blazespinnaker wrote: Sat Feb 13, 2021 12:10 am
"Longer trains are the most important advance in achieving economies of scale in the past quarter century.”
That's a shame i can't read the original article, they ask me to register.
I was curious to see where in the world did the analysis took place. I anticipated places like Australia, USA, or Russia, vast countries where you have vast area with low population density, and a business around raw material being exported. ( vs places like europe or japan, densily populated, low raw material export.)
Also i was curious on whose perspective was developped, by that i mean from the eyes of a train company, you reason differently than in the eyes of an official appointed to plan urbanism/developpment in region, state, oblast, country or even internationnal transport, like the silk road.
I've learn a few things from years spent doing extensive research on city-building game, if you focus toward realism, you need to understand why things look this way, what is it that you see on googlemap, what it's purpose.
Things that comes to mind are the history of how things were built: in England, Germany and France, who were amongst the first to build a "national train network", were also empire with different level of centralization and free entrepreneurship?, like fully centralized toward Paris, politicaly and physically ( the rails! ) with the state planning to build a military oriented network of troop transportation in France. While in England the "transporting troops" to the border didn't play the same role, due to it being an island surrounded by lots of their own military boats and having started with trains way earlier. Germany wasn't centralized, and trains were built in different states each of them looking like a knot of a web in a map. In those 1800 1900, USA started last for trains, but having such vast territories ended up with way more miles of rails and even more in kilometers, the epoca of the goldrush, and civil war, land given to various private company by congress, all those are just the inital conditions for the current networks.
If you (only) consider the past quarter century, you are looking at a stock graph of the last week for a lifetime investment !
trains are serious business ! haha not so seriously, the networks are built with a very long life expectancy, even if you redo the rails, you rarely modify the trajectory after everyone has built around it right ?, real life like factorio , or i thought so.
I really enjoyed seing the mapview pictures, from T-A-R, i guess the visible stations are not made to be moved often hehe but from blazespinnaker, ( on the one loop thingy) it offers a picture of point in time of a semi-permanent network, it shows a way to manage over time the fact that the ressources input location vary ( for mining ressources not oil is that where you build your assembly line ? ). The unloading station are designed to be permanent, and you strealimned the process of making new station for such long train every time a new mining patch deplete. Also you only have a single lane of track, not like 4, not even 2, just 1 making it even easier to redraw the rail.
I think both mapview pictures are very typical examples of factory planned in-depth to make the better use of long train. ( the spiral miner

, avoiding crossing as much as possible) I think the similarities with real life become less strong, but can be extended to freight boats, or passenger planes.
Wether it is for train, boats or plane, the trend to make them bigger also goes with the trend of reducing the amount of stations, harbour or airport, that can host them. because each of them is a bigger and bigger investment as the vehicule is bigger, each of them generating more traffic, covering, on the territories a larger portion of the map, and of the person that needs transportation and goods. Then unlike boats and planes, trains requires tracks layout, and crossing that are not just arbitrary channel and those also needs costly adaptation if/when the vehicule change.
This i see as the main incentive to "standardize". It is thought from the point of view of what would be the logistic manager person, making efficient design considering previous points as core philosophy. It is an economy mostly from the perspective of the network manager.
In real life it is a constant struggle for local official who would want to be connected with infrastructures, but carefully since it would devaluate some properties, which can cost them popularity, but also increase the value of an area, with cheaper freight access, and more activity available in a X-hour radius. The trend of "less numerous but bigger", also called "economy of scale" in some context increases the stakes for each station, each of them generating more jobs/activity, but the opportunities are less and less numerous.
To answer your question more directly, i don't standardize on very long train, the total opposite, i mainly do short trains, and like to have some quirks and weird trains, of different size, or loco placement, schedule and things. I like the way it looks and feel when i play in those maps. What you call nightmare i call beauty, the grid thing has that organic feel of something that grew from a standard DNA/blueprint, but then locally adapted here and there to the reality with as stacker here, a bunch of spagetthi there, some regular assembly line in both direction " where it fit", no wonder why you found the big loop boring haha
Also i leaned toward that due to the annoyance i felt when having to move very long train station. It seemed to me easier to learn how to deal with smaller train, rather than to learn to better plan for long train. It feel to me more versatile, which is good when you can't make up your mind and always want to leave some room for things just in case.
I'm also curious to see if other people are standardizing on very long trains ? It's enlightning to see what doing so leads you to design afterwards. It offers good inspiration to plan for a map without starting your reflexion from scratch.