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TRM: Cargo and Passenger Income

von EloudaLightstarVersion 1.0Aktualisiert 27.10.2026Rev. 327,0 KiB
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Beschreibung

=== PART OF TRANSPORT REWORK MOD ===

Cargo pays for what it is and how it arrives. Passengers pay for the ride they get.

In the base game a crate of fish that arrives spoiled pays the same as a fresh one, and a coal train from across the map earns more than the mine next door. With this mod late fish gradually loses up to 70% of its price, and coal earns what the nearest supplier would, wherever it comes from.

=== FEATURES ===

  • Cargo priced by what it is. "Per Tier" values an item by the production steps behind it, raw resources least and vehicles most. "Per Good" blends that with the real-world value of the good, so fish, wool, meat and fabric pay more and sand, stone or cement less. A raw resource pays about a quarter more than a 2 km haul pays in the base game.
  • Freshness. The clock runs from the first pickup through the whole transport chain and pauses in specialized warehouses. Cargo that uses up more than 80% of its delivery time gradually loses value, fish, meat and vegetables down to 30%, grain and beverages to 50%, textiles and paper to 70%, bulk goods and durable products not at all.
  • Local supply. Distance is paid by how far the consumer's nearest supplier is, not by how far you hauled. Hauling coal across the map earns no more than the mine next door would, and a new industry near a town lowers prices there. 40% of the value is paid regardless of distance.
  • Overflow. Cargo forced into a full stock is destroyed by the game and still paid in full. This mod pays 25% of the price for it by default, or nothing.
  • Passenger fares. A boarding share of 10% plus distance, where a 2 km leg pays the base fare. Rail and aircraft pay more, ship and tram less. Comfortable vehicles pay up to 125%, bare ones 85%. Legs faster than a normal service of their era earn up to 100% extra, and slower legs never lose anything. Every vehicle a passenger rides is paid for its own leg.
  • Safe to add. The mod multiplies the base game's own price for every delivery and falls back to it if anything goes wrong. Add it to a running game at any time. The game's income difficulty settings still apply on top.

=== SETTINGS ===

  • Cargo Pricing ("Base Game", "Per Tier", "Per Good", default "Per Tier"). "Base Game" leaves cargo untouched and the other cargo options have no effect. "Per Tier" prices an item by the production steps behind it, raw resources least and vehicles most. "Per Good" blends that with the real-world value of the good, so fish, wool, meat and fabric pay more and sand, stone or cement less, balanced so the average good pays the same. Both are scaled so that a raw resource pays about a quarter more than a 2 km haul pays in the base game.
  • Cargo Value Spread ("Off", "Low", "Normal", "High", default "Normal"). Each production step adds 20%, 35% or 50% to an item's value. "Off" makes every item worth the same as a raw resource.
  • Cargo Freshness Decay ("Off", "Low", "Normal", "High", default "Normal"). The minimum price once the delivery time has run out. At "Normal" fish, meat and vegetables gradually fall to 30%, grain and beverages to 50%, textiles, paper and similar goods to 70%, bulk goods and durable products not at all. The clock starts at the first pickup, runs through the whole transport chain and pauses in specialized warehouses.
  • Cargo Freshness Decay Start ("100%" to "50%", default "80%"). The share of the delivery time that may be used up before the price starts to gradually drop. Below it the price declines linearly until the delivery time has run out, at which point the minimum for that cargo is paid.
  • Cargo Local Supply Pricing ("Off", "Low", "Normal", "High", default "Normal"). Prices cargo by the distance to the consumer's nearest supplier instead of the distance you hauled it, with 60%, 40% or 20% of the value paid regardless of distance. Hauling coal across the map earns no more than the mine next door would. "Off" prices by the actual haul, as in the base game.
  • Cargo Overflow Payout ("Full", "50%", "25%", "10%", "None", default "25%"). What is paid for cargo unloaded with the stop setting "Unload Even if Stocks Are Full" into a stock that is already full. The base game destroys that cargo and still pays the full price. Town buildings hold only a few items per cargo type, so a large load forced into a town is mostly destroyed.
  • Passenger Pricing ("Base Game", "Rework", default "Rework"). "Base Game" leaves fares untouched and the other passenger options have no effect. "Rework" charges a boarding fee plus distance, modified by the transport mode, the comfort of the vehicle and an express bonus for fast legs. Every vehicle a passenger rides is paid for its own leg.
  • Passenger Boarding Share ("0%" to "20%", default "10%"). The share of a fare paid for boarding regardless of distance. The rest grows with the leg, and a 2 km leg pays the full base fare. Higher values favor short urban hops, lower values long-distance lines.
  • Passenger Transport Mode Differences ("Off", "Low", "Normal", "High", default "Normal"). At "Normal" bus 100%, tram 95%, rail 110%, ship 90%, aircraft 140%. "Low" halves the differences, "High" widens them by half.
  • Passenger Comfort Impact ("Off", "Low", "Normal", "High", default "Normal"). At "Normal" the least comfortable vehicles pay about 85% and the most comfortable about 125%. Trains count their least comfortable passenger car.
  • Passenger Express Bonus ("Off", "Low", "Normal", "High", default "Normal"). Legs faster than a normal service of their transport mode and era earn a bonus: at "Normal" a leg 20% faster than the reference earns 20% extra, up to 100%. The reference rises slowly over the years, rail about 40 km/h in 1900 and 70 km/h in 2000, road 18 and 30. Slower legs never lose anything.

=== INGAME EXAMPLES ===

  • Fish delivered with its delivery time used up: 30% of the price.
  • Grain delivered late: 50%. Coal, stone or steel delivered late: the full price.
  • Transport modes at "Normal": bus 100%, tram 95%, rail 110%, ship 90%, aircraft 140%.
  • A leg 20% faster than a normal service of its era: 20% extra.

=== COMPATIBILITY ===

Works alongside other mods that adjust ticket prices, their factors multiply. Cargo moved through a warehouse is paid at the final consumer only, as in the base game. No cargo type, industry or town is changed. Option changes take effect at the next load.

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