passenger_standard_distance is 25 in SoE, but for distance it is the average of the two closest cities. One of the cities must be from the same region.
I can confirm that there is a mistake in the calculation at the start of the endgame for cities 2-10. It should consider the last 24 hours, but only considers the last 60 minutes.
It's unlikely that we can fix it until Saturday's endgames, but very likely to be fixed for the next round.
We are very sorry about this issue.
I think good teams can overcome that situation. And it can also slow down the leading city and make the race more exciting.
The number depends on many variables:
- "passenger": This is defined for each city level and server speed setting (2x speed -> "passenger" is just half the amount of 1x speed)
- number of active connected players: For platform X only players that transport goods or passengers to the city count
- city_depots_normal: default number of expected active players per city (=50 for platformx, =100 for all other scenarios)
- passenger_standard_distance = default distance between two cities in hexagons (one track is usually 6-8 hexagons) - =25 for platform x and classic
- distance to nearest city = number of hexagons to next city of shortest track connection
Number of required passengers = "passenger" * ((number of active connected players / city_depots_normal)^0,5) * ((passenger_standard_distance / Distance to nearest city)^0,5)
Endgame: factor 5
Platform X, 2x speed, 125 active players, city level = 39, distance to next city = 40 hexagons (1 track is usually 6-8 hexagons)
Number of required passengers = 3,600,000*((125/50)^0,5)*((25/40)^0,5) = 4,500,000
Endgame = 5*4,500,000 = 22,500,000
You are right. Players that bring passengers to the city do count as active as long as the passengers are still needed.
The feature on our list means that you can win the BE of era 2 in an era 4 competition, if you already have the BE of era 3. It does not mean that you can win the era 4 BE in an era 4 BE competition.
4 of the 5 ideas are still on our list. Split laboratory is not on the list anymore. This turned out to be quite complicated to understand and had a huge impact on research point calculation.
Some of them are not as easy as you might think they are.
For the career train the schedule systems must be adjusted as this is the only engine that can haul goods and passengers, then.
A basis of 100 means that the overall difficulty won't change much for big servers (at the beginning less, later more than 100 players), but for small servers it will get significantly easier. And that's good. I saw some level 4 landmarks at the end of era 5 on the scandinavian server.
A basis of 70 would make it harder for everyone. Whether the real average number of players per city really is 100 doesn't matter.
Number of active players connected to the city
required tons (old) - Landmark level 3
required tons (new) - Landmark level 3 10
31,623 19,953 25 50,000 37,893 50 70,711 61,557 100 100,000 100,000 200 141,421 162,450
Some examples how it works. Definitely better for cities/landmarks/regions with less players than before.
The changelog note is not 100% correct. The change is that the required amount of goods and passengers stronger depends on the number of connected players to the city.
For landmarks of cities with less than 100 active players connected, it is getting easier than before.
We change this because cities/regions with many active players had an advantage. And it was too difficult for game worlds with few players to level the landmarks.
Furthermore we lowered the amount of goods needed for landmark Level 2 by 60%.
Why is my clash train slower than other clash trains? Like, im starting same time with other guy, draw the route before train stops at some mid-points, and still i come late. Sometimes I cover 2 spots and opponent covers 3.
All trains have the same speed, but horizontal routes are longer than diagonal routes.
Switch between 'Delivery' and 'Collection' on the left to see the players delivering TO or FROM the harbour. It displays only today's transports.
Have a look at the tendencies and you will find out who is doing what quite fast.
The reason for the 10 stop limit is performance. You can also split your trains with the same result.
The consumption depends on the number of active players in a city and the progress of the city compared to the time played.
As we have a lot of players on this server and the first levels were fast, the consumption is quite high now. There is a maximum of 30% that has been reached in some cities. The consumption will slow down a bit now for level 4 cities. Some cities managed it to become level 5, though. Keep pushing!
Interesting discussion going on here.
We are also thinking about cancelling all votes at the beginning of each era.
But some of the mentioned points are not true:
- Votes of inactive players > 72 h are already deleted (since ever) and
- Players don't have to vote in the tutorial anymore (was changed a few months ago)
It is one wagon per lottery level. Max. lottery level is 5 starting at 60k prestige.
Both ideas already exist in our system. It's just a question of time.
This was one of our community features, but it didn't win.
Nevertheless we are thinking about it.
My first idea was a new upgrade for 3,000 career points for passenger transport (available after era 6 goods) and factor 10 for tractive force.