Transfer hub strategy: Revision history

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5 December 2022

  • curprev 20:3920:39, 5 December 2022Hannibal talk contribs 2,021 bytes +2,021 Created page with "Here are some of the theoretical trade-offs to think about when timetabling a realistic long distance network with core/periphery portions, overlapping lines and transfers. IRL networks are rarely optimal in game, because pax do not penalise transfers IRL long distance mainline rail networks often look like example 1 in the picture with lots of point to point lines at low frequencies. In the game, this design is less successful, because pax just turn up and don't plan t..."