Search Results

Search results 1-3 of 3.

  • (Quote) What do you mean by "better"? There are several routes that produce more than $1000/unit profit, and at least one that I use with $2000/unit profit. It seems to me a lot of players are just plain lazy, and want immediate gratification (e.g., million$/hour). I can make over $1million/hour without leaving NY, and this is with a lowly serafina freighter. You want wealth, and the advancement it brings? WORK for it! My gut feeling is this is the very reason OP closed the hyper-profit routes …
  • @RGHawk- the whole point of my reply was to question the practice of focusing on trains. The way I see it a trade route does not have to be serviced by a train alone. As you pointed out, there is no trader's license; ostensibly because large-scale commercial operations were not something that were anticipated, only made possible. If someone wants to idle their time away slogging down the lanes with a train, more power to them, but they shouldn't complain that the game is now no more interesting…
  • Just one suggestion for the sake of the "truckers" - make mooring points at the largest bases functional for trains. I'm thinking of the Newark/Ft. Bush class of station, with wide separation between moors. This would more than double the accessible points for trains to trade, but cause OP untold headaches, as he works out how to do it without breaking something else in the mod...