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Restaurants make money the more passengers that visit them, regardless of whether a transfer is needed or not.
By concentrating traffic through these large hub cities, amenities like Hotels and Restaurants will make a killing. You may also want to consider building a Tavern in the hub cities, but only if the hub produces enough passengers on its own as a Tavern only makes money when a passenger boards the train.
Like passengers, mail also has a specific destination. Post Offices do not make money, but they slow down the rate at which you lose mail by sitting too long in one station.
Freight has benefits from the hub as well. Cargo moves on its own over land, just much slower than if moved by train. A hub setup helps distribute needed fright.
Any short trains that visit the hub can take some of this cargo back to the small cities. Short trains also help move raw materials into the hubs automatically.
Remember, cargo tries to move to the nearest rail station or waterway for transport. By moving raw goods from outlying stretches of nothingness closer to a small city just by building a small station, your rail network gets the advantages of picking up these materials in the small cities and getting them to the hubs so they can be used in the manufacturing process.
A long connection between hubs usually has two trains. You may modify this setup to suit your needs. One train carries only express cars passengers or mail and is designated as an express in order to give it priority over freight trains.
The second train carries only freight and is designated as the slow train. As you build your network up, you should see a pattern. One hub city is usually connected to three to five small cities with short connections and two to three hub cities with long connections.
This helps ensure that passengers, mail, and freight in your rail empire can get anywhere it needs to go while avoiding long connections between small cities as much as possible.
Most cargo in Railroad Tycoon 3 is time dependent. As time passes, the cargo becomes less valuable. Once enough time is passed, the cargo no longer has any value and disappears.
The rate of decay is different among the cargo types. Perishable freight has a faster decay rate until it "spoils" than steel or finished goods.
Passengers only wait around so long until they give up and no longer wish to purchase a ticket. Mail only has so many days to get to its destination before the news contained within is old and worthless.
This presents the interesting of problem of what to do about servicing the trains. When a train is getting serviced, it stops entirely until service is complete.
The cargo on the train still decays, though. What if there was a way to keep the cargo inside a station and off the train until service is complete?
Enter the maintenance building setup. The tutorial recommends that players place a roundhouse and water tower between major cities, about halfway. This results in many fully-loaded trains decaying their cargo while getting serviced.
Instead, use your hub and spoke setup to keep service buildings off the main line so that trains can load, travel to the next hub, and unload without needing service.
New York and Boston are the main hub cities in my network. Each one is connected to three spokes and there is one long connection between the hubs.
A train can make the run from New York to Boston without needing service between the two hubs. Inside of each hub, I have a small fork in the track that dead-ends at a roundhouse.
There is a water tower just before the roundhouse. The route I have setup for the express train between the two hubs is such: New York - Load 2.
Boston - Unload 3. Boston Maintenance Shed - Empty 4. Boston - Load 5. The advantage is that each time it gets serviced, it is empty and not letting cargo decay at an accelerated rate.
Passengers stay safely with the station and its influence zone with a slower decay rate. When building a short spoke connection to a small city, you will have to analyze the distance.
Most spoke connections require no services, as the train gets serviced each time it visits the major hub. Here is an example using Boston hub and Lowell spoke.
Lowell - Unload and Load. Boston Maintenance Shed - Empty. Again, the train is always moving when loaded, and only serviced when empty.
If there is no other alternative, then build a water tower at the spoke station itself. Like the hub setup, use a fork to do it and only let the train get serviced when it is empty.
This technique helps keep express and perishable revenue high. It also helps on those maps that have an average speed requirement for express cargo.
The train should always be moving when fully loaded, and only needing to stop for a higher priority train or to unload.
Servicing requires a train to stop, and a train should always be empty when servicing. Any system will attempt to reach equi- librium, including economies.
A slowdown may indicate that your rail- road may not be as profitable through the next while. Just for your information, there is absolutely nothing that you can do about macroeconomic conditions.
There are advantages to both conditions of economic activity though. In depressions, the cost for new investment is lowered - you can usu- ally lay track for less, and fuel and labor costs are lower.
Supply costs usually dip lower during this time until such time that labor costs will dip to match supply costs.
And of course, demand costs will also lower, probably more than the amount that the supply costs will drop.
This is the perfect time to engage in half the maxim of "Buy low! In this game, bond interest rates will rise higher during depressions. I previously wrote that bond premiums should be lower in times of de- pression, but the game has since proved my wrongness.
From further research, the market forces of banks and other lending organizations are far more reluctant to lend money during times of short money supply like a depression.
So they will drive bond premiums higher. The market pressure was far greater in the s and early s due to the fact that back in those days, currency was tied to the gold standard.
The same conditions may not exist today, but the game attempts to be true to the time period in which it exists by portraying these market forces as being a deterrant to new investments.
In prosperous or "boom" times, fuel and labor costs go up. Demand goes up, as there is a lot of money, but supply costs tend to remain static because while more money is in the economy, most supply facil- ities also increase production demand does too if supplied.
Stocks in the stock market will gain value because discretionary income can be used to speculate with, and these times are usually the times to prac- tice "sell high!
The bond market in prosperous times will result in lower prime rates. Again, this is more likely to happen when money has to be pegged to a gold standard and the variable levels of money in an economy cannot be as easily controlled.
Because more money exists in the economy, this money is chasing a shorter and shorter supply of investment instruments thereby lowering the percentages that companies have to pay to offer new instruments of investment.
As a last note to this section, much of personal net value in this game will always be tied up in stocks. Therefore, keep a very close eye on the economic indicators to know if you need to ramp up your buy- ing or to possibly even cash in a few stocks for short-term use.
Since many scenarios have a personal net value restriction, my best sugges- tion for these is to try to complete all the other restrictions, wait for economic indications to get better, and try to create as much wealth as possible to get up and over the NPV restrictions.
This concludes both the tour of economics as a whole and how they ap- ply in the world of Railroad Tycoon 3. Economics is a fuzzy area to many people, and it is now a far more key concept in Railroad Tycoon 3.
Any ques- tions I receive can be added to an actual FAQ to append to this section for any future revisions of this document, and will likely help every- one else.
By clicking on the globe icon, you can find out information about the microeconomics of your map. First, click on the globe icon. From there, you will see TONS of cars all around the map.
This information may not be extremely help- ful, but at the very least you can see the stations that may have the highest amount of inventory. As a very general rule of thumb, more in- ventory is more opportunity to make money.
However, your best option is to click on individual cargoes. For in- stance, if you click on "Grain", you will see triangles pointing down and triangles pointing up.
The triangles pointing down are areas that demand grain, and the triangles pointing up are areas that supply it. You should also see black rectangles which symbolize carloads of grain.
For instance, if you see a town with a brewery downward-pointing tri- angle with no railcars going toward it, you can be somewhat sure that the demand for grain is high because there is no supply.
If you have any grain cars, divert them to the area. However, if you see a brewery in a town and small black rectangles going towards it, it is likely that the brewery is being supplied and you can possibly pick up cargoes of alcohol near or if you connect the city, in the city.
It symbolizes the price for the commodity you choose. You can take car- goes toward the green areas and pick up higher profits than if you off- load them to red areas.
Additionally, you can check prices themselves within the station dia- logue. If you click on a station in any city, you will see a list of all cargoes available in the scenario.
You can find out what cities are demanding certain cargoes and the prices, as well as finding out what towns are supplying certain cargoes. This is also a good way to find where to create new passenger routes.
Just make sure to notice the "supply" numbers, as a route that only has 0. Use this information in conjunction with the information you receive when clicking on buildings as well.
For instance, you may see 0. This is usually a bad thing. The track button is rather straightforward, but there are op- tions that you should be made aware of.
Firstly, you can choose wheth- er or not to try to build overpasses, which will cost more but it will allow you to build crossing overpasses so that trains do not have to stop at certain intersections.
You can turn the option from "on" to "off", and building overpasses is more expensive than not. Next is the bridge button.
Bridges obviously allow your train to cross water. You have four choices here, "common", "average", "rare- ly", or "never". After this is the tunnel button, which is the exact same as the bridge button, offering the same four choices.
Again, the tradeoff is higher expense for lower grades. The last option on the right is for electic track, which is either on or off. Make sure you pay attention here, because there are many cases where electric trains may be superior to steam or diesel trains.
Electrifying all of your track at the same time, especially if you have a lot of track, could be exceedingly expensive.
Just lay the track you may need immediately, and once you expand electric routes then you can go back and build more.
For occasional traffic crossings, use wood. For a higher volume, use steel. Finally, for an extremely high volume, stone.
You can choose to build single or double track with the steel and stone bridges, the wood bridges come in only one flavor - one-track. When laying track, the game has a good way to notify you roughly how expensive your track will be.
You will see color-coded numbers above the track which will indicate the grades of the track that you will be building. This is because the track color will correspond to the track bed that will have to be laid.
If the track bed has to be raised in order to run a railroad, it will cost more! Green track is track that does not need a bed, and yellow and red indicates more expensive track.
But the main is- sue in this dialogue box is the button within the building dialogue box which has dots and lines. Be sure to not forget it!
This is where you can purchase both your passenger-revenue increasing buildings such as hotels and taverns, post offices, and production buildings.
As in RRT2, production buildings can also sustain through bad economic times as well. With this last update, there is very little left to do other than minor tweaks and revisions.
If anyone would like to submit additional information or possible strategies on any of the below walkthroughs, please email me at the address at the top.
Connect Boston to Buffalo by Time Frame Time Limit: No unconnected track, cannot resign. Welcome to Railroad Tycoon 3! This scenario is a good warmup and a nice introduction to the world of trains and laying track.
Boston is your most important city, so start there. Connect Boston to Lowell, Worcester, and Providence to start.
Buy four trains, one to service each city to Boston. And finally, make sure to place at least one maintenance shed and a few water towers.
As profits start rolling in, the computer players will probably spring into action. One will likely connect New York City to Edison, and the other will likely build a track to nowhere.
By about , your profits should be stable enough for you to ex- tend your lines to Hartford. Keep an eye on all inventories, because keeping a stable and profitable company is key right now.
After Hart- ford, connect Bridgeport. Make sure that you try to go from Bridgeport across the smaller foothills along the edge of Long Island, and then move north along the Hudson.
You may have to pause the game in order to find the best lines along the river, and make sure to use the "undo" key as much as needed.
At about or so, a new train will appear -- the Baldwin. Therefore, build as far as you can and let bonds take you the rest of the way!
At this point, still make sure that you can lay track as cheaply as possible, which means as level and as free of bridges, but feel free to float five or even ten bonds to connect the end of the line.
All that has to happen is for Buffalo to be connected. If you need any additional revenue, these passengers will provide it in spades.
You should be able to make it by or so as long as you keep making profitable trains and keep laying track, and as long as the economy stays relatively reasonable.
Can start only one company. Jan - Dec 31 years The Midwest Map returns! In this scenario, you will be pitted against four other tycoons who will definitely build their own companies and railroads.
You have your own options for starting points though, since you will be building your track immediately and you can put track anywhere you choose.
You have a few good areas to pick from, in my estimation: In this scenario, you do not have to worry about personal net worth, but I suggest that you pay attention to it anyway.
In order to force mergers with companies, the best tactic is to own at least half of their company. Of course, your railroad will grow exponentially to begin with, so by all means invest in your railroad as much as possible to start and try to use your railroad to do occasional stock buybacks.
Mich- igan does tend to have at least two one-star towns other than Detroit usually Saginaw and Kalamazoo , a fun port in Holland which tends to demand a multitude of items, keeping prices high, and there also tends to be a lot of good supply buildings in Michigan, such as iron mines and dairy farms.
As well, since the computer usually starts at least one railroad in Michigan and usually never expands past the first two connections, when you take that railroad over through merger you will be able to gain infrastructure while at the same time accomplishing gold-medal goals.
If you are able to get a track that goes almost all the way to his own station or better yet connects directly to the station , you will be able to then use his station for a pittance.
Therefore, you can take that cargo and earn even more profit from it! Just make sure to start buying into the company either before or just when the link is completed with an eye towards a merger.
For the industry profits, just identify production buildings which may not be profitable, and hook them up! Supply buildings are cheapest, but unless you buy a lot of them and keep them maintained earning the profits will be tough.
If you need to create a new industry vector, for instance if there are no lumber mills for processing logs, then by all means build one!
From here, micromanaging should be over. Make sure to monitor the supplies of materials at all of your stations though to build as many profitable runs as you can.
I would like to just mention a couple words of warning about mergers. Therefore, once the first three or so years passes, do not margin your personal net value heavily.
Make sure that you have wiggle room. Holding SHIFT key while clicking on "buy" for a stock will let you buy 5, lots instead of the usual 1, lots.
By doing this, you will not pay as much for all 5, shares as you would have if you bought the stock 1, by 1, When you view companies, they will have a book value and a share value.
The book value is the price per share which encompasses all of their assets - track, trains, stations, facilities, even any production buildings they may own.
The share value is a reflection on the book value PLUS the expectations that the company engenders; if the company is losing money, the share value will likely be lower than book value.
The biggest issue with mergers is that any financial lia- bilities that the company is dealing with are transferred to the new company.
Therefore, you will be responsible for paying ALL of their bonds. Connect Sacramento to Salt Lake City. Troops will not appear until cities connected.
Cannot start any other companies. Cannot build unconnected track. Additionally, double track will take two units of track per tile, so use extremely sparingly.
January - December 25 years Welcome to sunny California, in the middle of the s! Thank- fully, the designers of this map provided assistance in a couple im- portant ways.
My best start consists of connecting Sacramento to Stockton, and then continuing south to Madiera. Anyway, from here make sure that freight cargoes are desired every- where.
The last game I played turned out to be rather lucky, as Stock- ton had a weapons factory that needed to be hooked to the lumber mill in San Jose and received iron from both Sacramento as well as the sur- rounding Tycoonatrons.
As a last touch, you can connect Yuma City too, and if there are any missing finished goods alcohol, goods, lumber, meat try to raise money for a facility.
And your chan- ces of getting a gold medal in this scenario become much greater if you choose "yes". Around late s you should now turn an eye towards building up the Sierra Nevadas.
To find this staircase, look east of Yuma City. Zoom out the map if needed, and you should be able to notice a small brown line curving north and eastward through the first set of mountains.
Even better, make sure that the grid is turned on for when you build track. Anyway, go up this natural staircase and build over to Reno. Once the track is built, now you need trains to service Reno.
At this point, take some time to create more train routes, keeping in mind that you may not want four-car loads on trips going to Reno or Carson due to the incline.
A single track going up the Sierra Nevada will get clogged extremely quickly if you start scheduling trains from California to Reno or Car- son. If you build only one length of double-track in this game, build- ing it up the stairway itself would probably be best.
Around or so, the Consolidation engine will come available. It climbs hills far better than the American, and is faster over flat land than the Shay.
At least make sure to replace your mountain trains with the Consolidation, if not all of them, and use them for the rest of the game.
Also around this time, the Civil War will break out, and this will result in increased costs for weapons and ammunition. I hope you have one of these factories about, as the bonus is extremely nice.
From Carson, you will have to get to Salt Lake City and you will likely run out of track before you get there, well before if you had to bulldoze any track.
If you want to build the direct way, up and down hills, it will save you track but cost a ton and will be impractical for finishing the gold-medal restrictions.
The best path I found through the rolling intermountain region is to stick towards the south. You still may have to deal with some higher grades if you take the Gabbs - Tonopah corridor, but it will be rather reasonable for the most part.
As long as you are able to make the connection by about , you should hopefully be able to complete the gold-medal restrictions. Just build one- or two-car troop trains and make sure to send them off as SOON as you see more troops come available.
Set all your troop trains to highest priority, and force them to carry not only troops but a caboose as well.
I was able to obtain gold by after making the Salt Lake City connection by January Bronze Medal conditions plus haul 30 loads of coffee from Mexico.
This map is a rather straightforward map, and you will be concerned with cargo types as you may note in the restrictions.
The best thing to do before starting would be to pause the game and to check all of the land to see what kinds of production you can expect.
You may note that the flat parts of eastern Texas and Oklahoma lend themselves well to Tycoonatron shipping, as some production facilities have very long supply lines.
This means that you may not make as much money as you would like in transporting raw materials, but also know that these production facilities may already be producing finished goods, too.
Also before you start, you have to take a good look at your victory conditions. And then, this new "company cash" bit.
Company cash does not come without some type of infrastructure of profit though, and the other half of the bronze medal requires you to ship at least fifty loads of oil to boot.
My suggestion is to start with only a limited amount of capitalization, enough for you to be able to connect two cities by rail, buy two stations, one train, and perhaps one water tower.
As for towns to connect, the easy choice would be Dallas and Fort Worth. The fun part is that you can actually SEE how Fort Worth pretty much becomes a Dallas suburb if you start here; both towns will start to grow into one another as you provide rail service through the course of twenty-five years.
Other options for starting are Austin and any other smaller town, and Houston to Beaumont. If you did not connect Dallas to begin with, try to get there even if the computer takes it.
Feel free to connect to his track too; as your company gets bigger, you can swallow his railroad up in a few years.
Before too long, you also want to check the map for oil. Fifty loads in thirty years may not be too difficult, but in reality by the time you find and connect oil into your lines you could conceivably have twenty-five or even twenty years left, meaning that you should shoot for at least two loads of oil yearly.
As well, Shreveport is a valuable town to connect because their warehouses demand goods, which will keep prices higher. As you go along, just keep adding connections and buying industries which seem profitable.
Around or so, Mexico will offer you a major sweetheart deal: Laugh and take the deal, because guess what There are zero coffee farms on the Texas side of the border, but you may also find one or two more coffee farms in Mexico near this area too.
Just build any station in Monterrey, the track, a water tower and maintenance shed, and any station in McAllen. In my game, I found that all of the dairy farms were to the north, and milk became a sufficiently de- manded cargo throughout my lines that it was worth connecting Oklahoma City, Lawton, and Tulsa.
By all means keep in mind the possible oppor- tunity costs, as Monterrey also became extremely lucrative through their textile mill once I connected to McAllen.
You can always check prices through both the station dialogue box by clicking on specific commod- ities, and also through the globe icon. Electric trains will be introduced in the early part of the s.
Later in the scenario, you will get an additional boost - Beaumont will "discover" oil, which means that there will be new oil derricks popping up around Beaumont.
Feel free to buy in to another company as a way to earn money on your investment! Try to set a base price that the stock is around: If the stock is appreciating, then it would be a good idea to buy it anyway, right?
Deliver 10 loads of weapons, ammunition, and fuel to either Norfolk or New York. Deliver 15 loads of weapons, ammunition, and fuel plus 5 loads of clothing to either Norfolk or New York.
Deliver 15 loads of weapons, ammunition, and fuel plus 10 loads of clothing, meat, and cheese to either Norfolk or New York. No buying track, buildings, or trains; time passes slowly [The walkthrough for this campaign game is courtesy of Ez8 ez8ez8 [at] gmail [dot] com.
Many thanks to this contributor for sending a walkthrough for this scenario! If you deliver 5 Ammo to New York, you have to deliver the other 10 Ammo to New York or you will not complete your objectives.
Whether this is a game design mis- handling or an intentional part of this scenario, I do not know. First off, you have to pick your starting location and train.
Ba- sically your choice can be narrowly defined as steam engine or elec- tric. For your first train, the electric EP-2 Bipolar is your best choice.
Incidentally enough, the top speed is also far better than the H engine. Philadelphia 4 Any Cargo Y 2. New York None Y 3. Allentown 4 Any Cargo Y 4.
New York None Y 5. Dover 4 Ammo Y 6. New York None Y 7. Balitmore 6 Weapons Y 8. New York None Y 9. New York None Y Harrisonburg 1 Ammo Y Winchester 1 Ammo 6 Weapon Y Cumberland 2 Clothing Y Roanoke 2 Clothing 4 Cheese Y Norfolk None Y This train should not break down thanks to all the cabooses you have and its high reliability.
Choose the Pacific near Charlottesville. This is a powerful steam engine with a top speed of 95 mph. Dale City 4 Fuel Y 2. Norfolk None Y 3.
Danville 6 Fuel Y 4. Norfolk None Y 5. Salisbury 5 Any Cargo Y 6. Norfolk None Y 7. Lynchburg 8 Clothing N 8. Norfolk None Y 9. Roanoke 6 Meat Y Norfolk None Y This train will run fast and is very reliable.
Altoona 4 Cheese Y 2. Pittsburg 4 Cheese 4 Meat N 3. Norfolk None Y 4. Baltimore 2 Cheese Y 5. However, as long as the GG-1 breaks down only once your last load of cheese will roll into Norfolk at around 5: Connect 6 German states Silver Medal: Cannot start new companies.
All states marked with "G-" indicate German states. This scenario is the first of the European scenarios, and it will actually be a decent test of your ability to create a profitable railroad as well as to keep investing in it.
You must be able to build a profitable railroad, because you will have to deal with purchasing access rights throughout Germany.
You also do get your choice of starting location, which I will attempt to run down. This is southern Germany, and it does contain more than a few large towns.
Track laying may be a bit expensive here due to the grades and trees, but there are more than enough towns to start from. This is western Germany, along the Rhine river.
The towns are a bit closer here, and there is a hidden benefit to using Hannover: On the other hand, there are a couple of choke points in Hannover where you have to build track in a certain direction in order to avoid Prussia or Bavaria.
This is eastern Germany, and it consists of large swaths of land and many cities. Berlin, Danzig, and a multitude of other towns exist here, and it also has outlying lands that you have to buy to and build through before you can utilize them.
This scenario also existed in Railroad Tycoon 2, and connecting to the various states sometimes also unlocked small bonuses. If someone would like to submit them, I would gladly accept, but this will remain unfinished until I redo this scenario once again.
To start, decide which of the three states will be your home base, so to speak. Once you do so, start hooking up cities in your home area!
Locomotive power in this scenario is cheap for the most part, you just have to make sure that you have enough maintenance facilities to keep your engines going.
The bonus is pretty good to provide new and good profits, as long as you keep a close eye on the facilities you build. While decent money can be made through industry, your largest amounts of profit will be made by connecting all your towns.
Make sure to connect any town that has even four houses to your network, and by all means if an industry is oversupplied like wool, or lumber, etc then you can use the smaller towns to build facilities so that more demand is created.
Just make sure to try to connect as many towns as you can and to make sure that they are being serviced by your trains efficiently. When you go into the access rights screen, you will see exactly how many different places you will have to buy into.
And, you also have to buy into at least one of the two German premier territories remaining. By all means, use this money to invest! And this would make all your efforts in building a powerful company completely moot.
As a final addendum, I realized that I did not provide the method by which I earned gold both times. I started in Hannover, as the cities are a bit closer and the bonus is helpful to begin with.
I connected Hannover to Salzgitter and Gottingen and floated a bond to get up to Bremen and Bremerhaven.
At that point I had perhaps ten trains running. I did decide to go for some industry profit and invested in a textile mill in Hannover, which I promptly expanded due to all of the wool supply in the area.
At that point, I was making enough to expand into Olmstead, and still took full advantage of the cheaper bond rates. Following that, I bought into Schleswig-Holstein to be able to connect Hamburg and Kiel, and went up through Flensburg to connect the smaller cities to the north.
I doubled back and went farther east to then connect Lubeck and Rostock. I connected northern Germany because access prices tended to be cheaper here and the cities were more plentiful, and as well the grades were far lower.
Following this, I turned my attention southward and connected to Kessel, went south to Frankfurt and west to Koblenz. After that, I connected to Erfurt and Jena as well as to Leipzig.
Following that, I went southward to Baden and Strassberg. After connecting all the smaller states, I made a splash and bought into Prussia so that I could extend my northeast track into Berlin.
This finished the thir- teen territories I needed to buy into and connect. Because my company was so profitable and had a good dividend set, I artificially boosted my stock price by buying into my stock toward the end of a November, if I recall.
This was more than enough for the gold, since all of the other restrictions were met. The lesson to take from this is twofold: Also, make sure that there is an extremely healthy gap between your final net worth and the net worth you need.
I may have been in trouble due to possible market recorrection. Lastly, the cheating way is to make sure to SAVE before you do a buy-in of this magnitude, so that way you can reload and readjust the strategy if needed.
From contributor James Summers: The key was to use all of your capital and simply buy farms and other profitable businesses, and not bother building trains for the first years.
If it is more than your current cost of capital, buy it. The problem with running trains early in the game is that you have to pay for maintenance on track and stations, and so forth.
The real trick is to issue as much debt as possible in boom times when the capital is cheap. I always ended up maxing out my debt long before the end of the game.
Another trick is to issue stock in boom times, and buy it back in busts. I generally do about one stock buy back per year in down turns and two stock issues in boom times.
Sell high, buy low is not exactly a "new" trick though. Connect London to Edinburgh by Bronze plus Lifetime average locomotive speed greater than 12MPH.
Silver plus be the only railroad in business. January to December 25 years Starting Position: Can only start one company.
To start, fully capitalize your operation. The initial investment is worth receiving, and while it will be important for your character to have a good net worth it is something that can be built towards.
My path took me from London to Cambridge to Northampton, then Bir- mingham. Following that, going south to Portsmouth is best.
After that, connect various towns Ipswitch , through Dorchester and Exeter. Then, connect the headwaters of the Thames Oxford, Bath, Gloucester.
When the other two railroads start up, make sure that your character is able to buy into them without too many problems.
Keep it orderly so that nothing strange happens. Therefore, start using your personal wealth and also your dividend to start owning pieces of the other companies with an eye to purchasing them.
Of course, it may also happen that at least one of the two railroads will be barely solvent too. The game will offer Beuth engines after a while, and all you have to do is just replace the slower engines with the Beuths.
You will also have the chance and money to double-track roads which have very high traffic, so by all means provide the double-track.
If your Planets or Adlers gave you a bad speed through the first five to ten years, as long as your speed is at least nine you should be able to raise it enough and in time once the Beuths arrive.
Connect Ireland together from Belfast through Dundalk to Dub- lin. Mind the hill here, make a sharp turn.
Go through to Wexford when you can afford it. Ireland is a good place to make additional profit without a high cost.
From here, feel free to connect the northern parts of England. Leeds to Kingston-upon-Hull, then north to at least Middlesbrough. The northern parts can provide a decent profit, and can be connected to each other easily.
Following this, make sure that you can buy out the railroad s which might still be remaining. Likely, one will be Liverpool to Manchester, and it is highly doubtful if they expanded due to your claiming Birmingham almost immediately.
Just buy them out, connect the two ends, and sit back and enjoy. For reference, passengers are rather lucrative on this map. There is an event which happens early on which will be a famine.
You can choose though to provide your food at regular cost. I think that this means that at grain, corn, livestock, dairy farms and orchards you own that you will charge less than if you chose no.
It does seem to be worth the money, because unless you make a major capital investment quickly in the game, you will likely not have any food farms.
I am unaware if this also applies to meat or alcohol. Anyway, the rate at which you choose to lower your food costs will be repaid back a few years later in an increase to passengers at the same rate.
It may be a good idea for you to decide exactly how you are planning to make your money, but I do believe that the passenger bonus you receive later is more than enough reason to cut food costs; the infrastructure you should have set up for this increase in passen- gers should be far better than the one you had to begin with for in- creased food.
Connect Milan to Zurich by Silver Medal: Connect Milan to Zurich, Munich, and Venice before January to December 35 years Starting Position: This map may require a bit of thinking about, as you need to be able to not only carve out a respectable profit in Italy, but you also need to be able to translate that to a lot of track or TUNNEL build- ing.
You are given access to Italy first, but you have to gain access to the remainder of the map. Thankfully, Italy is pretty lucrative. Venice to Verona is almost always a good route, and connecting Milan and Trieste will help too.
I was able to buy a couple facilities which also made a decent profit. According to what you may think, it seems to be better to accomplish bronze, then silver, then gold in many scenarios.
For this scenario, it may be far better to accomplish silver and gold before worrying about bronze. Going north from Verona will be a direct path to Munich but not to Zurich, but it really is the best path.
Trento and Bolzano may be small, but they are cities nonetheless. In my games, I found out that they also will take weapons at an even higher demand than Verona.
Amazingly enough, the price for weapons at Munich is such a high pull that the Tycoonatrons will attempt to make the rest of the distance. Therefore, the next best step is to buy into Austria and then to Germany to finish the connection to Munich.
If you are able to wait until March , you will receive a pretty decent benefit: When you can start running trains to Munich, you will get major pro- fits.
The gold medal restrictions are the best way for you to finish the map by finishing your bronze medal restrictions. The game will not care if you did not build a direct connection between Milan and Zurich, after all.
Just remember to pause the game before laying track, and the "undo" button is definitely your best friend in this scenario. Cannot merge, cannot start a new company.
Cannot short sell, cannot buy stock on margin. You will be at a bit greater odds in this game. Read on to find out! For my game, I started by connecting Paris to Chartres.
Do not worry if you have to fully capitalize and also take out bonds, or even issue more stock. Chartres is the start of the French meat market, and Paris should reciprocate with either grain or alcohol depending on what is available.
Besides, the best reason to connect Paris to Chartres is to also deny the computer two of the best towns for them to start rail- roads in.
The next natural two towns to connect to is Orleans and Le Mans. Remember that if a better opportunity exists to buy an industry perhaps a brewery , check it out, especially because of the restric- tions for gold.
Most of your engines are not efficient in this game, so my suggestion is to take the offer. As your bond market will still be rather bad, I would suggest obtaining this money because seed money is extremely important in this game.
About or so, France will announce a bonus for shipping the most freight. This includes passengers or cargo, for your information.
Through this method, the game will rapidly become unfair. This will usually help their own companies more than it will help your own, and since they start with an advantage anyway you may as well just build your own stations.
As you see, you need both a good company book value as well as a good indus- try profit. So the best idea is to purchase industries which may not be doing as well to maximize their production.
Coal should come through the nearby ports. Run a track south through Lyons and into Marseilles area, where you can find a ton of cheap iron.
Before the iron gets to Angers, buy the steel mill. The profits that you can make from the steel mill can be reinvested to any tool and die shops you may be able to locate and supply.
Connect Vienna to Istanbul Silver Medal: But I learned more than a few techniques which may work for you for this scenario, and hopefully you will be able to get a gold medal too!
The map you are given is a rather sprawling map and the Carpathian Mountains will be a major hurdle depending on the path you take.
Vi- enna is in the upper left-hand portion of the map looking from the south while Istanbul occupies the lower right-hand portion. Therefore, just to earn a medal you have to figure out a way to lay track enough to cross this whole map.
Additionally, when you start a company, you are given access rights only for Austria-Hungary. This is a rich territory, and because of the number of towns plus the number of larger cities it is the best start you can hope for.
Unfortunately, you will also find out that the re- maining territories are extremely expensive with only one trifling exception. Your personal net worth will also be a major issue if gold is your goal.
You can engage in dirty tricks, like starting new companies and other things, but overall you have to make sure that your company turns a good profit and that the stock is well-valued because starting slow in this map will not be wise.
The last trick of this scenario is the insane requirement to move express cargo at 30MPH or greater for gold. Earning a 20 is fairly simple and something that I have done numerous times, but earning a 30 requires major planning and also more than a bit of luck; a broken- down Stirling can KILL your average.
Therefore, my advice to you is to save often. Get into the habit of saving at least once every twelve months or so.
This scenario takes a lot of effort to do and requires you to make many decisions correctly. Saving will enable you to not lose all of the time you spent in trying to get to the position you currently occupy.
Bad decisions will submarine you extremely quickly too, and so will ignoring your personal net worth. Now that the facts are laid before you, feel free to check out the map.
Actually, analyze it closely. You need to have a plan in order to make money at the beginning, and this plan has to be more concrete than "build track between two towns".
This map is NOT lucrative for cargo or passenger traffic in and of itself, and you have to make a good profitable start in order to make it to the end.
Besides, you al- so need to know the lay of the land in order to take the best possible advantage of the bonuses that you will receive, outlined below.
Check out to see if there are any orchards near Vienna which may create a lucrative produce cargo route and could turn an investment into the distillery into a moneymaking venture.
Alternatively, Gyor sometimes has either a brewery or a meat-packing plant. If this is the case, find out if they are being supplied.
If so, then you may find a good cargo route from Vienna to Gyor. You may also find possible investment route in buying either the local supplies of grain or livestock and supplying them even more closely, or the pro- duction facilities after floating a bond or two.
You may also find a paper mill in Szombathely. If Vienna has two warehouses supplying one pulpwood per year, you may be able to supply the paper mill in Szombathely sufficiently enough to make a profit.
At the very least, the shipping route is very easy -- Vienna to Szombath- ely, freight cars only, and should be profitable regardless.
These prices represent a discount as unless the facility has been around for a long time, it probably has not had time to build a profit. If the facility is also not connected to another town via track, the prices may be depressed due the local market being oversupplied.
Therefore, figure out what might be the best path for you, as there are a LOT of bonuses to choose from when you start your company. You have to make your first choice of category right when you create your company, so knowing which bonus you want immediately may be best.
Improved Locomotive Load Pulling: Please note that your rating will fall within two months or so 2. New Businesses and Speculation: Firstly, the speed and load-pulling bonuses should be recognizably useful.
Load-pulling would be more useful if you buy less trains and also if you have a very hilly track, whereas speed can move less cargo quicker.
The difference is kind of like this: So my opinion would be to lean toward speed if that is your goal. The business bonuses are also rather straightforward.
This can get your railroad connected all the way from Vienna to either Budapest or to Zagreb, which could theoretically give you a good start.
I found out though through repeated playings that just having a lot of track even at the beginning is no guarantee of future success; if you use the cash infusion unwisely, you will still lose the game.
Make sure that whatever you do with your cash that you will be making a good profit. The money could also be used to buy a larger facility, such as a steel mill or other major production, but there may be a better way to do that listed below.
The fuel and train engine bonus would not help quite as much in the short-term as a beginning prospect. This bonus would be best to use if you have a good starting position; for instance, a lot of orchards just a short way from Vienna, where you can buy a distillery and make pro- duce shipments in order to earn money quickly.
When you have thirty to forty trains, you are essentially getting six to eight engines free with the discount, and the fuel costs will be helped downward.
This is one of the better long-term bonuses, though there are other good ones too. For industry and construction, the industrial bonus is very helpful.
I took this example of a steel mill and a tool and die factory be- cause you can turn one unit of coal and one unit of iron into two units of steel in the mill, and next produce two units of goods at your tool and die factory.
Not to mention that your steel mill produces 10 units of steel per year. As long as the steel is getting bought and shipped by either you or the Tycoonatrons, it is a very worthy invest- ment due to how cheap iron and coal are in this map.
Anyway, back to the bonuses. Construction would not be a bad idea either, as you have to build all the way from one side of the map to the other.
Just make sure that if you choose this bonus that you need to be able to make good decisions about where you put your track.
For "Artistic", this is the one bonus which seems most useless. Therefore, I will attempt to rank these bonuses for long-term suc- cess.
If there are issues you may have with your starting position in your map, then you may want to adjust your strategy accordingly -- or just ask for a map reload.
My choices for best bonuses: It just means that you have to adjust your strategies accordingly. The industry investment I value a bit higher though because they can come into play much quicker and give you a lar- ger bonus earlier.
If you are horribly concerned with your train speed, feel free to pick option 2. Just be warned though that I have a method below that you can get off to a good start carrying passengers in this map with just Stirlings, and the scenario can offer two trains that are far better than the Stirling at later points in the map.
Right when you organize your company you will be expected to choose one of the four paths above. There are just way too many needs for your money, and the company as well as your character can perform stock buybacks or buy- ins as things go better.
Even if you feel that you capitalized too much in the beginning, you can always use some of the excess to buy back stock.
In the early going, you can set up routes to first move passengers and then to move cargo, or just to move cargo. I have a strategy out- lined below for moving passengers but it is also dependent on your a- bility to purchase trains to dedicate to passenger traffic.
In the beginning, especially if you decide to partake in industry investment, you may not be able to dedicate these trains. For my gold-medal game, I found that Vienna was just north of a ser- ies of five orchards that were also east of Szombathely.
Then I just shipped fruit to vienna to begin with. Following this, I floated a bond to connect to Szombathely proper and then to connect to Bratislava and to Zalaegerszeg.
An alternate likely strategy requires Szombathely to have a paper mill. In every game that I have started, Vienna had at least one ware- house which provided 1 unit of pulpwood per year.
This pulpwood can be shipped to Szombathely to a decent profit, and hopefully Vienna is pro- ducing enough pulpwood to keep the mill running and hopefully profit- able.
At this point, I pursued passenger traffic, and came up with the this strategy: Keeping a track speed of greater than thirty miles per hour requires you to not only buy Stirlings, as nothing else will possibly match the speed, but you can- not overload them.
Passenger trains also have to be scheduled very del- icately, as time spent either at the maintenance shed or at the water tower with passengers is time spent at zero miles per hour.
Any break- down or crash will decimate your averages to boot. Therefore, the rules for passenger trains are as follows: These trains will block your tracks and they will stop your expresses if you have the mis- fortune of having your older trains break down in front of your ex- presses.
The above rules will keep you to a silver- medal level, above 20MPH comfortably. In order to achieve gold-medal service, you also have to learn how to schedule your trains.
City 1 0 Cars 4. Maintenance Shed 0 cars, caboose optional 5. City 2 0 Cars 3. Mainenance Shed near City 2 0 cars 4. Water Tower near City 2 0 cars 5.
City 1 0 Cars 7. Maintenance Shed near City 1 [0 cars, caboose optional] 8. Water Tower near City 1 0 Cars, caboose optional On longer routes, you will have to face the fact that your trains will need to have stops along the way, with passengers, at water tow- ers.
Feel free to repeat any of the above as well. In the early going, before newer and better trains can be found see the sections on the Orca and the 2-D-2 below , this is the only way to keep your speeds above 30MPH, and this schedule will NOT pre- serve your speed from multiple train breakdowns.
One suggestion is to save your game and run your engine with a caboose and a dining car to get a rough estimate of how far it can go on one refill of water.
Once you find out, you can restart your game and you have the proper information, and you can also restart if you realize that adjustments need to be made.
The estimates above were tested in my own game, and the number of passenger routes was kept to possibly four total through about You HAVE to run a passenger train at least once though, as you need to have at least one load of passengers or mail move faster than 30MPH in order to satisfy the average speed restriction.
If you avoid ex- press traffic altogether, your average speed will be zero. In my own personal walkthrough, my next connection was to Varazdin.
If a computer tycoon has built into Varazdin, they will typically own a small and bad company which has connected only Varazdin to Zagreb.
Connect to his track anyhow and feel free to still go forward with the next plan below. At Varazdin, industries may be a bit different.
If Zagreb is getting wool and has a textile mill, then clothing will be available. Clothing is a decent cargo and you can get some profits from it.
Likely, there will be at least one iron mine around Zagreb as well as one coal mine. Additionally, there will also likely be a meat packing plant in Zagreb or Varazdin, or even a logging camp or two.
Therefore, you have a lot of options as far as industry investment goes. You can attempt to buy into one of the profitable companies provided the cost is not too high even BEFORE you get into Varazdin , you may find a supply such as a cattle or dairy farm that you could invest in, or you could even build your own facility.
A tool and die will only process three steel per year without an upgrade, but it will still make a tidy profit. Make sure that if you do buy a steel mill that there are enough buyers for your product.
You may be looking at your mill and seeing that it produces 10 or 11 units of steel per year, and therefore earn- ing a large profit for the time being.
But if the local tool and die facilities all fill up with enough steel, then you will have to find other buyers to keep your prices up.
Goods, on the other hand, have a lot of buyers and it takes a lot of goods in order for the market to move even a bit due to the Tycoonatrons.
As far as these two facilities go, the lumber mill produces five units per year while the paper mill handles three. In the early going, floating bonds to purchase well- supplied facilities or well-transported supply commodities is worth the risk as guaranteed income will keep your stock prices high, enable you to set a dividend albeit small and keep your credit rating high so that the cost of your capital is cheaper.
Make sure that your character is buying into your company and others if they look profit- able as well as making sure that your company can buy back when it has the chance.
Connect into a town when you know that the goods you are producing are demanded in the town. You can find this out by clicking on the station which supplies the goods and click on the good in ques- tion.
Just like your companies need to be profitable, so do your trains. As with other games, there will be a number of special messages pop- ping up throughout.
The first is a rather important one about Jules Verne, saying that you need to connect to Zagreb for further informa- tion.
When you connect to Zagreb, you will find out that monks in Chisinau can provide you with engineering information, and the price is that Chisinau has to be connected with three loads of beef shipped there.
The next message consists of a Serb national telling you that he wants you to make a statement about their government. The first box is just a box, but the next box comes with a decision.
My opinion is no, as my strategy in- cludes Romania and Russia, and therefore could also include Bulgaria. As a matter of fact, you may be able to avoid Serbia altogether.
As I am al- ways looking for ways to keep my speeds up, I choose yes. The best part is that once you get the above things all straight, your com- pany should be pretty lucrative.
It may take until or so, but re- member Chisinau and the offer of technology? You should also be able to find a meat packing plant already producing near where Chis- inau is.
You do NOT have to connect Chisinau to Vienna or any other track you may have; you can build track anywhere you want in this map! It can take four cars at MPH as well as take hills relatively decently.
The Orca is even cheaper than your Consolidations, so you may find advantage in retiring your Consolidation trains as well. The Orca will also enable you to allow for less trains on your track as they are so fast that using them for cargo routes may drain all of the available cargoes in certain locations.
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