demand.
And every train earns 260000$ when delivering to the station. And because each train only needs to travel 1/4 of the original distance it doesn't take the train 3 years to reach the station instead only 9months so you now earn 260000$/per 9months which is ~346666$/per year which is more than the 300000/per year that the train cost you.
This also works with each other vehicle type or at least should work, the only real downside of this is that building cost of the line/vehicles is higher. (Because of more stations and vehicles)
I hope what I wrote makes sense to you.
If not feel free to ask again.
(let's say 30000) should be 25000*
Love this series, keep it up
Neuken in de Keuken chemical plant is genuinely the nicest chemical plant there is. what a strong name it has!
Have some road lines that carries passengers in the town
Like people will want to go to work from home and will want to go to shopping in the same town you can try that
Another thing might help is carrying passenger from one town to another town
Try to connect towns that are short distance , so the money will come faster than the maintenance costs
This is also a road connection
I have always started with this kind of road passenger lines in the early stages helped me a lot
you have to complete the supply chain.
logs -> planks is good
planks -> city is not done until you actually make a line from the train station to the consuming city at the other end of the train line ^^
oh and on a side note you just set up those horse carriages to try and load boxes when the sawmill produces planks
Matt, the train isn’t profitable because it’s o taking 12 cargo. All the roads, tracks, vehicle depots etc. cost money everyone month, so in order to make the train profitable you need to haul much more cargo. I’d suggest to start with approximately 80 cargo per train (later in game with more powerful engines you can go upwards of 300). When a train unloads to a cargo truck terminal if the truck terminal cannot hold all the cargo you lose a lot of the product so make sure ur cargo truck terminals have long enough stations ( you can edit to add/delete loading pads (I believe they carry 10 each pad) also you’re not realizing some products need to use 2 raw material for 1 item so I suggest linked ie: two logging farms to one plank manufacturer, therefore keeping a balanced system. This goes for a lot of the other industries as well like coal and iron to steel. 2 coal 2 iron to 1 steel. Lastly, watch the effiency number on each line, this helps you gauge the number of vehicles needed to transport the necessary amount to maximize the industries production. You can also see in the town how much of a good they need so therefore u can start off with less vehicles and ramp up as the town starts to require more. This game actually has a really in depth system of efficiency and balancing supply/demand. For waiting on vehicles id only suggest put “wait for full load” on vehicles only dropping goods to a town, otherwise keep supply lines always on “load if available”. Also try and keep vehicles separated from using the same platforms. Ie for a steel mill. Have the iron trucks use platform 1 with a diff ent entrance/exit while coal is on platform 2 different entrance/exit and the trucks carrying the steel on platform 3 with another entrance/exit. This helps reduce traffic/build up in the truck load/unload stops. Or even better for trucks just unloading and not picking up. Only use truck unload stops, keep them separate from truck loading up because loading up truck will be waiting for a full load. Hope this helps, hard to explain via words. Looking forward to more content!
The reason that the bridge looks the way it does is because those are Architectural bridges, a steel girder bridge with decorative stone veneer on it. But hey, whatever floats your boat!
Watching this really put into perspective why companies are willing to pay people like me a nice salary to play around with numbers. One of my previous jobs was to literally reign in the engineers at every turn because they have absolutely zero sense when it comes to how much money they waste.
I only wish my old co-workers had the humour level of Matt.
“But this is the only aquarium that can steam broccoli! You have to produce it!”
Not gonna lie Matt, it's deeply hurts to see you make so many mistakes lol I love this game, I hope you'll keep this serie
Me too.
I don't think this dude even cares lol he just hits record and plays the game completely clueless
You mistaked planks and Boxes!!!!!!! That is a real archtect move. (no insult. I love you!)
Painful... :D
1: Small routes
2: Find base resource near a city that needs the final product.
i.e: A farm near a town needing bread, or oil near a town needing fuel.
That way you get paid for both legs... rather than running empty on the way back....
3: Find a similar set-up, with a different resource on the other side of the map (far away)
4: Make a line hauling the different resources between the two towns.
At this point you are swimming in money(easily in the hundreds of millions)
If you check the Line overview, you can see the amount of goods delivered by your Lines. That is a good way to tell if you need more/less vehicles on some Lines. It also tells you the earnings of each Line separately.
Fun fact! The steam engine was invented in the year 1712. and the first steam locomotive; the Stephenson's Rocket, was built in 1804.
I love RCE trying to apply real-life logic to transport fever train building where the name of the game is “stick to the topography”
Real life engineering logic works in transport fever though.
For the train, the locomotive maintennace is significantly higher than the rail cars. So you need more rail cars to offset the locomotive costs. You can add more cars to the train like how you attempted to, but you need to have money for that lol
I would love to see a full series from scratch like once a week of you actually going from 1850 to modern day actually trying to play this game properly and trying to make a massive empire
Hey RCE, I would love to see more of this game! Thanks for the entertainment
At this point, with all that you've learned, you may want to start over. It's going to be real hard to get out of that much debt.
Construction life is 10% work and 90% sourcing clean fill
new veiwers: questioning why the editor is called shmichel.
old viewers: remembering a random red blob with a nickname that stuck
Do you know what group of folks are really good at telling the difference between a box and a plank? Architects!
6:06 but you would use the dirt from the cutting as fill if possible
YES I WANT MORE VIDS OF THIS
I have tip for you - use water transport because one line can earning even half million! (I played this game)
what might be useful to know: The earnings number includes stuff you buy, so if you keep investing in your buisness as you should it will stay negative. There is a mod in the steam workshop that disables investments being calculated into the earnings sum
Matt i love the educational parts of your videos, keep it up.
You said "feasibility study" and I about had a heart attack. Just finished assignments based on them in my architecture course...