A Hub-and-Spoke Network is a localized feeder system strategy to bypass the strict inner mechanics of the game.

Watching Master Hellish’s Season 12 co-op streams clear up exactly why they are using that specific, unusual layout. Combining ultra-fast Vactrains with a localized feeder metro system is actually a brilliant strategy to bypass the game’s strict inner mechanics, even if it looks bizarre on paper. [1, 2, 3, 4]

The layout relies on specific mechanics to function effectively:

Metro Lines as Feeders

In OpenTTD, long-distance express trains (like Vactrains) fail if you try to stop them at every small town. It ruins their momentum, and the tracks are far too expensive to build everywhere. [1]

  • The Catchment Area Solution: Small town stations have tiny coverage grids. Master Hellish and his volunteers build cheap, high-capacity metro/tram networks directly inside and between adjacent cities. These metros gather thousands of passengers from every corner of the urban zones and dump them directly into the central Vactrain hub. [1, 2]
  • Station Rating Boost: To keep a Vactrain hub profitable, it needs a constant stream of passengers waiting. If a station sits empty, its “rating” drops, and local authorities stop letting you expand. The feeder metros act as a constant conveyor belt of cargo to keep those ratings maxed out. [1]
  • Preventing High-Speed Gridlock: Merging high-speed lines with slow commuter lines causes massive traffic jams. Keeping local commuter traffic restricted to isolated metro tracks ensures the Vactrain lines stay clear for uninterrupted, cross-continental sprints. [1, 2]

Cross-Continent Expansion

By expanding to more hubs this week, they are executing a textbook Hub-and-Spoke” network model. [1]

  1. The Metros act as the tiny capillary veins, gathering passengers locally.
  2. The Hubs pool those passengers into massive numbers.
  3. The Vactrains act as the main arteries, firing those massive passenger loads at 900+ km/h across the entire map for a staggering financial return. [1, 2, 3]

Because OpenTTD rewards ticket prices based on distance traveled multiplied by speed, hauling a metro-load of thousands of passengers across a literal continent via Vactrain will generate astronomical profits for their shared company. [1]

This Hub-and-Spoke approach makes perfect operational sense for raw industrial freight. Setting up those massive Vactrain hubs out in open fields—away from town boundaries—is a classic OpenTTD veteran move to handle the sheer physical scale of multi-line cargo networks.

When dealing with primary industries like oil and wood, Master Hellish’s “open field” hub strategy solves three major late-game headaches:

1. Bypassing Local Authority Rage

  • The Problem: Local town councils hate demolition. If you try to bulldoze a massive, 10-platform Vactrain station inside a city to bring in oil or wood, the town’s rating of your company will instantly drop to “Appalling,” and they will ban you from building anything else.
  • The Hub Solution: Building out in the middle of nowhere means zero local authority restrictions. The team can build massive, sprawling track layouts, multi-line junctions, and giant depots without ever needing city approval.

2. Managing Massive “Footprint” of Vactrains

  • Insane Turning Radii: At 900+ km/h, Vactrains cannot handle sharp 90-degree turns without grinding to a near-halt. They require incredibly long, smooth, diagonal curves to maintain momentum.
  • Station Length: To maximize the efficiency of a continent-spanning line, you need long trains (often 8 to 14 tiles long). An open field is the only place with enough flat, unobstructed space to accommodate both the massive station platforms and the massive approach tracks required for those high-speed lines. [1]

3. Industrial “Vacuum Cleaner” Effect

Because raw industries like oil wells and forests are scattered randomly across the map, you can’t realistically run a separate Vactrain line to every single one. Instead, the team uses their feeder networks (likely smaller, cheaper diesel/electric freight trains, or ships) to act as a vacuum: [1, 2]

  • The Feeders: Go out into the rugged terrain, collect oil and wood from 5 or 10 different small industries, and bring them to the central open-field hub.
  • The Transfer Mechanic: They use the “Transfer” command to dump the cargo at the hub without selling it yet.
  • The Long Haul: The massive Vactrains then bulk-load that accumulated mountain of cargo and shoot it across the map to a distant refinery or sawmill for a truly massive payday.

It is turning out to be a brilliant strategy, at least it certainly seems to work for Master Hellish’ team on their live stream games right now! I plan to start incorporating ore of it in my games going forward…

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