Thomas Crampton

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1. Detailed Questions About the Math of Demand

So I sat down and did some map editor experiments, and here's what I found when you link 2 bauxite mines to an aluminum mill next to a coffee farm and a produce farm, and feed it all into one cannery in 1.57: Supply 4 bauxite -> 4 aluminum + 2 produce + 2 coffee. Cannery makes 8 food total. (Enough to feed a city of 40 houses per year.) Long term cannery station demand averages: ~1 aluminum, ~4 produce, ~4 coffee. Bulldoze the coffee farm and repeat the experiment. Supply 4 bauxite -> 4 aluminum + 2 produce. Cannery makes 4 food total. (Enough to feed a city of 20 houses per year.) Long term cannery station demand averages: ~1 aluminum, ~4 produce, ~7 coffee. Go into the map settings and disable coffee farms (thereby eliminating the possibility of coffee cars): Supply 4 bauxite -> 4 aluminum + 2 produce. Cannery makes 4 food total. (Enough to feed a city of 20 houses per year.) Long term cannery station demand averages: ~1 aluminum, ~4 produce, null coffee demand. Since the demand numbers for aluminum, coffee and produce from a cannery are all 3, and the equilibrium number for permanent 5 demand is ~1.5, this is basically empirical proof that cannery demand for aluminum and steel are always 3, regardless of whether coffee and produce are both available. Don't ask me what happens with the weapons factory, where the vanilla values for rubber demand are 1.5 and 0.5 and the 1.57 values are 1.5 and 1.0. I suspect it will always go for the smaller value. The parallel production buildings without combination play the trope straight though, and are most profitable if you service all of their inputs. (Which is rather suggestive.)

3. Detailed Questions About the Math of Demand

Well, I've basically conducted enough tests to convince me I've got the orthodox supply and demand model mostly figured out. I've attached the excel sheets containing the values for the 1.57 fan patched executable. I'm about 50-60% done my toy DB app for planning train routes now. Roughly speaking, the demand numbers for each industrial building are listed in the float called demand in jeffryfisher's extraction of the executable. However, pouring 4 units of coal and 4 units of iron into a steel mill doesn't result in a long term equilibrium demand level of 5. It's actually closer to a long term equilibrium of 2 or so. Getting any industry to an equilibrium demand level of 5 requires you to deliver about half of its demand requirements. Since 70% the revenue on twice the volume still nets 140% of the revenue you get keeping the price at 100%, and since you probably use fewer trains to do it and get to buy a steel mill gushing cash on top of everything else, you'd be kind of a fool to shoot for maintaining level 5 demand. Multiple industries don't stack demand proportionately, but multiple houses DO. There are a lot of cases where the demand and supply numbers don't quite line up. 2 1/2 bauxite mines sate 1 aluminum mill which sates 1 2/3rds Tool and Die Factories, for example. I've classified industrial buildings into 3 types. Single, Combination and Parallel. Single input buildings are places with one input and one output, like aluminum mills and fertilizer factories. Combination input buildings are 2 things in, one thing out, like steel mills. Parallel have two inputs that aren't combined, like a textile mill. There are also parallel pairings, such as the weapons and munitions factories and the cannery, especially between 1910 and 1930. Outstanding questions: Do buildings with parallel pairing inputs experience extra demand for one half of a pair if the second half is unavailable in the scenario? Example. Canneries have 3 demand for produce and 3 demand for steel or aluminum in the Canadian Pacific "Crossing the Divide" scenario, but there is no coffee, which would generate 3 coffee demand for each cannery along with 3 demand for steel or aluminum. So does each cannery generate 3 demand for produce and 3 demand for steel and/or aluminum OR does it generate 3 demand for produce and 6 demand for steel and/or aluminum? (Note that between 1910 and 1930 canneries generate 6 demand each for produce and coffee and 6 each for aluminum and steel, because it's generating demand for all 4 possible permutations of input combination.) What's the deal with the demand model for Metra scenarios? These values mostly weren't included in jeffryfisher's extraction. It looks like the commercial and retail buildings convert commercial commuters (people coming from housing or the airport) back to residential commuters (people going back to housing) at a 1:1 exchange rate, but don't have stated demand values like the industrial conversion buildings. Maybe, if we're very lucky, all buildings have a fixed demand throughput in Metra. (There's only the one airport terminal though. So it'd be very sucky if it were limited to 6 carloads per year.) I also have no idea how depoting would work in the Metra. It looks like it would be convenient to offload people who want to go to the airport from the residential areas into the downtown district where dedicated airport shuttles would pick them up and take them directly, but it isn't clear that would work. Does 1.57 introduce new bugs while fixing the ones it did, and if so, is it worth trying to fix them? EDIT: Fixed some errors in the excel file on grain and fertilizer bonus production. RRT2 Demand.xlsx
4. Detailed Questions About the Math of Demand

I was aware demand was station and not building specific from reading the forums. The data in the extracts from your US History map post is making me scratch my head more than a little. It seems my theory of industrial demand is fundamentally wrong in one of its two assumptions. Either the numbers listed in the demand for each building don't correspond to a fixed number of loads per year (and the subtable linking to models to floats suggests that may be true) OR the premise that two industries of the same type served by one station have the same demand as two industries in different (non-overlapping) stations is inaccurate, and there's a "diminishing return" of demand fulfillment. This thread seems to agree with the latter. Meaning that routing the products of two bauxite mines in two separate locations to aluminum mills in two separate locations is not equivalent to routing them to two aluminum mills in the same location. So my experimental plan of pouring a fixed amount of supply through a station with n industries and balancing them to an equilibrium point is deluded. Oh well. I was getting sick of painting clusters of factories anyway.

6. Cargo Data for v1.56 (ripped from EXE file)

I'd speculate that (apart from the discrepancies between the integer rot factor values in strategy guide appendix table A-2 and the fractional values for ship distance in table 2-1) the differences between the info found in the strategy guide and the extraction from the 1.56 executable represents game balance tweaks made for the Platinum version. Or possibly tweaks made in between the finalization of the text of the print edition of the strategy guide and the finalization of the code for either the Second Century expansion or the Gold version. There's probably still a considerably larger gap between the finalization of a printed text and the beginning of a print run than that between the finalization of a gold copy of a software and its distribution, although this may have been more or less 25 years ago when physical printing was less digital and CD-ROMs were still the go to media of software. It looks like the rot factor and the distance multiplier are the same thing. The bigger the rot factor as fraction of 1, the larger the multiple of the default price you get per hauling distance, and the faster that price "ticks down" as you take longer to get there. The speed of that ticking goes up the later the game year. This also implies the factor is the base of an exponent. If you could make a similar dump of the values in the executable file for the various industrial buildings, I would reward you with 10 million Atreidesbucks.* (*Not negotiable currency only redeemable on Arrakis between 10190 A.G. and 10191 A.G.)
7. Cargo Data for v1.56 (ripped from EXE file)

So, if anyone is watching this, there's a discrepancy between the column name in JeffryFisher's extract "Distance" and the official strategy guide where the values are listed as "Demand per House". I've been doing map editor assisted experiments for deriving demand values, and it seems more likely that the latter is true, because there does seem to be a correlation between consumer demand regeneration and the number of houses served by a station. EDIT: FYI for anyone looking for the strategy guide and appendix with the official tables, they're included as HTML files in the Steam installation directory, and thus probably the GoG version as well.
8. Unofficial Patch 1.57ddh

Note to anyone else reading this: Steam will "helpfully" overwrite the patched file with the original exe in its zeal to keep the installation up to date. To avoid this fate, you need to set the "Updates" settings in the game's Steam properties to "Only update this game when I launch it" and "Never allow background downloads". Then you need to avoid ever opening the game through Steam. This can be done by pinning the executable to the taskbar or using a desktop shortcut. It would still behoove you to backup the patched executable, and possibly any scenario map files you might have gotten from Fix your Ports.