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J

jackov

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Hello everyone!

I have been trying to become profitable for quite some time and seem to be failing at it quite horribly :(.

My current strategy is to focus on particular groups (blue collar workers in particular) and link their residences to their respective work places.

How can I improve my income? What strategies do you guys use?
 

unmerged(424960)

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I divide the map in different ticket zones, usually I follow how the map is build, so that every city is in a different ticket area. I make ticket at maximum but mantaining them "white". I pay drivers the minimum that can guarantee me that only 1% of people is ignored, technician so that they works 40 minutes/hour. I pay inspectors so that they will have about 85% happiness and I hire them enough to catch 45-50% of fare dodgers. That's the start.
What you say works, but sometimes it isn't enough. It's better to start on a big city with skyscrapers and such, so that your lines will cover an area enough populated. Choose areas with roads that works fine for public transport if possible, such as bus lanes for example. Start with building a long enough bus line, at least of 10-15 stops. Then add other bus lines to feed on this line. Usually I start with a metro line for this thing but if you don't know enough the game you can start with another transportation type. The bus is the cheapest so is the best for beginners, but you can try with a trolley line or a tram line. For example, a tram line that cross the entire city going on bus lanes or in the middle of an avenue would make it.

I don't know how do you play and where you can improve, anyway here another few tips:

a)How to build a line
Lines work better when you do them as in real life: usually they go straight on a road and follow a certain direction on the map. Absolutely don't make lines go circular*, especially when you are starting the game. You can do a little circle only in the end to make the vehicle turn back. Build stops so that those in the outward voyage and those on the return voyage overlap each other, more or less. This way cims can go to every point they want faster.
*You can make circular lines but remember to build them doubled. So if you are building a line around an island that's going clockwise build another line with stops overlapping the other line's stops but goes anti-clockwise. If you don't do that a cim that, the line being A->B->C->D, want to go from D to C should make the entire trip instead of a single stop.
Anyway I don't suggest to use circular lines in the first moment of the game, usually those are slower for connecting different zones. Circ. are best used to connect different radial lines each other.

b)Vehicles
I always start a new line with the cheapest vehicle, unless I am totally sure I will need something bigger. Then if needed I intensify frequency, when I reach a moment that 1h frequency isn't enough, I build bigger vehicles.

c)Timetable

My standard timetable is:
Day, weekend -> from 6:00 to 00:00
Night - > 00:30 to 05:30
I don't use rush hour timetables.

d)Where cims live/works
In a way it's ok to look where people live and where people work, but obviously you can't make a line that satisfy his needs for every cim. I think that the best way is to cover the city itself and the industrial district itself, then to link the two zones.
 

unmerged(719831)

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Nice explamation Bohser. I would also do this (I did it in Central City):

1. Link half the industrial to half the residential, so the line won't be too long.
2. Receive cashflow, then expand to the longer line that covers all of the areas (in that part)
3. Link both to another place (nearby suburb)
 

Gregorovitch

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I have tried connecting blue collar housing to industrial areas at game start and found it barely profitable.

The certain route to high profitability is metro because a) metro is inherently profitable since it carries a lot of Cims and is popular, and b) it also massively increases the profitability of tram and bus lines that intersect with it. If you borrow about 200k at game start (so you have 300k available) you can build a long metro backbone through the center of the city and three or four interconnecting tram lines that service key areas and still have #20k left over to get you through the first few days. You will incur repayments of ~15k per week for this, but your profits should rise to ~50k+ per week after a few days even after the loan repayment is deducted.

Another reason for doing this is it creates a solid logical backbone for your system around which you can create peripheral routes to expand coverage in the future so it's good if you're aim is to create the perfect modern mass transit system etc. It is however easy to to make progress this way. If you roleplay a situation where you self-limit access to finance you have a much stiffer challenge. Either way lines in the city center will almost always be busy and middle class people are willing to pay more for tickets than blue collar workers and pensioners. This not to say outlying lines cannot be profitable, but it is much more hit and miss especially until you have a big network to connect them to. Partly this is due to fact that the map overlays will tell you blue collar workers live here and there are factories over there, but that does not necessarily mean that those particular workers work at those particular factories, or even if they do they might not use your line because traffic is light at game start so they might just continue to drive to work because they think your prices are too high.
 

pyndec

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I would recommend starting out with lines running through areas of mixed use buildings (houses/workplaces and workplaces/leisure types). This should be successful because the line isn't just going from home-workplace, but also home-leisure and work-leisure. This should in theory triple possibilities given the same population.

It would also help to have these lines lead to the city center. You aren't just serving white collar workers and businessmen, but also pensioners, blue collar workers, and students. The data view is a bit misleading, but it turns out that a large percentage of blue collar workers actually work in the city center. This is mostly true with blue collar workers that live far away from the industrial areas.
 

qifrurgrtgn

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The problem why people have issues with becoming profitable is the lying tutorial.

It gives the wrong impression that connecting 1 work area with 1 living area would ever be a profitable operation, which it cant be. Factories only require workers in the morning and send them back home in the evenings, so any line connecting them will only be busy twice a day, which is more a job for a specialised taxi company (think company buses to the next train station at 8am and 5pm or similar).

To be profitable all you have to do is put lines in the denser population areas, then the line will service rushhour in the morning, seniors going to leisure around the day, students going to education during the day, rushhour in the evening, leisure at evening/night and leisure/student/seniors at the weekends. This is reasonable realistic, any transport company will prefer lines in high density areas because the same distance line will cover many more people and targets.

Sadly the tutorial does not explain this, but even encourages you to do the opposite and hence people have trouble. Its one of the first tutorials ever in my gaming history that actually misleads you so much and is plainly wrong.

So, to be profitable simply build lines in population centres.
No matter if bus/trolley/tram/subway, they all will be profitable, just one more than the other. And always remember the expectational factor at work in transport games, your first line only connects people who's start and target is on that 1 line. Once you connect a 2nd line to your first, people who start on line1 or line2 and have their target on line1 or line2 can travel, the target AND the start area both doubled, that is exponential growth. Focus on building 3+ connected lines in city centres and the money will come rushing in.
 

douglasrac

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I couldn't agree more. Start serving industrial areas is usually a horrible decision. Even if you tweak the timetable to only work when really necessary, you end up with very little to no profit. Also you cannot expect the workers of that industrial area to live close by.

The best way is to spend all your money, covering as much ground as possible at the beginning, with short lines and a lot of connections. Once you do that, people will be able to move to several destinations. You don't have to worry where they are going (just like in real life). Of course some parts require a bit of knowledge about destinations, but in most cases that is either unnecessary or impossible to know. A small art gallery in the middle of several house is a possible destination for someone that lives very far.

In other words, you need network effect. http://citiesinmotion.wikispaces.com/Mobility+Guide
 

unmerged(719831)

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I couldn't agree more. Start serving industrial areas is usually a horrible decision. Even if you tweak the timetable to only work when really necessary, you end up with very little to no profit. Also you cannot expect the workers of that industrial area to live close by.

The best way is to spend all your money, covering as much ground as possible at the beginning, with short lines and a lot of connections. Once you do that, people will be able to move to several destinations. You don't have to worry where they are going (just like in real life). Of course some parts require a bit of knowledge about destinations, but in most cases that is either unnecessary or impossible to know. A small art gallery in the middle of several house is a possible destination for someone that lives very far.

In other words, you need network effect. http://citiesinmotion.wikispaces.com/Mobility+Guide
I saw that too. Central City has 3 industrial 'zones', but still, even connecting all three of them is not good and makes you lose money because of drivers, maintenance, etc.