Ingresos por carga
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The amount of money earned when delivering a Cargo (en) is determined by four factors: cargo, amount, distance, and days in transit, and 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 (en) a distance of fewer than 10 tiles yielded no money.

The transit distance is measured as the distance 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

Magic Numbers

Here, "Base" means the cargo payment rate.

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


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

Image shows how income depends on 20 passengers delivered 100 tiles away at speed v (in km/h). According to this page equation, income of passengers delivered at 100 km/h equals 96.2% of the income delivered at 600 km/h. This means that the speed of the vehicle sometimes must not be prioritized as much as for example vehicles cargo capacity (especialy dealing with planes).

Also, 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% against 600 km/h which means that faster vehicle will substantialy increase our income.

Furthermore, very interesting graph we get from distance versus income (same 20 passengers but at 100 km/h):

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

It is interesting to note that aproximately at 600 tiles you will be getting less and less money, because value of the passengers is falling faster than growing for a longer distance. To add more, if you pay close attention to this page equation, you will notice that if it takes too much time to deliver a cargo, you will be getting constant value of 31 for time. This suggests, that you can get very big income dependant only on the distance if the distance is extremely big (straight line).

Also, if the speed of the vehicle is greater, larger distances can be reached without loss in income. Here is an example of speed of 300 km/h:

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

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

See also