Re: P****enger routing code?
Reply #95 –
This requires to set the max-load to 0% ?
Imho, it would be more intuitive if overflowing is treated on the supply side, that is, p****engers/goods start to travel only if a route without overflowing stations is found. Otherwise they try to use a network from a different player or do not travel at all. Such a system hopefully balances itself out in the long run. To avoid switching effects, one can use a soft barrier, ie. a route is rejected with probability p(x) if stations on it are full to x percent.
Here is another, different idea (from gerw) for goods: Each industry stores the amount of goods that are on the map and going to this industry. A supplier will send goods to a particular industry with a probability inversely proportional to the amount of goods already traveling to this target. This could solve problems, where goods are travelling via unintended connections.
Maybe a similar system could be applied to p****engers too?