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

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Responding to a question in another thread, I realized that the cargo data sheet I've been using was imprecise. I've looked into the RT2_plat.EXE file and pulled out the actual numbers. Here's the spreadsheet (see attachment).

I am fairly confident of the column labels for everything except "distance factor". I can't quite figure out how those numbers (especially the many zeros) would be used. Maybe it's a bonus for distance and many cargoes earn nothing extra for distance at all.

Edit: I can now see that these "distance" values exist for cargoes demanded by cities and towns. Milk is the only such that has a zero. It's such an anomaly that I suspect it is an error. I now think that what I had labeled as a distance factor is really an urban demand factor. My next mod upload will have a 0.12 for milk. BTW, has anyone delivered milk directly to a city? Does demand ever recover?

Cargo v156.ods

Edited by jeffryfisher
Replaced original file from v1.56

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Hi Jeffry,

I've delivered milk directly to a city in some of the original campaign's early maps. You are right, demand never recovers.

By the way, can you mod. the amount of time before it rots? (Same for mail). On the 1 year represents 1 day's travel scale, I'd like to be allowed a full 12 months to collect (maybe 13 or 14 to allow for late running). Lose value in less than that time yes, disappear completely no. Historically railroads often ran mail (and milk) trains just once a day.

regards, Richard

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Thank you for uploading the cargo data again. I have two questions.

1) I was always under the impression that there are two separate factors that manage the time and distance sensitivity of cargo value (because there are "Ship Distance" values in Table 2-1 of the strategy guide and "Rot Factor" values in Table A-2). But, judging from your file, I now suspect that the "rot factor" is actually used for both effects. Is anything known about this?

2) Do you know the meaning of the last column which is labeled "Station Bldg"?

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Sorry, I missed your post.


1. In the later version of EXE data included with his US History map, this column isn't called "Rot factor" but rather "Distance Factor." Actually, these numbers don't line up with either set of values you mentioned in the official documentation. For example Mail's Rot Factor in the table is 10, Passengers 8 and Milk 5. The file shows: 0.54, 0.45 and 0.32. Ship data has only two freight values 0.1 or 0.2. The data in the file has a wide range of values across all cargoes. This is confusing to say the least.

Some people have said that it appeared that the ship distance criteria was accurate. Those with 0.2 seemed to benefit from longer hauls. My own experience lines up with this. Food is worth hauling long distance, Lumber is not.

The only mention of rot in the strategy guide is this:


The later the date, the rot factor is increased as trains become faster.

My personal take is that game date has the biggest influence on "rot factor", which is why the list was only put in the appendix.


But it's not that easy, the very next sentence


Some cargoes are more time sensitive than others are. These rates can be checked in the "Days to be delivered" column on the reference card or by right-clicking on a cargo to see the basic delivery time you have.

links "days to deliver" with time sensitive, which with a basic understanding and context could be assumed to be "speed of delivery." So my speculation is that both are used to determine rate of revenue loss aboard a loaded train.


I haven't experimented with the EXE file myself, but surely this theory could be tested easily if you control everything else, but just change the "days to deliver" on a specific cargo? If someone doesn't try it sometime, I might even try to poke around in the hex editor to test this idea.


2. This means that there is a station building that affects that cargo. For example the Refrigerated Storage building affects Produce and Milk.

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