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Railroad Tycoon cheats / Railroad Tycoon hints / Railroad Tycoon faqs / Railroad Tycoon solutions



Railroad Tycoon faqs and solutions


Railroad Tycoon


Setting Up:

After the opening credits have ended, select your geographic location;
each offers tests of your skill with perhaps Europe containing the most
economic complexities. Next select Tycoon level for the greatest
challenge and fun. Then choose a complex economy and cutthroat
competition. Last you must decide whether or not you enjoy playing
traffic cop.

Railroad Tycoons have divided into two camps: purists who think
Dispatcher Operation is actually entertaining, and those of us who
believe life is too short for worrying about train collisions. This
column will unabashedly favor the later bias. (However, for those of
you who have never tried Dispatcher Operation it is well worth one or
two sessions. There's a theory advocating that Dispatcher Operation
was the inspiration for Lemmings.)

 

Copy Protection Blues and PICTs.:

I absolutely object to being punished for buying a game. I find copy
protection schemes annoying, inconvenient, and insulting: I don't
steal software and don't give copies to friends. When I'm on the road
with my Powerbook I never carry manuals and am infuriated when
presented with a "check such-and-such stupid code on page twenty-eight
before the game you purchased graciously allows itself to be played."
That said, there is a fairly easy work-around for Railroad Tycoon's
protection: using ResEdit and a paint application, copy the train
PICTs out of the RT Open Data file, create new PICTs with the train
names emblazoned across their boilers, and paste your new PICTs back
into RT Open Data. Now when asked for an engine's name you'll be able
to read it right on the screen.

 

Your First Line:

Your first terminal is important: find a level area between two
cities and lay a straight, short line between the two. It is more
important to make the line short than to link two huge cities: simply
find one large city and an adjacent serviceable city, make sure your
elevation remains flat, and try to build a track no longer than twelve
squares. You'll depend on this section of track for speed throughout
the game. Named trains are extremely valuable: use this short, fast
section to make speed records and to quickly build revenue.

 

Profit vs. Service:

Since the game so cruelly imposes a 32 train and station limit, a
player must maximize his or her resources: some players prefer a
line which services every available cargo and others go for cash,
ignoring the less profitable cargoes. Either method is exciting and
challenging, though money is the most quantifiable measure of success
in the game.

 

Profit:

Building revenue depends on passengers and mail. Find large cities
and always build terminals - which help to promote growth - and make
sure to pick up each and every passenger. Almost every station's
restaurant will pay for itself in four to six years, after which
you'll be pulling in direct profits for a negligible increase in
maintenance. Post offices are even more lucrative, and hotels, while
slow to appreciate, do also bring in profits. A profitable train line
will undoubtedly focus on passenger and mail revenues.

 

Company Stock:

Another way to increase net worth and stock profits, while leaving
cash flow unaffected, is to buy your own stock. In all conditions it
serves a player to do so: buying one's own stock defends against
hostile takeovers and almost always pays off with profits. It also
serves as a bit of a war chest if a player can afford to sell his or
her own stock in times of need.

 

Net Worth:

Profits and net worth will increase for each industry a player
builds. When a railroad becomes prosperous and is no longer struggling
to stake out territory, players can promote growth in cities by
building industries. Each industry becomes a static bonus to your net
worth and also (for those players concentrating on service) affords
more cargo opportunities.

 

Priority Shipments:

The annual cost of maintaining an engine runs from $8,000 to $18,000:
the bonus from one timely delivery of a priority shipment can run as
high as $500,000. Do the math - making priority shipments a priority
will more than justify the cost of a train devoted entirely to such
tasks. In fact, depending on the bonus, building a new, direct track
may be justified as well.

 

Speed and Signal Towers:

Learn the designations of trains. Use the limited, express, through,
and local classifications to build a fast line. Signal towers will
substantially increase speeds as well. Focusing on passengers and mail
will decrease overall loading times and will allow trains to run
faster. Bulk freight will slow an entire line down: depending on the
profits from such cargo, a player may wish to build parallel lines to
accommodate slower cargoes. Double tracking is also vital, despite
the harsh maintenance costs. Ultimately speed will determine how
profitable a railroad is, how well it delivers priority shipments,
and how effectively a player makes use out of the 32 stations and
trains the game imposes on your railroad.

 

Service and Complex Cargoes:

Making sure a city receives the cargo it will buy significantly
promotes growth. It is not enough to build an exclusive passenger
line. Build short adjunctive lines from industrial centers into
cities, and build industries to support the development of such
resources: e.g., steel mills, factories, etc. It is wise to check
whether or not such industries can be built in any given area before
building a station. Such checks may determine the exact placements
of stations. Food and wine cargoes, while barely profitable, will
markedly encourage a city's growth. If one industrial center can
service two or more cities it will allow a player to devote the least
amount of resources to it.

 

The Competition:

Building a profitable railroad is challenge enough, but the game
achieves a new level of excitement with J.P. Morgan trying to conquer
the same territories. A number of tactics will help defend and attack
against the competition but all of them require cash. A large portion
of your profits will be consumed in the battles of board rooms and in
the war to conquer the world.

If an opponent begins to buy your railroad's stock, either buy your
own stock to achieve a majority share or reset the game to friendly
competition for a few years. Owning your own stock is always
recommended. Switching to friendly competition though, while
unsportsmanlike, will prevent a hostile takeover - which is the most
frustrating way to lose the game by far. (Experience is speaking here.)

 

Rate War Threats & Victories:

 

The fool-proof way to avoid a rate war is to build a track around a
threatened station like so:

Since competitors can't cross your rails, rate wars are no longer an
issue.

Occasionally (or often depending on a player's aggressive tendencies)
a rate war may be initiated to take over a particular city. The key to
winning a rate war is trains. Many trains. Build a station as close as
possible to the rate war city (seven squares) and build an engine shop
there. Then build as many trains as it takes to absolutely flood the
city with your engines - but don't forget to make deliveries from your
other cities and also consider building a secondary station nearby to
bring in freight cargoes. Also do not forget to double track to the
city in conflict.

Once the city has been taken and an opponent moves out, these
superfluous stations may be destroyed and their trains either scrapped
or rerouted.

 

The Stock Market:

Making a profit in Railroad Tycoon's stock market is nearly impossible.
Competitors tend to buy their own stock when it is low and the broker's
10% prevents any easy, short-term cashing in of stock. To truly make a
profit, one must be patient, buy when a railroad is in its infancy and
sell when the stock grows. This helps occasionally with cash flow, but
doesn't provide much revenue compared to other methods and requires a
great deal of time.

The real value of the stock market lies in the opportunity to take
over other railroads. In the early stages of the game, allow a
competitor (you won't have any choice) to prosper. Buy your own stock
to prevent any surprises and keep an eye on cash heavy railroads.
Then, when you've cash enough to support yourself, make a run on an
opponent's stock. Don't mess around: either commit to taking over
another railroad or don't bother even calling the broker. Take out
as many bonds as it will require to conquer the target railroad -
don't worry about interest or debt: they will be taken care of as soon
as control is achieved. Buy the competitor's stock as fast as possible,
ignore the price, and without fail take it over.

When you've achieved ownership, don't bother with trying to make the
line profitable: suck it dry for cash. The game will allow a player
to take $100,000 from a controlled railroad for as long as it exists,
regardless of its actual cash and debt load. A railroad which cost
$2,000,000 to takeover can provide $8,000,000 to $12,000,000 dollars
from cash raids which more than pays for itself and the bonds
necessary to win control. Here lies the way to win the game: seize
control of a railroad as soon as possible in the game, bleed it dry
for four years, and unload its stock before it goes bankrupt. Your
once formidable competitor will drown in debt once you release
control and will within two or four years be dissolved - freeing up
virgin territories for your line. The windfall cash from the takeover
will allow you to buy other railroads or to build so quickly that you'll
soon outstrip the competition.

 

Record Keeping:

Those bi-annual reports pop up for a reason: learn to use their data.
Graph the various revenues your railroad generates and, if a certain
type of cargo can't justify itself, discontinue carrying it. Ending
each year with more cash than the previous will help your stock to
increase and replacing trains will keep maintenance costs down. Watch
these balance sheets. Also learn to interpret the efficiency charts.
Since the Earth cannot maintain more than 32 trains, try to build the
most efficient line possible. Minimize empty travel.

 

Cheating:

In a game where cash is everything it seems almost pointless to cheat;
nonetheless, to receive $500,000 gratis click in the world view window
(so that it becomes active) and type a $ [shift 4]). Now the game
becomes an exercise in building the most efficient railroad possible.





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