5. A tweak to the trading element. If I am picking up grain for cattle then that grain should cost me something just as IRL. This also affects supply. If I go to pick up cattle but they haven't been properly supplied with grain then they would cost me a lot more and if they cost me more than what the city pays then I have to move grain to cattle to lower the price. I realize the current system does this but with wait times. Let me try to explain the difference: under the current system if I am hauling cattle and I am away from the game and cattle is not being supplied it just takes my trains longer to make the trip. With my suggestion if I am away from the game and cattle are not being supplied then it will end up costing me more per cow which will affect my total revenue, if I don't have enough money to purchase the cows then I cannot make any revenue, if the receiving city/facility is paying less for the cow then I am paying then I am losing revenue. Therefore it is in my best interest to make sure that the facilities are properly supplied.
Ummmm, in this part the game works as "IRL" already, and you just have a wrong conception about it. Also, no "you don't see the trade behind the scenes" magic is needed to explain the economic actions there. The point is, that you don't run an trade enterprise, which buys and resells stuff, but a transport enterprise, which means that you get paid for the service of transporting goods. And you get paid less for this service of transporting a specific good, the more other transport enterprises offer to haul the same good. The loss in money you can make there is, when you create less income with offering this service, than your costs for buying and repairing trains, buying waggons, buying tracks etc. are.