Cargo income

Contents

Overview

The amount of money earned when delivering a Cargo is determined by four factors: type, amount, distance and days in transit. In other words, it is the product of the cargo payment rate, amount of cargo, transit distance, and time factor determined by days in transit.

Before OpenTTD 1.0/r17437, transporting Valuables a distance of fewer than 10 tiles yielded no money.

The transit distance is measured as the manhattan distance between the origin station and the destination station.

The time scaler penalizes slow transportation. Each cargo type has two numbers, days1 and days2, that determine the boundaries between "fast", "medium", and "slow".

Note: One "day" on this page is actually 2.5 days in the game. So if days_in_transit = 4, then you use 4 in the calculations that follow, but actually the cargo is already 10 days in transit.

Income Formula.png

Income(cargo, amount, distance, time) = cargo payment rate ...

This function has the following form:

/File/en/Manual/Game Mechanics/Income vs time.png

Constants

Cargo Type Base payment rate Days1 Days2
Batteries 4322 2 30
Bubbles 5077 20 80
Candyfloss 5005 10 25
Coal 5916 7 255
Cola 4892 5 75
Copper Ore 4892 12 255
Diamonds 5802 10 255
Fizzy Drinks 6250 30 50
Food 5688 0 30
Fruit 4209 0 15
Gold 5802 10 40
Goods 6144 5 28
Grain 4778 4 40
Iron Ore 5120 9 255
Livestock 4322 4 18
Mail 4550 20 90
Maize 4322 4 40
Oil 4437 25 255
Oil (subtropical) 4892 25 255
Paper 5461 7 60
Passengers 3185 0 24
Plastic 4664 30 255
Rubber 4437 2 20
Steel 5688 7 255
Sugar 4437 20 255
Sweets 6144 8 40
Toffee 4778 14 60
Toys 5574 25 255
Valuables 7509 1 32
Water 4664 20 80
Wheat 4778 4 40
Wood 5005 15 255
Wood (subtropical) 7964 15 255

Visualization

The following graph shows the income from delivering 20 passengers a distance of 100 tiles at various speeds. The vertical axis is income in £, while the horizontal axis is velocity in km/h.

/File/en/Manual/Game Mechanics/Speed vs income.png

As you can see, the speed of the vehicle has a dramatic effect until about 50 km/h, at which point it starts to level off. (The growth is logarithmic.) According to the equation above, the income of passengers delivered at 100 km/h equals 96.2% of the income delivered at 600 km/h. Since increasing the speed produces diminishing returns, it is often better to optimize other factors, such as the cargo capacity of a vehicle — especially when dealing with planes (each of which are far off to the right of this graph, regardless) or with shorter routes (where speed has a smaller effect, as we'll soon see).

Farther distances are more sensitive to speed. Take a look at the passenger delivery over 500 tiles:

/File/en/Manual/Game Mechanics/Speed1.png

This time, income of 100 km/h is 67.1% of income of 600 km/h, which means that a faster vehicle will substantially increase our income.

Furthermore, we get a very interesting graph when we plot distance versus income, with the same 20 passengers at a speed of 100 km/h):

/File/en/Manual/Game Mechanics/Distance vs income.png

At approximately 600 tiles, you will begin to make less money, because the decline in value due to the age of the cargo overcomes the growth in value due to the longer distance. Furthermore, if you pay close attention to the above equation, you will notice that if it takes too long to deliver a cargo, the time component will never be lower than 31. This implies that for very long routes, the distance component overcomes the time component, effectively making the days in transit moot. (Note that this is not the distance of the route taken, but the shortest distance between the two stations, as noted above.)

Also, if the vehicle is faster, larger distances can be reached without a dip in income. Here is an example showing the income for a vehicle with a speed of 300 km/h at various distances:

/File/en/Manual/Game Mechanics/Distance vs income2.png

Similar graphs can be drawn in-game using the new graphs patch.

See also