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Reading the statistics

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Figures come from the game’s definitions and calculations.

Browse the vehicle catalogue or compare vehicles.

A vehicle page starts at its introduction year. Choose another year to see the ratings used in that era. For example, the Sternwheeler in 1930 has different noise and pollution ratings from the same boat in 1915.

Comparisons use one year for every vehicle. Unless you choose a year, that is the latest introduction year among your selections. The chosen year travels with links between pages.

The catalogue’s year filter hides unavailable vehicles. In a comparison, they stay visible with an Unavailable label. An end year of 1960 means the vehicle can no longer be bought from 1960 onwards.

Prices are the game’s unmodified purchase and annual running costs. Changing the reference year does not change these prices or simulate vehicle ageing. Your save’s settings and mods may give different results.

Choose Units in the header to switch between metric (km/h, kg, metres) and imperial (mph, lb, feet). Power has its own hp / kW choice, so either measurement system can use either power unit. Your browser remembers these choices.

Horsepower follows the game’s metric horsepower convention. Specifications also show the other power unit in brackets. Road and track prices convert to a cost per kilometre or mile; building prices stay per construction. Capacities, ratings and reference years do not change. Source-value disclosures retain the original game data.

Capacity can depend on the cargo. Selecting a cargo in the catalogue or comparison shows how much of that cargo the vehicle can carry. Purchase and running costs stay the same.

Each physical compartment can use one of its listed load options at a time. Separate compartments can carry their loads simultaneously; alternatives within a compartment share its space. The maximum shown for one cargo does not add to the maximum shown for another. A complete formation combines the compartments of its component vehicles.

A longer bar means a better rating. For noise and pollution, that means quieter and cleaner, not more noise or pollution. The labels follow the game’s ranges for the selected year.

Comfort applies to passenger transport.

Follow town demand and passenger destinations to connect production chains with their end users. Cargo pages link to their producers, consumers and compatible vehicles; infrastructure pages link back to the vehicles they serve.

A freight cargo’s delivery target runs from its first pickup to arrival at a destination. Exceeding it makes customers dissatisfied. For town deliveries, lateness reduces the delivery rating and can slow town growth; see the official town manual. The displayed minutes and seconds express the shipped simulation-time setting. Specialised warehouses pause the timer while the cargo is stored.

The loading speed factor scales loading speed for that cargo type. It is a coefficient, not items per second or a complete loading-time estimate: vehicle and facility handling settings also matter. For example, the shipped freight factor of 0.0625 differs from the passenger factor of 1.

The weight factor is a density coefficient: 1 is the default for heavy cargo types, while lighter cargo may use a smaller value. It is not a weight in kilograms.

See the official cargo definition reference for the timer and loading factor fields. Each cargo article retains its raw coefficients under Reference values and its full definition under Game data sources.

A vehicle example

The TGV Duplex has a top speed of 300 km/h and power of 8,770 hp (6,450 kW). Both figures follow your unit choices.