the way that belt/pipe costs are calculated is inconsistent; and it depends on how many cuts the pipe/belt has.
here's an example I just ran into copying and pasting bakeries:
here the belt enters normally, no connector: (3 parts 0.6 unity)

here the belt has a connector and continues on: (3 parts 0.6 unity)

here is the same belt connector as the one above, copy and pasted, (first half): (2 parts 0.1 unity)

and again (second half): (2 parts 0.1 unity)

in short, 2 parts 0.1 unity + 2 parts 0.1 unity != 3 parts 0.6 unity. I doubt this is by design, but I've noticed:
- when building medium-length pipes/belts, I've found that it's actually cheaper (on unity) to split the pipe/belt into 2-3 length bits -- though it often times costs an extra part.
- for long pipes, it's usually a huge savings (on unity) to merge the medium-length pipes/belts cause the unity cost doesn't scale linearly with length (merge by connecting a pipe next to the cut and remove pipe which removes the connector, which makes it one long pipe)
- for small cut and paste of buildings, each copy and paste is very cheap (on unity), but often times costs an extra part -- which does add up to be tens to hundreds of parts lost over time... :)
I know it's not that big of a deal in the grand scheme of things.
personally, I'd prefer:
- all belts/pipes to be automatically merged
- parts cost to actually be a real number in size, even though everything displays a rounded-down integer (so two transports cut into a thousand pieces (which wouldn't happen if they were automatically merged), would cost exactly the same.
- for example, if I build two transports that cost 3.2 cp1, both of them say they cost 3 parts, but on the 5th transport, it probably still says 3 parts, but the stats on the right will show it as 16 parts less.
- unity costs to be calculated as a log of its length + some base amount calculated (probably as a log of its parts cost).

