Redesigning the cargo economy model(s) for RR Tycoon III

Part I
The following thoughts are addressed to fellow RR Tycoon III users familiar with creating and modifying elements of the program as described in the hawkdawg forum, notably under the guidelines developed by reverse-engineering and published by users. The undersigned does not claim to be an authority on the subject covered and the whole content has to be regarded rather as an incentive to further discuss and elaborate the simulation of cargo economy than a finalized, perfect suggestion.

Introduction

As far as Railroad Tycoon is concerned, cargo has the following main aspects:
  1. the nature and properties of the various goods
  2. the nature and properties of the businesses producing or processing them
These properties include out-of-the pocket costs, manufacturing processes, commercial prices, associated wagon type, historical periods of availability etc.

Categorizing all goods transportable by rail

As implied elsewhere, the program's internal matrices dictate a maximum number of 52 cargo types, stored in the "Types" subfolder of the "Data" folder in the form of .CTY files containing the necessary information about each one. An attempt to add a 53rd Cargo Type in that subfolder will cause the program to crash immediately upon loading any scenario. So, everything that might be transported by rail (practically any conceivable commodity) has to be squeezed into one of as few as 52 general categories (or cargo "slots", if you prefer).

This has obvious drawbacks, in terms of fine detailing, but also a significant advantage in terms of playability. A more detailed categorization of goods might add undesirable complexity to this 1-man-management game, lead to almost unmanageable micro-management (pun intended) and consume far more time than acceptable for leisure/edutainment purposes.
Of these 52 categories, up to 49 are handled by the programm as conventional freight. 3 of them -by default Passengers, Mail and Troops- are designated as "Express" and handled differently, with specific origins/destinations, not moving around according to price fluctuations.

Mind that these 52 -or rather 49- cargo categories may differ from scenario to scenario, provided that a separate game installation is used for the scenario in question. We can say that proper configuration for every geographical / historical occasion will require a separate setup. With storage costs per Gigabyte continuously dropping, there is no reason to try to squeeze every conceivable railroad from 19th-century Britain to 21st-century China or 20th-century America, into the same installation, which poses unacceptable restrictions.

Is there an advantageous starting point to utilise as a basis for a rational cargo structure?

Few known attempts have been made so far to define a plausible and rational set of these 52 or 49 categories. Basically, the user-enhanced 1.06 version and "Trainmaster" feature fully-deployed cargo sets. "Trainmaster" does contain some creative and useful ideas, that have to -and will- be incorporated in further developments. On the other hand "Trainmaster" suffers from the fatal mistake of unnecessarily renaming stuff -which should have been done exclusively through the RT3.lng language file-, to the extent that keeping its content will require painstaking modifications of cargo-related items. Version 1.06 does employ a paradoxical internal name format (e.g. "~4465Ceramics" instead of plain "Ceramics") for the freight classes that it introduces in addition to the officially available game, probably in order to separate them alphabetically, nevertheless I think that version 1.06 constitutes a better starting point towards an improved cargo structure than "Trainmaster".
The limit of 52 cargo slots dictates a process in 2 stages. First, we would weed out unnecessary breakdowns of largely identical cargo classes to save slots, then we would see how to cover available slots with uncovered or insufficiently categorized stuff.
The following are not arranged absolutely alphabetically, but rather taking into account proposed mergers of items. Approved renamings will take place exclusively through the RT3.lng language file, leaving the codenames used in production chain definitions intact.
Item suggestion by Stoker Verdict/comment by Sbaros
~4465Ceramics

~4467Concrete Rename to Cement
~4469Crystals Rename to "Sand" Rename to "Aggregates" and merge
~4513Rock
~4475Dye Rename to "Hides" Abolish altogether. Dye can be considered part of Chemicals and "Hides" covered through "Cotton/Wool"
~4476Electronics

~4488Ingots

~4493Machinery

~4505Ore

~4494Medicine Rename to "Consumer Goods" Disagree in principle. However, the slot can be merged in "Drugs/Alcohol", as far as the latter's medical use is concerned


Non-medical Alcohol can be considered as Beverage and included in "food & drinks"

Alcohol
Aluminum

Ammunition

Automobiles

Bauxite

Cheese Rename to "Packed Food" Rename to "Perishable Food"
Chemicals

Clothing Rename to "Textiles"
Coal

Coffee Rename to "Exotic Foods" Rename to Food & drinks
Corn
Rename Grain to "Cereals" and merge
Grain
Rice
Cotton
Rename to "Cotton/Wool" and merge
Wool
Diesel Rename to Fuel Suggestion Rejected
Fertilizer

Furniture

Goods

Rename to Hardware
Iron
Rename more accurately to Iron Ore
Livestock

Logs

Lumber

Mail

Meat
Rename to “Meat/Fish” in order to make it available from Fishports and process it in the food industry. Or better merge with "Perishable Food"
Milk

Oil

Paper

Passengers

Plastic

Rename more accurately to "Polymers"
Produce

Pulpwood

Rubber

Steel

Sugar

Tires

Rename to "Car Accessories". Tires alone cover an unacceptably tiny percentage of an automobile-carrying wagon.
Toys Rename to Luxuries
Troops

Uranium

Abolish altogether. Nuclear stuff constitutes an especially insignificant portion of surface transport business
Waste

Weapons

New Cargo

Note: The general "Food" category was deemed too generic in terms of logistical properties. So, a "Perishable Food" subcategory was created to cover items with rapid deterioration rates requiring refrigerated transport, in contrast to long-lasting ones. "Exotic Food" doesn't necessarily need to be differentiated, once it is made available through appropriate seaports.
All in all, we have 7-8 slots (if we include the unused "New Cargo" entry) made available through merging and deleting. To the best utilisation of these, there are probably more than 1 options. Through real-world experience, we have the following suggestions:
  1. Salt is a pretty much unaccounted for commodity, despite the fact that salt sources often feature their own dedicated rail sidings.
  2. The sole "Automobiles" category may be considered inadequate, as heavy road vehicles are addressed to a totally different clientele, while they are not sufficiently covered under the "Machinery" label, both in terms of production and sale centers.
  3. Pipes and Wire are essential standalone commodities in the modern engineering industry and quite discernible within the related railfreight business, justifying inclusion in this project.
  4. Flour sounds like another welcome proposal from "Trainmaster", as it constitutes an important Intermediate product -and cargo- between raw "Cereals" and consumable "Food".
  5. Another major issue is receptacles of all kinds: Being hollow, they will fill many more freight cars than their raw ingredients will. So, they are far from logistically equivalent with other items of the same composition. A carload of tree trunks will produce far more carloads of, say wooden barrels than flooring planks. A beverage industry on the other hand, cannot produce more carloads of stuff than the carloads of receptacles it receives no matter if wooden, metal, glass or plastic. It seems unavoidable to provide a single slot for receptacles, regardless of their constituent materials, to provide all businesses with the containers necessary for shipping their products.
  6. Sugar-producing crops form a significant percentage proportion of rail traffic worldwide of a unique nature, which cannot be succesfully incorporated in the "produce" or "cereal" categories.
  7. Aerospace parts are not only a traceable part of modern railfreight, but more significantly an important missing link towards a balanced aluminium production cycle.
  8. Animal Feed better not not be treated as part of "cereals" because it also comprises leftovers from the entire human food & beverage industry that justify a dedicated slot.
So, the definitive commodity list as of April 2025 is formulated as follows:

Animal Feed

Alcohol-Drugs

Aircraft Parts

Aggregates

Aluminium

Ammunition

Automobile

Auto Parts

Bauxite

Beets Sugar

Cement

Ceramics

Cereals

Chemicals

Clothing

Coal

Diesel

Electronics

Fertilizer

Flour

Food-Drink

Furniture

Hardware

Heavy Vehicles

Ingot

Iron Ore

Livestock

Logs

Lumber

Luxuries

Machinery

Milk

Oil

Ore

Paper

Perishable Food

Pipes

Polymers

Produce

Pulpwood

Receptacles

Rubber

Salt

Steel

Sugar

Waste

Weapons

Wire

Wool-Cotton

The above is thought to apply to temperate-zone, industrialized regions. Undoubtedly, each one of the ultimately discarded cargo categories -and many more- will find a place in special-case scenarios at the expense of others.

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