Está en la página 1de 73

[Advanced]

Tutorial Train Fever + Cargo Mod (modified)


Focus Transport and Business Economics

Part 1: 1850 - 1875

By Kiwi-NZ
Translated to English by Keztam
January 2015
[Advanced] Tutorial Train Fever + Cargo Mod (modified)

Contents

1. Preamble.................................................................................................................................................... 4
2. Setups ........................................................................................................................................................ 5
2.0 Build Version...................................................................................................................................... 5
2.1 Tools .................................................................................................................................................. 5
2.2 Modifications ..................................................................................................................................... 6
2.3 Game Parameters .............................................................................................................................. 6
3. Basics of Gaming Mechanics ..................................................................................................................... 7
3.0 Sims.................................................................................................................................................... 7
3.1 Goods................................................................................................................................................. 7
4. Overview of the World .............................................................................................................................. 8
4.0 Cities and Topography ....................................................................................................................... 8
4.1 Stocktaking of Industry ...................................................................................................................... 9
4.2 Working out the Plan ....................................................................................................................... 10
5. Operational Planning (Transportation of Passengers) ............................................................................ 11
5.1 Basics Public Transportation............................................................................................................ 11
5.1.1 Concept of Lines .......................................................................................................................... 12
5.1.2 Planning the Lines ........................................................................................................................ 13
5.1.3 Establishing the Lines .................................................................................................................. 14
5.1.4 Types of Crossroads ..................................................................................................................... 15
5.1.5 Special Cases ................................................................................................................................ 15
5.1.6 Equipping ..................................................................................................................................... 16
5.1.7 Controlling and Adjusting ............................................................................................................ 16
5.1.8 Balance ........................................................................................................................................ 17
5.2 Special Chapter: Road Building ........................................................................................................ 17
5.3 Special Chapter: Density of the Network and Variable Basins ........................................................ 18
5.3.1 Runtime (Part 1) .......................................................................................................................... 19
5.4 Special Chapter: Autonomous and Dependent Cities ..................................................................... 21
6. Planning Railway Service (People) ........................................................................................................... 22
6.0 Basics Public Transit......................................................................................................................... 22
6.1 Planning of the Stations................................................................................................................... 23
6.2 Planning of Location ........................................................................................................................ 24
6.2.1 Building the Station and Operating Costs.................................................................................... 25

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 1 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

6.2.2 Forecourt of the Station and Connection to Public Transport .................................................... 25


6.3 Planning the Trains .......................................................................................................................... 26
6.4 No passengers / Analysis of Failures ............................................................................................... 27
7. Length of Route and Journey Time .......................................................................................................... 28
7.0 Tact and Journey Time..................................................................................................................... 28
7.1 Calculation of Returns (Part 1) ........................................................................................................ 31
7.2 Route of Train/Real Distance ........................................................................................................... 32
7.3 Calculation of Returns (Part 2) ........................................................................................................ 33
8. Planning Railway Service (Transportation of Goods) .............................................................................. 34
8.0 Introduction ..................................................................................................................................... 34
8.1 Basics ............................................................................................................................................... 35
8.1.1 Basics: Classes of Goods .............................................................................................................. 35
8.1.2 Basics: Operating the Route ........................................................................................................ 36
8.1.3 Basics: Transporting via Tracks and Street .................................................................................. 37
8.1.4 Basics: Short or Long Track .......................................................................................................... 38
8.1.5 Basics: Summary .......................................................................................................................... 39
8.2 Implementing the Plan (Transportation of Goods) ......................................................................... 39
8.2.1 Line of Goods (Part 1) .................................................................................................................. 40
8.2.2 Line of Goods (Part 2) .................................................................................................................. 41
8.3 Setting Up the Facilities ................................................................................................................... 42
8.3.1 Stations and Depot for Trucks ..................................................................................................... 42
8.3.2 Freight Station and Depot for Freight Trains ............................................................................... 43
8.4 Starting the Transportation of Goods ............................................................................................. 44
8.4.1 Checking the Lines of Goods (Part 1) ........................................................................................... 44
8.4.2 Calculations with the Help of Ghost Lines ................................................................................... 45
8.4.3 Train Calculation Tool .................................................................................................................. 49
8.4.4 Train Calculation Tool: Reviewing the Results............................................................................. 50
8.4.5 Benefits of Time ........................................................................................................................... 51
8.4.6 Completion of Construction ........................................................................................................ 52
8.5 Calculating the Operation................................................................................................................ 53
8.5.1 Checking the Lines of Goods (Part 2) ........................................................................................... 54
8.5.1.1 Partition A .................................................................................................................................... 55
8.5.1.2 Partition B .................................................................................................................................... 57
8.5.2 Demand (Introduction) ................................................................................................................ 59

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 2 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

8.5.2.1 Demand (Calculation) .................................................................................................................. 60


8.5.3 Amount of Production ................................................................................................................. 64
8.6 Corrections of Planning ................................................................................................................... 66
8.7 Limit of Production .......................................................................................................................... 67
8.8 Calculation of Returns for Transportation of Goods ....................................................................... 68
End of Part 1 ................................................................................................................................................ 70
Summary...................................................................................................................................................... 70
Outlook Part 2 ............................................................................................................................................. 71
Closing Words and Acknowledgments ........................................................................................................ 72

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 3 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

1. Preamble

This tutorial is addressed to players who want to get into a complex economy
simulation such as Train Fever can offer currently.

Besides business economic aspects, calculation and planning basics will be


introduced with the help of pictorial examples.

The whole line of action is documented with the help of a recording of a


randomly generated map.

Players who already play on the advanced level (medium) will still discover one
or two useful tips to optimize their activity of play.

Furthermore this tutorial is suited for beginners of Train Fever, because some
central points of the gaming mechanics will be focused and clarified. In this way
new tries starting the game will be facilitated.

In an acted “try and error method” support for failure analysis will be given to
prevent problems or have an adequate solution for trouble shooting at the
ready.

In addition it shall be shown how to successfully accomplish all this without


cheating (cut off of streets / double load / stopping the A.I. from growing etc.)
in a more competitive level of difficulty.

I assume that the basics menu navigation is well known. If I add this it would
exceed the scope of this tutorial.

Some may definitely use other terms in some topics. I tried to keep everything
as easy as possible to give you an understanding in an easy comprehensible
way.

Enjoy!

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 4 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

2. Setups
2.0 Build Version
Train Fever Version: 4519

2.1 Tools

Mod Manager by „Xanos“

The Mod Manager is necessary to integrate modifications in an “easy” way into


the game and can be downloaded from:
http://www.train-fever.net/

Train Calculator [V1.0] by „Faldern“

The Train Calculator is an important tool to choose the train set.


You can get the train calculator as an Excel file or as an online version. Train
Calculator also at the train-fever.net website.

A sheet of paper, a pen and a calculator may also be pretty useful.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 5 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

2.2 Modifications

„CargoMod“ by Gwinda
In the modified Version 0.4 „Kaleus Industries“ by Kaleu.
The modification can be found in the download library
http://www.train-fever.net

2.3 Game Parameters

Start year: 1850


World size: Small
Terrain type: Hilly
Difficulty: Medium
Industries: (n) = 1-3*
*(n)
This is the number of industries and raw materials which are generated on a
small map.
On a medium sized map the number is (n) = 2-5 which simplifies the planning of
goods.
In rare cases one raw material or industry does not appear at all. Since there
are different circuits of goods it is always possible to find a solution.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 6 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

3. Basics of Gaming Mechanics


3.0 Sims
Our inhabitants always choose the shortest way from their residential building
(green) to their destinations and they do this for the way there and back.

In the year of game “1850” no own means of transport are available for them,
so they have to go by feet. For this intention they have a maximum of 20
minutes to reach their destination.

If we offer our Sims a mean of transportation that carries them faster to their
destination than what they can use on their own (by feet / car), then they will
use our transport units.

The destinations divide into commercial buildings (red), recreation buildings


(yellow) and industrial buildings respectively workplaces (blue).

With the help of the information oft the city it can be determined whether
there is an excess or demand referred to the number of inhabitants.

The color neutral buildings (white) offer a direct visual indication.

Normally, it concerns residential or industrial buildings. So they show that there


are there are unemployed people (residential building) on the one hand, or free
places of employment (industrial buildings) on the other hand.

3.1 Goods

Goods are necessary for the growth of cities.

To receive the goods we have to deliver the required raw materials and
products to the respective industries.

A good/raw material/product have to reach the receiving industry within 20


minutes, calculated from the provision (factory) to the destination (factory).

Only when the correspondent chain of goods is implemented and the demand
of the city is announced (automatically), the production in amount of required
demand is started.

Cities also grow without goods, but considerably slower.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 7 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

4. Overview of the World


4.0 Cities and Topography

First, we have to concern that we should go for the maximum economic profit
that is possible with our small budget that is available.

The topographical overview with the localization of the cities gives a first clue
how to approach our goal most wisely.

Also, it should be considered that in the start year “1850” no train material is
available that can connect the valley with the high plateau in an efficient time.

Generally cities located on a plateau which are in the planning concept should
be connected. The same happens to the cities located in the valley.

In the scenario shown below we have no cities to connect in an easy way on the
plateau and because of this we will limit ourselves to the connections in the
valley.

The valley line (Tämnitzal/Jämlitz) therefore will be considered in the planning


preparations.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 8 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

4.1 Stocktaking of Industry

With the help of the goods register (diagram “Kaleu Industries“) and the
opened industry window we go in for locating the single industries which are
necessary for the circuit of products respectively goods.

The industry window should be assorted according to demand so that die


different raw materials and industries group by themselves.

So a “click” on the name immediately shows us the position and thus the
required branches of industry are easier to find.

To proceed coast-effective as well it is suggested to choose branches of


industry which are relatively close to each other.

This is also caused by the fact that we do not have vehicles with the
appropriate velocity in era I, the game year 1850.

When we provided ourselves with an overview, it ist he next step to create a


planning concept.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 9 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

4.2 Working out the Plan

For the example below I picked the furniture factory (star), however it is placed
on a high plateau.

The demand of goods for wood/planks (triangle) and the demand for raw
oil/crude oil and paint (diamond) also are symbolized.

So the connecting lines point to the origin point to the final point.

The furniture factory itself already has in this version of route planning two
cities that will announce their demand (little star).

The connection of the cities (green line) is considered and an expansion to the
high plateau is planned as soon as we have stronger engines available in the
later game.

It looks like we have concept in mind and thus we rush into the game.

With the small starting budget we have available we should do our business as
efficient as possible to be profitable as soon as possible.

The construction of the freight lines will not be cheap, right?

We will see.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 10 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

5. Operational Planning (Transportation of Passengers)


5.1 Basics Public Transportation

Firstly we should be devoted to the local public


transport because a good profit can be made
with low initial investment.

Therefore we look at the three cities that play


a role within our planning concept.

The core area of a zone, that are the buildings


highlighted by color (residential /
commercial / recreation / work). I also marked
them for clarification.

In the core areas of the individual zones it can


be recognized where an increased passenger
volume has to be expected.

Using different concepts of lines it is up to us


to offer the Sims an attractive possibility of
transport that puts them off from their own
possibilities (by foot or car).

We should consider the commercial district, as


it is in reality, as the center of the city.

What does city mean in this context?

In the starting year 1850 our towns still are


small and straightforward.

In the later game this will change quickly. So


our basic concept of public transportation is
very important whether we go bankrupt or
not.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 11 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

5.1.1 Concept of Lines

As explained in chapter 3, our Sims want to go


from green to red, from green to yellow and
from green to blue. This is also valid for the
way back.

To allow this by public transport there are


basically four concepts of lines in the game.

Rundlinie

The circular line forms a roundabout traffic in


which the ride time forth is different to the
ride time back.

Ringlinie

The ring line is a counter-rotating line


composed of two round lines.
Therefore the ride time forth and back is
identical.

Pendel,- bzw. Durchmesserlinie

The pendulum line is a line that operates the


section of street forward and backward.

Stichlinie

The branch line is a pendulum line with a


branch that leads after passing back on the
original line.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 12 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

5.1.2 Planning the Lines

Our planning’s have an impact on the


development of the cities.

If we build the network too large it is very


likely we will have to expect a low density in an
extent city.

Because of that we should concentrate on the


core areas.

Also from an economic point of view it does


not make sense to build lines in every far away
corner of the city.

Everything that is in a rearward district of a


core area will be used by the Sims and our
traffic devices should be faster in any case than
they are by feet.

For my planning of transport I chose the


branch line. The towns are small and
straightforward.

Thereby it is important to consider that the


transportation line should at least approach
two destinations directly and the third
destination is reachable via change of vehicle.

If you have two core residential areas the


destination more nearby always is the direct
connection and the one farer away the
destination to reach by change.

The points of change are there where the line


branches.

For a better view I marked this point with a red


circle.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 13 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

5.1.3 Establishing the Lines

According to my concept I established the lines.

The green branch line has one point for changing the
vehicles.

The blue branch line has two points for changing.

It is important that from the southern residential area


the first two destinations (commercial / work south)
are reachable “directly”.
The center residential area has a direct connection to
the recreation area.

This is also valid for the red branch line.


Green (south) reaches red and yellow directly, blue
with a change.
Green (north) reaches red and blue directly, yellow
with a change.

For the extraction of the lengths of the lines the vehicle


performance is to blame because I want to avoid a
loop around the block.

Everything the Sims cannot reach directly they can


reach by changing the vehicle.

The advantage of a branch line compared to two


pendulum lines is because every single branch line is
easier to time and tune.

Furthermore the number of vehicles is smaller which


has an impact on the expanses.

Detail:
Crossroads, which should be avoided if possible
because besides the pedestrians we have, in addition,
the crossing traffic which is a disturbing factor for the
time of ride, are in the picture on the side.

It may not play a too big role in 1850 but when the cars
come into play…

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 14 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

5.1.4 Types of Crossroads

The types of crossroads shown before also are


realizable in further variations.

Do not forget:
“Always turn right”

Grouping the stops provides the required overview.

In a worst case scenario you can even imagine a


crossing with four two lane streets that can replace
four pendulum lines with the help of one branch line.

However, this variant does not provide any space for


buildings…

… that is why you could think of a “Paris Square“ that


also provides special solutions for public
transportation with vehicles having different top
speeds.

So there are many possibilities. You just have to


exercise a certain logical system within the network.

5.1.5 Special Cases

The special case is the actual standard case in the


later game.

Some may wonder at that part of the tutorial why I


did not use the branch line with the top variant of
crossing (yellow)?

No solution came to my mind how to create a branch


line that connects every core area “residential“ each
with two destination zones directly.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 15 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

5.1.6 Equipping

The depot for street vehicles always should be close to a residential zone
because if we start the game this will be the first areas where people (Sims) are
to be expected.

Hence we generate income immediately and do not have to send out vehicles
(bus or tram) to the residential areas from who-knows-where.

To start the lines you should start with four vehicles and add more one by one.

Furthermore we achieve, for starting the line, an efficient rate of vehicles as


fast as possible.

Nothing is more annoying than buying ten vehicles, sending them on the line
simultaneously and as soon as they all passed the stop 20 additional passengers
arrive.

5.1.7 Controlling and Adjusting

At first you will be busy controlling your lines and optimizing them.

Therefore the vehicle window is suited. You sort this by lines to determine the
use of capacity of the vehicles.

Independent of the tact we send additional vehicles on the lines to identify a


limit of use of capacity.

When the majority of vehicles have an average occupation of 3+ to 4+ we


found an ideal number of vehicles.

Hence, for the local circumstances we created an ideal tact automatically at


which the inhabitants will use our lines
…and we remember…
also change vehicles within the same line.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 16 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

5.1.8 Balance

We should spend spare capital to pay back the credit because the two millions
we have as initial capital are a credit and the annual interest is 30k. That is
equal to 1.5 vehicles.

As we planned only one train line for transporting people in our worked out
plan (chapter 4.2), however, we also need a reserve fund for building and initial
operation of freight service, I decided to provide all cities with a public
transportation system.

Since Stahnsdorf has, opposite to the other cities, two pendulum lines you can
see well that one single branch line per city has more advantages for the
beginning.

5.2 Special Chapter: Road Building

In Train Fever we have various types of streets which split in two groups.
We have street roads (Stadtstraße) and country roads (Landstraße), each of
them in 3 sizes and speed limits and in addition availability (Alt_Old/Neu_New)

Surely, some may have discovered that streets cannot always be updated. That
is because every type of street can have one of two different states: sidewalks
in a narrow and a broad format.

Caused by this we cannot upgrade streets with narrow sidewalks. However, as


time passes by and the A.I. rebuilds the city’s buildings narrow sidewalks widen
to broad sidewalks.

Accordingly, streets that are used or planned to be used by public


transportation should be upgraded early.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 17 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

5.3 Special Chapter: Density of the Network and Variable Basins

Our cities should not be littered with stops because it has negative effects on
the operating costs.

Although there are no explicit basins in the game, because everything is


computed by time and speed, you can think about how areas which are not
involved in our concept of lines behave/change

For pedestrian speed it makes sense to setup a distance between stops within a
radius of three to four houses.

However, every not included area whose inhabitants want to reach their
destinations, will decide to take our lines because they are just slower by feet.

Covered core areas will increase density further and judging by time hard to
reach areas will decrease. So this is a good method to counteract the expansion
plans of the A.I.

The A.I. reacts to our actions and not the other way round. If we make a
“generous” offer relating to time and distance the A.I. will use this “generously”
for our disadvantage in financial and planning means.

In the later game those are the first areas which use their own vehicles.

So the final stops are variable basins which add a significant part of operating
costs if they are executed too long.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 18 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

5.3.1 Runtime (Part 1)

As you can read in Train Fever forums many players are looking for an answer
for the ideal tact of public transportation.
This Question and issue itself reached something like a holy status.
Thus the issue “runtime” will deal with the “holy tact”.

In the previous chapters we talked about the distance between stops (radius),
the ideal number of vehicles and the frequency (tact) which reflects the pulse
of the particular city and variable basins.

Because the runtime and hence the speed of the inhabitants was interesting to
me I simply built a testing route and implemented specific characteristics
(station 160m) and a bus line with the characteristic Stage coach 18kph.

Comparing the measured times and distances shows that the velocities in the
game are real and thus also the distances.

Furthermore from the results arise the walking speed of our inhabitants is
about 2.2m/s (meters per second), that means 7-8kph (“wow”…they are fast!).

Compared to a station four residential buildings are about 80 meters ling and
thus a Sim needs about 36 seconds for the way between two stops if you chose
the for the radius between two stops four buildings.

To interest the Sim in our public transportation we need a tact which is smaller
than two times runtime (Rt=72 seconds) for a transport over one stop (A-B-C)
from A to C.

If we want him to use the public transportation for a way between two stops
(A-B) the tact will have to be correspondingly smaller than the single runtime
(Rt=36 seconds).

Since I told you about a distance between stops (Halt) of three to four houses
as radius, we want to stay variable, I prepared a diagram.

Haltestellen Einwohner mindest Bus "Takt" / Anzahl Haltestellen


Radius Wohnhaus Entfernung Laufzeit Start 1 Halt 2 Halt 3 Halt 4 Halt 5 Halt Ende
1 Gebäude 20 m 9s 8s 16 s 24 s 32 s 40 s
2 Gebäude 40 m 18 s 17 s 34 s 51 s 68 s 85 s
3 Gebäude 60 m 27 s 26 s 52 s 78 s 104 s 130 s
4 Gebäude 80 m 36 s 35 s 70 s 105 s 140 s 175 s
5 Gebäude 100 m 45 s 44 s 88 s 132 s 176 s 220 s

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 19 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

In this way we determined a minimum tact to reach so that the public


transportation will be used at all.

Because the residential areas and destinations of the Sims differ from city to
city, the frequency (tact) is different from city to city and cannot be trivialized.

The frequency and hence the tact can only be determined by the use of
capacity of the vehicles.
I explained this in the chapter “Controlling and Adjusting”.

Furthermore a time slot which is necessary to tune the different lines can be
specified so that a change of lines or vehicles within a line is enabled.

If all this is considered you will achieve, as shown below, with one bus line, five
stops, a frequency (tact) of 21 seconds and 23 vehicles a revenue of 227k in
“medium difficulty”.

The test also showed that the average distance between the cities is about 3-4
kilometers. For small distances it is about 2.5 kilometers.
Because of that it can be explained why, with an ideal connection of the
highway, people walk between the cities.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 20 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

5.4 Special Chapter: Autonomous and Dependent Cities

At first all cities are autonomic, that means independent respectively self-
dispensed, without outer influences.

Possibilities and dependencies nearly synchronized within the given structure.


This structure could work for many years without any intervention.

In the moment we connect two independent cities with each other the state
change for each city into a dependent city, influenced by outer effects. In that
way dependencies develop.

These dependencies offer possibilities to the A.I. to equal respectively balance


imbalances within the so far autonomic state.

To estimate the wanderlust of our Sims we call the city information screen.

The city Jämlitz has 188 inhabitants (residential) and a deficit in the areas of
shopping (commercial), work (industry) and recreation.

The tab diagrams shows the development of the city continuously and as stated
out before you can see that the A.I. tries to accomplish an adjustment within
the system available.

Because of that you should influence the systems only in a very considered and
cautious way. This nearly leads to coordinated and controlled development
process which is also comprehensible.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 21 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

6. Planning Railway Service (People)

6.0 Basics Public Transit

By connecting two cities we transform them into heterogeneous cities which


establish a relationship and dependencies on each other.

Because the A.I. searches new targets for the inhabitants caused by growth of
each city, the targets will also be chosen in another city than the one the
person lives in.

Therefore these people are our passengers which we will receive according to
the shortage mentioned before from the city status diagram.

So it is essentially not to let to big irritations raise up within an existing system


for a thoughtful planning of the station.

Also it is to be considered that the cities have different quality ratings within
the map because of their location.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 22 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

6.1 Planning of the Stations

Jämlitz has, opposite to the other cities, a central location on our map. For
clarification for planned capacities I marked this with colored lines (green).
Those are 1st level direct lines to be planned.

Due to the topography, also considering the low capital we have at hand, cities
at the edge have 2nd level direct lines (red).

Temnitzal in the south receives a line assignment from Jämlitz and has itself
two further lines assignments (blue).

Thus Jämlitz will get a five track through station.

Temnitztal will get a three track through station or terminus respectively dead
end station depending on how the route Oranienburg (east) to Ragow-Merz
(west) will be served.

Actually for Bernau in north west a one track dead end station will be sufficient
if you let the 2nd level direct line run through Jämlitz.

Same applies to Stahnsdorf, but later on you may think about a direct
connection to Oranienburg.

For a later operation of the trains through stations have a higher flexibility for
the lines compared to dead end stations.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 23 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

6.2 Planning of Location

For the suitable location of our station we examine the city Jämlitz that came
out as starting point of our first train line from our analyses.

For this we call the “Manage lines”, the land use and the contour lines.

Tämnitzal is in the south, on the right side we are limited by the terrain and
because of this two positions for placing the station remain.

The location of the station has effects on the space of the A.I. why we should
try to set limits to it as far as possible.
Furthermore the location of the station also has effects on the inner structure
of the city and during further advance on the public transport which will also
have effects on the operating costs.

If we place the station in zone “B” we will offer the A.I. a lot of free space to
position new buildings. Furthermore we will have additional expenses for
building roads and creating the lines of public transport.

If we place the station in zone “A” we will be able to connect it to the existing
public transport network in an easy way. Additionally the available space is
controlled by us and thus calculable.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 24 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

6.2.1 Building the Station and Operating Costs

Depending on the location the building cost of our stations vary.

Great terrain aggradations or degradations often are a big part of the overall
cost.

Because the annual operating cost add up to “1/72” of the building cost it
should be considered to prepare the area with the help of the “terraforming”
tool. Jämlitz

This will reduce the price for the station and thus the operating costs
considerably.

Depending of the size of the station (number of tracks) you should allow at
least one length of the station in front of obstacles for the set of points.

Tämnitztal

6.2.2 Forecourt of the Station and Connection to Public Transport

The in the game existing big bus and tram stops have been proven not
practicable.

On the one hand because of the low capacity compared to the simple stops, on
the other hand because of the difficulties of the assignment of lines and time
management.

Because of that I form the forecourts of the stations by myself.

I extend the existing branch of the branch line to the forecourt of the station. In
view of that fact I do not change anything in the supply of the city and can
adjust the public transport very easily.

I delete stops that are in walking distance (radius of 3-4 houses). For later and
optional line ways at a further development I place the tram and street car
depot accordingly.

Depots placed before will be deleted although they do not cause operating
costs.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 25 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

6.3 Planning the Trains


To be able to pre-dimension our train sets we call the two city information
windows of the two cities we want to connect with a train line.

Jämlitz has a deficit of 12 people per target zone (commercial/leisure) and 2


people for the target zone work.

That is already 26 people that need an assignment of targets by the A.I. (game
mechanics).

Although Temnitztal cannot balance in these areas completely, it still has to be


expected with this potential because of the newly created dependence
(heterogeneously) and the growth of the cities.

So if you consider situational 2/3 for the existence and 1/3 for the potential of
growth we will get a capacity of demand of 39 people.

Corresponding to our calculation we buy a train, equip it with 6 carts for first
operation and start the operation of trains. 

In the second we start the operation of trains the A.I. starts, within the new
given parameters, to rebuild the cities.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 26 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

6.4 No passengers / Analysis of Failures

Our train goes back and forth once but not even roughly the expected
passengers appear.

WHY?

For this we call the line manager, select the tab “train” and compare the data

According to game mechanics we have 20 minutes for the way from A to B

Our train needs 14 minutes for one circulation, thus it needs 7 minutes for one
direction.
So 13 minutes remain, that means 6 minutes and 30 seconds for public
transport in each city.

To see whether we keep the 6 minutes and 30 seconds we take a look at the
tab “street” of the respective lines.

Here we see the tact in seconds, but the train was in minutes.

38 seconds/37 seconds, hmmmm…


How long is my bus route?

Anyhow all this does not help us. However, this serves me as bridge to my next
topic.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 27 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

7. Length of Route and Journey Time


7.0 Tact and Journey Time
Because the analysis of journey time with the branching lines is very
complicated, what the line with its layout, and I do not want to overwhelm the
reader with complex formulae, I will explain the topic with an example of one
created pendulum lines from Stahnsdorf.

To identify the journey time of our bus line we just calculate the tact times the
number (n) of vehicles.

Bus 01:
40 seconds . 10 vehicles = 400 seconds → 400 seconds / 60 seconds = 6.6 minutes
Thus the journey time for the way there and back is each 6.6 minutes / 2 = 3.3 minutes

Bus 02:
38 seconds . 9 vehicles = 342 seconds → 342 seconds / 60 seconds = 5.7 minutes
Thus the journey time for the way there and back is each 5.7 minutes / 2 = 2.85 minutes

From the results the formula infers:

𝐭𝐚𝐜𝐭 ∙ 𝐯𝐞𝐡𝐢𝐜𝐥𝐞𝐬
𝐣𝐨𝐮𝐫𝐧𝐞𝐲 𝐭𝐢𝐦𝐞 =
𝟐

For the train we had 7 minutes for one way + bus 01 (3.3 minutes) and bus 02
(2.85 minutes). In addition it is 13.15 minutes.

What is missing in the calculation and has to be considered are the times for
waiting.

When our train left the station it takes 14 minutes before the next train is
available for transportation.

That means that at the beginning of his journey (station) the passenger is
already 14 minutes (840 seconds) old plus journey time of 7 minutes (420
seconds) are 21 minutes.

Thus per city “0” minutes remain for public transport. However, waiting times
have to be included as well and, of course, footways may not be forgotten.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 28 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

For the addition of our line we have to consider the sections and the
corresponding waiting time. The waiting time can be determined very easily,
because that is our tact.

𝐣𝐨𝐮𝐫𝐧𝐞𝐲 𝐭𝐢𝐦𝐞𝐦𝐚𝐱 = (𝐣𝐨𝐮𝐫𝐧𝐞𝐲 𝐭𝐢𝐦𝐞𝟏 + 𝐭𝐚𝐜𝐭 𝟏 ) + (𝐣𝐨𝐮𝐫𝐧𝐞𝐲 𝐭𝐢𝐦𝐞𝟐 + 𝐭𝐚𝐜𝐭 𝟐 ) + (𝐣𝐨𝐮𝐫𝐧𝐞𝐲 𝐭𝐢𝐦𝐞𝟑 + 𝐭𝐚𝐜𝐭 𝟑 )

Journey time (max) = (400 1 + 40 1) + (342 2 + 38 2) + (420 3 + 840 3) = 2080 seconds = 34.66

As our result reveals we may have 2 nicely adjusted public transport lines but
our train is not tuned to them because we cannot cover the whole area of the
city within 20 minutes.

Since we have no faster trains available we have no other choice than putting a
second train into operation.

Then you may discuss about capacities, however, we will save our breath and
equip the second train as the first one.

For control we will determine the maximum journey time again where we know
now that the waiting time divides in halves with the second train.

2 trains
Journey time (max) = (400 1 + 40 1) + (342 2 + 38 2) + (420 3 + 420 3) = 1660 seconds = 27.66

Given that we still excess more than 7 minutes over the maximum time window
for covering the whole city, we could think about a third train.
But we will do this step by step to better follow the relations.

One way there and back and behold… our Sims are there!

We calculated about 26 people stock plus about 13 in reserve for the growth of
the cities.

Because we know we do not cover the complete cities with our existing lines,
we will just put a third train into operation.

3 trains
Journey time (max) = (400 1 + 40 1) + (342 2 + 38 2) + (420 3 + 280 3) = 1520 seconds = 25.36

4 trains
Journey time (max) = (400 1 + 40 1) + (342 2 + 38 2) + (420 3 + 210 3) = 1450 seconds = 24.16

5 Züge
Journey time (max) = (400 1 + 40 1) + (342 2 + 38 2) + (420 3 + 168 3) = 1408 seconds = 23.46

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 29 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

As we can see in the results, it is not proportional, so it is not a linear system.

As long as we do not dispose faster trains, we have to limit ourselves to 2-3


trains for this line because it is not realizable in any different way for economic
reasons.

You can also retrace the term “variable zone of attraction” from the chapter
denseness of network in a very demonstrative way.

The closer we are to the 20 minutes the bigger is our potential zone of
attraction.

The transport of people is not, as the transport of goods is, an approximate


constant but is subject to the system of automatic alterations and expansions
within a window of parameters which is at the A.I.’s disposal.

This window of parameters is significantly created by us.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 30 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

7.1 Calculation of Returns (Part 1)

To calculate the amount of reward respectively to determine a basic factor for


the transportation of people we will just compare the results we noted when
the train pulled into the station.
Therefore we also compare the journey times which are shown to us in the tact
window. We can determine the journey time with the help of the number of
vehicles.

Ertrag Anzahl Preis pro Einheit Zeit


162 K 21 7,71 7 Minuten
193 K 25 7,72 7,5 Minuten
255 K 33 7,72 6 Minuten

We see despite same route of train with different journey times always the
same price per unit is paid. (return/number = PpU)

Because we have the journey time only in minutes and it may vary, also
depending on velocity of the engine, one may come to the conclusion that the
“price per unit” is a distance in relation to a basic return.

The basic return can be inferred from the chapter “Journey Time”.

We know the mean distances and so the price per unit is a basic return of “2”.
If we divide the price per unit by the basic return we will get the real distance.

We notice that the basic return is “2” for the transport of people and will pick it
up in the chapter “Transport of Goods” again.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 31 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

7.2 Route of Train/Real Distance

In the previous chapter I talked about the real distance and route of train.
The real distance is the distance between two points (cities) in a direct
connection (air-line distance).

The route of train is the route, with all its curves, that is taken by our trains, it
may also be street vehicles.

In the figure below and from the results of the calculation of returns we know,
that for the distance AB we will receive the amount “x” independent from
parameters of the route of train AB.

The same is valid for the real distance BC and the return from the route of
train BC.

Usually we would, because of the topographical situation, die city A connect to


city C via city B. ABC

However, the problem is that we will only get paid for the distance AC.
Because of that it is an economic absurd undertaking.

A line AC should be taken into account when we have the corresponding
operating and financial resources.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 32 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

7.3 Calculation of Returns (Part 2)

The calculation of returns has a special feature for cities with different
coordinates in height.

A line in a valley that connects to cities located in a valley, is paid differently


compared to a connection of a city in a valley and a city located on a high
plateau.

For the same distance the train needs more time* for the section up the hill
then for the section down the hill and this is mirrored in the returns.

Ertra g Anza hl Prei s pro Ei nhei t Strecke Ta kt Fa hrzei t Fa ktor


188 K 33 5,69 Berga b 12 6 0,94
235 K 34 6,91 Berga uf 12 6 1,15
Mi ttel wert 6,3 1,045

But as we know the time is not important for the return, the distance a route in
the 3-dimensional space and not, as visible in the overview, in a 2-dimensional
space.

In the last consequence this is not important for the returns. However, it is the
derivation that the distance is calculated of the air-line distance / cos(alpha) (or
however) and that our routes of trains referred to length and velocity have no
influence to the pricing.

Thus the particular return generates by the length multiplied with a


trigonometric function.

Though you could dig deeper and determine factors for different journey times,
which means stronger engines, to identify economic efficiency and so build a
foundation to choose a suitable engine in the later game. But I want to save my
breath (for the first).

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 33 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

8. Planning Railway Service (Transportation of Goods)


8.0 Introduction

To set up the transportation of goods we look at the overview to see what we


planned and what we already executed.

We set up the public transportation, a line for passenger trains, and should
have a solid capital that will allow us setting up a complex system for
transportation of goods.

We can also estimate distances and times better because of the people
transportation line which will help us choosing the means of transport and the
cost of operation.

Gold: That is our goods circle.


Brown: That is our wood/plank circle.
Black: That is our crude oil/oil/colors circle.

Because the transportation of goods is more complex than the transportation


of people, we will deal with the basics in the upcoming chapters before we will
go into detail.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 34 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

8.1 Basics

For transportation of goods and raw materials the categories street and railway
vehicles are available.
Also there is a difference for the means of transportation in their class of goods.

Topographical circumstances have an influence over the choice which mean of


transport to prefer.

With operating costs in mind the length of the track and its operating sequence
is a factor that may not be underestimated.

To operate the single cycles in an optimized way and adapt them and enable a
functional operating procedure based on offer and demand as well as to deal
with asynchronisms in length of the tracks, we will get involved with these
single aspects.

8.1.1 Basics: Classes of Goods

For transporting the different raw materials and products there are four kinds
of vehicles at our disposal.

Open wagon: bulk cargo capacity: 4 units


Tank wagon: liquids capacity: 5 units
Goods wagon: solids capacity: 4 units
Horse wagon: everything capacity: 4 units

You sometimes will operate a mixed train but normally you should organize the
operation according to classes of goods.

There is the advantage that we can basically operate one cycle with one train.

So we can use it for delivering and further transport of the raw


materials/products.

Besides it is possible to avoid asynchronisms in delivering the raw materials.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 35 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

8.1.2 Basics: Operating the Route

As an example for the steel mill we have to deal with delivering coal and iron
ore.

The tracks of the trains have different lengths and it is difficult to deliver the
raw materials steadily (time).
Sooner or later it will be necessary for us to deal with adjusting the wagons.

Since we have an “asynchronous” delivery, however, only on class of goods


does it make sense to combine the train routes to receive a “synchronous”
delivery for production processes.

Two trains “coal-steel mill-iron ore-steel mill” provide for a steady delivery because their
“tact” runs synchronous.

That is also valid for more than two trains.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 36 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

8.1.3 Basics: Transporting via Tracks and Street

Depending on topography of the area and distance as well as the operating


costs you should plan the transport with the help of trucks for short distances
and areas which are hard to access.

In this way trains remain for long, easily accessible routes and big amounts of
goods.

Furthermore it should be considered, when trucks are used, not to put the
routes through cities if possible because they may interfere with the operation
of the public transport.

The influence is dependent on the amounts to transport. More trucks, the


higher the stress for public transport.

Because the lengths of routes are different due to variable speeds of the means
of transport it is necessary again to balance the things.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 37 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

8.1.4 Basics: Short or Long Track

To simplify the choice of operating resources I created a diagram shown below,


which shows the operating schedule of a train compares this with a different, 9
minutes distance route by same amount of goods.

A) station, distance: 3 minutes, station


B) station, distance: 9 minutes, station

C) diagram of operating schedule: waiting time, time to load and unload,


time for acceleration and braking, as well as time driving at full speed.

D/E) by same amount of goods our 3 minutes train as to run 3 times

A BL 3 Minuten EL
B BL 9 Minuten EL

C BL/EL WZ BLZ BSZ FZt BRZ


D BL 3 Minuten EL 3 Minuten BL 3 Minuten EL
E BL 9 Minuten EL

F WZ BLZ BSZ FZt BRZ WZ ELZ BSZ FZt BRZ WZ BLZ BSZ FZt BRZ WZ ELZ

BLZ ELZ
G WZ BSZ FZt BRZ WZ

ELZ ELZ Gewinn


BRZ Betriebskosten
ELZ ELZ
BLZ BLZ
BSZ

ELZ ELZ Gewinn


WZ BRZ BLZ Betriebskosten
BLZ
BSZ
WZ
BLZ BSZ BRZ BLZ WZ WZ
H1 H2 BSZ BRZ
Bahnhof [Beladen (BL) / Entladen (EL)] BSZ Beschleunigungszeit
WZ Wartezeit BRZ Bremszeit
Beladezeit (BLZ) / Entladezeit (ELZ) Fahrzeit bzw. als Teilbereich (t)

F/G) are detail views from D/E)

H1) summation of 3 minutes distance


H2) summation of 9 minutes distance

In summation the braking, acceleration and waiting times sum up as negative


parts of operating costs and loading and unloading times as positive parts of
operating costs.
The difference is our profit we can achieve with the transport route.

Since operating costs for both trains per time (1/12 per minute) are the same,
the result mirrors the efficiency based on average velocity. That means that at
the end we will transport more with the long line and thus have a higher profit
(Gewinn) at the same time.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 38 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

8.1.5 Basics: Summary

We dealt with the topography, classes of goods, vehicles and their field of
application and the subject of long and short track. Now we can put our
knowledge into action.

8.2 Implementing the Plan (Transportation of Goods)

I decided to ignore Bernau in the north east at first and take it into
consideration for planning to approach everything slowly step by step.

A-B-M
This is our wood/planks line to the furniture factory.

C-D-E-M
This is our crude oil/oil/colors line to the furniture factory.

M---
This is our goods line from the furniture factory to the industries of the city
nearby.

T1 und T2
These are transfer places because we cannot overcome the slope with the
engines available in a suitable time. For this purpose we will use trucks.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 39 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

8.2.1 Line of Goods (Part 1)

Structure of the line:


A-B) wood
About 2 minutes (train)
We will operate this line with trucks.
Because the Horse wagon only has 1/3 of the velocity compared to the engines
available we estimate 6 minutes.
We will complement the street network accordingly.

B-T1) planks
About 6 minutes (train)
We plan to operate this line with a train.

We have to consider that the distance B-T1-T2-M is shorter than 20 minutes


because the time frame is valid from the saw mill (B) to the furniture factory
(M).

Because of that we plan the transfer place (T1) as high as possible, what is still
reachable for the train unhindered.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 40 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

8.2.2 Line of Goods (Part 2)

C-D) crude oil


About 6 minutes (train)/truck accordingly 18 minutes
We will try to operate this line with trucks.

We will extend the street network to not to interfere with the public transport.

D-E) oil
About 5.5 minutes (train)/truck about 16 minutes
The same as the line C-D (extension of street network)

E-T1) colors
About 2 minutes/truck accordingly 6 minutes

T1-T2) (transfer to high plateau) colors / planks


About 2 minutes (train)/truck accordingly 6 minutes

T2-M) colors / planks


About 2 minutes (train)
We will operate this as a mixed train and looked at it in this way anticipate later
developments.

M-Jämlitz) goods
This can be operated via the way back of T1-T2.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 41 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

8.3 Setting Up the Facilities

The facilities for transportation of goods have an influence on time


management and according to this should be planned appropriately. An
undisturbed cycle should be enabled to avoid production downtimes.

8.3.1 Stations and Depot for Trucks

We have two different types of stations available.

A small one with 2 embark points and a capacity of 16 units each and a big one
with 4 embark points and a capacity of 16 units each.

So as first it is to consider how many products and good types and lines will be
served and furthermore how many vehicles are to be expected.

Who thinks, the big one would be more user friendly is wrong because during
playing it turns out that the big station becomes a ball of vehicles.

According to this you should, if anything, plan 2 small stations than one big
station.

To every asynchronous line, that means we serve with the line several stations,
belongs a depot street vehicle which is to be placed at the end of each line.

If we place the depot for street vehicles in front of the station it could happen
that the truck does not turn to the station but starts the service with driving the
route. So an access to the goods is not possible.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 42 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

8.3.2 Freight Station and Depot for Freight Trains

Because the freight system reacts very sensitively to disturbances and


synchronous and asynchronous amounts of raw materials have to be adjusted
to each other and combined it is essential to equip the facilities according to
their task and load before starting the transport of goods.

The industry can be divided into 3 groups. The sources of raw material, the
processing industry and the industry producing goods whose final products are
required in the industrial zones inside the cities.

Source of raw material:


Every source of raw material that is operated via train gets a one track freight
station and 1 depot which is connected to the end of the track directly.
The direct connection is important to adjust fast and avoid interruptions in
production.

Processing industry:
Every processing industry gets at least a one track freight station and 1 depot.
If there is a shared operation, consisting of delivery and further transport, the
number of tracks is to choose according to the number of lines.

The depot will be connected to the lines that are responsible for the further
transport of the goods.

Industry producing goods:


Every industry producing goods gets at least one track for every connected line
and depending on feeding system one to two depots.

Hence the freight station of an industry producing goods serves as terminal and
looked at it this way is a classical one sided, or two sided, terminal.
Depots are connected according to exporting lines.

General:
At a multi-tracked station it is recommended to have the time-critical
goods/raw materials/semi-finished products close to the operating building and
choose the track accordingly.

The distance for the trains is in fact independent from the chosen track but the
distance walking inside the station is a factor not to be underestimated.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 43 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

8.4 Starting the Transportation of Goods

According to our plans we created all facilities of operation and connected


them and created the lines but did not yet equip them.

Thus we have a complete overview of the facility and next we can start
equipping and its calculation.

Via estimation I marked the times of each line to firstly check on the 20
minutes rule and secondly calculate the number of trains resulting from the
waiting time (tact).

8.4.1 Checking the Lines of Goods (Part 1)

To see where might be narrow points we just total the single lines of
production.

Wood/planks/furniture factory:
6 minutes + 5 minutes + 7 minutes + 3 minutes = 21 minutes without tact
(6+1 tact) + (5+10 tact) + (7+1 tact) + (3+6 tact) = 39 minutes

Now you could try and try until forever and waste your time. But why not
calculate with real values at once by just putting a suitable vehicle to the line?

Keyword: “ghost lines” → and there we go to the next topic.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 44 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

8.4.2 Calculations with the Help of Ghost Lines

Since you can be out of estimation very easily it has more sense to calculate
with real values to be able to react if necessary with suitable resources before
starting the service.

Especially taking a look at combined asynchronous lines creating ghost lines


respectively support lines is a feasible tool.
Those are lines that do not start service and can be deleted as needed.

To make things simple I name all good lines ghost line, which can be, as
mentioned, be deleted as needed.

If we assign a vehicle to the line we will come by with the real times needed.
Thus the single good lines can be checked more easily and better.

After determining the times for the real and ghost lines we have a much clearer
picture and can plan in a better way.

Truck oil = 49 minutes (crude oil/oil/colors to transfer 1)

This is composed of the parts (tact/2 = driving time)

Ghost 1: 19 minutes (crude oil to oil refinery)


Ghost 2: 15.5 minutes (oil to chemical plant)
Ghost 3: 7 minutes (colors to transfer point)
Total = 41.5 minutes

The difference ist he way back from the transfer point to the crude oil (7.5
minutes)

Ghost 1: tight!!!

Is very close to the limit with it 19 minutes and should be considered critically.
You could try to shorten the way with the help of structural measures or… (*)

Ghost 2: OK

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 45 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

Ghost 3: ?

Determined with 7 minutes we still need the parts from the truck transfer 8.5
minutes and G-Train mixed service 9 minutes (tact + driving time) =
24.5 minutes.

Now you could think about using a 2nd train in mixed service which will reduce
the tact to 3 minutes and so we would receive 6 minutes when adding the
driving time.
We would save 3 minutes and get 21.5 minutes.

If we convert the mixed train to trucks we would have to calculate with the
triple driving times what makes 9 minutes and thus is no solution.

The problem is the transfer point and there we have to act… (*)

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 46 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

The last candidate of our production cycle is the wood/planks part.

Truck wood = 9 minutes (forest/saw mill) → OK

G-Train planks = ?
18 minutes (tact + driving time), still need the part from truck transfer 8.5
minutes and G-Train mixed service 9 minutes (tact + driving time) =
35 minutes.

Each 2 trains for planks (time saved: 3 minutes) and 2 for the mixed train (time
saved: 3 minutes) = 35 – 9 = 26 minutes.

3 trains planks:
Driving time = tact . (n) vehicles / 2
or
tact(new) = driving time . 2 / (n) vehicles
thus
tact(new) = 6 minutes . 2 / (3) vehicles = 4 minutes

Consequential:
G-Train planks = 3 trains
10 minutes (4 tact + 6 driving time), still required the parts from the truck
transfer 8.5 minutes and the G-Train mixed service, 2 trains, 6 minutes (3 tact +
3 driving time) = 24.5 minutes.

Here as well the problem is the transfer point.


Lines operated by trucks do not have a big advantage in time compared to lines
operated by trains because they are very close to each other according to their
capacities.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 47 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

Summary:

We have to find a solution for the part Ghost 1 19 minutes (crude oil to the
refinery) because the walking times of the goods have to be considered as well.

We have to find a solution for the truck transfer, too.

Both sections are located in an area hard to access (red) and will be hard to
work for trains because of the expected amounts of goods.

I will explain to you how we can bring it to a solution (*) in the next chapter

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 48 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

8.4.3 Train Calculation Tool


The train calculation tool by “Falderrn” is an Excel sheet, there is an online
version as well, and gives us the possibility to determine speeds on the basis of
its load and slope of the route.

1)
Here we can enter the data of our engine.
2)
This is the area where we enter the data of the wagons.
3)
Here we type in the lead angle of the route.

Since we cannot determine the lead angle exactly, however, the game offers
with the help of the slope symbol the alternatives 0 per cent for flat routes, 4
per cent for moderate slopes and 8 per cent for steeply slopes we should
choose one of those values (0, 4 or 8).

4)
In this field we will receive as result the velocity that our train can reach with ist
load of wagons.

Note: (Quotation Faldern)


Short slopes can be ignored because the tests showed that the trains will easily
come up those slopes without losing too much speed most of the times.

Summary:
What we want to determine is how many wagons we can append on our chosen
engine so that it still can climb mountain parts (slopes) with full speed.

It is also possible to consider a double heading because we can choose the


number of engines in field 1. However, for this the operating costs have to be
considered as well.

1 2
Lok/Zugganitur Waggon
Anzahl Leistung max. Geschw. Zugkraft Gewicht Anzahl Gewicht
1 50 kW 40 km/h 15 kN 8t 5 5t

F G Absolut Steigung (max ca 8%) F G Erforderlich F Reibung F Erforderlich


4
141 kN 4,2 kN 0,2 kN 4,4 kN
1,72 °
3
Zugkraft ausreichend
Ja

erforderliche Leistung für max Geschwindigkeit:


49,2 kW
4
max. Geschwindigkeit bei aktueller Leistung
40,0 km/h

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 49 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

8.4.4 Train Calculation Tool: Reviewing the Results

I played with different scenarios in the tool and listed the results accordingly for
clarification.

For a clear view I modified the tool a little bit and added the names of the
engine, the class of goods and the loading capacity so that you do not forget
what was set before.

Lok/Zugganitur Waggon
Nr. Zug Anzahl Leistung max. Geschw. Zugkraft Gewicht Güterklasse Anzahl Gewicht (n)Kapazität Kapazität Steigung Max Km/h
1 Borsig 1 90 kW 45 km/h 90 kN 18 t Fest 1 5t 4E 4E 8% 45,0 km/h
2 Borsig 2 90 kW 45 km/h 90 kN 18 t Fest 4 5t 4E 16 E 8% 43,4 km/h
3 Borsig 1 90 kW 45 km/h 90 kN 18 t Fest 7 5t 4E 28 E 4% 45,0 km/h
4 Borsig 1 90 kW 45 km/h 90 kN 18 t Flüssig 7 6t 5E 35 E 4% 39,8 km/h
5 Borsig 1 90 kW 45 km/h 90 kN 18 t Flüssig 6 6t 5E 30 E 4% 44,2 km/h

1)
With a grade of 8% it does not make any sense sending the engine with only
one wagon on the route.

2)
With a double heading, where 2 engines are for 1 train, we can put 4 wagons
on the train for a route with a grade of 8% and thus raise the capacity, but with
the double operating costs we will not gain anything according the time topic.

Remember: driving time = tact . (1) vehicle / 2

3)
If we have a grade of 4% we receive a first usable result for 7 wagons. But we
have to consider that with half of the grade the length of the route in this part
is doubled.

4 and 5)
Are the according results for our train with tank wagons we will need for our
crude oil-oil-colors line.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 50 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

8.4.5 Benefits of Time

Now we know that we have to replace the part (truck transfer 8.5 minutes)
with a train route that does not exceed the grade of 4%.

The route has to be headed in a way that we only have about the double length
of the truck route or else we would lose the benefit in time again (train 45 kph,
horse wagon 15 kph).

This is not easy but luckily there are other mechanisms of time that we will
benefit from.

In chapter 8.1.4 “Short or Long track” I described the operating procedure and
talked about negative and positive operating costs.

The ruling parameter always was the time.

If we apply this diagram for our planks/furniture factory route then it appears
that we get a benefit in time that is based on the reduction of transfer point 1
and transfer point 2.

All breaking and waiting times are dispensed as well as unloading and loading
times and the transfer and walking time between train and truck.

BLZ ELZ BLZ ELZ

WZ BSZ FZt BRZ WZ BSZ FZt BRZ WZ BSZ FZt BRZ WZ

Bretter Transfer 1 Transfer 2 Möbelwerk

For the part ghost 1 19 minutes (crude oil to the refinery) there is no reduction
by possible transfer points. But we know that the specification is valid for horse
wagons (15 kph).

So there is a time slot (19 minutes/triple speed) of about 6 minutes for the
train.

Even if the route takes 8 minutes (tact 16 minutes) we can halve the tact with
the help of operating two trains and thus we are below the magical 20 minutes
limit.

Remember:
Tact + driving time < 20

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 51 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

8.4.6 Completion of Construction

We canceled the transfer points T1 and T2 and wind ourselves through the
terrain to climb the mountain.

The construction steps are performed successfully and satisfactory, the routes
are created with the ghost lines.

The manager of the furniture factory called and thanked us for the supplied
connection.

An answer to his question when we would finally start operating the lines we
could not give him immediately because we are still in the phase of calculation.

But I assured him that this will be done promptly and thus we will concentrate
on calculating the operation.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 52 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

8.5 Calculating the Operation

The calculation of the operation is divided into the parts driving time, required
amount and capacity of production.

We already dealt with the topic of checking the lines of and experienced the
perfidies but we did not let one important criterion slip in.

That is why I am going to pick the topic up again and will make an inspection
round through the final lines.

The transportation of good with its parameters and dependencies is the most
complex and complicated part in Train Fever. Thus there is a big part planning
necessary to persist as transport tycoon.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 53 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

8.5.1 Checking the Lines of Goods (Part 2)

To not lose the overview I appended the complete section of goods below.

Brown; that is our wood/planks part to the furniture factory.


Black; that is our crude oil/oil/colors part to the furniture factory.

Because the crude oil/oil part was critical in time I decided to convert the
whole line of goods into a line operated by trains.

Hence all parts of the cycle deliver directly to the furniture factory which made
the mixed train obsolete.

The delivery of the goods to Jämlitz, class of goods “solids” (goods wagon) is
transferred to the planks train.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 54 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

8.5.1.1 Partition A

Below our train and truck lines are visible and we will start again hunting times.

G-Train crude oil/oil/colors/furniture factory =35 minutes driving time

This is put together by the parts (tact/2 = driving time)

Ghost 1: 8.5 minutes driving time (crude oil to refinery)


Ghost 2: 6.5 minutes driving time (oil to chemical plant)
Ghost 3: 11.5 minutes driving time (colors to furniture factory)
Total = 26.5

The difference is the way back from the furniture factory to the crude oil (8.5
minutes).

Now we add up the tact (waiting times) and the driving times and very
important not to forget the walking times.

The walking times (chapter 5) are the times the good needs from facility (A) to
the station (A) and from the station (B) to the facility (B).
This clarifies why goods critical in time get the track close to the operation
building and goods not critical in time the tracks farer away.

It should also clarify why, to keep walking times as short as possible, the
stations should be as close as possible to the facilities.
As a rule of thumb estimate you should schedule for the walking times (wt) at
least 30 seconds.

Accordingly for distribution of goods inside the industrial areas in the cities
4 . wt (= 2 minutes).

If you do not consider this you will get an unstable cycle with fluctuating
demand.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 55 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

Ghost 1: (2wt + tact + driving time < 20 minutes)


1 train: 1 + 17 + 8.5 = 26.5 minutes
2 trains: 1 + 8.5 + 8.5 = 18 minutes

Ghost 2: (2wt + tact + waiting time < 20 minutes)


1 train: 1 + 13 + 6.5 = 20.5 minutes

Ghost 3: (2wt + tact + driving time < 20 minutes)


1 train: 1 + 23 + 11.5 = 35.5 minutes
2 trains: 1 + 11.5 + 11.5 = 24 minutes
3 trains: 1 + 7.6 + 11.5 = 20.1 minutes

The most critical tact is at ghost 3 (7.6 minutes). We already have 3 trains and
would need a 4th train to make this part work.

Ghost 2 is not a problem because we can easily apply a 2nd train to the line to
stay under the 20 minutes.

What can be seen at first is that we have a very different tact and driving times
and thus have an “asynchronous” raw materials supply which is hard to adjust
when having a “synchronous” production of the factories.

In chapter 8.1 I talked about classes of goods and asynchronous lines.


In the second I operate this as a synchronous line which I want to accomplish
with the line G-Train crude oil/oil/colors/furniture factory, the tact
synchronizes as well as the synchronous delivery of the goods.

We need at least 7 trains for the lines ghost 1-3. But how does one
asynchronous line behave?

G-Train crude oil/oil/colors/furniture factory


Needs 35 minutes for one round, which means: tact 35 minutes = 17.5 minutes
driving time.

Calculation: (tact(new) = driving time . 2 / (n) vehicles)


35 minutes / 7 trains = tact new = 5 minutes
35 minutes / 6 trains = tact new = 5.8 minutes
35 minutes / 5 trains = tact new = 7 minutes √

As you can see, we save 2 trains and underbid the required minimum tact of 7.6
minutes and guarantee a steady supply of raw materials.

Because it was so much fun we will do this for the 2nd line of goods as well.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 56 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

8.5.1.2 Partition B

The 2nd line of goods is the wood/planks/goods cycle of which we know that
the wt(value) (walking time value) has to be calculated differently when supplying
a city (ghost 5).

G-Train planks/furniture factory/Jämlitz = 29 minutes


This is put together by the parts (tact/2 = driving time)

Ghost 4: 12.5 minutes driving time (planks to furniture factory)


Ghost 5: 10 driving time (goods from furniture factory to Jämlitz)
Total = 22.5

The difference is the way back from Jämlitz tot he saw mill (6.5 minutes).

Ghost 4: (2wt + tact+ driving time < 20 minutes)


1 train: 1 + 25 + 12.5 = 38.5 minutes
2 trains: 1 + 12.5 + 12.5 = 26 minutes
3 trains: 1 + 8.3 + 12.5 = 21.8 minutes
4 trains: 1 + 6.25 + 12.5 = 19.75 minutes

Ghost 5: (1wt + tact + driving time + 4wt < 20 minutes)


1 train: 0.5 + 20 + 10 + 2 = 32.5 minutes
2 trains: 0.5 + 10 + 10 + 2 = 22.5 minutes
3 trains: 0.5 + 6.7 + 10 + 2 = 19.2 minutes

G-Train planks/furniture factory/Jämlitz = 29 minutes


Needs 29 minutes for one round which means: tact 29 minutes = 14.5 minutes
driving time. Smallest tact required: 6.25

Calculation: (tact(new) = driving time . 2 / (n) vehicles)


29 minutes / 7 trains = tact new = 4.14 minutes
29 minutes / 6 trains = tact new = 4.83 minutes
29 minutes / 5 trains = tact new = 5.80 minutes √
29 minutes / 4 trains = tact new = 7.25 minutes

Here as well we save 2 trains and underbid the required minimum tact.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 57 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

And last but not least: our left over truck line.

Truck wood (wood/saw mill) = 9 minutes √

Summary:

By sorting the lines according to classes of goods and a combination of the


capacities to one line we achieve a synchronous raw material and good supply
which is adjusted to the synchronous production of raw materials and goods.

Furthermore we minimize the requirements of vehicles which will affect the


operating costs significantly.

Who followed the sidebar and kept count will discover that the required
number of trains per line of goods is nearly fulfilled with the help of the ghost
lines/ghost trains.

In addition the location of the trains is exactly where we want to have them to
achieve the required tact and not before month passed.

Call the train, assign the line: ready

So we take the telephone and ask the manager of the furniture factory, how
high the demand of the cities is.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 58 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

8.5.2 Demand (Introduction)

We were told that the mayor of Jämlitz as well as the mayor of Bernau would
be very happy about a delivery of goods.

Of course we are also very happy. 

Actually we do not want to involve Bernau in the plans directly but before the
manager of the furniture factory starts to distribute the goods to Bernau
himself we want to be prepared to open a truck line from the furniture factory
to Bernau if necessary.

In the diagram window of the city we can see the demand of the city for the
amount of goods.

Jämlitz need 32 units of goods and Bernau needs 43. In total this is 75 units of
goods we are charged to transport. That means for the whole raw material and
goods cycle.

In a meeting with the manager of the furniture factory and the mayors of the
cities it came out that they do not need the goods per 20 minutes but per
annum.

Whew, the next problem! How to solve it you will learn in the next chapter.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 59 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

8.5.2.1 Demand (Calculation)

To adjust the demand per annum to our times and train routes and thus
determine the amount of wagons per train we need, of course, to know how
long a year in-game is.

A day in-game is 2 seconds long. From this follows that 1 year, which has 365
days, has 365 . 2 seconds = 730 seconds or 12.16 minutes.

That means in a nutshell:


Inside our network is a radius of demand of “clients of goods” of 20 minutes
who want, however, receive their goods within 12.16 minutes.

We do not have to panic now, even if one part of a line is 12.5 minutes long
(ghost 4). The point is not the driving time, it is the period.

For the period the tact is responsible and since our tact (tact + 4.wt) is under
the 12.16 minutes we will succeed to deliver the required goods within the
relevant time.

And to make it even more complicated:


Depending on the velocity of the trains these are of course variable catchment
areas.
The faster our trains are, the faster is the clientele for the furniture factory and
thus also the sales quantity of raw material and good supplier.

Now we will develop a calculation formula with the parameters:


Time, tact, amount of goods which we will adjust to our train parameters.

This will be, as always, formatted in tabular form.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 60 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

As we can see in the table below we need a capacity of wagons to transport


goods to Jämlitz of 3.82 wagons.
The complete delivery consists of 8.94 wagons, where 5.13 will be sent to
Bernau with a truck line if necessary.
The 8.94 wagons also refer to the raw material and goods demand.

The class of goods “liquid” has a different capacity of wagons, thus the need of
wagons varies here.

So now we know with how many wagons we have to supply our different
engines.

Bedarfsmengenkalkulation (Zug)
Güterstrang Zielort Holz/Bretter/Güter
Bedarfsmenge Zugparameter
Einheiten Güter/12,16 Takt Takt*Güter Güterklasse Kapazität (n) Waggons
Jämlitz 32 E 2,63 5,8 15,26 Fest 4 3,82
Bernau 43 E 3,54 5,8 20,51 Fest 4 5,13
Möbelwerk Summe 75 E 8,94

Güterstrang Zielort Rohoel/Oel/Farben


Bedarfsmenge Zugparameter
Einheiten Güter/12,16 Takt Takt*Güter Güterklasse Kapazität (n) Waggons
Jämlitz 32 E 2,63 7 18,42 Flüssig 5 3,68
Bernau 43 E 3,54 7 24,75 Flüssig 5 4,95
Möbelwerk Summe 75 E 8,63

To play it safe we take another look on the results of the train calculation tool.

Lok/Zugganitur Waggon
Nr. Zug Anzahl Leistung max. Geschw. Zugkraft Gewicht Güterklasse Anzahl Gewicht Kapazität Steigung Max Km/h
3 Borsig 1 90 kW 45 km/h 90 kN 18 t Fest 7 5t 28 St 4% 45,0 km/h
4 Borsig 1 90 kW 45 km/h 90 kN 18 t Flüssig 7 6t 35 St 4% 39,8 km/h
5 Borsig 1 90 kW 45 km/h 90 kN 18 t Flüssig 6 6t 30 St 4% 44,2 km/h

We need 8.94 wagons for the cycle “solids” but our engines can only drag 7
wagons.

The class of goods “liquids” requires 8.63 wagons but our engine can only drag
6.

Wagons cannot be cut as bread so we have to decide for 8 or 9 wagons


explicitly 9 for the liquids or for each class a further train.

To simplify this decision we check again, how many trains we need per class of
goods.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 61 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

For the class “solids” we need 5 trains . 8.94 wagons = 44.70 wagons. If we
chose 6 trains and divide this by the number of wagons we get 7.45 wagons per
train; 7 trains = 6.38 wagons.

This sounds good to have 7 trains with 7 wagons each. We improve the tact and
so the delivering times and have for capacities in reserve for a possible rise in
demand.

For the class “liquids” we also need 5 trains . 8.63 wagons = 43.15 wagons.
We cannot drive with 9 wagons, so we calculate with 6 wagons per train. From
this follows that: (wagons / (n) wagons per train = (n) train)

43.15 / 6 = 7.19 trains

Hmm pretty close to 7… We will take 7 trains.


So all our trains can pass the mountain passages with full speed.

So we chose for every class of goods:


Solids = 7 trains á 7 wagons
Liquids = 7 trains á 6 wagons

We may have higher operating costs but we are on the safe side considering
delivery times even if there might be higher driving times cause by unforeseen
standing times at signals. 

Again last but not least remains our truck wood line. I will deal with it in the
next page because I want to enlarge on something.

It is easily confusing to deal with the terms in-game year (12.16 minutes),
demand year (12 months) and delivery radius (20 minutes).

To clarify this again the calculations for the truck transport is very suitable.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 62 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

Our truck wood line with the tree trunks from the saw mill has to manage the
capacity of 75 units.

So we need a basis for calculation as well.

The capacity of a horse wagon is 4 units.


We identified the driving time to 9 minutes, so tact 18 minutes…

I made 2 versions of the calculation table to illustrate how big, or small, the
difference between in-game year and demand year is.

Furthermore it shows, how exact math is, if you get the same result with 2
different formulae (for control).

Bedarfs mengenkalkulation (LKW)


Einheiten Intervall LKW Einheit/Kapazität Fahrzeit Mindestanzahl Takt (alt) Wahl Takt (neu)
Holz Minuten Einheit/Minute Güterklasse Kapazität (n)LKW / Minute Hin/Rück (n)Fahrzeuge Minuten (n)Fahrzeuge Minuten Sekunden
75 E 12,16 6,17 Alles 4 1,54 18 27,75 18 28 0,64 38,57
oder
1 LKW / (n)Minute Takt (Neu) = Takt(alt)/(n)Fahrzeuge
Variante 1 0,648533333 = Mindesttakt Kontrolle 0,64853333

Bedarfs mengenkalkulation (LKW)


Einheiten Intervall LKW Einheit/Kapazität Fahrzeit Mindestanzahl Takt (alt) Wahl Takt (neu)
Holz Minuten Einheit/Minute Güterklasse Kapazität (n)LKW / Minute Hin/Rück (n)Fahrzeuge Minuten (n)Fahrzeuge Minuten Sekunden
75 E 12 6,25 Alles 4 1,56 18 28,13 18 29 0,62 37,24
oder
1 LKW / (n)Minute Takt (Neu) = Takt(alt)/(n)Fahrzeuge
Variante 2 0,64 = Mindesttakt Kontrolle 0,64

In version 1 I calculated with the in-game year as interval (12.16 minutes).


We need 27.75 wagons according to this method and we chose 28. We get a
tact(new) of 38.57 seconds.

In version 2 I calculated with the year of demand as interval (12 minutes).


We need 28.13 wagons according to this method and we chose 29. We get a
tact(new) of 37.24 seconds.

It makes sense to define that 1 in-game year is equal to 12 months to stop all
these twisted sums.

1 month is equal to one minute and a delivery radius of 20 minutes is equal to


20 months according to determination above.

So we decide to use 29 horse wagons and call the forester to inform him that
we will pick up 75 tree trunks.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 63 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

8.5.3 Amount of Production

The answer from the forester (forest) is disillusioning.

They have only one “1” tree trunk… welcome to Train Fever!!!
Who economized well with his budget will be in bed with a sweaty attack of
fever at the least by now.

We invest millions to build up the transportation of goods and the forester has
only one shabby tree trunk!!!

On the one hand there is the demand of the cities but on the other hand there
is the amount or capacity of production.

Only when we developed all routes of goods required and fulfill the maximum
delivery time of 20 minutes the industry will start producing based upon the
demand of the cities.

The increase of production is, when there is an according demand, 1 unit per
month.

That means that for a demand of 75 units the required production will be
reached not until in 75 months (theoretical).
That are 75/12 = 6.25 years.

But that is not enough because, as we know, every industry has further stages
of development.

Basic level 1 Units: 0-25


Development level 2 Units: -50
Development level 3 Units: -100

And so on until we reach a limit of 400 units which is the maximum


development level.

Furthermore the factory will only be development when the limit of production
is reached, at best a little bit earlier.

The development to the next level lasts 1 year or 12 months.

That is why I prepared a table. We will get an overview for the time of
production required until the amount reaches 75 units.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 64 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

Grundausbaustufe Ausbau Stufe 2 Stufe 2 Ausbau Stufe 3 Stufe 3

Industrie Monat 12 Monate Monat 12 Monate Monat Jahre


1 12 25 37 38 62 74 75 99 8,25
Kapazität 1E 12 E 25 E 25 E 26 E 50 E 50 E 51 E 75 E Einheiten
Intervall 0,08 1,00 2,08 2,08 2,17 4,17 4,17 4,25 Produktionsmenge/Monat

As visible in the table above the industry needs 99 months or 8.25 years until
the demand of 75 units can be served completely.

Since we planned with 14 engines, 91 wagons and 29 horse wagons you can
figure out easily what a financial strain is coming along.

8.25 years… how can we know how the environment is going to look like in 99
months?

Such great periods cannot be overlooked because we do not know how the A.I.
is going to change the world.

Indeed we only purport the parameters in the terms of time and line
connections, however, in the end we have no influence in how the cities
develop in detail.

According to this is every plan for the transportation of goods is to be reduced


to the “current status”.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 65 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

8.6 Corrections of Planning

According to the “current status” which we know we adapt our train lines to
the following criteria.

A)
Limit of the 20 minutes rule.
B)
Capacity for an interval (amount of production per month) . tact for a time
period of 2 years (24 minutes).

As a result we operate every transportation line with the basic calculation of 5


trains and only 3 wagons to reduce the horrendous costs of operation at least a
little bit.

The “security factor” we gave automatically when calculating with


“asynchronous” lines because for the determination of the numbers of trains
the parameters longest distance and smallest tact necessary were definite.

We underbid this minimum tact for both good lines.

Since we have at every raw material and at every processing industry a depot it
is very easy to fit the wagons according to production of the industry.

We do the same with the horse wagons of our truck line.

And since we talked about the “current status” and “corrections of planning” it
should be natural that the “pause mode” is not only suitable for every toilet
fridge brake but for every information, planning and building phase.

Furthermore the game should be saved before every “building phase”.

Now we mastered all obstacles of the complex transport of goods and can start
the train operation at last.

YES!!!

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 66 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

8.7 Limit of Production

In the chapter “Amount of Production” I mentioned a limit of production which


is by default 400 units per year.

The CargoMod_modified (Kaleus Industries) has 3 lines of production with to


trains of goods and in addition it has a branch of one raw material and one
product.

Based on this branch of goods it might be possible that when using more than
one production lines and/or reduced raw material or industry locations the
maximum limit of production (400 units) is reduced by the factor of 50%.
Naturally I prepared a diagram showing this relation.

25[2] 25[2] / 25[3] 25[3] / 25[4] 25[3] / 2x25[4]


Wald Oelquelle Eisenmine Kohlemine
| | | | |
Holz Rohoel Eisenerz Kohle Kohle

| | | | |
Sägewerk Oelraffinerie Eisenhütte Kokerei
| | | | | |
Bretter Oel Oel Eisen Eisen Koks

| | | | | |
| Chemiewerk Kunsstofffabrik | Stahlwerk
| | | | |
| Farben Plastik | Stahl

| | | | |
Möbelfabrik Haushaltswaren Wekzeugfabrik

[2] [3] [4]


25 (Ge) 25 (Ge) 25 (Ge)
5 (bI) 5 (bI) 5 (bI)
3 (Ps) 3 (Ps) 3 (Ps)

Güterindikator [Nr.] Kalkulation Gütereinheiten (Ge) Benötigte Industrien (bI) Produktionsschritte (Ps)

Every indicator of good is provided with an ID number for better identification


and we refer to a demand of 25 units of goods.
With the help of ID number and indicator the raw material and product
demand can be determined.
That results in a double load for some factories and that is why the maximum
limit of production of the “production industry” may be reduced.

However, depending on the size of the map, the number of industries and raw
materials is calculated by (n) 1-3 (for small maps) and (n) 2-5 (for medium
maps) there will always be plenty variants.

So every map gives us new challenges to prove yourself as transport tycoon.


You could even integrate another line of production.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 67 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

8.8 Calculation of Returns for Transportation of Goods

We could make it ourselves easy by checking on the train while it pulls into the
station but I find it more interesting to derive the calculation of return logically
and graphically.

In Chapter 7 “Calculation of Returns Part 1 and Part 2” we dealt with the


determining the returns and in chapter 8.1 “Basics: Short or Long Track”
engaged ourselves with the operating procedure.

Thus we compare the operating procedure of the transportation of people and


goods.

P BL/EL Fz BL/EL
G BL Fz EL

EL EL
2x
BL BL 1x
P1 Fz 2

2x
BL EL 1x
G1 Fz 4

Bahnhof [Beladen (BL) / Entladen (EL)] Ertrag bei gleicher Wegstrecke

Gütermenge BL / EL Vergütungsmodifikator Grundfaktor

Typically we have one unloading and one loading phase and thus a double
income at transportation of people (P).

Usually this is not the case for the transportation of goods (G). So the returns
should be double as high.

We determined the basic factor of “2” relating on the distance. Thus the basic
reward for transportation of goods should be at the factor “4”.

To control this we simply note the returns of our trains which we can see when
pulling into a station or when the trucks unload in their station.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 68 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

In the tables below we see, as in chapter 7 before, the prices per unit.

By inserting the “basic factor” we will get the distance which is independent of
the length of the route or velocity of the engines and always a constant factor

Nr. Strecke Art Character Ertrag (K) Anzahl Preis pro Einheit (K) Grundfaktor Wegstrecke (Km)
1 Jämlitz/Tämnitztal Pers onen Flach 193,00 25 E 7,72 2 3,86
2 Rohoel/Oel Flüs s ig Bergauf 280,00 20 E 14,00 4 3,50
3 Oel/Farben Flüs s ig Bergab 190,00 20 E 9,50 4 2,38
4 Farben/Möbelwerk Flüs s ig Bergauf 202,00 12 E 16,83 4 4,21
5 LKW Holz Fes t Flach 22,40 4E 5,60 4 1,40
6 Bretter / Möbelwek Fes t Bergauf 112,00 5E 22,40 4 5,60
7 Möbelwerk / Jämlitz Fes t Bergab 55,60 4E 13,90 4 3,48
8 LKW Bernau Fes t Flach 29,90 4E 7,48 4 1,87

Now I could start with the most complex formulae but I think pictures a worth
1000 words.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 69 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

End of Part 1

Summary

And so this little tutorial ends in which the basic mechanics of the game with
the help of pictures and calculations was explained.

The reader of this tutorial should be able to find solutions for many different
situations within in the game.

Furthermore it was clarified what fatal effects it can have if you try to master
Train Fever in a higher level of difficulty as a transport tycoon without any
planning.

With the help of the first 8 chapters even inexperienced users can do their first
steps in a traceable way.

That gives me some time as well to prepare following topics to advance into the
game and its difficulties more deeply.

I hope I could help you with this tutorial with your problems and questions that
occurred in the forum.

And in “part 2” you will see how I master the mountain with 9 wagons.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 70 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

Outlook Part 2
Because new problems and difficulties will occur further in the game “part 2”
will deal the following main topics.

Of course considering the operating costs and the correspondent special topics.

- Shift of location of industry


- Fleet management
- Load of tracks
- Controlling the trains
- Collection of tables and formulae
- Mods
o Introduction of the classes of goods for trucks
o Extension of the classes of goods for trains
o Building costs

And many other topics.

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 71 of 72


[Advanced] Tutorial Train Fever + Cargo Mod (modified)

Closing Words and Acknowledgments

Urban Games presented me with Train Fever a game that masters the balance
of an economic simulation and a model railroad excellently and there is nothing
comparable in this field of games.

For years there was no game that caught my fascination so much. A pretended
easy accessible simulation emerges as a game with enormous depth and
complexity.

A complexity and variety which is even increased by the modder who create the
work in their leisure time and provide them for free.

So many thanks at this point to you for your commitment.

And since we reached the thanks this also applies for my dear wife who
accepted temporal restraints for creating this tutorial.

Also I thank “LocoMH” who supported me as reviser for the final German
edition.

And a “very big” thanks goes to Keztam who translated this Tutorial into the
English language.

Thus, I remain, with a playful greeting


Kiwi 

Part 1 / Version 1.1_English / January 2015 / By Kiwi-NZ Page 72 of 72

También podría gustarte