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Version: 0.6 | Updated: 01/10/03 | Search Guide | Bookmark Guide

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RAILROAD TYCOON II
BY: JOE KENNEDY
PUHLEEZMAN@HOTMAIL.COM
12-31-02
Version 0.6

Firstly, a quick note...


This is my first attempt ever at a FAQ. I am aware that RRT2 is an
older game by now, but I have played it a few times through and know it
like the back of my hand. I figured I would write a FAQ on this game
since I know it so well and since there is only one other FAQ about it
at this time. I've always wanted to write a FAQ so here goes nothing,
if you should read this FAQ I hope it serves you well.
---------------Legal Matters--------------Please use this FAQ freely, just don't sell it. If you would like to
post this FAQ, please do not alter it in any way and please e-mail me
for permission. Thank you in advance for your cooperation.
Secondly....
To easily jump to any part of this FAQ, press CTL + F and type the
Quick
Word that will follow in the Contents section. Then press "Find Next"
and you will be instantly transported to that part of the FAQ like
magic! (Take that Gandalf.)
------------Important!-----------To get the most out of this FAQ, it should be used as so. First, read
through the entire portion of the FAQ you need for a good overall
view.
Then refer back to it as needed. This is because I sometimes mention
things that may happen sooner or later but they may not fit
cronologically in the game. (If that makes sense.) It's not something
I did intentionally, but I will try to fix it when the FAQ is
completely
edited by an outside party.

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----------Contents---------Chapter

Quick Word

1.0 Version History


1.1 Intro
RRT_Intro

RRT_VHist

2.0
2.1
2.2
2.3

2.4
2.5
2.6

Part 1 of 3...the Real Early Years


The Iron Seed
Handle on the Breadbasket
Bridging a Nation
2.3.1 New Orleans to Los Angeles
2.3.1.1. The Volitale Stock Market
2.3.2 St. Louis to Sacremento
2.3.3 St. Paul to
Silver Booms & Market Busts
Whistle Stops & Promises
Crossing the Great Divide

RRT_Pt1

3.0
3.1
3.2
3.3
3.4
3.5
3.6

Part 2 of 3...the Early Years


Birth of the Iron Horse
Excess on the Orient Express
Knitting with Iron
Next Stop 20th Century
The Brenner Pass
When Walls Come Down

RRT_Pt2
RRT_Brit
RRT_Excess
RRT_Germ
RRT_20
RRT_Pass
RRT_Wall

4.0
4.1
4.2
4.3
4.4
4.5
4.6

Part 3 of 3...Not so long ago


Crossiants or Crumpets
Samurai Rides an Iron Horse
Which Way to the Coast?
The People's Train
Dilemma Down Under
Cape to Cairo

RRT_Pt3
RRT_India
RRT_Japan
RRT_Coast
RRT_China
RRT_Under
RRT_Africa

5.0
5.1
5.2
5.3
5.4
5.5

Other Pertinent Information


Managers
The Iron Horses
Industry and Cargo
Depots and their Services
Basic Catch All Advice

RRT_Seed
RRT_Bread
RRT_Nation
RRT_South
RRT_Stock
RRT_Middle
RRT_North
RRT_Boom
RRT_Stops
RRT_Cnda

RRT_Other
RRT_Manage
RRT_Trains
RRT_Cargo
RRT_Depot
RRT_Advice

6.0 Cheats
RRT_IMACheater
7.0 Outro
RRT_Outro
----------------------------------------------------------------------1.0
-----------------Version HistoryRRT_VHist
----------------Version 0.1 December 31, 2002
I started the FAQ today (12-31-02) sort of a New Year's Resolution
since
I've always wanted to do one. Added the Conents, did the Intro some of
Part 1, added some managers and threw in all the trains and
industry/cargo info, also some cheat codes. 3...2...1 Happy New Year
everyone.
----------------------------------------------------------------------Version 0.2 January 1st, 2003
Added some more managers, corrected some grammatical errors and did two
more campaign scenarios in Chapter 2.
----------------------------------------------------------------------Version 0.3 January 3rd, 2003
Added some more managers and did campaigns four and five.

Work this

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week has been throwing me off the important things...like this FAQ.
----------------------------------------------------------------------Version 0.4 January 5th, 2003
Finally, the weekend is over and I get a day off. Tomorrow will be
busier. Today, I finished all of chapter 2 and I added some cheats.
----------------------------------------------------------------------Version 0.5 January 6th, 2003
Started chapter 3 and added some new managers. Not as much was done as
I had hoped today.
----------------------------------------------------------------------Version 0.6 January 10th, 2003
Well it's been three days since I sat down, and all I was able to do
for
now was finish halfway through part 2. Whew. Almost done though.

1.1
-------Intro-------

RRT_Intro

Hello there! As I previously mentioned, this is my first FAQ ever, I


anticipate having a good time with this and hopefully this will
motivate
me to do more FAQ's in the future. This FAQ is unlike others I have
seen because I will attempt to write a walkthrough for each scenario
whereas others only give advice onto what to do. I'm not going to
write
about how to use the controls since the game provides a tutorial on how
to do so. So, without further ado, I present to you, my RRT2 FAQ! I
hope you find it to come in handy. Happy gaming!
2.0
**************************************
* Part 1 of 3...the Real Early Years *
**************************************

RRT_Pt1

This section will walkthrough the first six scenarios which are
predictably easy. Most occur in the early 1800's so that means slow
trains. Not to worry, you will be dealing with diesels and electrics
sooner than you think. Not to mention, some steam engines which can
haul you know what!
2.1
*****************
* The Iron Seed *
*****************

RRT_Seed

-Start Date: Jan. 1830


-Time Limit: 10 years
-Condtions for Winning
Bronze -- Connect to Washington D.C. and haul at least 4 loads
of
cargo lifetime.
Silver -- Connect to Washington D.C. and Harpers Ferry and haul
at least 8 loads of cargo lifetime.
Gold
-- Connect to Washington D.C., Harpers Ferry
and
Philadelphia plus, haul 12 loads of cargo lifetime.
-Bonus: Pick the John Bull 2-4-0
-Difficulty: Extremely Easy

Baltimore to Washington D.C.


Okay, your first task is before you. We want the gold of course so
this
is what to do. Pick the John Bull 2-4-0 as your bonus prize. Although
lame, it's speed and power are far better than the Stephson Rocket that
you would have to use. Build a length of single track to Relay (which
I'm not sure is a real town or not) and then build a medium size
station
there. You should have about $206K in the coffers now. Time to get

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those trains running.


Buy a John Bull and start it at Baltimore and
run in to Relay with two or three passenger cars. Also, buy a second
train and run it from Relay to Baltimore with two passenger cars, any
more and your train will be sitting in the station for a while waiting
for cargo and depreciating in value. When those trains get to their
destination you'll be halfway to a bronze medal already. With the
money
from those loads, start your track to Washington D.C. You should be
able to get about halfway there, be sure to keep enough money in the
coffers to finance the fuel and maintenance costs of your engines.
Now,
you can either wait until your trains make the return trips to their
stations of origin, or you can float a bond since you credit should be
A
or better. This will give you $500K right off the bat. With this,
connect the rest of the way to Washington D.C. and build a large
station
there. You should get a update in the game advising that you have the
bronze in the bag. Outfit the station with a water tower, sand tower,
roundhouse and a saloon. You should have plenty left over. Buy two
more trains and start one in Washington and one in Baltimore and give
them priority status. These two trains will, when filled with
passengers will produce the bulk of your income.
Baltimore to Ferrys Harper and Philadelphia
Now that you have your money making route all set and running you can
get to the task of connecting to Harpers Ferry and Philadelphia. Start
laying your track west to Harpers Ferry. Again, be sure to keep enough
money so you can cover fuel/maintenence. Of course, you can always
float another bond, in fact, take advantage of it because you are not
required to repay them in order to win. So, float two bonds (you
should
easily have the credit, if not wait for the trains to make a couple of
stops and that'll jack your credit up fast.) and with this money make a
sensible route to Harpers Ferry and northeast to Philadelphia, build
small stations at both, we won't be running trains to them. By now the
trains should have delivered your 12 loads of cargo, if not, just wait
till they do, or run more trains to make the load requirment not take
as
long.
Once the loads are delivered, you'll get your reward.
"Marvelous Job. Your victory will set the stage for all who follow.
The Board of Directors has awarded you a Gold Medal in recognition of
your feat!"
----------------------------------------------------------------------2.2
*********************************
* The Handle on the Breadbasket *
*********************************
-Start Date: Jan. 1847
-Time Limit: 22 years for Bronze and Silver, 11 for Gold
-Conditions for Winning
-Bronze: Connect New York to Chicago and haul 8 loads between
them by 1870.
-Silver: Connect NY & Chicago, haul 8 loads, and have a
company
book value of $4,000,000 or greater.
-Gold: Do both by 1858.
-Bonus: Take the 15% cheaper track building cost.
-Difficulty: Extremely Easy

The Start
This campaign is a lot easier than it may seem. The 11 year time limit
may not seem like much, but we'll have this complete in about 7 or 8.
The game has generously connected Albany and New York for us and built
stations. New York has oil, water and sand services and Albany has
water and sand towers. So now all we need are income producing
trains.
Buy two Prussia 4-2-0's and start one in New York and the other in

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Albany. Have them haul two passenger cars and a mail car each. Both
of
these trains will each fetch about $350,000 so it doesn't take an
accountant to figure out that you'll have the better part of a million
when these two trains come in. In 1848, the 4-4-0 American Class C
will
be available. Upgrade your engines.
Go West Young Fellow
With this money, build a saloon at Albany and New York, also, expand
your track westward and connect to Syracuse. Once there, you can build
either a small or medium train station. Personally, I built a small
one
since I wasn't running trains to the mediocre Syracuse anyway. Outfit
this station with water, sand and oil services. You can run trains if
you want to, but it's not necessary. Once the station is built, the
simulator will tell you that businessmen in Erie will pay you $150,000
if you get there by 1855.
Although not a huge incentive, Erie is on our route, plus we'll get to
Chicago before 1855 so might as well pick up some loot. Once your
trains produce enough money (it shouldn't be long) extend your track
southwest to Erie, receive the reward and build a medium station with
sand and water. I ran a train to New York from there with three
passenger cars and a mail car. This is easily a $700,000 run. Once
this train comes in you'll be ready for the homestretch.
Ah, the Windy City
By now you should have learned that you will earn $2,000,000 if you
connect to ChiTown before 1860. You should probably have over a
million
in the bank so build a track, as straight as you can to Chicago. Build
a large station and receive your 2 million bucks. Build a roundhouse,
water/sand towers, saloon, small restaurant and a small hotel. The
saloon, restaurant and hotel aren't necessary, but they really line the
wallet nicely. You can build these in New York as well. Also, build a
small train station in between Cleveland and Toledo and give it a water
and sand tower. Your trains will limp to Syracuse without it. With
the
remainder, run a couple of trains between New York and Chicago and
before you know it, you'll be in the gold. If you want, you can build
double track there once you reach Chicago but it doesn't matter.
"Winning with style! Your grasp of railway details has set you apart
from you fellow rail barons. No question who rides the rail of
success!
Fine job."
----------------------------------------------------------------------2.3
*********************
* Bridging a Nation *
RRT_Nation
*********************
This campaign allows you choose which route you want to take instead of
giving you a bonus. In my opinion, the southern route is the easiest
and the northern route the hardest. I will, however, walkthrough each
route.
Start Date: Jan. 1862
Time Limit: 20 years for bronze and silver, 10 for gold.
Conditions for Winning:
Bronze: Connect the two cities you chose by 1882 and haul 6
loads of cargo between them.
Silver: Do the above and have a company equity of $10,000,000
or
more.
Gold:
Do the above two, do it by 1878 and have a personal
net
worth of over $8,000,000.
Difficulty: Varies, but on average it is easy.
2.3.1.
******************************

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* New Orleans to Los Angeles *


******************************
Difficulty:

RRT_South

Easiest of the three

A Quick Note: Don't worry about getting the 10 Million in company


equity, that will come easily while playing this campaign.
The Birth of a Company
Okay, now that you've chosen the southern route, you're going to need a
company. You get to create it from scratch. When you're able, put in
$170,000 of your own money into the company, and accept 1.7 million
from
investors. This gives you more than enough money to get your company
going. Next, give your company a clever name, I chose Pacific West,
and
pick a logo. Now with your 1.87 million, build track between Houston
and New Orleans. Equip the Houston station with a roundhouse, sand and
water towers plus a saloon. Equip the New Orleans station with the
above except a roundhouse, no need for one here. Also, build a small
station with a short length of track just a little east of LA. Do this
because if you don't, the simulator will sometimes start their company
out of LA which causes major problems later on. You should have
roughly
$550,000 left over now, plenty to buy trains with. Buy two trains and
run them between Houston and New Orleans, with two passenger cars and a
mail car if you like. These trains will quickly start producing income
and that's good, cause it's a long way to LA.
The Westward Expansion
You should have enough money in no time to build to San Antonio. Once
there, build a medium station with sand and water. That should be big
enough to cover all the houses and any industry nearby. Start trains
between here and New Orleans as well. Okay, a year should have just
about gone by by now. Your stock should have split 2 for 1, so I will
sidetrack for a moment and talk about the stock market and how it comes
into effect in this and future campaigns.
2.3.1.1.
The Volitale Stock Market
RRT_Stock
Companies cannot be companies without owners. All owners have a share
of stock invested in the company and they expect you to make them
money.
Having a company that creates a lot of income will have a profound
effect on the price per share of your company. Every time the shares
price goes at or above $100 each at the end of the year, the stock will
split. This can mean big bucks for you and if you want the gold then
this is essential. Every time the stock splits, you can double, triple
and even quadruple your investment if you're lucky. Be sure to watch
the other companies stocks too because you can buy them and they will
make money for you. Be sure to check the stock screen every December
and buy stock if it is going to split that year. Be careful when
buying
on margin though, if the market crashes you will find yourself swimming
in a pool of debt and you'll never be able to dry off. Kiss that gold
goodbye. Always be sure that your purchasing power never dips below
$250K to $300K. This is usually enough to keep you afloat unless a
depression drags on for years. The stock market is tricky but with
patience and practice you can make it make money for you. That's all
for now, I'll go into more details later in the game.
The Westward Expansion...continued
Okay, now where were we? Oh yes, we just connected to San Antonio.
You
should have at least four trains running now. You'll find that they
will make you money quickly. At this point, something exciting should
happen. You'll get a text box asking if you'd like to conduct some
shady business that would lower your track building cost by 30% by
having the government foot the bill. All I can say about this is you
will NOT get caught...I know what I picked. So with this money start

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heading west, remember to check for new managers every now and again,
if
you can you're gonna want to hire someone who will lower your track
building cost. Connect to Alpine and build a small station with a
roundhouse, sand and water. No sense in running trains here, not very
profitable. If you have enough money, you may want to consider making
a
double track between Houston and New Orleans and later, San Antonio and
New Orleans. Be sure to change over to the stone bridge option, these
bridges are $300K apiece but they're worth every penny. Your single
rail line between these cities will probably be pretty cluttered and
it's only going to get worse.
Those four trains sure are workhorses, you can make more routes if you
like. Keep earning that money and keep checking that stock market, you
have to to get 8 million. Although El Paso looks enticing, forget it,
it's in a very awkward area and the terrain is terrible, just keep
heading west until you reach Tucson. Phoenix is just slightly to the
northwest, continue here and build a large station with all the works.
(If you need to, build a small station in the area between Tucson and
El
Paso, the terrian is mountainous and sand and water will be a precious
commodity. Do the same when you get to Yuma.) Phoenix is a nice big
city and will produce lots of cash. Have trains run from here to New
Orleans and to Houston. If you get the chance, hire Bat Masterton as
your manager. He makes train robberies decrease by 50% which is great
in the days when the west was wild. If you don't hire him, I'm willing
to bet that at least one of your trains gets robbed before this
campaign
is over. With all these trains running, you should get enough money to
make that final push into Los Angeles.
California Here I Come
Hopefully you've been good and have been watching the stock market.
You
should be worth at least 2.5 million, hopefully more. Your trains will
make money to get you to LA. Once there, upgrade to a large station,
when I made it here I had around $2 million in the coffers. Build a
roundhouse, sand/water, saloon, restaurant and hotel. Do the same at
Houston and New Orleans. Now start running trains. Start out with two
going from LA to N.O. and vice versa. This will take care of the 6
load
condition. Once these trains start coming in, you'll be raking in huge
dough. I'm talking over a million bucks per train. Upgrade to double
track and stone bridges when you can and keep sending trains to and
from
LA and N.O. Your company will be booming, your stock price will be
high
and your personal net worth will be climbing. If 1866 hasn't rolled
around yet (it shouldn't have otherwise you should start building
quicker) when it does you will be offered the Consolidation for
$100,000. Refuse this offer, something better is right behind. Also,
a
farmer in Abilene will ask you to connect for $500,000. Getting there
and connecting costs more than the reward so nix this as well. In
1867,
land halts will be stopped...track building will go to normal price
while an investigation occurs. Apparently, someone has been sending
the
bill for track building to the government...hmmm, now who could that
be?
No worries though, like I said you won't get caught and soon enough
track building will drop again. (By now there shouldn't be any track
left to build anyway.)
Whew...lastly, in 1868, the 8-Wheeler becomes available. Upgrade your
engines, these trains are much better suited for the Rockies.
Now all
that's left is your personal worth. Go into the company screen and
jack
up the dividend of your company to receive quick cash. If your
purchasing power is above 2 million dollars and you're already worth at
least 5 million then this is what to do. Save the game. Now, go to
the
stock market screen and go on a shopping spree. Just buy up shares of
your company until your worth goes above 8 million. Then, wait for the

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month to pass and bask in the glory of your gold medal.


"Congratulations! You've completed the southern route in record time!
A feat of railroading greatness."
----------------------------------------------------------------------2.3.2
***************************
* St. Louis to Sacremento *
RRT_Middle
***************************
Conditions for winning are the same.
Difficulty: Easy/Medium
If you haven't read New Orleans to Los Angeles, be sure to because
certain events happen that are helpful to winning this campaign and are
not mentioned here.
The Gateway to the West
First thing to do is to pause the game and check your spread. St.
Louis
to Sacremento is somewhat harder than connecting LA with New Orleans.
Start a company. Now, Topeka and Kansas City should be close enough
together that one large station will cover most of the houses and
industries in the area. Also, one or both of these cities may have a
Meat Factory, Cattle Yard or Grain Field or if you're lucky, all
three.
Also, St. Louis may have a Meat Factory or Textile Mills. You're going
to have to make use of these in this scenario because the middle route
is long and mountainous and passenger income is scarce. You may want
to
connect to Chicago if you can, but do it quick because 99% of the time
the simulator will start there. Also, build a small station in
Sacremento, 99% of the time a company will start in San Francisco and
run there. Once you have profitable trains running, just start making
your way westward. (Also, look at my little passage about the stock
market in the Los Angeles to New Orleans portion of the FAQ. Press CTL
+ F and RRT_Stock, press it again to get back here.) When you reach the
mountains, start heading north to the pass that is up near Casper, make
sure to hit Denver if it is large enough to have potential.
The Mean Ole Mountains
The mountains are another reason that this scenario is harder than the
southern route. Also, the cities are small and there aren't really any
engines that are good in the mountains. (Not to mention cash is harder
to come by.) Be sure to check the stock market! Okay, don't even
bother building stations at Casper or Rawlings, both are small and will
just be a waste of money. Keep working your way through the Rockies to
Rock Springs and connect to Salt Lake City. Definitely run trains from
here to St. Louis or even better, Chicago, now you can finally get some
passenger revenue going. Keep plugging away with as many trains as is
profitable. Head northwest to Winnemucca and Reno until you can get
through the pass to Sacremento. Now start running those trains.
Hopefully you'll have enough time to get the required six loads or say
bye-bye to gold. Also, watch the market and get your personal net
worth
up there. For a more comprehensive FAQ, see New Orleans to Los Angeles.
"You did it! St. Louis and Sacremento. Together for the first time.
The streets are lined with well wishers and admirerers. Your job will
go down in the history books. Maybe even your own chapter?"
----------------------------------------------------------------------2.3.3
***********************
* St. Paul to Seattle *
RRT_North
***********************
Conditions for winning are the same.
Difficulty: Hard
If you haven't read New Orleans to Los Angeles, be sure to, it has
events that occur that will be very helpful in winning this campaign
and
are not discussed here.
So, New Orleans and Los Angeles was childs play?

St. Louis and

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Sacremento, no challenge? Well then this is the route for you. Here's
what you're up against: Mountains, taller and steeper than the likes
you've ever seen before. A forest, deep and heavily wooded. Long
distances between small villages, ever longer distances between
worthwhile cities. Cash that is short on hand. Oh yeah, it all has to
be done in 10 years to boot.
The Twin Cities
Pause the game. Look at the distance between Seattle and St. Paul and
look how small the cities in between are. Start your company and get
to
work. Connect St. Paul with Fargo and if you can, Milwaulkee and
Chicago, this will be your main source of income for the whole time.
Be
quick about it and make money as fast as you can and start headin
west.
Be sure to check out the stock market section for this campaign. (Ctl
+
F type RRT_Stock) This is where it starts to get rocky. (Get it?
Rocky? Rocky Mountains?)
Those Pesky Mountains again
While going west you should build a large station between Bismarck and
Minot like you did for Topeka/Kansas City. Continue your trek west
stopping at Helena and Boise once you get through the thick forest.
(By
the by, going through the woods costs more money to lay track then
elsewhere.) Be sure to send trains from each of these cities and be
sure to check your stock market screen often and make your buys
accordingly. Once you have enough money, head north for the steepest
mountains you've seen so far. Pause the game and find the least steep
route you can, try to keep it to 3.5 to 4.0 grade, anything much higher
will slow your trains down and it will take what seems like forever to
get through here. Build little stations before and after the mountain
with sand/water services, you'll defintely need them. Once over the
mountain, head to Portland and north to Seattle. Start running
trains.
Opt for six one car trains instead of two three car trains. If you've
got the skills then you should just be able to beat this one in the
nick
of time. I must admit, even though I've played this game through at
least a dozen times (on hard I might add) I still have trouble with
this
one. Keep at it, and you'll win....maybe.
"You've done it! The greatest of northern routes in the USA. The
highwaters of the Mississippi River have connected to the Emerald Coast
of the Pacific Ocean. It's a wonder you're not president!"
----------------------------------------------------------------------2.4
*********************************
* Silver Booms and Market Busts *
RRT_Boom
*********************************
Start Date: Jan. 1875
Time Limit: Bronze 30 years, Silver 25 years, Gold 20 years.
Conditions for winning:
Bronze: Have a personal net worth of $5,000,000+ by 1905.
Silver: Have a personal net worth of $10,000,000+ by 1900.
Gold: Have a personal net worth of $20,000,000+ by 1895.
Bonus: Take 20% higher security + 10% faster steam engines.
Difficulty: Easy/Intermediate
Head East...for now.
The previous campaigns requirement to build your personal net worth was
all just practice for this campaign. Here, your personal net worth is
all that matters.
The stock market is the secret to success. You
have
a station in Kansas City with a very small length of double track going
west. Ignore that for now and build a single rail line east to St.
Louis, once there build a large station with water/sand and a
roundhouse. Build water/sand in Kansas City as well, since they were

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not
provided. There should be a textile mill and a meat factory in St.
Louis
by default, and usually a tool and die factory also. Don't worry about
those for now, just make sure they're there. Also, check and find out
where your steel mills are, usually they can be found in either
Burlington, Omaha and/or Denver. Two of these three will usually have
a
mill there. Also, just west of St. Louis should be a coal mine and a
iron ore mine, they're hidden in the trees but they're there. Start
some trains with passengers to and from St. Louis and start making your
income. The company's stock price should be pretty high to start out
with so these trains will push it over the $100 split limit, so stock
up. (Another pun!) It is very important to watch your purchasing
power
doesn't slip below $300K to $350K. If it does, the results could be
disatourous. We have to get to $20 million but we have plenty of
time.
Head West Yet Again
Once you are satisfied with the amount of money you have (don't take
too
long building up a nest egg) start building single track west towards
Topeka. Once you are done laying track, a text box will pop up saying
that Denver will give you $700,000 and increase security by 30%, but
you
have to get there in 2 years. This is a great deal and we will need
that 700 grand plus security is a must, the robbers are out and about
in
this scenario. Topeka should have a cattle farm and a couple of
houses.
You're going to have to create as much income as possible so that your
stock price stays steady, even if the market should recede. In the
first few years, the market should be prosperous and then eventually
boom. This will not last forever, so act accordingly. Also, watch
your
competitors stocks. Of the three other companies, only one will be
real
successful. Buy their stocks when the timing is right I.E. when it's
about to split. Kansas City might have a meat factory also, if so,
then
send the cattle from Topeka to Kansas City and send the food to St.
Louis, fill it up with passengers and head back to Topeka. Also have a
train with passengers and mail head to and fro as before. Now you have
to act quick and get to Denver, every time a train comes in, extend
your
track out west, use only single track, it's initially cheaper and it's
also cheap to upgrade to double track later. Make your way past Great
Bend (which should have plenty of sheep farms) and then start going
north a bit and you should find grain fields and it will line you up
nicely with Denver. If time is cutting close, do not hesitate to float
a bond, just get there and build a station before the two years are
up.
The $700K will boost your coffers and you'll be able to expand. Build
a
station near the grain fields (if there are any, otherwise build track
to one or two) and another in Great Bend. Start trains from St. Louis
to Denver, these will make you the big bucks, so build saloons and a
restaurant and hotels later. If the stock market starts to slip, just
hold off your buying and ride it out, it will turn for the better soon
enough. By 1885, you should have 8 to 10 million dollars in personal
wealth. When Los Angeles offers you 1.2 million, forget it, it's not
worth that ridiculously long haul through the mountains. When "men of
dubious character" offer to screw with your competitors tracks, take
it,
you shan't be caught, and the price is right.
Now Branch out North and South
Your trains should be raking in dough and your line should be
congested.
When you have over a million in the coffers, start upgrading to double
track. Start sending the coal/iron to Denver if there is a steel mill
there. Head south to Tulsa and Oklahoma City, north to Omaha and

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Burlington and start train after train with people and the various
cargoes. Double click on a industry that you service and check how its
doing. If it is lucrative and you can afford it, then buy it.
Especially the steel mills, although they have a hefty price tag, they
are well worth it. Plus, its good to get into this habit, in the next
set of campaigns you're going to have to do it. Just keep checking the
stock market the whole time. When you have about $3 million worth of
purchasing power AND the market is either prosperous or booming AND you
already have 9 or 10 million in personal worth, then save your game.
Once that is done, go to the market screen and buy up all your stock.
If your company is strong then you should have around $22,000,000 in
personal wealth when you are through buying. Wait for the next month
to
go by and enjoy your victory. If you don't reach the 20 million mark,
then reload wait a bit longer and try again.
"Magnificent! The highest degree of professional railroad stewardship
is at your command. Your company is now the dominant carrier in the
southwest."
----------------------------------------------------------------------2.5
******************************
* Whistle Stops and Promises *
RRT_Stops
******************************
Start Date: Jan. 1, 12:00 AM
Time Limit: 14 days
Conditions for winning:
Bronze: Visit 13 cities by Jan. 14
Silver: Visit 14 cities
Gold: Visit 16 cities
Bonus: Take the Mogul 2-6-0
Difficulty: Extremely Easy
This campaign is probably the easiest in the entire game. To win gold,
bring Teddy Roosevelt to 16 cities by midnight Jan. 14. I recommend
trying this on your own before scrolling down further. My advice is,
start south then west, north, east and west again. Below is the
winning
combo.
Cheyenne --> Rock Springs --> Pocatello --> Twin Falls --> Boise -->
Pasco --> Missoula --> Helena --> Great Falls --> Portland --> Salem
--> Eugene --> Tacoma --> Seattle --> Bellingham
I'm not sure if this is the only winning combo, if anyone has any other
ones that work please email them to me. Also, when Missoula offers to
increase your speed, just forget it, it's not necessary. With the
above
combo, you can break down once and still make it in time.
"Teddy is proud of you! He gives you a gold medal and a stuffed bear
as
a reward. It looks like you're a shoo-in for secretary of
transportation. You just did it out of patriotism right?
----------------------------------------------------------------------2.6
*******************************
* Crossing the Great Divide *
RRT_Cnda
*******************************
Start Date: Jan. 1868
Time Limit: 28 years
Conditions for Winning
Bronze: Connect Vancouver and Halifax by 1896 and haul six
loads
between them.
Silver: Also, have a company net worth of $20,000,000.
Gold: Have a company net worth of $50,000,000.
Difficulty: Intermediate
Bonus: Take William Vanhorne and 10% lower track costs.
In the beginning...
Okay, we've made it to the last scenario in the set.

We finally leave

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the USA and head north to Canada. As you see, you have $925,000 to
start with but it burns very quickly. Your best bet is to start a
route
between Montreal (Canadiens suck, go Devils!) and Ottawa (Senators
suck,
go Devils!) and then head to Quebec. The money will come slowly and
you
will have to float a bond probably to get to Quebec. Quebec residents
will offer to lower your track building costs within the province for
two years for a ridiculous price, absolutely ignore this offer. Try to
minimize expenses as much as possible. Use Iron Dukes as your
engines.
They're powerful and they're fast! The real problem in the beginning
(title moment) is creating revenue. Just keep at it and head east
towards Halifax, don't even bother with...uh...that city on the hill, I
think it begins with F...I forget. Anyway, forget it, it's in a bad
spot and doesn't have much to offer. Try to get your trains to do the
long hauls for more money. In the beginning, the economy will crash
and
your cargo will be worth crap. Just wait till the economy stabalizes
and your trains will bring in more. Oh yeah, since personal wealth is
not a factor in the scenario, lower the dividend until it's zero. That
will help company growth. In 1875, your track building costs will be
reduced by 20% thanks to the kindly Canadian government. You can build
to Toronto (Maple Leafs suck, go Devils!) if you feel like it, but I
think its a waste anyway.
The Land of the Hidden Bonuses
Yeah, we may be starting off slow but things pick up soon enough, and
once they get going, there's no stopping them. Start heading west
towards Sudbury and if you feel like it, Sault Ste. Marie. When it's
practical, you'll want to start doubling up track since they'll be
clogged soon enough. In 1878, if you have 150 or more track cells in
place, you'll be asked if you want to use substandard sleepers for your
tracks. Be sure to try and save before this happens. If you pick no,
the price of track building increases 30% for a little more than a
year.
If you pick yes, you dodge the 30% increase, but you risk being caught
and charged with negligence. Your company will be frozen for a year
(meaning your trains will sit there, their cargo depreciating) and then
you'll be slapped with a $1,000,000 fine. Ouch. So make like Indiana
Jones and choose wisely. In 1879, you'll be asked if you want to buy
rights for the USA for $300,000. I personally do not like this option
but it can work if you got the money and want to build the Canadian
railroad in the USA (isn't that a larf?). I keep my track Canadian and
start making for Winnipeg (Jets suck, go Devils). Now you can make
real
decent money for the first time. Run trains from Winnipeg to Halifax
and vice versa and money will pour in. Also, don't just concentrate on
passenger revenue, be sure to see if it's practical to utilize industry
as well.
The Run Home
Keep making your way west towards Edmonton (Oilers suck, go Devils!).
You can hit Calgary (Flames suck, go Devils!) instead if you like.
Then head north and go for the mountain pass by Prince George. Running
trains all the time, you should be raking in the dough. Head back down
south and go towards Vancouver (Canucks suck, go Devils!). Well those
crazy Canucks thought it would be bright to build their fine city right
at the base of a mountain. You WILL have to build track with a 12.0
incline and that will slow your trains down big time. Look for the
train best suited for the job and start making your haul quota. Once
all your track is doubled up and you have stone bridges and all that,
then concentrate your efforts on making money. Build hotels,
restaurants, saloons etc. etc. at all the stations that bring in a lot
of passenger revenue. Send tens and tens of trains between here, there
and everywhere. If you left yourself enough time, you should have no
problem getting the required $50,000,000. Once that is done, relax,
because now you're ready for harder, more exciting challenges. Oh
yeah,
did I mention I'm a Devils fan?
"Hail to thee!

The binder of nations.

The glue of governments.

The

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sultan of sharing! The doubters in the western provinces have


committed
to preserving Canada, and the east has seen the strength of Canada's
diversity. All due to your diligence."
=======================================================================
3.0
The Early Years

RRT_Pt2

Well, it's kinda like the real early years, but in Europe. Then, the
last one is in the 1990's. So, get ready, cause the challenges are a
bit harder here.
----------------------------------------------------------------------3.1
*****************************
* Birth of the Iron Horse *
RRT_Brit
*****************************
Start Date: Jan. 1835
Time Limit: 20 years
Conditions for Winning:
Bronze: Have the highest personal net worth by 1855.
Silver: Have the highest PNW and have at least $10 million PNW.
Gold: Have the highest PNW and have at least $20 million PNW
and be the sole surviving railroad.
Difficulty: Easy
Bonus: Take John Bull 2-4-0 and 10% cheaper track laying costs.
Ruthless Since Birth
Ah, this is perhaps my most favorite scenario in the game. It's easy
and it prepares you for future missions. You have to use the stock
market as your ally here. Ever hear of a hostile takeover? Well we'll
be doing some of that my friend. They start you off with plenty of
money here, so build a length of track between Oxford and London, also
be sure to build a station at Birmingham or another company may start
there. It's easy to make money with just passengers here, so build
saloons and restaurants and then hotels once you have enough money.
Now, to win the gold you have to oust your opponents, once you do, they
cannot start a new company...bear in mind, if they oust you, then you
cannot start a new company either. We have to hit em hard early. Stay
competitive with their stock buying. If they own 3,000 shares of their
company, then you buy 4,000. Don't get in over your head though, the
market crashes at the beginning of the scenario, so if your purchasing
power is low, then you could be in for some trouble. Try to own more
than 50% of both companies as soon as you can. Connect to Birmingham
as
quick as you can, those trains bring in the real money. It is possible
to win this scenario with just these three stations but I always like
to
go south to Glouscer and hit the towns between Birmingham and
Liverpool.
NOTE: If at any time your company money should drop below $0 you will
be offered to smuggle drugs into the country for $350,000. You can
take
this deal but it is possible for you to get caught. If you do get
caught, your stock price will drop 25%.
It's Mine!

All Mine!

Ha Ha Ha!

Once your company has a couple million in the coffers and is steadily
making money, here's what to do. Look for the company that is doing
the
worse, their stock price should be the lowest. Now, sell that stock
until you own just more than 50% of it. That will drive the price down
and then you can attempt a merger. Your company will have to buy out
the company you want to merge with. If you play your cards right, you
can buy out a company for around 2 to 3 million dollars. The
stockholders will have to vote on it, but since you own the majority of
the stock, it doesn't matter what the other investors think. A
newspaper should announce the merger and now you can congratulate
yourself, you've just done your first hostile takeover.
Once you've done that, upgrade the old companies trains to the
Prussians

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and re-do their schedules. It should now be very easy to make bundles
of money. Do the hostile takeover to the other company and then work
on
your personal worth. Once you takeover both companies, your purchasing
power will skyrocket and so will your cash on hand. To get over the
$20,000,000 limit, save the game and buy up stock, once it's over 20
million then wait a month and win.
"Victory! Bold and brave my good man! Should make good reading in the
history books? There is rumor of knighthood from the palace."
----------------------------------------------------------------------3.2
**********************************
* Excess on the Orient Express *
RRT_Excess
**********************************
Start Date: Jan. 1850
Time Limit: Bronze 39 years, silver 37 years, gold 33 years
Conditions for Winning:
Bronze: Connect Paris and Constantinople (not Istanbul) by
1889
and haul 24 loads between them.
Silver: Do it by 1887.
Gold: Do it by 1883.
Difficulty: Easy/Intermediate
The French Connection
You start with 900K and a large task ahead of you. You will probably
lay more track than you have for any scenario, although Canada comes
close. Start off by building a single track from Paris to Lyon, I know
Dijon is closer but we're looking to generate revenue. Also, go in the
company screen and lower the dividend to 0. PNW is not a factor in
this
scenario. This route should start making cash fairly quick and when it
does get to Marsielle without delay. (Cool, that rhymes.) Somone
probably started a company in Nimes and they WILL go to Marsielle if
you
give them the opportunity. Start running your trains to and from
Marsielle and Paris and money will come quickly. Upgrade your
Prussians
to Iron Dukes in 1855, double up your tracks and just use the double
track from now on.
Take the High Road or the Low Road?
In this scenario, you can either go east through Germany or Italy. I
pick Italy because it is cheaper to buy rights to this country. Go
northeast towards Milan and build there, Torino isn't that profitable
but you can build there too. Italy is great because it's a straight
shot right through. Hit Venice along the way and just keep those
trains
moving. When you can buy rights to Austria-Hungary and make for
Belgrade. East of Belgrade is a river between some mountains. You can
follow the river around and get over the mountain without having the
grade go into the red. From here, buy the rights to Romania and just
keep heading west as the money should be pouring in. Now go southward
and buy rights to Bulgaria, proceed to the Ottoman Empire (after you
bought the rights) and build in Constantinople. Upon building there,
you will receive 1.3 million dollars from the Romanian government in
appreciation of connecting them to Constantinople. You don't get this
perk if you take the high road.
Now for the Long Haul
Start running trains with three cars and a caboose from Paris to
Constantinople and vice versa. Cabooses decrease the breakdown chance
and help prevent robberies. You should have gotten to Constantinople
by
1865 which is in no time. In 1866, Austria goes to war with Germany
and
all rail traffic within the countries stop. This war is short and soon
enough your trains will be running again. In 1867, you are offered the
opportunity to buy the queen of Bulgaria a clock to improve goodwill.
If you've already reached Constantinople as you should have, then tell
her to go scratch. Otherwise, take this offer since it will make

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getting into the country cheaper. Just run trains until you reach the
24 limit. This scenario is long, but not at all hard.
"Stellar success! This is one that the historians will not forget. It
has certainly made you the toast of Europe and a hit with the
aristocracy. Sounds like your trains has come in?"
----------------------------------------------------------------------3.3
This is it, the halfway point. Only nine more scenarios after this
one.
There is a definite difference in difficulty after this. So be on your
toes. Here we go!
************************
* Knitting with Iron *
RRT_Germ
************************
Start Date: Jan. 1850
Time Limit: Bronze 26 years, silver 25 years, gold 24 years
Conditions for Winning:
Bronze: Have stations in 8 states by 1876
Silver: Have stations in 9 or 10 states by 1875
Gold: Have stations in 11+ states in which one MUST be
Bavaria
by 1874 AND haul at least 70 loads of cargo in one
year.
Difficulty: Easy (Enjoy it while you can, it gets much harder from
here.)
Bonus: Take $100,000 and 10% higher goodwill.
Welcome to Germany
Ah Germany, my birthplace (my old man was in the service). With the
bonus we chose, we should have $400+ in the coffers to start with as
well as track between Berlin and Stettin. Both cities have sand/water
and Berlin also has a roundhouse. Not at all a bad start. Start some
trains between the two towns and then take a second to check out the
spread. Find which industries will be useful because you're going to
need them. Also, take a look at the stock market and notice that your
companies stock price is through the roof. Once it gets above $300 a
share, go the company screen and choose to issue stock. This should
give you about $120,000 extra. With this money and the money that you
get from your trains, start building out west towards Manhiem. This
train will make more money than the previous trains. Buy the rights to
Brunswick (should be around $230,000) as soon as you can. Generally in
this scenario, the longer you wait to buy rights to countries, the
higher the price will be. Just keep saving money and then buy the
rights to Hannover (about $890,000), don't be afraid to issue a bond or
two, company net worth is a non-factor. Once in Hannover, build a
large
station between Celle and Hannover and you should be able to reap all
the benefits of both cities. At the end of 1852, you will be offered
to
be able to buy American 4-4-0, ignore this offer, the Iron Duke is
around the corner.
Do I go north or south?
Once you've reached Hannover/Celle you should be starting to make some
decent money. With your profits, build up double track and improve
your
stations. Passengers are the bulk of the profit in this scenario.
Now, if you take a look southeast, you'll notice that Dortmund and
Dusseldorf are close together and both are fair sized cities.
Unfortunately, Westphalia is a expensive state to buy the rights to and
if you wait too long another company will surely connect there. So you
know what you have to do. Keep saving money, if you have a chance to
get a manager that improves goodwill then hire him. Hopefully, you
should be able to get into Westphalia for around $2.2 million. Once in
build a length of track and build a small station. Your funds should
be
hurting right now.
That's okay. Let your trains do their thing and
soon enough you'll be in fine shape. Once you are, connect the track
between Celle/Hannover to Dortmund/Dusseldorf.

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Now go North.
Okay, another state is to our north. Buy the rights there, it
shouldn't
be so expensive. Notice again that two fine cities are right next to
one another. Be sure to build your station on the Heligoland side of
the boundry. Bremen is in Hannover and we already have rights to
that.
So now you have a Bremen/Heligoland station as well. Keep earning
money
and connect north to Hamburg. (You'll have to buy more rights.) Now
you have your main infrastructure set up. This is a certified money
making machine. Now, you have three tasks ahead of you.
Task #1
This one is easy. While the money is pouring in, double up all your
track and build stone bridges. Also, upgrade all your stations to have
at the very least a saloon. Preferably a hotel and a restuarant to
boot. And custom houses are a must. Now, pause the game. Unless
you've been watching very carefully, there is probably a station or two
that is not exporting all it's available goods. So buy trains as
neccesary and get them moving.
Task #2
You have to haul 70 loads of cargo in a year in order to win. This is
not as easy as it seems. Now you know why I had you look around and
see
that each station was exporting everything it could. Check each year
and see how many loads you have been hauling. Make adjustments as
neccesary.
Task #3
Okay, we need to have stations in 11 or more states and one HAS to be
Bavaria. Take a look at Bavaria. Ouch, that's a hefty price to pay.
Fear not. First, take a look at the territory screen and see which
territories are cheapest. Saxony is a good start and so are the
Thurgonian States and Hess-Darmstadt. You can get these for cheap.
Build single track and small stations here. All you need is a station,
you don't have to transport anything there if you don't feel like it.
That should be either 9 or 10 states that we have rights to now. If
not, buy until you have at least 10 states.
The End is Near
You should definitely have at least 20+ trains running and money
pouring
in. We're gonna want to just keep saving, saving, saving until we save
enough to buy rights to Bavaria. Take the offer to buy the King of
Bavaria a model castle as it helps improve goodwill. Once you get the
money you need, buy the rights to Bavaria and build a station there. I
was able to buy it for a little less than $15,000,000. As long as you
have hauled your 70 load quota and have 11+ states (including Bavaria)
then you should be good as gold.
"No greater glory can be earned! You've set the newly formed German
Empire squarely on the path of success. If we didn't already have a
Kaiser, you surely would be crowned."
-----------------------------------------------------------------------

5.0
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@ Other Pertinent Information @
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

RRT_Other

The train information is taken from the manual.


5.1
@@@@@@@@@@@@
@ Managers @
@@@@@@@@@@@@

RRT_Manage

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Managers, for a price, will manage your day to day operations of your
company by doing things such as reducing costs of certain things,
making
stations produce more revenue, increase goodwill, stock prices credit
ratings and/or making trains perform better. Here is a list of the 31
managers in the game. (In no particular order.) I will rate them with
stars, 1 being a mediocre manager and 5 being a excellent manager.
----------------------------------------------------------------------Allen MacNab **
10% cheaper Overhead
10% higher goodwill
Allen is a alright manager if you have to buy the rights to another
country since he makes your goodwill a smidgen better. The overhead
cost isn't that enticing.
----------------------------------------------------------------------Frederick Billings *
10% cheaper overhead
All I have to say about him is big deal.
----------------------------------------------------------------------Ginery Twitchell *
15% higher goodwill
15% lower stock price
Again, a good choice if you need to buy rights but if you need a high
stock price then forget, 15% is more than it seems.
----------------------------------------------------------------------William Strong ***
20% higher overhead
10% lower station building
5% higher station revenue
Although the increase in overhead is considerable, he is a good manager
that makes station building less painful, so you can buy bigger
stations
with more amenities such as restaurants and hotels for cheaper and make
money that way.
----------------------------------------------------------------------John Wootten **
20% cheaper fuel costs for steam
5% cheaper fuel costs of all types
15% higher engine maintenance
If you have steam trains that have high fuel costs then he is not a bad
choice as it is really 25% cheaper. For any other train you'll be
paying more in maintenance than your saving on fuel.
----------------------------------------------------------------------Ames Oakes **
10% cheaper station building
12% higher engine purchase
Credit Rating 1 grade higher
10% higher goodwill
You get a lot of bang for your buck. He is especially good when you
are
later in the scenario and have bought most of the trains you need and
are strapped for cash or need to make friends with stubborn countries.
----------------------------------------------------------------------Rudolph Diesel *
10% lower stock prices
30% cheaper diesel engine purchase
He is good at the start of a scenario where you need to purchase diesel
engines and your stock price really doesn't mean much. Other than that
you can toss him aside like a parking ticket.

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----------------------------------------------------------------------Thomas Swann *
20% higher goodwill
Again, so what? Possibly if you need that country that refuses to
budge.
----------------------------------------------------------------------Dr. Robert Garbe *
15% cheaper steam engine purchase
Pfft.
----------------------------------------------------------------------Ernst Siemens *
30% cheaper electric engine purchase
There is hardly a scenario that requires electric engines.
----------------------------------------------------------------------Thomas Crampton***
Train Speed - Steam 10% faster
Track Maintenance - 10% higher
Accleration - 10% faster
Thomas Crampton is one of the best managers that you can get for a
cheap
price. He really makes the trains move.
----------------------------------------------------------------------Roy B. White***
Track Building - 15% more costly
Station Building - 20% cheaper
Station Turnaround - 20% faster
He is also a very good manager. Use him for when you have most of your
track laid down already and want to improve the stations. The
turnaround is a great help also.
----------------------------------------------------------------------Richard Trevithick**
Train Speed - 10% faster
Engine Maintenance - 15% more costly
Engine Purchase - 10% cheaper
Not a great manager, but not a poor one either. His benefits apply to
all three types of trains which is handy at times.
----------------------------------------------------------------------Henry Booth*
Car Maintenance - 10% cheaper
Not all that impressive.
----------------------------------------------------------------------Dr. Wilhelm Schmidt**
Traction - Steam - 10% better
Fuel costs - 10% cheaper
Not too bad, but he only comes in handy really in mountainous terrain
with steam engines.
----------------------------------------------------------------------Theodore D. Judah**
Track Building - 15% cheaper
Company Overhead - 30% cheaper
He's good when your strapped for cash and still have places to go.
----------------------------------------------------------------------Daniel Gooch***
Engine Purchase - 20% cheaper
Company Overhead - 5% cheaper
Iron Revenue - 40% higher

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Track Building - 5% higher


Not bad...there will be times when he's great. When you're making
steel
he can supplement your iron...instead of your iron supplementing
you...hee hee.
----------------------------------------------------------------------Albert Alonzo Robinson*
Track Building - 15% cheaper
Stock Price - 10% lower
Let's see, I can hire a manager that makes track building cheaper and
keep my stock price the same, or I can hire this guy.
----------------------------------------------------------------------George Westinghouse***1/2
Train Safety - 30% safer
Car Maintenance - 5% higher
Passenger Revenue - 5% higher
He's a very good manager but just shy of four stars. By making the
trains safer, they are less likely to break down or crash, and
passengers like that.
----------------------------------------------------------------------John Work Garrett**
Electric Track Building - 40% cheaper
Mountainous Track Building - 20% cheaper
Track Building - 5% cheaper
Eh, not too shabby. Problem is, we really don't use electric track
much
in this game and if we did what are the odds we'd get him?
----------------------------------------------------------------------Bat Masterson****
Security - 50% fewer robberies
Station Revenues - 5% higher
Passenger Revenues - 5% higher
This guy is awesome, not only does he make your train virtually
invincible, he also fought Indians, hunted buffalo and captured
criminals for a living! Plus, he generates better income. Wow.
----------------------------------------------------------------------William L. VanHorn***
Track Building - 15% cheaper
Mountainous Track Building - 20% cheaper
Station Building - 10% higher
Fuel - Electric - 10% cheaper
Not a bad manager to start with if you're lucky. He makes track
building very affordable and 10% isn't much in the way of station
building.
----------------------------------------------------------------------Andre Chapleon*
Train Speed - 10% faster
Ladies, nothing to write home about.
----------------------------------------------------------------------Robert Gerwig****
Bridge Building - 40% cheaper
Mountainous Track Building - 50% cheaper
Acceleration - 10% faster
This guy is the man when you have hilly terrain and rivers to cross.
He
literally saves you thousands.
----------------------------------------------------------------------Andrew Carnegie***
Bridge Building - 30% cheaper

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Steel Revenue - 30% higher


Station Building - 15% cheaper
Not bad really. He helps with your station and bridge upgrades.
----------------------------------------------------------------------Eugene Debs***
Company Overhead - 25% higher
Passenger Revenue - 10% higher
Engine Maintenance - 5% higher
Safety - 50% higher
For the salary he makes he doesn't really do that great. He's good if
you have unreliable trains since they will break down and crash half as
often. Other than that, you can probably skip him.
----------------------------------------------------------------------Oscar C. Murray***
Station Turnaround - 20% faster
Passenger and ALL cargo revenue - 5% higher
He's real good when you have a up and running company. Stations will
be
ready with their cargoes faster and they'll be worth more no matter
what
you're hauling.
----------------------------------------------------------------------Robert Stevens**
Track Building - 25% cheaper
Track Maintenance - 10% cheaper
Not all that enticing. I guess if you need to build track.
----------------------------------------------------------------------George Nagelmacher***
Passenger Revenue - 15% higher
Car maintenance - 10% higher
He's good also when you have an established company that heavily relies
on passengers.
----------------------------------------------------------------------Charles Melville Hayes***
Track Building - 40% cheaper
Company Overhead - 25% cheaper
Train Safety - 5% riskier
He's not bad at all if you can nab him early. The pros definitely
outweigh the cons.
----------------------------------------------------------------------Johns Hopkins**
Passenger Revenue - 10% higher
Not good, not bad. Help the income somewhat.
----------------------------------------------------------------------Charles F. Mayer
----------------------------------------------------------------------William J. Palmer
----------------------------------------------------------------------Daniel Willard*
Fuel Costs - 25% cheaper
For all he does, he's not worth his salary at all.
----------------------------------------------------------------------Philip Randolph
----------------------------------------------------------------------Ben Holladay
----------------------------------------------------------------------Herbert Garratt**
Fuel Costs - 40% cheaper
Train Speed - 5% slower

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Yeah, he slows down the trains but not by much, and you save a ton on
fuel.
----------------------------------------------------------------------Henri Giffard
----------------------------------------------------------------------George Pullman****
Car Maintenance - 20% higher
Passenger Revenue - 25% higher
Station Revenue - 5% higher
A king among men. He is usually not available until late in the
scenario. When you can get him, do get him. He gives your company the
boost it made need.
-----------------------------------------------------------------------

5.2
@@@@@@@@@@@@@@@@@@@
@ The Iron Horses @
@@@@@@@@@@@@@@@@@@@

RRT_Trains

These are all the trains available in the game. Shown in a table
exactly as in the manual. Maintenance and Fuel are monthly. (Speed is
in MPH, on a flat 0.0 grade surface with no cars.)
Note that there are other conditions to these trains that may effect
your decision. For example, the MAG-LEV-TBX-1 can go 280 MPH however,
when going up a hill any steeper than 2.0, it goes painfully slow.
Also, not all engines will be available once the year that they are
available rolls around. I.E. the Iron Duke was made in Germany and
cannot be purchased in the USA in 1855.
|---------------------------------------------------------------------|
|Name
|Year|Type |Init. Cost|Maint. Cost|Fuel Cost|Speed|
|---------------------------------------------------------------------|
|Trevithick 0-4-0 |1804|Steam | $10,000
|$6,000
|$330
|
5 |
|---------------------------------------------------------------------|
|Rocket 0-2-2
|1829|Steam |$16,000
|$6,000
|$330
| 26 |
|---------------------------------------------------------------------|
|John Bull 2-4-0* |1831|Steam |$13,000
|$5,000
|$340
| 18 |
|---------------------------------------------------------------------|
|Clinton 0-4-0
|1833|Steam |$12,000
|$5,000
|$340
| 15 |
|---------------------------------------------------------------------|
|Prussia 4-2-0
|1837|Steam |$14,000
|$5,000
|$350
| 27 |
|---------------------------------------------------------------------|
|American 4-4-0 C |1848|Steam |$46,000
|$5,000
|$12,606 | 42 |
|---------------------------------------------------------------------|
|Iron Duke 4-2-2
|1855|Steam |$78,000
|$9,000
|$30,736 | 54 |
|---------------------------------------------------------------------|
|8 Wheeler 4-4-0
|1863|Steam |$59,000
|$5,000
|$17,808 | 48 |
|---------------------------------------------------------------------|
|Vulcan 2-4-0
|1872|Steam |$29,000
|$4,000
|$370
| 30 |
|---------------------------------------------------------------------|
|Consolidation2-8-0|1877|Steam |$51,000
|$8,000
|$19,512 | 45 |
|---------------------------------------------------------------------|
|3 Truck Shay
|1882|Steam |$43,000
|$17,000
|$18,227 | 12 |
|---------------------------------------------------------------------|
|Mastodon 4-8-0
|1890|Steam |$60,000
|$13,000
|$22,995 | 45 |
|---------------------------------------------------------------------|
|Ten Wheeler 4-6-0 |1892|Steam |$66,000
|$11,000
|$21,727 | 50 |
|---------------------------------------------------------------------|
|1-3 Bobo
|1895|Elec. |$85,000
|$6,000
|$33,116 | 60 |
|---------------------------------------------------------------------|
|Mogul 2-6-0
|1895|Steam |$83,000
|$12,000
|$25,131 | 50 |
|---------------------------------------------------------------------|
|Atlantic 4-4-2
|1902|Steam |$93,000
|$18,000
|$43,556 | 80 |
|---------------------------------------------------------------------|
|Camelback 2-6-0
|1905|Steam |$75,000
|$9,000
|$15,000 | 30 |
|---------------------------------------------------------------------|
|Pacific 4-6-2
|1908|Steam |$119,000 |$21,000
|$62,516 | 95 |
|---------------------------------------------------------------------|
|Class G10 0-10-0 |1910|Steam |$98,000
|$38,000
|$50,521 | 50 |

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|---------------------------------------------------------------------|
|Prairie 2-6-2
|1912|Steam |$85,000
|$9,000
|$34,157 | 60 |
|---------------------------------------------------------------------|
|American 4-4-0
|1914|Steam |$65,000
|$10,000
|$21,024 | 45 |
|---------------------------------------------------------------------|
|Class XIII H 2-10-|1917|Steam |$102,000 |$36,000
|$46,289 | 40 |
|---------------------------------------------------------------------|
|USRA 0-6-0
|1918|Steam |$90,000
|$13,000
|$29,993 | 40 |
|---------------------------------------------------------------------|
|Mikado 2-8-2
|1919|Steam |$133,000 |$32,000
|$51,072 | 55 |
|---------------------------------------------------------------------|
|Class Be 4/6 II
|1920|Elec. |$61,000
|$11,000
|$14,701 | 32 |
|---------------------------------------------------------------------|
|Class B12 4-6-0
|1923|Steam |$146,000 |$14,000
|$32,407 | 71 |
|---------------------------------------------------------------------|
|Ee 3/3
|1923|Elec. |$47,000
|$7,000
|$11,880 | 31 |
|---------------------------------------------------------------------|
|Class 1045
|1927|Elec. |$95,000
|$6,000
|$11,636 | 40 |
|---------------------------------------------------------------------|
|0-8-0
|1930|Steam |$98,000
|$20,000
|$32,236 | 45 |
|---------------------------------------------------------------------|
|Mallard 4-6-2 A4 |1935|Steam |$200,000 |$19,000
|$55,136 | 126 |
|---------------------------------------------------------------------|
|GC1
|1935|Elec. |$285,000 |$19,000
|$42,721 | 100 |
|---------------------------------------------------------------------|
|Class E18
|1936|Elec. |$97,000
|$16,000
|$27,493 | 93 |
|---------------------------------------------------------------------|
|Daylight 4-8-4
|1937|Steam |$230,000 |$30,000
|$63,611 | 80 |
|---------------------------------------------------------------------|
|Hudson 4-6-4
|1937|Steam |$210,000 |$21,000
|$54,017 | 90 |
|---------------------------------------------------------------------|
|Class J3a 4-6-4
|1938|Steam |$255,000 |$23,000
|$28,000 | 103 |
|---------------------------------------------------------------------|
|Class Ae8
|1939|Elec. |$210,000 |$37,000
|$47,906 | 68 |
|---------------------------------------------------------------------|
|Big Boy 4-8-8-4
|1941|Steam |$375,000 |$70,000
|$88,040 | 68 |
|---------------------------------------------------------------------|
|Class 1020 Co-Co |1941|Elec. |$119,000 |$23,000
|$21,545 | 56 |
|---------------------------------------------------------------------|
|Penn. T1 4-4-4-4 |1945|Steam |$284,000 |$30,000
|$78,213 | 80 |
|---------------------------------------------------------------------|
|F3
|1945|Diesel|$265,000 |$16,000
|$52,150 | 85 |
|---------------------------------------------------------------------|
|PA-1
|1946|Diesel|$210,000 |$16,000
|$52,800 | 100 |
|---------------------------------------------------------------------|
|F7A
|1949|Diesel|$337,000 |$15,000
|$63,000 | 120 |
|---------------------------------------------------------------------|
|GP9
|1954|Diesel|$165,000 |$15,000
|$48,028 | 71 |
|---------------------------------------------------------------------|
|E 69 02
|1955|Elec. |$86,000
|$10,000
|$12,837 | 31 |
|---------------------------------------------------------------------|
|GP18
|1958|Diesel|$245,000 |$15,000
|$53,878 | 83 |
|---------------------------------------------------------------------|
|Class V200
|1959|Diesel|$160,000 |$19,000
|$53,878 | 87 |
|---------------------------------------------------------------------|
|E44
|1960|Elec. |$370,000 |$22,000
|$37,971 | 70 |
|---------------------------------------------------------------------|
|Class 55 Deltic
|1961|Diesel|$480,000 |$15,000
|$52,155 | 100 |
|---------------------------------------------------------------------|
|Shinkansen Bullet |1966|Elec. |$650,000 |$66,000
|$66,680 | 130 |
|---------------------------------------------------------------------|
|FP45
|1968|Diesel|$366,000 |$22,000
|$65,740 | 103 |
|---------------------------------------------------------------------|
|SD45
|1972|Diesel|$360,000 |$22,000
|$36,009 | 65 |
|---------------------------------------------------------------------|
|E60CP
|1973|Elec. |$260,000 |$19,000
|$38,043 | 85 |
|---------------------------------------------------------------------|
|SDP40
|1973|Diesel|$292,000 |$18,000
|$61,966 | 103 |
|---------------------------------------------------------------------|
|Class E111
|1974|Elec. |$390,000 |$17,000
|$38,016 | 85 |
|---------------------------------------------------------------------|
|E656 Camino-FS
|1975|Elec. |$226,000 |$17,000
|$37,734 | 93 |
|---------------------------------------------------------------------|
|Dash 9
|1993|Diesel|$478,000 |$32,000
|$68,410 | 70 |
|---------------------------------------------------------------------|

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|AMD-103
|1993|Diesel|$425,000 |$25,000
|$88,068 | 103 |
|---------------------------------------------------------------------|
|Thalys Bullet
|1994|Elec. |$1,000,000|$40,000
|$111,756 | 186 |
|---------------------------------------------------------------------|
|Class 232
|1997|Diesel|$492,000 |$35,000
|$72,625 | 75 |
|---------------------------------------------------------------------|
|Mag-Lev TBX-1
|2008|Elec. |$2,500,000|$200,000
|$274,139 | 280 |
|---------------------------------------------------------------------|
* I am 99% certain that these are not the correct figures for the John
Bull. If anyone knows the correct figures please, email me.
5.3
@@@@@@@@@@@@@@@@@@@@@@
@ Industry and Cargo @
@@@@@@@@@@@@@@@@@@@@@@
This is it. The very things that make the money. There are many types
of industry in this game, which in turn creates cargo which in turn
brings in the green.
----------------------------------------------------------------------Aluminum Mill
$500,000
Demands: Bauxite
Produces: Aluminum
Aluminum is brought to tool and die factories to create goods.
----------------------------------------------------------------------Auto Plant
$600,000
Demands: Steel and Tires
Produces: Autos
Autos can be brough to any city, they all accept them. The bigger the
city, the higher the demand, the more money you make.
----------------------------------------------------------------------Bakery
$300,000
Demands: Grain or Sugar
Produces: Food
Food too can be brought into any town or city.
----------------------------------------------------------------------Bauxite Mine
$150,000
Demands: None
Produces: Bauxite
Use the Bauxite to make aluminum.
----------------------------------------------------------------------Cannery
$250,000
Demands: Coffee or Produce
Produces: Food
Canneries are needed because at some point, cities will stop accepting
raw coffee and produce and would like their product canned. So this is
where to do it.
----------------------------------------------------------------------Cattle Yard
$150,000
Demands: Grain
Produces: Cattle
Bring the cattle to the Meat Factory where the cows are slaughtered and
that hunk of filet migon is on your plate in no time.
----------------------------------------------------------------------Cement Plant
$400,000
Demands: Gravel
Produces: Cement
Any city accepts cement.
-----------------------------------------------------------------------

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Chemical Plant
$300,000
Demands: None
Produces: Chemicals
Any city accepts chemicals.
----------------------------------------------------------------------Coal Mine
$300,000
Demands: None
Produces: Coal
Coal is one of the ingredients of steel. This can be an extremely
lucrative industry.
----------------------------------------------------------------------Coffee Farm
$150,000
Demands: None
Produces: Coffee
Bring the coffee to any city for cash. In a can, it will make more.
Although not demanded, if you deliver fertilizer, output will be
increased by 50%.
----------------------------------------------------------------------Cotton Farm
$200,000
Demands: None
Produces: Cotton
Bring cotton to cities with Textile mills for maximum profit. Bring
fertilizer and increase production 50%.
----------------------------------------------------------------------Dairy Farm
$200,000
Demands: None
Produces: Milk
Although the Dairy Farm doesn't demand it, if you deliver grain to it
its output will be increased by 50%.
----------------------------------------------------------------------Dairy Processor
$300,000
Demands: Milk
Produces: Food
Magically convert milk into food and bring it to any city.
----------------------------------------------------------------------Electric Plant
$400,000
Demands: Coal or Diesel
Produces: Waste
This is perhaps tied for the most stupid industry. Bring the waste to
the landfill. (Which is equally as useless.)
----------------------------------------------------------------------Fertilizer Plant
$300,000
Demands: Chemicals
Produces: Fertilizer
Fertilizer maximizes the output of grain, sugar, coffee and cotton
farms. Other wise its a load of....well you know.
----------------------------------------------------------------------Grain Silo
$300,000
Demands: None
Produces: Grain
Bring the grain to cities with bakeries or cattle yards. This can
prove
to be a lucrative industry also. Fertilizer increases production by
50%.
----------------------------------------------------------------------Gravel Pit
$200,000

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Demands: None
Produces: Gravel
Bring the gravel to cement factories.
----------------------------------------------------------------------Housing
Not for Sale
Demands: Anything and everything
Produces: People and Mail
This is what produces passengers. Probably the most valuable cargo in
the game. Mail is also produces but not as much as people. Mail too,
is very valuable.
----------------------------------------------------------------------Iron Mine
$200,000
Demands: None
Produces: Iron
Iron is the other ingredient to steel. Iron is also very valuable.
Tool and die factories accept raw for a while.
----------------------------------------------------------------------Landfill
$300,000
Demands: Waste
Produces: None
A silly industry to say the least, bring you waste here get a small
amount of cash. Not exactly what I'd call a cash crop.
----------------------------------------------------------------------Logging Camp
$150,000
Demands: None
Produces: Logs and Wood Pulp
Bring the logs to the lumber yard or they're worthless. Bring the pulp
to the paper mill or it is equally as worthless.
----------------------------------------------------------------------Lumber Mill
$200,000
Demands: Logs
Produces: Lumber
The lumber is what makes the money. Any city will accept it.
----------------------------------------------------------------------Meatpacking Plant
$400,000
Demands: Cattle
Produces: Food
This is where the cows go to die. Bring the food to any city for cash.
----------------------------------------------------------------------Nuclear Plant
$1,000,000
Demands: Uranium
Produces: Waste
This industry is what it produces. It is tied with the electric plant
for least useful industry. And with that astronomical price...
----------------------------------------------------------------------Oil Refinery
$500,000
Demands: Oil
Produces: Diesel
Bring the oil here, turn it to diesel, bring the diesel to the electric
plant end up with squat.
----------------------------------------------------------------------Oil Well
$200,000
Demands: None
Produces: Oil
Oil is accepted at refineries and at cities with ports.
valuable cargo though.

Not a very

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----------------------------------------------------------------------Paper Mill
$300,000
Demands: Wood Pulp
Produces: Paper
Any city will accept paper.
----------------------------------------------------------------------Port
$300,000
Demands: The demands vary greatly and it is all random.
Produces: Same as demands.
Ports accept and produce just about everything with some exceptions.
----------------------------------------------------------------------Produce Orchard
$200,000
Demands: None
Produces: Produce
Bring the produce to cities or canneries. Fertilizer increases output
50%.
----------------------------------------------------------------------Rubber Farm
$150,000
Demands: None
Produces: Rubber
These are pretty rare. You're more likely to get rubber from a port
than anywhere else. Rubber is needed to make tires. Fertilizer
increases output 50%.
----------------------------------------------------------------------Sheep Farm
$200,000
Demands: None
Produces: Wool
These can be a profitable enterprise. Bring the wool to Textile Mills
and create goods. Grain increases output, you guessed it, by 50%.
----------------------------------------------------------------------Steel Mill
$800,000
Demands: Coal and Iron
Produces: Steel
This is the mother of the industries. Arguably the most lucrative,
genuine industry in the game. Not only will you make loads off the
steel itself, the whole mill is a money making machine. Buy these as
soon as you can! You must be delivering iron and coal and shipping its
product for it to be truly profitable though.
----------------------------------------------------------------------Sugar Farm
$200,000
Demands: None
Produces: Sugar
Sugar can be delivered to bakeries and lots of times to ports.
Fertilizer increases production 50%.
----------------------------------------------------------------------Textile Mill
$400,000
Demands: Cotton or Wool
Produces: Goods
This is another excellent industry. Give it cotton or wool or both and
get goods. Bring the valuable goods to any city, the bigger the better.
----------------------------------------------------------------------Tire Factory
$300,000
Demands: Rubber
Produces: Tires
These are needed to make cars. Cities without Auto Plants will pay
very, very little for this product.
-----------------------------------------------------------------------

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Tool and Die Factory


$200,000
Demands: Iron, Steel or Aluminum
Produces: Goods
Another great industry. You can make loads of money off these, plus
they're cheap.
----------------------------------------------------------------------Uranium Mine
$600,000
Demands: None
Produces: Uranium
Bring this to nuclear plants that create deadly waste.
----------------------------------------------------------------------5.4
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
@ Depots and their Services @
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

RRT_Depot

RRT2 has three different sized train stations to choose from. Small,
medium and large. Each station has a certain amount of area that it
will cover and any industry or house that is in the area will be able
to
import and export cargo at that station. The stations are also where
the trains can be serviced to help them perform better. Here is a list
of the services that can be rendered at a train station.
Telegraph Poles - Increase turnaround by 25% - $40,000
Telephone Poles - Increase turnaround by 50% - $80,000
These are good for long scenarios, especially when the movement of
cargo
is required to win.
----------------------------------------------------------------------Saloon
- Increase passenger revenue by 5% - $35,000
Small Restaurant - Increase passenger revenue by 10% - $50,000
Large Restaurant - Increase passenger revenue by 15% - $100,000
Small Hotel
- Increase passenger revenue by 15% - $65,000
Large Hotel
- Increase passenger revenue by 25% - $175,000
Excellent at big stations where passengers are big money.
----------------------------------------------------------------------Post Office
- Reduces the wait time for mail by 50% - $35,000
Customs House - Reduces the wait time for customs 50% - $25,000
These are essential. Mail is one of the most valuable cargoes in the
game, the quicker you can get it, the better. Customs houses are a
must
in campaigns with different countries.
----------------------------------------------------------------------Sand Tower
- Provides the train with sand - $30,000
Water Tower - Provides the train with water - $25,000
Roundhouse
- Provides the train with oil
- $120,000
You will definitely have to have water and sand at probably each
station
and a roundhouse at every other station. Without these your trains
will
be crippled in no time and they will break down or crash shortly
thereafter.
----------------------------------------------------------------------Liquid Storage - Reduces wait time for oil and chemicals by 50% - $50K
Cold Storage
- Reduces wait time for milk and produce by 50% - $50K
Grain Silo
- Reduces wait time for grain by 50%
$35K
Warehouse
- Reduces wait time for goods/cotton/wool by 50% $25K
----------------------------------------------------------------------5.5
@@@@@@@@@@@@@@@@@@@@@@@@@@
@ Basic Catch all Advice @
RRT_Advice

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@@@@@@@@@@@@@@@@@@@@@@@@@@
-When working with cargo, other than passengers and mail, be sure to
maximize your trains output. For instance, let's say that Topeka has a
grain farm in it's limits, and Kansas City has cattle yards and St.
Louis has a Meat Factory, the most profitable route would be...
Topeka w/grain --> Kansas City from KC w/cattle -->St. Louis
from
St. Louis w/food --> Kansas City from KC w/passenger --> Topeka.
This way, your train is making money at every stop.
-Be sure to check the managers available from time to time.
come up that can serve you better than the one you have.

One may

-When laying track in mountainous terrain, be sure to pause and look


for
the path of least resistance. There is usually a path that you can
take
and be able to keep in under a 4.0 grade. This saves valuable time.
6.0
==========
= Cheats =
RRT_IMAcheater
==========
Although with this guide you will not need to put any of these to use,
they are fun to toy around with at times.
To activate a cheat, press the TAB button any time and type the
following codes, then, press ENTER.
Code

Effect

Slush fund
Powerball
Coffers
King of the Hill
Coffers
Show me the Trains
Casey Jones
BigFootGold
BigFootSilver
BigFootBronze
Viagra
Overtime
cargo

Adds 1 Millin to Company Coffers


Adds 10 Million to Company
Adds 100 Million to Personal
Access to all trains
Trains of Competitors Crash
Win Gold Medal
Win Silver Medal
Win Bronze Medal
Cities Grow Faster
Stations instantly filled with

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