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FAQ /W alkthrough by Zoogz


Version: 1.0 | Updated: 06/03/08 | Search Guide | Bookmark Guide

RAILROAD TYCOON 3
____
FAQ written by Scott "Zoogz" Jamison
zoogz22 (at) yahoo (dot) com
http://www.nabiki.com/mst
This FAQ is property of and copyrighted by Scott Jamison,
2007. This
FAQ is licensed to GameFAQs due to their excellent work in
archiving
FAQs for many games that I have played. Please do not post
this FAQ
in any other location without my written permission.
Additionally,
please do not alter this FAQ. I reserve the right to request
this FAQ
to be removed from any website.
____
Table of Contents
____
1.0 - Version History
2.0 - Introduction to Railroad Tycoon III FAQ
2.1 - Game Overview
3.0 3.1
3.2
3.3
3.4
3.5
3.6
3.7

Economics and Railroad Tycoon III


- General Overview to Economics.
- Competition.
- Purchasing and Maintaining Industries.
- Town Consumption and the Transportation Model.
- Supply and Demand - The Flow of Resources.
- Instant Manufacturing.
- Tycoonatrons and the Discussion of Competitive

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Advantage.
3.8 - Opportunity Costs and Time Value of Money
3.9 - Macroeconomics and Conditions.

4.0 4.1
4.2
4.3

Railroad Tycoon 3 Controls


- The Globe Button / Station Cargo Lists
- The Track Button
- The Building Button

5.0 - Walkthrough
5.1 - Campaign Mode
5.1.1 - Go West
5.1.2 - Germantown U.S.A.
5.1.3 - Central Pacific
5.1.4 - Texas Tea
5.1.5 - The War Effort
5.1.6 - State of Germany
5.1.7 - Flying Scotsman
5.1.8 - Crossing the Alps
5.1.9 - Third Republic
5.1.10 - The Orient Express
5.1.11 - Argentina
5.1.12 - Africa
5.1.13 - Japan Quakes!
5.1.14 - The Seeder
5.1.15 - Dutchlantis
5.1.16 - Chip Off the Old Block
5.2 - Scenarios (TBD)
6.0 - Railroad Tycoon Game Patches / Updates
7.0 - Frequently Asked Questions
8.0 - Epilogue and Author's Notes
____

1.0

Version History
____

Version 0.4 - Begun the initial form of the FAQ. Sections


added include the following:
Framework, Author's Disclaimer, Table of Contents, Version
History,
Introduction, Economic Overview, Controls, and Walkthroughs
(3/18
published)
Version date: 28 June 2007
Version 0.45 - Proofread, linebreaked, and tweaked a couple
sections.
More walkthroughs to come in future releases.
Version date: 3 July 2007
Version 0.5 - Added 5.1.1, "Go West" to walkthroughs on
request. Try
#8 at "Orient Express" not going too well either, so I will
just complete all the other walkthroughs.

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Version date: 20 July 2007


Version 0.7 - Added new information to 4.2, "Track Button" in
RRT3 Controls. Added 5.1.2, "Germantown USA", 5.1.3 "Central
Pacific", and
5.1.6 "German States" to walkthroughs. 5.1.6 was added upon
request.
More walkthroughs to come. Added questions to FAQ.
Version date: 1 August 2007
Version 0.75 - Added new information to 3.4, "Town
Consumption and the
Transportation Model" in the Economics overview section.
Updated sections 5.1 and 5.1.6 with additional information. Added
5.1.4, "Texas
Tea" and 5.1.10 "Orient Express" to walkthroughs. Next plans
include
filling in the remaining walkthroughs for the campaigns I
have previously completed (7,8,9) and then being able to go on to the
campaigns
that I have not started, namely 5 and 14-16.
Version date: 10 August 2007
Version 0.97 - Added walkthroughs for scenario 7, "Flying
Scotsman",
scenario 8, "Crossing the Alps", scenario 9, "Third
Republic", scenario
15, "Dutchlantis", and scenario 16, "Chip Off the Old
Block". Revised
section 3.9, "Macroeconomics and Conditions", due to evidence
presented
while playing RRT3 and further research about economic
policies and
conditions of older times.
Also added a walkthrough for scenario 5, "War Effort".
thanks to
Ez8 for providing this walkthrough.

Many

The only remaining campaign game without a walkthrough is 14,


another
scheduling campaign game. Therefore, considering the fact
that I've
played Railroad Tycoon 3 consistently for the last nine
months, I will
be taking a break for a while.
Therefore, I will be taking a hiatus from this guide for a
while as
well. I will still accept any submissions that readers of
this FAQ
would like to provide, especially for scenario #14. I will
update the
FAQ if the submissions warrant it, but since most of the
facts below
are correct as far as I know there will be few further
revisions or
additions for the time being.
(Last note: if you're waiting on ME to provide the
walkthrough for #14,
I will do it eventually if no one else steps up. But just be
warned

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that you may be waiting some months for it.)


Good luck!
Version date: 31 August 2007
Version 1.0 - Added reader contribution walkthrough(s) for
Scenario 14,
"The Seeder". I imagine that everyone was waiting on this
one, and there
were multiple readers who contributed. My thanks and
apologies to those
readers. Possible future additions to this walkthrough may
consist of the
single scenarios bundled with the game.
Version date: 03 June 2008
____

2.0 - Introduction to Railroad Tycoon 3:


____
Welcome! This is my first FAQ, so any comments about this
work,
please send them to the email address at the top of the
page. I first
started playing Railroad Tycoon 2 after having found it at a
local
store for $9, and enjoyed it immensely. I loved being able
to build
track and watch my little trains go all over the place. I
was able to
do pretty respectable at most of the scenarios and campaign
as well.
(Thanks, Dennis Doucette, for the RRT2 FAQ; lemme tell you
about India
someday!)
I did not purchase Railroad Tycoon 3 immediately upon its
release; I
actually waited for a few months. I didn't hear any negative
reviews
though, and obtained my copy. But when I started playing it,
I will
admit that some of the differences in gameplay from Railroad
Tycoon 2
to Railroad Tycoon 3 turned me off of the game at first. So
then,
Railroad Tycoon 3 sat in my "to play" pile for a long time
afterward.
As I was cleaning out my "to play" pile in December 2006, I
realized
how engaging this game could be. While economics will never
really be
a water-cooler subject, this game is based upon many economic
principles, and it took me a few times playing it to realize how
interesting
and exciting it could be. Good and bad decisions in Railroad
Tycoon 2
can affect you, to be sure, but good and bad decisions in
Railroad Ty-

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coon 3 affect you far more. It's because the gameplay model
is far
more robust, and goes farther to be a truer model of economic
behaviour
than Railroad Tycoon 2.
So, by all means, don't be scared of Railroad Tycoon 3. I
realized
that a decent explanation of the economic system and gameplay
principles would be gratefully appreciated by many people...
possibly back
in 2005. It's now halfway through 2007, and I would be
highly surprised if anyone even cares about this game anymore. But I
felt I had
to at least try to publicize it and help others to enjoy it,
even if
too late really is too little.
Thank you for reading, and enjoy!

2.1 - Game Overview

The path to winning in Railroad Tycoon 3 is basically the


same in
every scenario and campaign game - to build a network of
tracks and
trains to service the transportation needs of your current
region.
You are usually offered an amount of money at the start of
the game,
and with this money you can start building tracks and trains,
and connecting cities. More money can either be earned through your
service,
obtained through stock issues in the stock market
(capitalization), or
borrowed from the bank in the form of loans (liabilities).
Some scenarios and campaign games may have different
focuses - for
instance, connecting two cities by rail, or raising your
personal net
wealth, or even outlasting all other companies to be the last
one standing. While there are ways that some goals can be
accomplished without
even placing one inch of steel track, generally the easiest
path to
victory is to build a rail network which is profitable.
In this game, your company can make a profit two different
ways. You
can carry cargoes and earn a profit by taking them from one
location
where they are supplied to another where they are demanded.
Usually,
carrying raw materials to a production facility is a good
example of
this method. Alternately, you can also purchase raw material
facilities and production facilities and make money on the direct
usage of

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goods. Some players get extremely good mileage from just


transporting
cargoes, and it may be best to use this strategy as well if
you are a
beginner. Just remember that profits can be made in many
different
avenues!
____

3.0

Economics and Railroad Tycoon 3:


____

Economics is a very strange art at times, and can require


much explanation. Railroad Tycoon 3 is very steeped in economics,
even more
so than both Railroad Tycoon 1 and 2. Therefore, the below
is a bit of
an essay which encompasses differences between gameplay of
Railroad Tycoon 2 and 3, explains general economic models, and attempts
to apply
them to Railroad Tycoon 3. For those who have not played
Railroad Tycoon 2, my apologies; just try to ignore parts where I bring
up differences, as it may become confusing.
There are a few areas that need to be introduced and
explained in
this discussion. They are as follows:
3.1 - General Overview to Economics.
3.2 - Competition.
3.3 - Purchasing and Maintaining Industries.
3.4 - Town Consumption and the Transportation Model.
3.5 - Supply and Demand - The Flow of Resources.
3.6 - Instant Manufacturing.
3.7 - Tycoonatrons and the Discussion of Competitive
Advantage.
3.8 - Opportunity Costs and Time Value of Money
3.9 - Macroeconomics and Conditions.
Economics is intertwined, so if you don't find your answer
in one
general topic, please go on through the rest of the essay, as
your answer may be related to a different topic. Any questions you
may have
will also be gratefully accepted and answered if possible,
and posted
on the FAQ even if an answer does not exist so that feedback
can be requested and generated.
Additionally, "Tycoonatrons" is the general term I use for
the invisible "people" of Railroad Tycoon 3. For those who
remember the
SimCity games, just think of them as Sims. For those who
played "The
Sims", you can't buy them a new refrigerator. Sorry.

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3.1 - General Overview to Economics.

Before delving into the above topics, a deeper explanation


of the
game may be necessary. Some people do read the documentation
that
comes with a game, and some don't. For those who have
already read the
game's documentation or are familiar with Railroad Tycoon,
please skip
to the next topic below.
The economy in Railroad Tycoon encompasses many different
items.
Some are supply items, such as logs or cattle. In order for
these
items to be useful to most people, they need to be processed
at a processing plant, such as a lumber mill or a meat packing
plant. In Railroad Tycoon, you can build a transportation network made up
of trains
which can bring raw materials to processing plants and
hopefully earn
your company a profit. The processing plants will use these
raw materials to produce finished goods, like lumber (cut boards used
for building) from logs or meat from cattle. "Houses" in Railroad
Tycoon symbolize the public at large, who consumes these types of
items. And the
more houses a town has, the more that this town needs stuff New York
City needs far more paper than Schenectady, for instance.
And just remember, one finished good may be a raw material for another
process rubber can be processed to tires, but tires are used as a raw
material
for automobiles.
Clicking on every building and clicking the little square
button
will show you what every building produces and demands.
Hooking up
buildings which produce a certain good with buildings that
demand a
certain good will be supplying a demand, and this is how you
get money
in the game.
Additionally, there are also passengers and mail in
Railroad Tycoon
3. Sometimes these can be the most lucrative deliveries.
Both types
of "cargo" go from house to house, in essence. Most of our
discussion
can also be applied to passenger and mail traffic, but just
remember
that there's no processing of passengers - the game designers
didn't
make a Soylent Green factory.

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The key to earning money by hauling cargo is to haul it


from a place
which supplies cargo to a place which demands cargo. That's
all there
is to it.
It's a bit more difficult than that?
a few
topics below.

Okay, then check out

3.2 - Competition

Everywhere, competition exists. There's more than one


bank, more
than one grocery store, more than one hotel. It's a fact of
life, and
in Railroad Tycoon 3 it's no different.
Of course, you could be competing against other railroads
in this
game, as in Railroad Tycoon 2. But now, you're also
competing against
boats, trucks, and other methods of conveyance too. The
game's economic model will place prices on everything, and if there is
a profit
to be made by shipping a material over a small amount of land
or a long
amount of water, then the invisible Tycoonatrons will ship it
themselves.
There is a benefit to this as well. Some industries may
already be
producing their finished goods because the Tycoonatrons are
already
supplying the industries. And usually finished goods provide
a higher
amount of profit as well. Be sure to click on all industry
buildings
to see a list of their profitability; they will usually have
a record
of "units consumed" at the top which will show you how
well-supplied
the industry is, and if it is near capacity then you can
practically
count on this industry providing finished goods if connected
to your
rail empire.
This also provides you with additional assistance in the
form of
building stations. While you do still have the option of
putting
small stations in some areas to capture a certain raw
material building, your cities can benefit from the surrounding countryside
as the
local farms and raw material producers will ship their goods
to your
station if it is close. Just be sure to understand that if
you buy
these industries, they may not be as profitable due to the
transpor-

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tation costs they have to pay in order to enter into your


system. Your
stations also serve as an "instant transport"; if a cattle
farm produces cattle, it may take a month or two to get to a nearby
station by
Tycoonatron, but if you build a station which captures the
cattle farm
(puts the cattle farm in its green highlight area), the
production will
instantly be inside your station. It'll just cost money to
buy the
station.
Last note, the Tycoonatrons will follow the paths of least
resistance. They will ship by rivers rather easily and also
coastal parts of
oceans. I watched some goods go from one side of the map all
the way
to the other because of coastal squares. Mountains are far
more daunting though. You can compare this to your track-laying and
ease in
transport; laying a track parallel to a river is usually
pretty easy,
cheap, and results in very little grade, and therefore the
trains will
move quickly. Laying track over a mountain (or THROUGH a
mountain) is
highly expensive, and takes a long time, so you will be
rewarded for
your premium if you made a wise decision.
To sum up, goods WILL move by themselves in some limited
ways without
your trains to take them. Check the globe icon and click on
the specific commodity for additional information, and to find out
if a certain facility is utilizing some other form of transport to
get their
goods to market.

3.3 - Purchasing and Maintaining Industries

Another difference between RRT2 and RRT3 is the industry


model. Already discussed are the facts that some industries may
already be supplied without your efforts. Now, purchasing them as well as
industry
consumption are different as well.
Firstly, purchasing industries. In RRT2, you had to depend
on other
people buying the property and erecting the facility before
you could
swoop down and purchase it from them. Now though, you can
place your
own *production* buildings through the (station-)building
menu. Just
search the list on the dots/lines button. Not only do you
get some of

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the passenger revenue-enhancing buildings from RRT2, you also


get a
list of production buildings you may purchase. To be sure
though, you
will be paying a premium on any building that you place
yourself, about 150% of the purchase price of an identical new facility
(and possibly beyond two times the price of a non-profitable
facility). This
can be classified as the permits and property cost, I suppose.
And on any map, there will be old and new industries. Most
industry
buildings will not disappear once they appear, and you can
see some
buildings that have endured $2M of loss throughout their
lifetime.
The buildings now act with the economy, unlike RRT2.
Now, you have to remember the maxim, "Buy low, sell high!"
You already knew about it from RRT2 due to the stock market. Now
it applies
to EVERY building on the map! If you see a factory that is
productive
and profitable, then it will go for a higher cost than will
an unprofitable factory. You can buy an unprofitable factory for a
discount,
sometimes a profoundly deep discount.
This game teaches in a very profound way another business
maxim,
"Time equals money." Buying an unprofitable factory is
cheap, but
turning it into a profitable facility may take some time.
Buy infrastructure to support the facility though -- tracks to hold
trains which
can transport goods, and stations to capture goods -- and
give it some
time. A small investment could turn into a cash cow.
Conversely, if you find yourself needing industry profit to
finish a
game, buy a profitable industry at a premium. In this
fashion, while
you get far less of a percentage of your investment as
profit, you are
also spending far less time as well and obtaining a facility
that
gives you instant profits.
Ultimately, the tradeoff between buying and supplying an
unprofitable facility versus a profitable one is made up of two
things. Time,
as mentioned above, and the cost of infrastructure -- you
WILL be laying track, building stations, and buying trains to supply
your new facility, right? It will take time for the new facility to
start producing once you supply it with raw materials. By spending money
on infra-

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structure instead of buying a more expensive (and profitable)


facility,
you can use that same infrastructure to move other cargoes
and obtain
more profits.
To summarize, you can buy industries or even build them
from the
ground up. Some will be already profitable, and those are
usually the
most expensive to buy. Some may not be producing anything,
and they
are the cheapest to buy. It will take time and possibly more
investment in track, station, and trains to turn an unprofitable
facility
into a profitable facility, but sometimes it uses your
resources better
than purchasing an already-profitable facility.

3.4 - Town Consumption and the Transportation Model

Two RRT2 tycoon things have disappeared. One is the


one-car unit;
now, in Railroad Tycoon 3, you can ship between 50% and 100%
of a carload of any material, including passengers and mail. (Note:
In RRT3,
you cannot choose to ship a half-carload, it is purely
dependent on the
cargo levels at your station.)
And remember the Railroad Tycoon 2 flags? Green for "sell
all cargoes", yellow for "keep cargoes on the train", and red for
"keep cargoes at station, don't sell"? They don't apply here anymore,
due in
part to the pricing scheme and also the fill percentages from
above.
Every town will now have a price for everything, and the
amount that is
consumed will also depend on the price.
For instance, you may have three towns. The one on the
west supplies cattle. The one in the middle is a small consuming
town. The
town to the east has a meat packaging plant. They may look
like this:
Westerham ----------- Centreville ------------ East Eastie
Cattle Ranch
Meat Packaging
Plant

If you have a train route between Westerham to Centreville,


you may
have one or more loads of cattle. This is because of the
flow of
goods, the Tycoonatrons. The closer you get to a demanding
facility,
the meat packaging plant, the higher the price will be for
the cattle.

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By taking the cattle at least part of the way, you will get
at least
part of the money realized from shipping the cargo, and the
Tycoonatrons may take some (or even all) of the cattle you supplied
Centreville to East Eastie because of the profit they could realize
from the
shipment.
And here's the fun part. Say you did take two loads of
cattle from
Westerham to Centreville, and you also have a train coming to
Centreville and going to East Eastie in two months. While the
Tycoonatrons
may have taken some of the cattle, there may be some cattle
left that
the Tycoonatrons couldn't ship at a profit to them still in
Centreville
that you may be able to ship for a profit. So your East
Eastie train
might pick up, say, 1.7 loads of cattle from Centreville to
sell in
East Eastie. In this case you may miss out on some of the
profit, but
in effect the game automatically caused you to flag the cargo
red so
that another train could pick it up, and you were penalized
accordingly
(though slightly) for making the cargo sit.
A visual retelling of the above may look like this:

Westerham ------------- Centreville ------------- East


Eastie
Cattle Ranch
Meat
Packaging Plant
(Cost for Cattle: $45k)
(Cattle: $67k)
(Cattle:
$90k)
2.0 loads from Westerham to East Eastie - base price $90k
Total profit: $90k
2.0 loads from Westerham to Centreville - base price $44k
1.7 loads from Centreville to East Eastie - base price $39k
Total profit: $83k
As you may notice, the Tycoonatrons will skim some of the
profit from
the top for undertaking some shipment of cargo themselves.
(Special note - the price may change slightly too, but this
is purely a simplification)
This is why the automatic choosing of cargo is the best way
to run
your trains. You may not know from one shipment to the next
what cargo would be best to place on a train, especially if you
consider the
next scenario:

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Westerham------Centreville---------East Eastie
Notrackville
Grain Farm
Brewery
In this example, there is a grain farm near Centreville
which provides grain to your station to ship, and a brewery (which
processes
grain into alcohol, a finished good in this game) in
Notrackville. As
Notrackville indicates, your track doesn't run all the way
there; it
stops at East Eastie. Example costs of goods:

Westerham------Centreville---------East Eastie
Notrackville
Grain: $15
Grain: $13
Grain: $34
$58)
Alcohol: $190
Alcohol: $185
Alcohol: $176
(Alcohol: $133)

(Grain:

By providing East Eastie with the grain, you still will get
a premium - $21 per 1.0 load. But because grain is far more
demanded in
Notrackville, where they can supply their brewery with it,
the Tycoonatrons will endeavor to ship some of the grain from East
Eastie to Notrackville. And that amount of grain will be fed into the
brewery,
where alcohol will be brewed. Alcohol then is far cheaper in
Notrackville, but the Tycoonatron's premium for moving alcohol from
Notrackville to East Eastie will be built right into difference
between the
East Eastie price and Notrackville's price - $43 per 1.0 load.
East Eastie will still have alcohol for loading, though not
as much
as if you connected Notrackville to begin with. By shipping
East Eastie alcohol to Centerville, you'll still realize a profit
between the
two prices - $9 per 1.0 load. But as you notice, the profit
is a
slight profit compared to connecting Notrackville.
And this is where you, the Railroad Baron, have to make
your decision. Would connecting Notrackville be worth the money
invested in
more track, another station, and more trains? Or would it be
sufficient to let the Tycoonatrons supply your station down the
line, so
that you can then supply the stations in your current
railroad network?
Now this discussion leads us to consumption. There are a
multitude
of ways that any amount of anything (goods, food, raw
materials, etc.)

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dwindles:
1. People taking raw materials and producing their own
goods (like a
cottage-industry woodworker taking 5% of a 1.0 load of logs
to plane or
sand for his own use).
2. Waste.
3. Theft.
4. Use (Consumption).
5. Purchase and transport.
1-3 above are minor, but will happen. They are provided so
that you
are aware that if numbers drop, it may be due to other
reasons rather
than your trains or the Tycoonatrons' shipping capabilities.
We covered #4 already above with the Tycoonatrons. In
Railroad Tycoon 3, towns will now use the production that factories will
provide.
In RRT2, if you have a meat packing plant in a city, taking
cattle to
the facility created food. But this food had to GO somewhere
else, it
was not demanded at all in the town where it was produced.
In this
game, towns WILL consume goods, and it is not a bad thing.
Take the
following scenario:
Centreville
Grain Farm
Grain: $13
Alcohol: $185

Notrackville
Brewery
(Grain: $58)
(Alcohol: $133)

Let's introduce a new portion now:


Brewery (Capacity 3
units/year)
Supply (the grain!): $58/unit
Labor/Overhead: $30k/year

One of the two numbers fluctuates a lot - labor. Labor are


the Tyoonatrons running the brewery, working inside. If the
brewery doesn't
run, then fewer Tycoonatrons are needed, and the cost will go
down (but
not disappear; you can't have a completely empty facility and
call it
"open".)
One of the numbers doesn't fluctuate as much - overhead.
Overhead
refers to the electricity used to make the factory run, the
taxes on
the land and assets, and to some extent the wages of the
management of
the factory. Overhead will also always exist, and there's
only so
much you can dispense with.
But with the numbers above, we can understand the following:

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Brewery - Consumption 2.0 Units


Supply - $116k
Labor/Overhead: $30k
Which means that you can tell completely what the costs of
this brewery are:
2.0 units of grain @$58/unit=$116k + Labor/Overhead $30k=$146k
But alcohol sells for $133/unit in Notrackville, so
therefore if
they sell all the alcohol there the revenue (all money made)
becomes:
2.0 units @$133 = $266
With expenses, the brewery will show a $266k-$146k = $120k
profit.
But imagine the Tycoonatrons. One or another enterprising
Tycoonatron may take a .25 load of alcohol from Notrackville where
it sells
for $133 to Centreville, where he can realize a profit of
$13k. If
this is all he can haul, then it makes sense that his maximum
profit is
$13. If he can haul .5 loads though, why not haul more if it
won't
cost that much more and get $26k profit instead?
However, Notrackville's price for alcohol is still worth
the brewery
in Notrackville to sell alcohol to the general public, given
limited
options. If you connect Notrackville to your rail network
though,
your trains are in essence "buying" Notrackville's alcohol
for themselves at the same $133 price that the public may pay, and
you are realizing the profit when you then "sell" the alcohol to
Centreville at
$185. But while your trains are not in station "buying" the
alcohol,
and if there is a surplus, remember that any Tycoonatron
who's thirsty
can pony up his own $133 and the brewery will sell him
alcohol too.
Now we get into basic supply and demand, in the next section
below!
Just remember, consumption is JUST like production in this
game in
one key way: it doesn't all happen immediately! We used the
numbers
above to provide an "average" price. Prices can go up and
down and affect the purchase price of any commodity - just look at your
local petrol station for an illustration!
Another note to remember in this game is to follow the
train cars!
When you click on the station that your facility is served

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by, the list


of cargoes will appear. In this list, you can find out both
if your
facility is being supplied and also if your facility is able
to sell
finished goods. You can tell this both the same way. If for
instance
you own a brewery, this means that you need grain as an
input. The
houses serviced by your station will ALSO demand grain too.
Therefore,
click on the station and click the grain car to see what is
happening!
Your brewery, as long as you zoom out far enough, should
have a downward pointing triangle. If there is grain to be input to the
brewery,
then little black railcars of grain will appear UNDER the
triangle's
point. If so, you have a supply, and your factory should be
outputting
alcohol at this very second.
Then, you can find out if your alcohol is being bought or
not by
clicking on the alcohol car in the station list. If there
are black
cars around the town but not in the station, then your
alcohol is also
being bought. Congratulations, you are likely turning a
profit! If
the black cars are sitting at the station though, you'd
better get a
train to transport them somewhere else. All that needs to
happen is
for them to be loaded on a train for them to be bought. So
therefore,
if you have an alcohol factory yet prices are pretty stagnant
for alcohol, find the nearest location that you can ship it even for
a few pennies extra and ship it there, as you will earn the profit
through the
revenue your brewery just made in selling the alcohol to your
train to
ship.
This is how I understand the revenue model for supply and
production
buildings in RRT3. I was perplexed recently, as I bought a
steel mill
which did extremely brisk business yet the steel seemed to be
piling up
in the town; there were upwards of 10 units of steel, yet my
factory
put up amazing $1.1M profits. I then realized that the two
tool and
die factories were not only upgraded, but operating at
maximum capacity
and likely purchasing the steel as soon as it gets turned
out. As I
honestly don't know any other way that you can possibly book
revenue
on a product that seems to not be getting sold, and if anyone
else has

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any ideas in regards to this topic I would be happy to hear


them.
So this is what is happening behind the scenes constantly.
You have
Tycoonatrons trying to get ahead in life, much like you may
be (unless
of course, you're at university.) If you still are at
university, go
ask your economics professor about some of this stuff, and
(s)he'll be
glad to help. Alternately, send an email to the address at
the top of
the FAQ for any questions.

3.5 - Supply and Demand - Flow of Resources

This will be a quick discourse on the basics of supply and


demand,
hopefully little more than a refresher course. It will focus
on how
the game deals with supply and demand going forward though.
Let's go back to Westerham and East Eastie, and give a date
of 1889:
Westerham --------- Centreville ----------Cattle Ranch
Plant
(Livestock: $45k)
(Livestock: $67k)
$90k)
(Meat: $255k)
(Meat: $235k)
Cattle Supply: 5.6
Cattle Supply: 1.2
0.2
Meat Supply: 0.0
Meat Supply: 0.3
0.7

East Eastie
Meat Packaging
(Livestock:
(Meat: $195k)
Cattle Supply:
Meat Supply:

As you see, Westerham's cattle sell for $45k per 1.0 load.
East
Eastie has a meat packaging plant which needs raw materials,
the livestock, in order to process into meat. That's the new price
you see on
the list above. At this point, there's a reason that meat
costs a lot
in Westerham; they have very little, so people are willing to
pay more
for the small amounts of meat that local butchers may be able
to produce. Cattle in East Eastie are the same way, since it costs
such a
large amount for the Tycoonatrons to be able to move what
little livestock they can the long distance all the way from Westerham
to East
Eastie - some may die, some may get lost, et cetera. Still
note
though that *some* shipping may be happening due to the
Tycoonatrons.
So, your train comes to the rescue! At first, you can just
do a
short trip from Westerham to Centreville, and that will get
the cattle

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moving toward the direction of East Eastie. But you may also
notice
that profits for the cattle you pick up in Westerham are far
better in
East Eastie, and they also will hopefully have meat for you
to sell
after their meat packaging plant starts producing.
As a rule of thumb, your best profit will come from the
first few
shipments you undertake. Because since you're fulfilling a
need, then
costs will stabilize across the board:
Check out what may happen by 1894:
Westerham --------- Centreville ---------- East Eastie
Cattle Ranch
Meat Packaging
Plant
(Cattle: $72k)
(Cattle: $78k)
(Cattle: $82k)
(Meat: $230k)
(Meat: $218k)
(Meat: $205k)
Cattle Supply: 1.6
Cattle Supply: 0.7
Cattle Supply: 4.2
Meat Supply: 1.3
Meat Supply: 1.0
Meat Supply: 2.4
Your trains did this!
When you filled the need for cattle to be sent from
Westerham to
East Eastie, you caused prices to rise slightly in Westerham
- the
local butcher who can still make a profit by slaughtering his
own meat
won't be able to find as many cattle as he used to. At the
same time
the ranchers will realize that there are fewer and fewer
cattle, so
therefore they will raise prices in order to capture more
money from
their service. Cattle won't be in as great of supply as
before, so
the ranchers can be more choosy in the prices they charge!
East Eastie still needs cattle, but check out the livestock
supply
exampled above. If the meat packaging plant can only process
(about)
3.0 loads of livestock yearly, then they're supplied for more
than a
year. Where might those 4.2 train cars of cattle be? The
meat packing
plant can't just let them go free and then go find them when
they're
needed... they need to store the cattle and feed the cattle
before they
are processed. These costs now show up in the lowered price
of this
cattle.
And meat! Now that Westerham is being supplied with meat,
the rich
aren't the only ones who can afford it. If only one
Tycoonatron bought
meat at the local butcher for $254 before East Eastie's
steaks hit the
market, the butcher only got the $254. But when East
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hit the market, why would the marketplace only sell one steak
at $254
if they can sell twenty steaks at $230? Remember, if a good
isn't
sold, it isn't worth anything; it's currency that runs
everything.
As for the one Tycoonatron who bought steak at $254? Well,
if all the
steak is the same, why buy steak at $254 if it's the same as
the $230
stuff? This allows the one Tycoonatron to keep $24 in his
pocket to
spend on something else, which then allows economies to grow.
Now would be a good time to inform you that everything in
Railroad
Tycoon 3 is treated as a commodity. This term means that the
quality
of an item is not considered in its pricing. Therefore, a
McDonald's
hamburger is the exact same meat as the steak you may buy
from an Outback Steakhouse. Obviously, in the real world this isn't the
case, but
the same 2.0 load of meat from East Eastie is worth exactly
the same as
the meat butchered by the Tycoonatron in Westerham.
So, on a microeconomic scale, your trains serve to balance
prices.
Prices will never be truly equal, as your trains do not
transport goods
instantaneously nor are they always at the station. East
Eastie's
large supply of meat isn't all getting taken out of town
unless you
have a fleet of trains just waiting for it (which would
probably cost
too much to support), so East Eastie's prices will still be
lower. As
more and more meat is taken from East Eastie, the price will
rise slowly. Please note that this will make the meat packaging plant
(as well
as the cattle farm) more and more profit as they go along,
which make
them attractive investments provided the costs were low
enough.
As a wrapup, supply prices are low and demand prices are
high. Your
company will make profit by buying at supply prices and
selling at demand prices. Obviously, the farther apart these prices are,
the more
profit you will make. But remember that once you start
supplying demand that prices will start to equalize over time, making you
less and
less profit each time you supply the same demand constantly.
This section will connect with the opportunity costs
discussion in
section 3.7 as well as the macroeconomic section at 3.8.

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3.6 - Instant manufacturing

Railroad Tycoon 2 worked on the instant manufacturing


theory, which
stated that if you bring two cattle cars to a meat packaging
plant,
they instantly turn into two food cars. Obviously, not only
did you
earn money with the two cattle cars, you also will earn money
by hauling the food cars. In Railroad Tycoon 3, this aspect is
completely
neutralized. Now, each facility not only has a limit to how
much they
can process, they also will not process these items
immediately. I do
not have a complete guide to the times that it takes for
materials to
be processed, but if anyone has figured this information I
would be
glad to add it to this guide.
Ultimately, for the facility to produce, it needs to be
profitable
to produce. 99 times out of 100, it is profitable for a
facility to
turn raw materials into finished goods, but if you find a
facility
that just does not work correctly this may be the cause.
The main point here is that you can't expect to sit your
train for
the cargo to be processed. You have to provide ample supply
to an industry in order to have any expectation that the finished
goods will
be available. As long as there is a year or two of constant
supply,
the industry in question will probably have finished goods
waiting for
transport.
This isn't to say that "instant" production doesn't exist
anymore.
One of the most important parts of the game still happens
instantly,
which is building. Track, station, and even bought
production facilities are all erected immediately, with no lag in time. If
you had to
wait eight years for engineers to build a bridge over a long
river rather than to hear the "clink-a-clink" of them constructing it
immediately, it'd certainly change the game.

3.7 The Tycoonatrons and the Discussion of Competitive


Advantage

So you may be thinking, "The Tycoonatrons can ship


anything. Why
should I bother even building a train?"

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The programmers thought of this too. It'd be an extremely


boring
game if the Tycoonatrons did everything, wouldn't it?
Remember the above examples? The Tycoonatrons could ship
materials
over short distances themselves. But the Tycoonatrons have
two major
problems. One is speed. The other is capacity. These
issues become
things that the railroad can do well; in economic terms, they
are
"strategic advantages".
The Tycoonatrons are slow for the most part. Rivers and
other bodies
of water will speed them up and increase their capacity, but
check out
your trains. In the 1800s, you routinely see speeds around
60MPH and
faster. In the 1900s, you have trains that can go 150MPH and
faster.
Think back to history... could horses match train speeds in
the 1800s?
Could cars match train speeds in the 1900s and 2000s,
considering the
fact that trains have the right-of-way? Consider even the
fact that
trains can usually climb hills better than horses (even if
they are
slow) and can also move faster than boats on the water.
Building a rail, two stations, and placing a train on it is
the fast
-est way to get from station A to station B in this game.
Your trains
will effectively reduce spoilage to miniscule. The poor
Tycoonatrons
can't compete with your speed though, and you only have to
click on the
globe to notice that while the little train cars of supply
radiate some
way, many times they don't radiate very far. You can only
walk a case
of beer so far before you start drinking it.
Capacity is your other strategic advantage. You may notice
that it's
hard for a person to carry more than four cases of beer. Put
it on a
train though, and it's easy as pie. If you already made the
investment
of a train and track, putting five cases of beer on the same
train
changes the cost minutely. As a matter of fact, it costs
pretty much
the same to haul 400 cases of beer compared to 4 cases.
Selling 400
cases of beer at $20 apiece is far more valuable than selling
4 cases
of beer at $40 apiece.
This is how the economy runs here. Tycoonatrons can only
take so
much because their capacities are extremely limited. But
they will

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try to maximize their small capacities just like you will try
to maximize your large capacity. Your goal in this game is to
figure out how
to make your trains profitable, and the way to do that is to
make sure
that they are hauling cargoes that can be sold for a high
premium at
another station down the line.
Remember the overhead discussion above? In most cases,
overhead is
the purchasing of capacity. Buying a medium station in
Railroad Tycoon
3 costs $100k, but it is a one-time cost. If you deliver
only 5.0
units of mail at $20/unit, you'll break even. But if you
deliver 20.0
units of mail at $10/unit, you will make a profit (20 * $10k
= $200k,
Station = $100k, total profit of $200k-100k = $100k). And
the best
part is that as far as the station goes, there is no change
in cost between offloading 5.0 units and 20.0 units; the station
doesn't change
cost.
The things that are variable in this game are your trains.
The more
trains that you run, the more cost that will be incurred
(purchase
price, fuel, and maintenance as well as lost opportunity for
other
trains that have to stop for congestion). So by all means,
maximize
the profit of each of your trains.
Capacity does also apply to factories as well. A factory
that has a
large supply of raw materials may be best served in
increasing capacity. More capacity is again an increase in overhead, as
more property
is bought, a larger facility implies more building materials,
and all
other costs. It will also be an increase in labor, as more
people are
needed to be hired in order to convert more raw materials.
Additionally, if you increase supply of your finished good, you may
see your
purchase prices drop as increased supply of the good will
result in decreased demand. But if the demand is high enough and the
facility is
profitable enough, by all means increase the capacity! As in
the above
examples, 3.0 loads of alcohol at $133k will be worth $399k,
but 5.0
loads of alcohol at $120k are worth $600k. The biggest issue
is to
make sure that the costs incurred to go from a profit of
$399k to $600k
are smaller than the increased profit.

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So you do have competitive advantage over almost everything


else in
the game as far as speed and capactiy are concerned. What do
you do
with that competitive advantage?
In true Bill Cosby fashion, I tell you that story to tell
you this
one:

3.8 - Opportunity Cost

The above example can be a demonstration of a principle


called
"opportunity cost". Opportunity cost is everywhere too! Do
you want
to use an extra $5 of gas to go see a friend... or did you
want to use
that $5 to get a bite to eat? You make decisions every day
on how best
to use your money, and these decisions may change on a daily
basis.
On Monday, you may have decided to use the $5 on food, but on
Tuesday
you could be regretting that decision because you really need
to talk
to your friend now. And then, if you have yet another $5 you
can
spend, you may face the same decision and then choose
differently.
In this game, you invest money in order to make money.
Imagine you
connected Westerham with Centerville, like this:

Westerham ------------- Centreville


Eastie

East

It could take $350k to build track between two cities,


$200k for two
stations, and another $150k for a train for a total of
$700k! And the
first load you transport on this track could be worth only
$150k.
What kind of profit is that?
Costs: $700k
Revenue: $150k
Profit (Revenue minus costs): $550k of COSTS.

That's not making money, right? But in this game, track


you lay
tends to stay there permanently, and the trains you place can
make many shipments. (Maintenance costs exist for both, but for the
sake of
this conversation they are minimal) So after a while, you
could make
a total of ten trips between the two towns and end up making
a profit
of $1.2M over three years, then we can reevaluate your

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decision to
build:
Costs: $700k
Revenue: $1.2M
Profit (Revenue minus costs): $500k after 3 years.
Good, right? Well, guess what.... you can place that $700k
of infrastructure anywhere you want, provided you have the
permission. The
majority of places you could place that $700k of track would
give you
very little revenue, which made them bad choices, but they
were choices
nonetheless.
Imagine this scenario:
Westerham
East Eastie

Centreville ------BRIDGE-----

Say that it took $950k total to connect Centreville to East


Eastie,
due to a bridge that had to be built unlike the WesterhamCentreville
route. But in three years, you earned $1.6M. So the profit
you received from this transaction may look like this:
Costs: $950k
Revenue: $1.6M
Profit (Revenue minus costs): $650k after 3 years.
So, you would make more profit quicker if you built the
connection
between Centreville and East Eastie first. Keep in mind
though that
in our example, it did cost more as well. So, we'll do
another scenario, where you do have the $700k to do the WesterhamCentreville connection, but you couldn't raise the $950k needed to create
the Centreville-East Eastie connection the first year because of bad
credit. If
you first waited a year for your credit rating to rise to
offer a bond,
you might be able to then make the connection! You issue a
bond one
year later and gain $500k, which is more than enough to make
your connection to begin with. The bond carries a 10% interest rate.
And because costs have risen, it now takes $1.0M to build the same
connection. So the analysis may look like this:
Costs: $1.0M + $50k + $50k (two interest payments) = $1.1M
Revenue: $1.6M * 2/3 of the time = $1.1M
Profit (Revenue minus costs): $0 after 3 years.
You didn't make a profit! But... you could have made more
profit
based on connecting Westerham and Centreville earlier!
Whoops... that

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is lost opportunity.
Everyone in the world makes opportunity cost evaluations
constantly,
so it's not a new principle. In the world of economics in
Railroad Tycoon 3, you may notice that opportunity costs exist
everywhere - just
look at all the towns you can connect!
And here's one last concept for this section. The above
illustration
is a good way to show the time value of money. Remember
waiting one
year to build the Centreville to East Eastie connection? It
costed a
bit more to build one year later, and cut one year of revenue
stream
from the final total. All of the scenarios have a time frame
added to
it, so make sure that if you are waiting to build a
connection it is
because raising the money is either impossible or too
expensive, or
that there are no profitable connections to make at the
present time.
Making these decisions is definitely not as cut-and-dried
as I showed
above; oftentimes, you don't know how well one of your
decisions panned
out until possibly two years of game-time has elapsed, and
sometimes
even longer. But be sure that you're always thinking about
the opportunity costs of any decision you make in Railroad Tycoon 3,
including
possible missed opportunity elsewhere.

3.9 - Macroeconomics and conditions:

The paper came!


panicking!

There's a depression!

Everyone's

In the real world, depressions and economic booms are


overall conditions. These conditions are based on growth for the most
part - if a
economy is shrinking, then it will be in a depression. An
economy
shrinks when the amount of resources entering it grows
smaller, in essence. And cash can certainly be one of those resources.
Conversely,
if an economy is expanding, it is because the available
resources are
increasing.
In the normal world, growth rates fluctuate but generally
stay positive. This is because human industry and work becomes more
and more
productive, plus population increases which grow the labor
pool. Re-

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member when you connected the meat packaging plant to


Westerham? The
Tycoonatrons didn't have to spend as much on meat, and that
left them
able to use their money in different ways. Being able to
spend their
money elsewhere allows for growth to happen. This is also
the normal
condition of the game - when the economy is normal, it is
growing at a
modest rate.
From there though, increases in production or decreases in
prices
may trigger "prosperity", or an economic "boom". In this
case, there
is more production going on, all the way up to 120% to 125%
of normal
production levels. Additionally, because cash becomes more
available
in a prosperous economy, fuel costs and labor costs may rise
because
the demand for both items will be stretched. Raw materials
costs can
rise too, and as the chief officer of a railroad, you may
want to pay
attention when laying track in a boom time - it will cost
more. A
prosperous economy is an inflationary economy - ALL prices
will rise.
But sometimes, problems happen that interrupt production on
a widescale basis, or prices increase too much to be explained by
inflation
and prosperity. At this point, people make do with less, and
spend
less too. And when cash doesn't flow as easily, growth rates
may stagnate. This can lead to economic "slowdowns", recessions, and
depressions. In this situation, labor and raw materials cost
less. Stock
prices also trend downward, as discretionary income isn't
available to
use to invest - it is needed for necessities for the majority
of people. Turning a profit in a depression is not easy, but it
still can
happen; even if more than half of the people aren't getting
by well,
there are still some people who are earning a profit and able
to still
purchase items. Prices may decrease in these times due to
the fact
that the demand does not exist, and production may also go
away.
The economic condition in Railroad Tycoon 3 is a good
indicator of
what may happen in the future. Any system will attempt to
reach equilibrium, including economies. A slowdown may indicate that
your railroad may not be as profitable through the next while. While
you may

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need to change your strategy a bit due to this issue, just


remember the
discussion on opportunity costs - make sure that you're
either obtaining profit immediately or on your way to obtaining profit,
and no matter what economic condition you're in you'll be able to
succeed.
Just for your information, there is absolutely nothing that
you can
do about macroeconomic conditions. If a depression hits, you
can't buy
more trains to try to transport more cargo to get out of it;
the game
will randomly change the macroeconomic state by itself. Just
be sure
that whereever you are in the game, you're tailoring your
strategies to
what is happening around you; in other words, buying a lot of
stocks on
margin may hurt you if the game randomly goes into a
recession.
There are advantages to both conditions of economic
activity though.
In depressions, the cost for new investment is lowered - you
can usually lay track for less, and fuel and labor costs are lower.
Supply
costs usually dip lower during this time until such time that
labor
costs will dip to match supply costs. And of course, demand
costs will
also lower, probably more than the amount that the supply
costs will
drop. There will be less cargo available and less passengers
and mail,
as the money to afford more of all of these items isn't
available to
all people.
Stocks in the stock market will go lower, as people can't
spend their
discretionary income on stocks when they have to purchase
necessities.
This is the perfect time to engage in half the maxim of "Buy
low!", as
long as you make sure that it is still a wise investment.
In this game, bond interest rates will rise higher during
depressions.
I previously wrote that bond premiums should be lower in
times of depression, but the game has since proved my wrongness. From
further
research, the market forces of banks and other lending
organizations
are far more reluctant to lend money during times of short
money supply
(like a depression). So they will drive bond premiums
higher. The
market pressure was far greater in the 1800s and early 1900s
due to the
fact that back in those days, currency was tied to the gold
standard.

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The same conditions may not exist today, but the game
attempts to be
true to the time period in which it exists by portraying
these market
forces as being a deterrant to new investments.
The rates for bonds in recessions and depressions can rise
all the
way to 8%, but will hover mostly at 7%.
In prosperous or "boom" times, fuel and labor costs go up.
Demand
goes up, as there is a lot of money, but supply costs tend to
remain
static because while more money is in the economy, most
supply facilities also increase production (demand does too if
supplied). Stocks
in the stock market will gain value because discretionary
income can be
used to speculate with, and these times are usually the times
to practice "sell high!", especially with companies which don't seem
to be
turning a large amount of profit.
The bond market in prosperous times will result in lower
prime rates.
Again, this is more likely to happen when money has to be
pegged to a
gold standard and the variable levels of money in an economy
cannot be
as easily controlled. Because more money exists in the
economy, this
money is chasing a shorter and shorter supply of investment
instruments
thereby lowering the percentages that companies have to pay
to offer
new instruments of investment.
In boom times, bond premiums will edge down from 6% and
could even
reach 5%.
As a last note to this section, much of personal net value
in this
game will always be tied up in stocks. Therefore, keep a
very close
eye on the economic indicators to know if you need to ramp up
your buying or to possibly even cash in a few stocks for short-term
use. Since
many scenarios have a personal net value restriction, my best
suggestion for these is to try to complete all the other
restrictions, wait
for economic indications to get better, and try to create as
much
wealth as possible to get up and over the NPV restrictions.
After all,
it's nothing more than a paper value regardless... and if
you're a $20
millionaire one month and a possible $4 millionaire the next,
all the
game cares is that you hit the $20M threshhold once.

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(This game would be very difficult if $20M was demanded in


cash, I
would think.)

This concludes both the tour of economics as a whole and


how they apply in the world of Railroad Tycoon 3. PLEASE contact me for
any additional ways that I can clarify any of the above principles as
they apply to Railroad Tycoon 3. Economics is a fuzzy area to many
people,
and it is now a far more key concept in Railroad Tycoon 3.
Any questions I receive can be added to an actual FAQ to append to
this section
for any future revisions of this document, and will likely
help everyone else.
____

4.0 - The Controls of Railroad Tycoon 3:


____
Railroad Tycoon 3 has a good instruction book, so I will
cover three
high points that may not be understood fully:

4.1 - The Globe Button / Station Cargo Lists


The globe button is an extremely important indicator of
supply and
demand in Railroad Tycoon 3. By clicking on the globe icon,
you can
find out information about the microeconomics of your map.
First, click on the globe icon. From there, you will see
TONS of
cars all around the map. This information may not be
extremely helpful, but at the very least you can see the stations that may
have the
highest amount of inventory. As a very general rule of
thumb, more inventory is more opportunity to make money.
However, your best option is to click on individual
cargoes. For instance, if you click on "Grain", you will see triangles
pointing down
and triangles pointing up. The triangles pointing down are
areas that
demand grain, and the triangles pointing up are areas that
supply it.
You should also see black rectangles which symbolize carloads
of grain.
For instance, if you see a town with a brewery (downwardpointing triangle) with no railcars going toward it, you can be somewhat
sure that

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the demand for grain is high because there is no supply.


you have
any grain cars, divert them to the area.

If

However, if you see a brewery in a town and small black


rectangles
going towards it, it is likely that the brewery is being
supplied and
you can possibly pick up cargoes of alcohol near (or if you
connect the
city, in) the city.
Also, be sure to check out the red/green coloring on the
map. It
symbolizes the price for the commodity you choose. You can
take cargoes toward the green areas and pick up higher profits than
if you offload them to red areas.
Additionally, you can check prices themselves within the
station dialogue. If you click on a station in any city, you will see a
list of
all cargoes available in the scenario. You can find out what
cities
are demanding certain cargoes and the prices, as well as
finding out
what towns are supplying certain cargoes. This is also a
good way to
find where to create new passenger routes. Just make sure to
notice
the "supply" numbers, as a route that only has 0.8 loads at
$25k per
load is not as lucrative as a route that has 1.6 loads at
$20k per load.
Use this information in conjunction with the information
you receive
when clicking on buildings as well. For instance, you may
see 0.3
loads of grain in a town with a brewery, so you may assume
that the
town demands more grain. But if you click on the facility,
you may
find out exactly how much production the brewery had the last
three
years - you may even find out that it's running at near
capacity, which
would make your grain shipments less lucrative than you may
want.

4.2 - The Track Button


Without track, you can't run any trains. This is usually a
bad
thing. The track button is rather straightforward, but there
are options that you should be made aware of. Firstly, you can
choose whether or not to try to build overpasses, which will cost more
but it will
allow you to build crossing overpasses so that trains do not
have to
stop at certain intersections. You can turn the option from

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"on" to
"off", and building overpasses is more expensive than not.
Next is the bridge button. Bridges obviously allow your
train to
cross water. You have four choices here, "common",
"average", "rarely", or "never". The reason for four options is that you can
build
bridges *near* water, and will not get weird grades if you
use "common", but the cost of additional bridgework will be higher.
After this is the tunnel button, which is the exact same as
the
bridge button, offering the same four choices. Again, the
tradeoff is
higher expense for lower grades.
The last option on the right is for electic track, which is
either on
or off. Make sure you pay attention here, because there are
many cases
where electric trains may be superior to steam or diesel
trains. Since
you have to have the track electrified in order to run the
trains, make
sure you turn this option on _when needed_. Don't confuse
this with
the little button at the corner, which shows a lightning bolt
and a
track - this is to electrify all your track automatically.
Electrifying all of your track at the same time, especially
if you
have a lot of track, could be exceedingly expensive. If
you're planning on gradually introducing electric trains due to the cost
of laying
the appropriate track, then go slowly. Just lay the track
you may need
immediately, and once you expand electric routes then you can
go back
and build more.
Lastly, make sure the bridge you need is the one that's
turned on.
For occasional traffic crossings, use wood. For a higher
volume, use
steel. Finally, for an extremely high volume, stone. You
can choose
to build single or double track with the steel and stone
bridges, the
wood bridges come in only one flavor - one-track.
When laying track, the game has a good way to notify you
roughly how
expensive your track will be. You will see color-coded
numbers above
the track which will indicate the grades of the track that
you will be
building. But because a track cannot be built without making
sure that
the right-of-way is smooth, you will also see that the track
*itself*
will be color-coded, and this color may not match the colors

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of the
numbers above. This is because the track color will
correspond to the
track bed that will have to be laid. If the track bed has to
be raised
in order to run a railroad, it will cost more! Green track
is track
that does not need a bed, and yellow and red indicates more
expensive
track.
(NOTE - In track-limit scenarios, building double track
WILL take
your track limit down by two instead of one.)
Also, make sure that you're very familiar with the undo
button. The
best method I've found to playing the game is to pause every
time you
are building an important or expensive piece of track (such
as a tunnel
or bridge) and to examine it from every angle. The AI for
track building is not always perfect; I had one game where I built a
major suspension bridge, $700k worth and about two years in, and I came
to find out
that the game somehow put in a dip leading to the bridge of
15 degrees
with an incline of 16 degrees, all on one tile of track.
Therefore, if
possible, examine the track you're building from as many
angles as you
can before moving out of the track-build screen, because
track becomes
permanent if you click on ANYTHING else.
(Exception: If you don't pause, the end-of-year report will
pop up,
but you can exit out of it without exiting out of the trackbuilding
screen and therefore invalidating your undo option.)

4.3 - The Building Button


Most people should be well familiar with the station
building button, as without stations you cannot schedule trains. But the
main issue in this dialogue box is the button within the building
dialogue box
which has dots and lines. Be sure to not forget it! This is
where you
can purchase both your passenger-revenue increasing buildings
such as
hotels and taverns, post offices, and production buildings.
Don't ignore production in this game! A building worth $2M may seem
like a
heavy investment, but if it is well-supplied and maintained,
it can
bring in five times that amount as a long-term ten year
investment. As
in RRT2, production buildings can also sustain through bad
economic

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times as well.

____
5.0 - Campaigns/Scenarios:
____
5.1 - Campaign Mode:
With this last update, there is very little left to do
other than
minor tweaks and revisions. If anyone would like to submit
additional
information or possible strategies on any of the below
walkthroughs,
please email me at the address at the top. Additionally, I
would also
like to request for any submissions to be accompanied by the
type of
credit you would like (none, name, name/email, etc.) as well
as whether
or not I am allowed to edit any of your submission.
Thanks!

5.1.1 - Scenario 1 - Go West!


Bronze Medal: Connect Boston to Buffalo by 1866.
Silver Medal: Connect Boston to Buffalo by 1861.
Gold Medal: Connect Boston to Buffalo by 1856.
Time Frame (Time Limit): 1840 - 1866 (Maximum 26 years)
Special Restrictions: No unconnected track, cannot resign.
Starting Position: Your character and $250k of private
capital.

Welcome to Railroad Tycoon 3! This scenario is a good


warmup and a
nice introduction to the world of trains and laying track.
The goal
here is to get from one side of the map to the other, and
it's not a
particularly hard goal.
Your character has $250k of private capital, and investors
are willing to bankroll your new operation to the tune of $2.5M, so
let them!
With $2.75M, there's a ton of stuff you can do to start off
right.
Boston is your most important city, so start there. Connect
Boston to
Lowell, Worcester, and Providence to start. Buy four trains,
one to
service each city to Boston. And finally, make sure to place
at least
one maintenance shed and a few water towers.
Your initial return on this will be about $200-$300k for

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the first
trips there-and-back, so your next stop will be Springfield.
Set up
one train from Springfield to Boston, and check inventories
at all stations to make sure that you don't have another hidden route,
such as a
possible Providence/Worcester route.
As profits start rolling in, the computer players will
probably
spring into action. One will likely connect New York City to
Edison,
and the other will likely build a track to nowhere. Just
ignore them.
By about 1845, your profits should be stable enough for you
to extend your lines to Hartford. Keep an eye on all inventories,
because
keeping a stable and profitable company is key right now.
After Hartford, connect Bridgeport. Then see about extending your
track to your
competitor's station in New York City. Don't worry about
possible profit loss connecting to your competitor; you probably won't
even give
your competitor $200k just for using his station through the
rest of
the scenario, and don't bother wasting money on a merger
either. Just
make sure you have *PLENTY* of trains, at least around ten or
so, that
all of them are making at least some profit, and that there
are enough
water towers and maintenance sheds for all the trains.
Now that you have a stable line in the East, it's time to
go north
along the Hudson River. Make sure that you try to go from
Bridgeport
across the smaller foothills along the edge of Long Island,
and then
move north along the Hudson. You may have to pause the game
in order
to find the best lines along the river, and make sure to use
the "undo"
key as much as needed. The track that is laid to
Poughkeepsie as well
as to Albany needs to be as level as you can make it WITHOUT
having to
resort to bridges over the Hudson River; those can be
expensive!
At about 1846 or so, a new train will appear -- the
Baldwin. Don't
bother upgrading the rest of your fleet of Norrises, just
start buying Baldwins for routes from Albany and Poughkeepsie to the
rest of
your tracks.
The money that can be made from the first few runs between
Albany and
the cities that previously couldn't get to Albany will be

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rather lucrative, and should give you about half the money you need for
your final
push. Remember that the ONLY GOAL is to be able to get to
Buffalo.
You don't need company value, or even to be profitable at the
end.
Therefore, build as far as you can and let bonds take you the
rest of
the way! At this point, still make sure that you can lay
track as
cheaply as possible, which means as level and as free of
bridges, but
feel free to float five or even ten bonds to connect the end
of the
line. All that has to happen is for Buffalo to be connected.
If you need any additional help, the game gives you a big
piece of
pie in 1848 - a paper will announce that the gold rush is on,
which
will bump passenger traffic by 50%. After that, you can also
choose
to invest $100k in train speed, to increase your trains by
15%. Don't
bother advertising, the 50% passenger increase should be more
than
enough to keep your trains stocked with revenue-producing
cargo. If
you need any additional revenue, these passengers will
provide it in
spades.
That's all there is to it! You should be able to make it
by 1850
or so as long as you keep making profitable trains and keep
laying
track, and as long as the economy stays relatively reasonable.

5.1.2 - Scenario 2 - Germantown, U.S.A.


Bronze Medal: Connect St. Louis to Cleveland, company book
value $10M
Silver Medal: St. Louis to Cleveland, company book value
$25M,
lifetime industry profits $5M.
Gold Medal: St. Louis to Cleveland, company book value $40M,
lifetime industry profits $10M, only surviving
railroad.
Restrictions: Can start only one company.
Time Frame (Time Limit): Jan 1850 - Dec 1880 (31 years)

The Midwest Map returns!


In this scenario, you will be pitted against four other
tycoons who
will definitely build their own companies and railroads. You
have your
own options for starting points though, since you will be
building your
track immediately and you can put track anywhere you choose.

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You have
a few good areas to pick from, in my estimation:
Chicago/Milwaukee area (including Madison, Green Bay, etc.)
Davenport/Cedar Rapids/Minneapolis area.
Detroit/Toledo/Cleveland area.
Middle Indiana - Terre Haute/Indianapolis area.
You could also possibly try Cincinnati/Columbus as well,
but the
towns which carry the best stars tend to be in the north.
For this
scenario, both times I played and medalled I started in with
the third
set, Detroit/Toledo/Cleveland. The computer will usually
take the
Iowa/Minnesota region and will generally put at least one
other
railroad in Michigan -- either Kalamazoo/Holland, or
Lansing/Saginaw,
or maybe even both.
In this scenario, you do not have to worry about personal
net worth,
but I suggest that you pay attention to it anyway. In order
to force
mergers with companies, the best tactic is to own at least
half of
their company. This way, your own company can lowball the
merger price
and the remaining investors (as well as your competitor)
can't say a
thing about the merger. Of course, your railroad will grow
exponentially to begin with, so by all means invest in your
railroad as
much as possible to start and try to use your railroad to do
occasional
stock buybacks.
The best part about using the Detroit/Toledo/Cleveland
nexus is that
you have Cleveland already connected to two other profitable
cities.
Additionally, northern Ohio/northern Indiana do not have too
many
profitable towns to connect for a railroad track heading
west. Michigan does tend to have at least two one-star towns other than
Detroit
(usually Saginaw and Kalamazoo), a fun port in Holland which
tends to
demand a multitude of items, keeping prices high, and there
also tends
to be a lot of good supply buildings in Michigan, such as
iron mines
and dairy farms. As well, since the computer usually starts
at least
one railroad in Michigan and usually never expands past the
first two
connections, when you take that railroad over through merger
you will
be able to gain infrastructure while at the same time
accomplishing
gold-medal goals.
Now, another fun part that you can take advantage of if

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you'd like:
when you have a computer player setting up shop near you, do
not be
afraid to connect your track to theirs! If you are able to
get a track
that goes almost all the way to his own station (or better
yet connects
directly to the station), you will be able to then use his
station for
a pittance. When you're only using between 2% and 5% of
their "track",
that means that of a shipment of $100k, you will only have to
pay
either $2k up to $5k for that use. Just consider at that
point then
that if you needed to build a large station to accomodate
that town
just to avoid the usage fees, it would have taken you between
40-100
$100k shipments to pay for that large station.
And the SECOND fun bonus for connecting to opponent's track
is that
the computer will occasionally make the "shrewd" business
decision to
utilize this link to ship to your rail stations. At this
point now,
they're undertaking the shipment costs including fuel and
overhead and
will be giving YOU the "usage" costs. Even if you have a
short
connection of 60%, that's money that you're earning for not
even
lifting a finger. On top of that, the computer could be
shipping you
cargo that could be demanded highly by a station that's
farther down
your track. Therefore, you can take that cargo and earn even
more
profit from it! So don't be afraid to connect to your
opponents, it
will usually serve lucrative for you and may even serve
lucrative for
your opponent. Just make sure to start buying into the
company either
before or just when the link is completed with an eye towards
a merger.
For the industry profits, just identify production
buildings which
may not be profitable, and hook them up! Supply buildings are
cheapest, but unless you buy a lot of them and keep them
maintained
earning the profits will be tough. If you need to create a
new
industry vector, for instance if there are no lumber mills for
processing logs, then by all means build one! Try to make at
least
$500k profit per year within ten years' time, and shoot for
$1M per
year within the next five years after that. To illustrate,
$500k per
year would be either six to seven supply facilities (farms,
mines,
etc), two good production facilities, or one well-supplied
upgraded

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facility.
From here, micromanaging should be over. Make sure to
monitor the
supplies of materials at all of your stations though to build
as many
profitable runs as you can. Keep an eye on your profits,
issue bonds
if needed to reach larger towns or to buy/place new
facilities, and
keep heading west towards St. Louis! Of course, there's one
last issue
for a gold medal, which I will cover below.
I would like to just mention a couple words of warning
about mergers.
It is in your best interest to keep your personal net value
economically healthy in this scenario due to the above described
reason, buying
equity in other companies so that they can't resist merger
attempts.
Therefore, once the first three or so years passes, do not
margin your
personal net value heavily. Make sure that you have wiggle
room. Also,
make sure that you have a *controlled* buy-in, or that you
buy shares
in multiple lots. Holding SHIFT key while clicking on "buy"
for a
stock will let you buy 5,000 lots instead of the usual 1,000
lots. By
doing this, you will not pay as much for all 5,000 shares as
you would
have if you bought the stock 1,000 by 1,000.
When you view companies, they will have a book value and a
share
value. The book value is the price per share which
encompasses all of
their assets - track, trains, stations, facilities, even any
production
buildings they may own. The share value is a reflection on
the book
value PLUS the expectations that the company engenders; if
the company
is losing money, the share value will likely be lower than
book value.
Just because you may see a company with a book value $50 per
share and
a share value of $15, make sure you check it out before
jumping in
full-bore! The biggest issue with mergers is that any
financial liabilities that the company is dealing with are transferred to
the new
company. Therefore, you will be responsible for paying ALL
of their
bonds. If they have $2.5M in bonds, be sure you know about
it and can
absorb all of those bonds before you merge!

5.1.3 - Scenario 3 - Central Pacific

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Bronze Medal: Connect Sacramento to Salt Lake City.


Silver Medal: Connect Sacramento to Salt Lake City, $20M
company book
value.
Gold Medal: Connect Sacramento to Salt Lake City, $20M
company book
value, plus ship 10 loads of troops between San
Francisco
and Salt Lake City.
(Troops will not appear until cities connected.)
Restrictions: Cannot start any other companies.
Cannot build unconnected track.
800 tiles of track provided to begin, 100
additional
tiles provided per year.
--IMPORTANT-In this scenario, you do NOT get track recredited to your
account if
you bulldoze it; you only get track recredited to your limit
if you
undo it. Additionally, double track will take two units of
track per
tile, so use extremely sparingly.

Time Frame (Time Limit): January 1850 - December 1874 (25


years)

Welcome to sunny California, in the middle of the 1800s!


In Railroad
Tycoon 2, you had to build across all of the Rockies *and*
the Sierra
Nevadas, but all that you have to deal with here is the
initial escarpment of the Sierras and then the rolling intermountain
region. Thankfully, the designers of this map provided assistance in a
couple important ways.
My best start consists of connecting Sacramento to
Stockton, and then
continuing south to Madiera. From here, build to San Jose
and the San
Francisco Peninsula, where the dock and barracks exist. One
of the
biggest complaints I could have is that San Francisco in this
scenario
consists of *both* the north and south peninsulas (where San
Francisco
and Oakland would be) and then also adds the back end of the
San Francisco Bay too. There's no way to build one large station to
accomodate
all three areas, so don't bother trying. Every time I've
played this
scenario, I've had to use three stations to split up these
three areas.
Anyway, from here make sure that freight cargoes are
desired everywhere. The last game I played turned out to be rather lucky,
as Stock-

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ton had a weapons factory that needed to be hooked to the


lumber mill
in San Jose and received iron from both Sacramento as well as
the surrounding Tycoonatrons. These weapons sold for a high premium
in San
Francisco's barracks. Additionally, the fruit farms around
you will
start paying you $150k as a bonus if you ship five cars of
produce
*anywhere* per year. If you do not have a distillery hanging
around,
feel free to build one, and make sure that it is *away* from
the fruit
farms; this way you can make profits hauling the fruit to,
the alcohol
away, and the Tycoonatrons won't be moving the freight. Also
note, San
Francisco's dock demands produce. As a last touch, you can
connect
Yuma City too, and if there are any missing finished goods
(alcohol,
goods, lumber, meat) try to raise money for a facility.
About this time, when you have most of California humming
along with
your trains, you will receive an offer of 25 more track per
year for
$100k per year. The produce farmers' stipend can cover this
$100k, and
it is DESPERATELY needed to win the scenario. Don't worry if
you can't
pay the first $100k immediately, the game will automatically
deduct
even if you're in negative numbers if you choose "yes". And
your chances of getting a gold medal in this scenario become much
greater if you
choose "yes".
Around late 1850s you should now turn an eye towards
building up the
Sierra Nevadas. The designers provided what amounts to a
staircase for
you to be able to build track up, so that your track will
rarely (if
never) go over 10% grade. To find this staircase, look east
of Yuma
City. Zoom out the map if needed, and you should be able to
notice a
small brown line curving north and eastward through the first
set of
mountains. Even better, make sure that the grid is turned on
for when
you build track. Anyway, go up this natural staircase and
build over
to Reno. You will need to pause the game and make sure that
you have
either around $2M or the ability to issue a couple bonds in
order to
make this connection.
Once the track is built, now you need trains to service
Reno. Americans don't climb hills well, and if you're building a route
mostly up

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the hill then feel free to use Shays if you'd like. Build
over to Carson shortly afterward, but make sure that you don't
unnecessarily use
track. At this point, take some time to create more train
routes,
keeping in mind that you may not want four-car loads on trips
going to
Reno or Carson due to the incline.
A single track going up the Sierra Nevada will get clogged
extremely
quickly if you start scheduling trains from California to
Reno or Carson. If you build only one length of double-track in this
game, building it up the stairway itself would probably be best.
Around 1860 or so, the Consolidation engine will come
available. It
climbs hills far better than the American, and is faster over
flat land
than the Shay. At least make sure to replace your mountain
trains with
the Consolidation, if not all of them, and use them for the
rest of the
game. Also around this time, the Civil War will break out,
and this
will result in increased costs for weapons and ammunition. I
hope you
have one of these factories about, as the bonus is extremely
nice.
After you get to Carson, make sure that your railroad is
pulling in
good money from its routes and that you haven't missed too
many other
profitable routes. From Carson, you will have to get to Salt
Lake City
and you will likely run out of track before you get there,
well before
if you had to bulldoze any track. If you want to build the
direct way,
up and down hills, it will save you track but cost a ton and
will be
impractical for finishing the gold-medal restrictions. The
best path I
found through the rolling intermountain region is to stick
towards the
south. You still may have to deal with some higher grades if
you take
the Gabbs - Tonopah corridor, but it will be rather
reasonable for the
most part. As well, this way you can connect many of the
larger towns
of Utah on your way to Salt Lake City (such as Provo,
Fillmore, Cedar
City, etc.). Remember that if you run out of track to lay to
just wait
until next year, and make sure that you're still getting as
much profit
as possible.
As long as you are able to make the connection by about
1870, you
should hopefully be able to complete the gold-medal

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restrictions. Just
build one- or two-car troop trains and make sure to send them
off as
SOON as you see more troops come available. Set all your
troop trains
to highest priority, and force them to carry not only troops
but a
caboose as well. I was able to obtain gold by 1874 after
making the
Salt Lake City connection by January 1870.

5.1.4 - Scenario 4 - Texas Tea


Bronze Medal: Obtain $15M in company cash, haul 50 loads of
oil.
Silver Medal: Bronze Medal conditions plus haul 30 loads of
coffee
from Mexico.
Gold Medal: Silver Medal conditions plus $15M personal net
worth.
Time Frame (Time Limit) - January 1888 to December 1917 (30
years)
Restrictions: None!
Starting Position: Your personal computer character and
$100k.

This map is a rather straightforward map, and you will be


concerned
with cargo types as you may note in the restrictions. The
best thing
to do before starting would be to pause the game and to check
all of
the land to see what kinds of production you can expect. You
may note
that the flat parts of eastern Texas (and Oklahoma) lend
themselves
well to Tycoonatron shipping, as some production facilities
have very
long supply lines. This means that you may not make as much
money as
you would like in transporting raw materials, but also know
that these
production facilities may already be producing finished
goods, too.
Also before you start, you have to take a good look at your
victory
conditions. Personal net worth victory means you can start
with a
limited budget so that you're not having to buy back all that
stock and
possibly opening yourself to margin problems. And then, this
new
"company cash" bit. What company cash means is that you
actually have
to have $15M of *disposable cash*, the stuff that you use in
order to
build rails and whatnot. Company cash does not come without
some type
of infrastructure of profit though, and the other half of the

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bronze
medal requires you to ship at least fifty loads of oil to
boot.
Therefore, start! My suggestion is to start with only a
limited
amount of capitalization, enough for you to be able to
connect two
cities by rail, buy two stations, one train, and perhaps one
water
tower. You should at least keep 20% of your company in the
initial
capitalization phase. As for towns to connect, the easy
choice would
be Dallas and Fort Worth. The fun part is that you can
actually SEE
how Fort Worth pretty much becomes a Dallas suburb if you
start here;
both towns will start to grow into one another as you provide
rail
service through the course of twenty-five years. Other
options for
starting are Austin and any other smaller town, and Houston to
Beaumont.
Following your starting location, my suggestion is to start
building
to the starting location you didn't take. If you did not
connect
Dallas to begin with, try to get there even if the computer
takes it.
Feel free to connect to his track too; as your company gets
bigger, you
can swallow his railroad up in a few years. If you started
in Dallas
and Fort Worth, my suggestion is to try to get down to the
Beaumont and
Houston area; it's long, straight, flat land and the length
of the
track will allow for higher-priced loads.
Before too long, you also want to check the map for oil.
Fifty loads
in thirty years may not be too difficult, but in reality by
the time
you find and connect oil into your lines you could
conceivably have
twenty-five or even twenty years left, meaning that you
should shoot
for at least two loads of oil yearly. Whenever I've played
this map,
Nagodoches has a supply of oil and since it's in the eastern
part of
the map, by all means stay in the east for now. As well,
Shreveport
is a valuable town to connect because their warehouses demand
goods,
which will keep prices higher.
As you go along, just keep adding connections and buying
industries
which seem profitable. Don't worry about Mexico for a while,
especially since their access rights are extremely expensive
-- $10M.
Around 1894 or so, Mexico will offer you a major sweetheart
deal: you

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can obtain access rights for only $50k as long as you connect
Monterrey
to the U.S. within five years. Laugh and take the deal,
because guess
what... all you need to do is to connect Monterrey (with
whatever
station you desire) to McAllen, Texas, just across the Rio
Grande. You
don't have to build connected track, remember? Better yet,
Monterrey's
warehouse provides 4 coffee per year, and McAllen will demand
coffee at
least initially. There are zero coffee farms on the Texas
side of the
border, but you may also find one or two more coffee farms in
Mexico
near this area too. Just build any station in Monterrey, the
track, a
water tower and maintenance shed, and any station in
McAllen. It may
cost $500k to $650k after all of this, but having the coffee
connection
started and getting cheap rights to Mexico is worth it.
Don't be afraid to go north, either. In my game, I found
that all of
the dairy farms were to the north, and milk became a
sufficiently demanded cargo throughout my lines that it was worth connecting
Oklahoma
City, Lawton, and Tulsa. By all means keep in mind the
possible opportunity costs, as Monterrey also became extremely lucrative
through their
textile mill once I connected to McAllen. You can always
check prices
through both the station dialogue box by clicking on specific
commodities, and also through the globe icon. Expansion is very
necessary in
this game though, and don't forget about connecting to your
opponents'
track too!
Electric trains will be introduced in the early part of the
1900s.
Electrifying track may cost $3M or thereabouts by the time
this happens
depending on your expansionistic habits, but the train
(2-D-2) is a
definite upgrade over the majority of the trains you already
have. Its
top speed is higher, doesn't have to stop at too many water
towers, and
only costs $50k to boot. Upgrading all your trains may end
up costing
another $1M or so as well; so just make sure that you can get
a definite return on the $4M or so you may be spending for this,
especially
considering it's more than 25% of your final goal.
Later in the scenario, you will get an additional boost Beaumont
will "discover" oil, which means that there will be new oil
derricks

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popping up around Beaumont. They may be a good investment to


buy, as
Beaumont's dock demands oil naturally. Of course, this also
will help
you to be able to get the 50 loads transported if you're
having
problems dealing with Nagodoches.
Unlike personal net worth, if you have all the other
restrictions met
the game will award you gold the very second you obtain $15M
in company
cash. $15M in personal net worth is guided by the
restriction that it
has to be at the end of a month, but it is rather easy for
your investments to be able to pay off that large if you invest well to
begin with
and just keep monitoring the situation even briefly once a
year or so.
Of course, if you're missing loads delivered, you will gain
gold the
second they're delivered if all the other restrictions are
met.
If you have problems with personal net worth, there are two
other tycoons about and between them they should have at least *one*
surviving
railroad. Feel free to buy in to another company as a way to
earn money
on your investment! Try to set a base price that the stock
is around:
for example, if it's usually at about $35 per share, try to
buy it when
it is under $40 and at no other time. (If the stock is
appreciating,
then it would be a good idea to buy it anyway, right?) Then,
when you
have a sizable investment, use your railroad to merge with
the company
and provide a healthy premium, say $50 to $55 per share.
This way you
will not only get cold hard cash for your stock, you will
also earn
between $10 and $15 per share. Because it's cash, it will
also allow
you to buy more on margin.

5.1.5 - Scenario 5 - The War Effort.


Bronze Medal: Deliver 10 loads of weapons, ammunition, and
fuel to
either Norfolk or New York.
Silver Medal: Deliver 15 loads of weapons, ammunition, and
fuel plus
5 loads of clothing to either Norfolk or New
York.
Gold Medal: Deliver 15 loads of weapons, ammunition, and
fuel plus 10
loads of clothing, meat, and cheese to either
Norfolk or
New York.

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Time Frame:
(4 days)

11 December 1941 0600 to 15 December 1941 0600

Starting Position: One train of your choice between EP-2


Bipolar
electric and H-10 2-8-2 steam, and tons
of track
(as it's a scheduling scenario).
Restrictions: No buying track, buildings, or trains; time
passes
slowly
[The walkthrough for this campaign game is courtesy of Ez8
(ez8ez8 [at] gmail [dot] com). Many thanks to this
contributor for
sending a walkthrough for this scenario!]
[I will still solicit any additional comments for this
scenario, just
like any of the other walkthroughs above as well.]
It's important to note that a port (New York or Norfolk)
has to recieve ALL of one type of cargo for it to count. If you
deliver 5 Ammo
to New York, you have to deliver the other 10 Ammo to New
York or you
will not complete your objectives. Whether this is a game
design mishandling or an intentional part of this scenario, I do not
know.
First off, you have to pick your starting location and
train. Basically your choice can be narrowly defined as steam engine
or electric. For your first train, the electric EP-2 Bipolar is
your best
choice. It will make less service stops than a steam engine
since it
doesn't need water, and has a top speed of 70 mph.
Incidentally
enough, the top speed is also far better than the H-10 engine.

Here's your complete routing schedule for the EP-2 Bipolar.


STOP
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.

STATION
Philadelphia
New York
Allentown
New York
Dover
New York
Balitmore
New York
Washington D.C
New York
Harrisonburg
Winchester
New York
Cumberland
Roanoke
Norfolk

CARGO
4 Any Cargo
None
4 Any Cargo
None
4 Ammo
None
6 Weapons
None
6 Ammo
None
1 Ammo
1 Ammo 6 Weapon
None
2 Clothing
2 Clothing 4 Cheese
None

CABOOSE?
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y
Y

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This train should not break down thanks to all the cabooses
you have
and its high reliability. If it does, don't worry, there is
plenty of
time for it to repair and keep on schedule.
After day 2 (12 Dec) you'll get to choose another train.
Choose the
Pacific 4-6-2 near Charlottesville. This is a powerful steam
engine
with a top speed of 95 mph.
Here's your complete routing schedule for the Pacific 4-6-2.
STOP
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.

STATION
Dale City
Norfolk
Danville
Norfolk
Salisbury
Norfolk
Lynchburg
Norfolk
Roanoke
Norfolk

CARGO
4 Fuel
None
6 Fuel
None
5 Any Cargo
None
8 Clothing
None
6 Meat
None

CABOOSE?
Y
Y
Y
Y
Y
Y
N
Y
Y
Y

This train will run fast and is very reliable. Even if it


breaks down
you'll have a buffer, albeit a small one.
Finally, just before the final full day starts you'll get to
choose
between making your current trains faster or an electric
GG-1. In order
to go for the gold you'll need to get the GG-1 to complete
the last
couple of items. With a top speed of 100 mph you'll be able
to keep
your schedule and maybe pick up a few seconds.
Here's your routing schedule for the GG-1.
STOP
1.
2.
3.
4.
5.

STATION
Altoona
Pittsburg
Norfolk
Baltimore
Norfolk

CARGO
4 Cheese
4 Cheese 4 Meat
None
2 Cheese
None

CABOOSE?
Y
N
Y
Y
Y

Every time I've played this scenario with the above routing
schedule
the GG-1 is the only train that breaks down and every time it
makes for
some nail biting suspense. However, as long as the GG-1
breaks down
only once your last load of cheese will roll into Norfolk at
around
5:00am on the final day.
Congrats, you've made it!

5.1.6 - Scenario 6 - State of Germany


Bronze Medal: Connect 6 German states

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Silver Medal: Connect 10 German states, $8M in personal net


worth.
Gold Medal: Connect 13 German states, $15M in personal net
worth, 25
year time limit.
Time Limit: January 1848 - Dec 1877 (30 for Silver/Bronze,
25 for
gold)
Special Restrictions: Cannot build unconnected track.
Cannot start new companies.
All states marked with "G-" indicate
German
states.

Starting Position: $100k personal wealth, $1.1M company


wealth.

This scenario is the first of the European scenarios, and


it will
actually be a decent test of your ability to create a
profitable
railroad as well as to keep investing in it. You must be
able to build
a profitable railroad, because you will have to deal with
purchasing
access rights throughout Germany.
To provide an overview, if gold is your goal, then you need
to be
able to connect every little German state possible PLUS being
able to
buy in to at least one of the big three $10M states
(Hannover, Prussia,
or Bavaria). You also do get your choice of starting
location, which I
will attempt to run down.
Bavaria: This is southern Germany, and it does contain more
than a
few large towns. Track laying may be a bit expensive here
due to the
grades and trees, but there are more than enough towns to
start from.
There is a penalty for choosing Bavaria, as station building
costs will
be increased 15%.
Hannover: This is western Germany, along the Rhine river.
The towns
are a bit closer here, and there is a hidden benefit to using
Hannover:
that one of the smaller German states, Olmstead, is completely
surrounded by Hannover. On the other hand, there are a
couple of choke
points in Hannover where you have to build track in a certain
direction
in order to avoid Prussia or Bavaria. The other disadvantage
to
Hannover is that it's a small amount of land, and while it
does have a
few cities it does not have too many. There is a bonus
associated with

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choosing Hannover, you receive +1 credit rating.


Prussia: This is eastern Germany, and it consists of large
swaths of
land and many cities. Berlin, Danzig, and a multitude of
other towns
exist here, and it also has outlying lands that you have to
buy to and
build through before you can utilize them. There is a
penalty for
choosing Prussia to equalize, that overhead costs will be
+30%.
This scenario also existed
connecting to
the various states sometimes
someone
would like to submit them, I
will remain
unfinished until I redo this

in Railroad Tycoon 2, and


also unlocked small bonuses.

If

would gladly accept, but this


scenario once again.

To start, decide which of the three states will be your


home base, so
to speak. Once you do so, start hooking up cities in your
home area!
Don't worry if you can only build a small amount of track,
because all
that you need to do is have a few loads go over it and you'll
be making
decent money. Just make sure that you're moving all the
cargo that is
*profitable* to move, and that your trains are running either
with
three or four cars. Locomotive power in this scenario is
cheap for the
most part, you just have to make sure that you have enough
maintenance
facilities to keep your engines going.
Also, IMPORTANTLY, make sure to invest in your company as
soon as
possible and as heavily as is prudent. Don't be afraid to
use your
company to buy back their own stock too, because dividend
profits will
be important near the end of the scenario too. Getting to
$15M may be
the harder goal in this scenario, and unless you start early
and well
you will have a very tough time accomplishing it.
A year or so into the scenario, you will receive an offer
from
bankers that if you make $500k in industry profit, they will
assist in
underwriting other business ventures. $500k is not a lot of
money,
and can be accomplished in two years with a hooked-up
production
facility (factory) or two to three well-transported supply
facilities
(farms). Also, don't forget that tool-and-die factories will
take
iron! The bonus is pretty good to provide new and good
profits, as
long as you keep a close eye on the facilities you build.

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While decent money can be made through industry, your


largest amounts
of profit will be made by connecting all your towns. Make
sure to
connect any town that has even four houses to your network,
and by all
means if an industry is oversupplied (like wool, or lumber,
etc) then
you can use the smaller towns to build facilities so that
more demand
is created. Just make sure to try to connect as many towns
as you can
and to make sure that they are being serviced by your trains
efficiently.
When you're at the point that you can start pulling
$500-$800k per
year in profit, it's time to do three things - invest more
money in
your company, set your dividend to start pulling at least
$50K or so
per year in free money, and (unless there are still better
opportunities in your home state) start planning your access
rights
purchases!
When you go into the access rights screen, you will see
exactly how
many different places you will have to buy into. No
territory will
offer access rights lesser than $600k (Olmstead) and some
will be as
high as $2M (Baden, for instance). Taking a rough average of
about
$1.2M per territory, that leads to needing about $14.4M just
to buy
into twelve of the thirteen gold-required territories in the
game.
And, you also have to buy into at least one of the two
German premier
territories remaining. The premier territories are Prussia,
Bavaria,
or Hannover as discussed above, and each carries a $10M price
tag.
This means that your railroad has to be equipped to pay out
almost
$25M in money that is a sunk cost. On the other hand, paying
out $10M
to get into one of the other two premier territories will
give you
access to a LOT of new cities and new revenue opportunities
too.
Also of note, about five to ten years into the scenario,
your
*character* is given $500k of money toward personal wealth.
By all
means, use this money to invest!
Just remember, due to Olmstead's position, that you have a
choice to
make. You can either choose to start in Hannover to make
sure you can
buy into Olmstead, or if you start in either Bavaria or

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Prussia you can


either choose Hannover as the $10M territory to buy into in
order to
connect Olmstead OR you have to buy into both other $10M
territories if
you want to obtain a gold medal in the scenario. It's not
impossible,
you can certainly obtain $10M of profit by buying into any of
the
premier territories, but also keep in mind the time limits!
That's all there is to it. You can attempt a couple
different
methods to getting the $15M in personal profit, but your best
opportunities to accomplishing both goals include building a
railroad
company that has at least fifty to seventy trains toward the
end and is
highly profitable. The gold medal requirements for $15M will
trip at
the end of any month, if I remember correctly, and there are
ways to
artificially pump up stock prices such as company stock
buybacks,
resetting higher dividends, and even good ol' fashioned mass
purchases
of stock. Don't get too fancy though, because if you're
margin-called
it's really hard to get back; selling stock in your company
will just
make the remainder of what you hold less valuable too, and it
could
make you tumble all the way from $5M to $5.00 in a very short
period of
time. (And this would make all your efforts in building a
powerful
company completely moot.)
As a final addendum, I realized that I did not provide the
method by
which I earned gold both times. I started in Hannover, as
the cities
are a bit closer and the bonus is helpful to begin with. I
connected
Hannover to Salzgitter and Gottingen and floated a bond to
get up to
Bremen and Bremerhaven. At that point I had perhaps ten
trains running.
I did decide to go for some industry profit and invested in a
textile
mill in Hannover, which I promptly expanded due to all of the
wool
supply in the area. At that point, I was making enough to
expand into
Olmstead, and still took full advantage of the cheaper bond
rates.
Following that, I bought into Schleswig-Holstein to be able
to connect
Hamburg and Kiel, and went up through Flensburg to connect
the smaller
cities to the north. I doubled back and went farther east to
then
connect Lubeck and Rostock. I connected northern Germany
because
access prices tended to be cheaper here and the cities were
more

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plentiful, and as well the grades were far lower.


Following this, I turned my attention southward and
connected to
Kessel, went south to Frankfurt and west to Koblenz. After
that, I
connected to Erfurt and Jena as well as to Leipzig.
Following that,
I went southward to Baden and Strassberg. After connecting
all the
smaller states, I made a splash and bought into Prussia so
that I
could extend my northeast track into Berlin. This finished
the thirteen territories I needed to buy into and connect.
Don't forget to buy LOTS of trains, and also to improve the
track as
you go with water towers and maintenance sheds. I was able
to pull a
profit around $3M per year by the end of this scenario. Also
of note
is that when I finally finished with all the connections, my
personal
net worth was sitting at about $8.5M. Because my company was
so
profitable and had a good dividend set, I artificially
boosted my stock
price by buying into my stock toward the end of a November,
if I
recall. I bought in enough to raise the stock price to the
point that
my holdings were worth $16.5M, and when the month turned I
found that
the price did go down but still left me with $15.75M. This
was more
than enough for the gold, since all of the other restrictions
were met.
The lesson to take from this is twofold: if you buy in
heavily to your
stock to drive up your personal net worth, it WILL work for
limited
times. Also, make sure that there is an extremely healthy
gap between
your final net worth and the net worth you need. If the
value fell
below $15M, then I would have to hold the stock for a full
month. I
may have been in trouble due to possible market
recorrection. Lastly,
the cheating way is to make sure to SAVE before you do a
buy-in of this
magnitude, so that way you can reload and readjust the
strategy if
needed.
From contributor James Summers:
If you ever look at any farm or orchard or dairy, they are
ALWAYS
profitable, so buying them gives a 100% guaranteed cash flow.
The key was to use all of your capital and simply buy farms
and other
profitable businesses, and not bother building trains for the

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first
5-10 years. One can get a rough return on investment
percentage by
comparing the asking price to the last year's earnings.
it is more
than your current cost of capital, buy it.

If

The problem with running trains early in the game is that you
have to
pay for maintenance on track and stations, and so forth.
The real trick is to issue as much debt as possible in boom
times when
the capital is cheap. I always ended up maxing out my debt
long before
the end of the game.
Another trick is to issue stock in boom times, and buy it
back in busts.
I generally do about one stock buy back per year in down
turns and two
stock issues in boom times. Sell high, buy low is not
exactly a "new"
trick though.

5.1.7 -

Scenario 7 - The Flying Scotsman

Bronze Medal: Connect London to Edinburgh by 1865.


Silver Medal: Bronze plus Lifetime average locomotive speed
greater
than 12MPH.
Gold Medal: Silver plus be the only railroad in business.
Time Frame (Time Limit): January 1840 to December 1865 (25
years)
Starting Position: $100k of personal net worth.
Restrictions: Can only start one company.
To start, fully capitalize your operation. The initial
investment is
worth receiving, and while it will be important for your
character to
have a good net worth it is something that can be built
towards.
My path took me from London to Cambridge to Northampton,
then Birmingham. Following that, going south to Portsmouth is best.
After
that, connect various towns (Ipswitch), through Dorchester
and Exeter.
Then, connect the headwaters of the Thames (Oxford, Bath,
Gloucester).
When the other two railroads start up, make sure that your
character
is able to buy into them without too many problems. Keep it
orderly
so that nothing strange happens. In my game, one of the two
railroads
had a very aggressive buyback on their stocks, so therefore

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if you
don't get in soon enough and hard enough it may be
exceedingly difficult to perform a merger. Therefore, start using your
personal wealth
and also your dividend to start owning pieces of the other
companies
with an eye to purchasing them. Of course, it may also
happen that at
least one of the two railroads will be barely solvent too.
Don't worry if you have to start with Planets or Adlers.
The game
will offer Beuth engines after a while, and all you have to
do is just
replace the slower engines with the Beuths. You will also
have the
chance and money to double-track roads which have very high
traffic,
so by all means provide the double-track. If your Planets or
Adlers
gave you a bad speed through the first five to ten years, as
long as
your speed is at least nine you should be able to raise it
enough and
in time once the Beuths arrive.
At this time, you should be getting at least $500k to $800k
profit
yearly. Connect Ireland together from Belfast through
Dundalk to Dublin. (Mind the hill here, make a sharp turn). Go through to
Wexford
when you can afford it. Ireland is a good place to make
additional
profit without a high cost.
From here, feel free to connect the northern parts of
England.
Leeds to Kingston-upon-Hull, then north to at least
Middlesbrough.
Then connect Scotland up; Glascow to Edinburgh first, then
add Ayr and
Dundee. The northern parts can provide a decent profit, and
can be
connected to each other easily.
Following this, make sure that you can buy out the
railroad(s) which
might still be remaining. Likely, one will be Liverpool to
Manchester,
and it is highly doubtful if they expanded due to your
claiming
Birmingham almost immediately. Just buy them out, connect
the two
ends, and sit back and enjoy.
For reference, passengers are rather lucrative on this
map. There
is an event which happens early on which will be a famine.
You can
choose though to provide your food at regular cost. I think
that this
means that at (grain, corn, livestock, dairy) farms and
orchards you
own that you will charge less than if you chose no. It does

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seem to
be worth the money, because unless you make a major capital
investment
quickly in the game, you will likely not have any food
farms. I am
unaware if this also applies to meat or alcohol.
Anyway, the rate at which you choose to lower your food
costs will
be repaid back a few years later in an increase to passengers
at the
same rate. It may be a good idea for you to decide exactly
how you
are planning to make your money, but I do believe that the
passenger
bonus you receive later is more than enough reason to cut
food costs;
the infrastructure you should have set up for this increase
in passengers should be far better than the one you had to begin with
for increased food.

5.1.8 - Scenario 8 - Crossing the Alps


Bronze Medal: Connect Milan to Zurich by 1910
Silver Medal: Connect Milan to Zurich, Munich, and Venice
before 1910.
Gold Medal: Connect Milan to Zurich, Munich, and Venice
before 1910,
haul 30 loads of weapons to Munich.
Time Frame (Time Limit): January 1875 to December 1910 (35
years)
Starting Position: $100k of personal net value.
Restrictions: Cannot build unconnected track.
This map may require a bit of thinking about, as you need
to be
able to not only carve out a respectable profit in Italy, but
you also
need to be able to translate that to a lot of track (or
TUNNEL) building. You are given access to Italy first, but you have to
gain access
to the remainder of the map.
Thankfully, Italy is pretty lucrative. Venice to Verona is
almost
always a good route, and connecting Milan and Trieste will
help too.
I was able to buy a couple facilities which also made a
decent profit.
One of the best things is that Venice's port will import
weapons in,
and these weapons will fetch a higher price in Verona.
According to what you may think, it seems to be better to
accomplish
bronze, then silver, then gold in many scenarios. For this
scenario,
it may be far better to accomplish silver and gold before

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worrying
about bronze. Going north from Verona will be a direct path
to Munich
but not to Zurich, but it really is the best path. Trento
and Bolzano
may be small, but they are cities nonetheless. In my games,
I found
out that they also will take weapons at an even higher demand
than
Verona. Amazingly enough, the price for weapons at Munich is
such a
high pull that the Tycoonatrons will attempt to make the rest
of the
distance.
Therefore, the next best step is to buy into Austria and
then to
Germany to finish the connection to Munich. If you are able
to wait
until March 1889, you will receive a pretty decent benefit:
tunnel
building decreases by 15% (due to invention of cordite).
Your tunnel
will still probably cost about $2.4M or so, but it is such a
nice way
to finish off the mountain track-building and it will make
getting
trains to Munich that much easier.
When you can start running trains to Munich, you will get
major profits. Your first train will likely be worth at least $750k
and may
even be worth all the way to $1.1M, so it really is in your
best interest to get it all the way to Munich as quickly as
possible. The
gold medal restrictions are the best way for you to finish
the map by
finishing your bronze medal restrictions.
By the time you transport all the weapons you'll need, you
should
have enough money to transverse the mostly flat land between
Munich
and Switzerland, and the vague small hills you'll encounter
when you
get there. It's far cheaper to build from Munich to Zurich,
and far
more lucrative to get to Munich first. The game will not
care if you
did not build a direct connection between Milan and Zurich,
after all.
Just remember to pause the game before laying track, and
the "undo"
button is definitely your best friend in this scenario.

5.1.9 - Scenario 9 - The Third Republic:


Bronze Medal: Company book value of $10M by 1896
Silver Medal: Company book value of $15M and total industry
profit of
$2M by 1896

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Gold Medal: Company book value of $25M, total industry


profit of $5M,
and be wealthiest tycoon by 1896

Time Frame (Time Limit): January 1871 to December 1896 (25


years)
Starting Position: $100k of personal net worth.
Restrictions: Cannot merge, cannot start a new company.
Unmentioned Restrictions: Cannot short sell, cannot buy
stock on
margin.

You will be at a bit greater odds in this game. Your


character will
only start with $100k compared to the other three characters'
$250k.
Or at least you may think you're at a disadvantage. Read on
to find
out!
For my game, I started by connecting Paris to Chartres. Do
not worry
if you have to fully capitalize and also take out bonds, or
even issue
more stock. Chartres is the start of the French meat market,
and Paris
should reciprocate with either grain or alcohol (depending on
what is
available). Besides, the best reason to connect Paris to
Chartres is
to also deny the computer two of the best towns for them to
start railroads in. The next natural two towns to connect to is
Orleans and Le
Mans. Remember that if a better opportunity exists to buy an
industry
(perhaps a brewery), check it out, especially because of the
restrictions for gold.
For the stock market, make sure that you're balanced.
While investing in your own company will make you the best profit to
begin with,
at least try to get a couple thousand shares of competitor's
stock
just in case the stock market gets all goofy. Once your
profits start
to be decent (maybe $150k range?) set a small dividend and
try to
maintain it. Don't be too afraid to use stock to obtain
money for
growth in the beginning, but you should be able to buy bonds
from
about the seventh year onward.
In August of 1871, you will receive an offer to reduce fuel
costs by
45% while absorbing a 25% increase in engine cost. Most of
your
engines are not efficient in this game, so my suggestion is

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to take
the offer. It will really start to shine once you get about
twenty
engines or so and you've been operating them for a couple
years.
In January of 1872, you will receive an offer to receive a
$500k
payment, essentially a letter of credit, for $700k to be paid
in three
years. As your bond market will still be rather bad, I would
suggest
obtaining this money because seed money is extremely
important in this
game. Besides, the $700k which will be taken out does not
actually
require your company have $700k for it to pay back; it will
just deduct
whatever number you have by $700k, even if it is negative
already.
About 1875 or so, France will announce a bonus for shipping
the most
freight. This includes passengers or cargo, for your
information.
The prize is $50k in *personal* net worth directly to the
chairman.
Through this method, the game will rapidly become unfair. I
have been
able to keep pace with tycoons purely with the $50k bonus
without even
having stock in the stock market to appreciate in value.
Unlike other games, do NOT bother connecting opponent's
track to
your own. This will usually help their own companies more
than it
will help your own, and since they start with an advantage
anyway you
may as well just build your own stations.
The method to your operations shouldn't be too difficult.
As you
see, you need both a good company book value as well as a
good industry profit. So the best idea is to purchase industries which
may not
be doing as well to maximize their production.
If you're getting stuck on industry profits towards the
end, there
is usually a steel mill near or at Angers that is just
lacking iron.
(Coal should come through the nearby ports.) Run a track
south
through Lyons and into Marseilles area, where you can find a
ton of
cheap iron. Before the iron gets to Angers, buy the steel
mill. The
profits that you can make from the steel mill can be
reinvested to any
tool and die shops you may be able to locate and supply.

5.1.10 - Scenario 10 - Orient Express:

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Bronze Medal: Connect


Silver Medal: Connect
speed of
20 MPH.
Gold Medal: Connect
speed of
30 MPH,

Vienna to Istanbul
Vienna to Istanbul, average express

Vienna to Istanbul, average express


personal net worth $15M

Time Frame (Time Limit) January 1878 - January 1913 (35


years)
Starting Position: $100k of personal wealth.

Oh, and let's not forget... difficulty: very hard.


see why.

You'll

I know that I'm not the only person who has had a problem
trying to
get gold in this scenario, and I have tried it so many times
and could
tell you of so many different starting positions. But I
learned more
than a few techniques which may work for you for this
scenario, and
hopefully you will be able to get a gold medal too!
The map you are given is a rather sprawling map and the
Carpathian
Mountains will be a major hurdle depending on the path you
take. Vienna is in the upper left-hand portion of the map looking
from the
south while Istanbul occupies the lower right-hand portion.
Therefore,
just to earn a medal you have to figure out a way to lay
track enough
to cross this whole map.
Additionally, when you start a company, you are given
access rights
only for Austria-Hungary. This is a rich territory, and
because of the
number of towns plus the number of larger cities it is the
best start
you can hope for. Unfortunately, you will also find out that
the remaining territories are extremely expensive with only one
trifling
exception. Romania and Bosnia carry $1M pricetags, Bulgaria
charges
$3M for access, Serbia's price is $3M, and the Ottoman Empire
requires
a whopping $5M to build track and run trains. That's some
heavy money
there!
Your personal net worth will also be a major issue if gold
is your
goal. You can engage in dirty tricks, like starting new
companies and
other things, but overall you have to make sure that your
company turns
a good profit and that the stock is well-valued because
starting slow

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in this map will not be wise.


The last trick of this scenario is the insane requirement
to move
express cargo at 30MPH or greater for gold. Earning a 20 is
fairly
simple and something that I have done numerous times, but
earning a
30 requires major planning and also more than a bit of luck;
a brokendown Stirling can KILL your average.
Therefore, my advice to you is to save often. Get into the
habit of
saving at least once every twelve months or so. This
scenario takes a
lot of effort to do and requires you to make many decisions
correctly.
Saving will enable you to not lose all of the time you spent
in trying
to get to the position you currently occupy.
It may seem to be dishonest if you restart after a train of
yours encounters a breakdown or crash; however, I will not exaggerate
when I
say that if you get more than a few breakdowns or crashes on
the wrong
trains that you will lose any shot you may have at the gold
due to the
scenario's extremely tough restrictions. Bad decisions will
submarine
you extremely quickly too, and so will ignoring your personal
net worth.
Now that the facts are laid before you, feel free to check
out the
map. Actually, analyze it closely. You need to have a plan
in order
to make money at the beginning, and this plan has to be more
concrete
than "build track between two towns". This map is NOT
lucrative for
cargo or passenger traffic in and of itself, and you have to
make a
good profitable start in order to make it to the end.
Besides, you also need to know the lay of the land in order to take the best
possible
advantage of the bonuses that you will receive, outlined
below.
In practically EVERY game, Vienna will have at least one
distillery
and possibly even two. Check out to see if there are any
orchards near
Vienna which may create a lucrative produce cargo route and
could turn
an investment into the distillery into a moneymaking venture.
Alternatively, Gyor sometimes has either a brewery or a
meat-packing
plant. If this is the case, find out if they are being
supplied. If
so, then you may find a good cargo route from Vienna to
Gyor. You may

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also find possible investment route in buying either the


local supplies
of grain or livestock and supplying them even more closely,
or the production facilities after floating a bond or two.
You may also find a paper mill in Szombathely. If Vienna
has two
warehouses supplying one pulpwood per year, you may be able
to supply
the paper mill in Szombathely sufficiently enough to make a
profit. At
the very least, the shipping route is very easy -- Vienna to
Szombathely, freight cars only, and should be profitable regardless.
To give an idea, the paper mill may run $550k, the
distillery $850k,
and the meat packing plant $1M as well as the brewery $1.4M.
These
prices represent a discount as unless the facility has been
around for
a long time, it probably has not had time to build a profit.
If the
facility is also not connected to another town via track, the
prices
may be depressed due the local market being oversupplied.
The Tycoonatrons around here are *brutally* efficient at shipping goods
for the
most part though, so just be wary and check the globe icon.
Therefore, figure out what might be the best path for you,
as there
are a LOT of bonuses to choose from when you start your
company. You
have to make your first choice of category right when you
create your
company, so knowing which bonus you want immediately may be
best.
The bonuses are:
Science and Technology:
1. Improved Locomotive Speed:
Engine Speed +25%
(Example: Stirling top speed 94MPH instead of 75MPH)
2. Improved Locomotive Load Pulling:
Load pulling capacity +30%
(Example: a Stirling with six cars at 0% = 71MPH instead of
44MPH)

Business and Finance:


1. Stocks and Bonds:
Instant AAA credit rating, $500k company cash.
(Please note that your rating will fall within two months
or so)
2. New Businesses and Speculation:
Fuel costs -25%, new engine costs -20%

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Industry and Construction:


1. Industry
Building and purchasing costs of industries -30%
(Example: Vienna's distillery may cost $595k instead of
$850k)
2. Construction
Building track and stations -20%

Arts and Politics:


1. Artistic
"Merger premiums" are 50% less, company overhead -20%,
passenger
building revenues +15% (hotels, restaurants, taverns)
2. Influential
Access rights costs -75%
That's a lot of different bonuses, and I can hopefully give
you a
good idea of how they could help you in the map in specific
instances.
Firstly, the speed and load-pulling bonuses should be
recognizably
useful. Load-pulling would be more useful if you buy less
trains and
also if you have a very hilly track, whereas speed can move
less cargo
quicker. The difference is kind of like this: the average of
three
cars pulled on a Stirling with +25% speed would be maybe 40
whereas
six cars pulled on a Stirling with +30% load capacity could
be 35. The
only problem with load capacity is that I can't see where you
could
even have that many passenger cars pulled on one train, and
you can
just buy Consolidations for cargo anyway. So my opinion
would be to
lean toward speed if that is your goal.
The business bonuses are also rather straightforward. The
$500k/AAA
bond rating could be rather useful if you need a large
infusion of cash.
This can get your railroad connected all the way from Vienna
to either
Budapest or to Zagreb, which could theoretically give you a
good start.
I found out though through repeated playings that just having
a lot of
track even at the beginning is no guarantee of future
success; if you
use the cash infusion unwisely, you will still lose the
game. Make
sure that whatever you do with your cash that you will be
making a good
profit. The money could also be used to buy a larger
facility, such as
a steel mill or other major production, but there may be a
better way

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to do that listed below.


The fuel and train engine bonus would not help quite as
much in the
short-term as a beginning prospect. This bonus would be best
to use if
you have a good starting position; for instance, a lot of
orchards just
a short way from Vienna, where you can buy a distillery and
make produce shipments in order to earn money quickly. When you have
thirty
to forty trains, you are essentially getting six to eight
engines free
with the discount, and the fuel costs will be helped
downward. This is
one of the better long-term bonuses, though there are other
good ones
too.
For industry and construction, the industrial bonus is very
helpful.
To put this in perspective, you can build a steel mill for
$2.7M and a
tool and die shop for $1.5M. Normally, this would cost you a
total of
$4.2M, and require you to offer nine total bonds if you
needed the
money immediately. On the other hand, with a 30% discount,
you can
purchase the same two facilities for the grand total price of
$2.94M,
which is a sizable discount, and is ironically enough the
EXACT amount
of money you receive from issuing six bonds.
I took this example of a steel mill and a tool and die
factory because you can turn one unit of coal and one unit of iron into
two units
of steel in the mill, and next produce two units of goods at
your tool
and die factory. One unit of iron plus one unit of coal
could cost
anywhere from $60 to $110 depending on demand. Two units of
steel sell
for a rough total of $350, and two units of goods sell for
roughly $700
total. So between your steel mill and your tool and die, you
could be
making over $550 all the way up to $640 per every two units
of iron and
coal. Not to mention that your steel mill produces 10 units
of steel
per year. It's a very lucrative vector in this map and it
bears very
close examination.
By the way, six bonds at an aggregate 12% would mean
interest payments of $360 yearly. A well-supplied steel mill usually
runs at a
profit of about $600k to $700k alone, and the tool and die
can make an
extra $300k or so per year. As long as the steel is getting
bought and

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shipped by either you or the Tycoonatrons, it is a very


worthy investment due to how cheap iron and coal are in this map.
Anyway, back to the bonuses. Construction would not be a
bad idea
either, as you have to build all the way from one side of the
map to
the other. Just make sure that if you choose this bonus that
you need
to be able to make good decisions about where you put your
track.
For "Artistic", this is the one bonus which seems most
useless. I
was able to earn a gold medal in this map without even
merging once,
and merging takes resources that you could use to either
enrich yourself for the $15M personal net worth or for the amazingly
high access
prices for territories. Additionally, the 15% revenue earned
from
passenger buildings such as hotels, restaurants, and taverns
is mitigated highly because of the restrictions of the map; if you
run too
many passenger trains you run the risk of going underneath
30MPH due to
congestion and breakdowns. The only thing that may make this
option
worthwhile is the -20% overhead, but this is definitely of
long-term
benefit rather than short-term, so if you need help at the
beginning
don't bother with this option.
For "Influential"... well, it rocks. -75% access rights
are HUGE.
A full access rights discussion is below, but the gross
savings for
territories you just NEED for this scenario would be $6M
alone. You
could make this work for you for over $9M of savings, which
is not a
small amount, plus the fact that if you are able to buy into
territories sooner you can grow them much quicker, and they would
be more
lucrative for you.
Therefore, I will attempt to rank these bonuses for
long-term success. If there are issues you may have with your starting
position in
your map, then you may want to adjust your strategy
accordingly -- or
just ask for a map reload.
My choices for best bonuses:
1. -30% industry investment OR -75% access rights costs
2. Engine Speed +25%
3. Fuel costs -25%, train purchasing -20%.
You really can't go wrong with either the industry
investment or the

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access rights, I think. It just means that you have to


adjust your
strategies accordingly. The industry investment I value a
bit higher
though because they can come into play much quicker and give
you a larger bonus earlier. Don't underestimate the money you might
make if you
are able to access territories far sooner though, as
Bucharest and Constanta can be absolute gold mines if you get to them early
enough.
If you are horribly concerned with your train speed, feel
free to
pick option #2. Just be warned though that I have a method
below that
you can get off to a good start carrying passengers in this
map with
just Stirlings, and the scenario can offer two trains that
are far
better than the Stirling at later points in the map.
Don't worry if you think you botched your bonus... now that
I know
what all of the bonuses are, I would not have attempted the
map with
the fuel cost -25% / train purchasing -20% bonus but I was
able to earn
a gold medal with this bonus regardless.
Therefore, start! Right when you organize your company you
will be
expected to choose one of the four paths above. Armed with
the information above, you'll know which one will work for you best.
For some
reason, the -20% track building bonus does not become
available until
December of the first year, while the rest of the bonuses
come available within one or two months following your final choice.
In starting your company, I could not imagine starting with
less than
full capitalization ($1M added to your personal $100k for a
starting
investment). There are just way too many needs for your
money, and the
company as well as your character can perform stock buybacks
(or buyins) as things go better. Even if you feel that you
capitalized too
much in the beginning, you can always use some of the excess
to buy
back stock.
In the early going, you can set up routes to first move
passengers
and then to move cargo, or just to move cargo. I have a
strategy outlined below for moving passengers but it is also dependent on
your ability to purchase trains to dedicate to passenger traffic.
In the
beginning, especially if you decide to partake in industry

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investment,
you may not be able to dedicate these trains.
For my gold-medal game, I found that Vienna was just north
of a series of five orchards that were also east of Szombathely.
Therefore,
I bought the distillery in Vienna for $850k, floated a bond,
built a
large station in Vienna and then a medium station in the
orchards which
captured four out of the five buildings. Then I just shipped
fruit to
vienna to begin with. This provided my railroad with a
profit of about
$300k in the first year between modest freight returns on
fruit and
good returns on my new distillery. Following this, I floated
a bond
to connect to Szombathely proper and then to connect to
Bratislava and
to Zalaegerszeg.
An alternate likely strategy requires Szombathely to have a
paper
mill. In every game that I have started, Vienna had at least
one warehouse which provided 1 unit of pulpwood per year. This
pulpwood can be
shipped to Szombathely to a decent profit, and hopefully
Vienna is producing enough pulpwood to keep the mill running and hopefully
profitable. The paper mill should be around $550k to purchase.
At this point, I pursued passenger traffic, and came up
with the
this strategy:
Passengers and mail at normal difficulty in the
Vienna/Bratislava/
Zagreb/Budapest area fetch about $20k per load. Keeping a
track speed
of greater than thirty miles per hour requires you to not
only buy
Stirlings, as nothing else will possibly match the speed, but
you cannot overload them. Passenger trains also have to be
scheduled very delicately, as time spent either at the maintenance shed or at
the water
tower with passengers is time spent at zero miles per hour.
Any breakdown or crash will decimate your averages to boot.
Therefore, the rules for passenger trains are as follows:
1) ALWAYS add a caboose to any express loads for the 50%
reliability
bonus.
2) ALWAYS make sure your flags are set to "express" (green
arrow) for
any passenger trains.
3) When your Stirling either gets to twelve years old, or

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starts to
show a breakdown percentage above 40%, it is time to move
this Stirling
to either cargo duty OR to retire it.
4) Alternately, make sure that none of the rest of your
fleet of
trains has a breakdown percentage above 60%. These trains
will block
your tracks and they will stop your expresses if you have the
misfortune of having your older trains break down in front of
your expresses.
5) Therefore, also build sufficient maintenance sheds.
6) Double-track as many passenger routes as economically
possible.
7) Make sure that the track is as flat as you can make it
and as
straight as you can make it; curves can cut speed just like
mountains.
8) As mentioned above, save often.
That's a lot of hassle for passenger routes already, isn't
it? Guess
what, there's also more. The above rules will keep you to a
silvermedal level, above 20MPH comfortably. In order to achieve
gold-medal
service, you also have to learn how to schedule your trains.
Here's
my recommendation for station scheduling from vienna to
Bratislava
(short-length passenger routes):
1.
2.
3.
4.
5.

City 1 (3 Express + Caboose)


City 2 (3 Express + Caboose)
City 1 (0 Cars)
Maintenance Shed (0 cars, caboose optional)
Water Tower (0 Cars, caboose optional)

Longer routes, such as Vienna to Zagreb, may look like this:


1.
2.
3.
4.
5.
6.
7.
8.

City 1 (3 Express + Caboose)


City 2 (0 Cars)
Mainenance Shed near City 2 (0 cars)
Water Tower near City 2 (0 cars)
City 2 (3 Express + Caboose)
City 1 (0 Cars)
Maintenance Shed near City 1 [0 cars, caboose optional]
Water Tower near City 1 (0 Cars, caboose optional)

On longer routes, you will have to face the fact that your
trains
will need to have stops along the way, with passengers, at
water towers. It is unavoidable. But if you can cut these stops to
the minimum
you can still keep an above-30MPH speed, especially if you
are able to
send trains with express as close to 100% watered as possible.

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In the Coast to Coast expansion, you can press Ctrl + right


click on
the mouse at the same time in order to add a required service
tower
stop or a required maintenance shed stop. If you need to
insert a
scheduled maintenace stop, then Ctrl + Shift + right click
will work.
Feel free to repeat any of the above as well. The point
here is that
you're trying to get your trains to be maintained WITHOUT
passengers
waiting and even refilled with water and sand WITHOUT
passengers waiting. In the early going, before newer and better trains can
be found
(see the sections on the Orca and the 2-D-2 below), this is
the only
way to keep your speeds above 30MPH, and this schedule will
NOT preserve your speed from multiple train breakdowns.
One suggestion is to save your game and run your engine
with a caboose
and a dining car to get a rough estimate of how far it can go
on one
refill of water. Once you find out, you can restart your
game and you
have the proper information, and you can also restart if you
realize
that adjustments need to be made. The estimates above were
tested in
my own game, and the number of passenger routes was kept to
possibly
four total through about 1895.
You HAVE to run a passenger train at least once though, as
you need
to have at least one load of passengers or mail move faster
than 30MPH
in order to satisfy the average speed restriction. If you
avoid express traffic altogether, your average speed will be zero.
Personal net worth is one of the gold-medal restrictions
too, so make
sure that it's not ignored as you go forward.
In my own personal walkthrough, my next connection was to
Varazdin.
If a computer tycoon has built into Varazdin, they will
typically own a
small and bad company which has connected only Varazdin to
Zagreb.
Connect to his track anyhow and feel free to still go forward
with the
next plan below.
At Varazdin, industries may be a bit different. If Zagreb
is getting
wool and has a textile mill, then clothing will be
available. Clothing
is a decent cargo and you can get some profits from it.
Likely, there
will be at least one iron mine around Zagreb as well as one

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coal mine.
Additionally, there will also likely be a meat packing plant
in Zagreb
or Varazdin, or even a logging camp or two. Therefore, you
have a lot
of options as far as industry investment goes. You can
attempt to buy
into one of the profitable companies provided the cost is not
too high
(even BEFORE you get into Varazdin), you may find a supply
such as a
cattle or dairy farm that you could invest in, or you could
even build
your own facility. The prices below are for self-built
facilities,
without the 30% bonus you may have chosen:
Paper Mill: $900k
Lumber Mill: $1.5M
Meat Packaging Plant: $1.5M
Steel Mill: $2.7M
(Tool & Die: $1.5M)
Don't let the steel mill scare you off; even if you're not
quite
connected to a town which demands steel, a tool and die does
not cost
that much extra. Besides, look at the costs; one coal plus
one iron
could possibly equal $90 while TWO steel will likely equal
$340, which
means that the first step will be $250 of revenue with the
mill (and
the limit is 10 per year, which is not a small amount.) Then
if it is
transformed by the tool and die, one goes from about $190
(the demanded
cost will be greater, remember, but you will hopefully make
the profit
by hauling it in YOUR trains) to around $330. A tool and die
will only
process three steel per year without an upgrade, but it will
still make
a tidy profit. Most importantly, because the Tycoonatrons
abound in
this map in Western Austria, most prices do NOT fluctuate and
the ones
that do fluctuate only do so by a possible maximum of 5%.
Make sure that if you do buy a steel mill that there are
enough
buyers for your product. You may be looking at your mill and
seeing
that it produces 10 or 11 units of steel per year, and
therefore earning a large profit for the time being. But if the local tool
and die
facilities all fill up with enough steel, then you will have
to find
other buyers to keep your prices up. Goods, on the other
hand, have a
lot of buyers and it takes a lot of goods in order for the
market to
move even a bit due to the Tycoonatrons.
By all means though, if you can't afford the $2.7M that a

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steel mill
will cost, then either build or buy a lumber mill or a paper
mill.
Logs will also have an $80-$100 price gap to lumber, and wood
pulp may
have an even greater price gap to begin with. As far as
these two
facilities go, the lumber mill produces five units per year
while the
paper mill handles three. Check your supplies!
Don't worry if you are floating a lot of bonds at this
point as long
as your facilites are profitable. Two 10% bonds will cost
$100k in
interest, so if you are making more than $100k in profit then
the bonds
are justifiable. In the early going, floating bonds to
purchase wellsupplied facilities or well-transported supply commodities is
worth the
risk as guaranteed income will keep your stock prices high,
enable you
to set a dividend (albeit small) and keep your credit rating
high so
that the cost of your capital is cheaper.
Of course, you still need to build track to connect Vienna
to Istanbul and you need to get a net worth over $15M. Make sure
that your
character is buying into your company (and others if they
look profitable) as well as making sure that your company can buy back
when it has
the chance. Connect into a town when you know that the goods
you are
producing are demanded in the town. You can find this out by
clicking
on the station which supplies the goods and click on the good
in question. For instance, clicking on Vienna station and then
clicking on
the alcohol car will pop up prices for alcohol throughout the
map which
are in relation to Vienna's price, such as $+3 for Gyor or
$-10 for
Budapest. You will find very few $+30s, but keep your eyes
peeled for
the best next town to connect to. Just like your companies
need to be
profitable, so do your trains.
As with other games, there will be a number of special
messages popping up throughout. The first is a rather important one
about Jules
Verne, saying that you need to connect to Zagreb for further
information. When you connect to Zagreb, you will find out that
monks in
Chisinau can provide you with engineering information, and
the price
is that Chisinau has to be connected with three loads of beef
shipped
there. Put that info aside, you can't act on it yet.

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The next message consists of a Serb national telling you


that he
wants you to make a statement about their government. The
first box is
just a box, but the next box comes with a decision. Is it
worth reducing Serbia's access costs by 50% just to have all of the
other territories increase theirs by 30%? My opinion is no, as my
strategy includes Romania and Russia, and therefore could also include
Bulgaria.
As a matter of fact, you may be able to avoid Serbia
altogether. So
receiving a 50% decrease for Serbia would not be worth the
30% increase
for the rest of the territories in my mind. Besides, your
savings for
Serbia will be $1.5M, but your cost increase to access the
Ottoman Empire will be increased... you guessed it, $1.5M. Accessing
Serbia
early does give you the opportunity to connect to Belgrade,
but unless
you are able to find amazingly good prices for your cargoes
in the rest
of Serbia, then don't bother.
The last message is that you can increase your
loading/unloading
times by 25% if you increase station maintenance by 25%. As
I am always looking for ways to keep my speeds up, I choose yes.
Don't worry
about the 'clubs being illegal' part, I've never had any
consequences.
Lotsa stuff, and we've only made it to about six towns so
far! The
best part is that once you get the above things all straight,
your company should be pretty lucrative. It may take until 1890 or
so, but remember Chisinau and the offer of technology? Chisinau is in
western
Russia and Russia's access costs are only $100k. You should
also be
able to find a meat packing plant already producing near
where Chisinau is. You do NOT have to connect Chisinau to Vienna or
any other
track you may have; you can build track anywhere you want in
this map!
If a nearby city has the beef Chisinau needs, then your costs
for this
may be about $600k or so (for access rights, two stations,
rail, and
a train).
Chisinau IS a revelation, as the monks will not only
increase your
engine speeds 15% across the board but they will also give
you access
to the Orca. It's an engine that seriously looks like a
killer whale

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(or orca, really) and it moves FAST. It's also cheaper than
a Stirling
as well, at only $100k per engine. It can take four cars at
120MPH as
well as take hills relatively decently. If you're under
30MPH for your
speed, changing out all of your express engines with Orcas
should raise
your speed above 30MPH without too many problems. If,
however, you are
under 25MPH for average speed, you will likely have a problem
in raissing your average, especially if you've already hauled around
50 or so
express cars. The Orca is even cheaper than your
Consolidations, so
you may find advantage in retiring your Consolidation trains
as well.
The Orca will also enable you to allow for less trains on
your track as
they are so fast that using them for cargo routes may drain
all of the
available cargoes in certain locations.
Once you have Russia finished for the time being, you can
focus on
either more of Russia (as there are more than a few towns in
the Chisinau area) or you can refocus your attention on Austria. My
suggestion
at this point is to at *least* double-track what you can and
also to
even give some thought to electrifying if given the option.
Refinance
any bonds you can as well, as 7% is far better than even 11%
and the
refinance fee is only $20k - which is made up in only one
year for refinancing for at least 4% less.
Pay attention to your net worth too! If you forget about
this, all
of the other instructions above will be useless, and getting
that $15M
in net worth is not easy on this scenario!
If you haven't built a steel mill yet, you may want to give
good
thought to doing so soon. Of course, Belgrade has a steel
mill, and
so does Chernivsti, but Chernivsti is on the wrong side of
the Carpathians. If your coal and iron sources are close why bother
spending
all the money to buy into Serbia ($3M, more expensive than
building) or
laying track all the way through the mountains in the
northeast? Zagreb is a favorable place for a steel mill, and you should be
clearing
$600k to $700k yearly on a non-upgraded steel mill if it is
fully supplied. My experience is that the steel mill may not be
immediately
supplied however, so just be patient with it as prices
realign. You

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should be able to find a *cheap* tool and die plant due to


the fact
that they are all money-losers without steel; when you start
supplying
steel to the town with the tool and die, feel free to buy the
tool and
dye; it shouldn't cost much more than $1M if it is an
established building or $1.5M if you have to build one. It may require yet
more bonds
so hopefully your credit can take the hit.
To offer an illustration of my company's health, at about
1888 or so
I built my steel mill in Zagreb. I had saved about $800k or
so, and
therefore needed four bonds in order to purchase the mill.
The four
bonds I issued were added to the four bonds I already
possessed, and I
had a total long-term debt liability of $40M, of which I was
paying
about 10.3% total interest. This works out to about $412k
per year in
interest payments. I can definitely tell you though that the
steel
mill alone was able to cover this interest and also to give
me a profit
on my liabilities, which makes the steel mill a very useful
building
to have.
The major conclusion to take from the above illustration is
that it
is okay to have a large long-term debt as long as you are
definitely
aware of and can handle the interest payments. The scenario
lasts for
thirty-five years, which means that older bonds will come up
for repayment, but since those will likely have the highest interest
rates you
will probably pay them off first regardless.
Of course, be sure to expand your track as necessary
throughout the
territories you control, Austria and Russia. I would suggest
buying
into Romania when you can and hopefully somewhere before
1900, because
Constanta and Bucharest are very lucrative towns and these
will enable
your connections in Russia to become far more lucrative, and
obviously
provide you more opportunities to invest and earn money. To
gain the
profits you need in such a short time-frame, you really need
to look
rigorously at your opportunity costs now; with whatever you
do, either
by building track or by buying/erecting facilities, can you
make a good
profit from the investment in a short time?
Besides, don't forget about the eastern parts of AustriaHungary.

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Use the station dialogue box in towns which have good


supplies such as
Zagreb and Vienna to find out if connecting eastern Austria
is worth
the costs. You may not see huge prices throughout, but
there's still
some time to create production facilities too, and making
money through
industry can be just as lucrative as expensive train routes.
Around 1904 or so, you will have the opportunity to
purchase the
2-D-2 electric engine. It's a workhorse, extremely cheap,
and the best
part is that it's electric; while it may only carry at 70 MPH
as the
Orca can carry at 120, it also does not have to stop for
water, only
sand or oil. The 2-D-2 also has better reliability. But the
Orca has
a better acceleration and definitely outshines with the top
speed.
Changing over to the 2-D-2 will not give you many more MPH
over the
Orca. The biggest benefits that I can see from the possible
changeover
are the fact that the 2-D-2 can handle the frontier better as
it does
not need as many towers, and it can handle hills better.
The only problem is that you have to pay an estimated $3.5M
to electrify all of your track if it is not electrified already.
You will
also have to pay attention that any competitor's stations
that you are
connected to will need to have electric track built to them,
and you
will have to expend an extra $50k per train (for 20, $1M) to
use the
benefit. Total cost to you may be all the way to $5M, so it
is certainly something to evaluate before you make the decision.
On the
other hand, your trains may already be getting old anyway and
you may
need to replace them so that your tracks remain clear.
By 1905, you should have a speed of at least 29 MPH as well
as a net
worth at least reasonably close to $5M in order to succeed.
1905 is
about three-quarters through the scenario. You may not have
near as
much track as you need in order to make all the connections,
and you
may even need to buy in to at least the Ottoman Empire before
you can
succeed, but you should also have a yearly profit of at least
$2M per
year at this point too. Eight additional years at $2M will
give you a
total of $16M more profit minimum (and that also implies that
you are
standing pat and not exploring other opportunities). Unlike
other

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scenarios, you really have to try to go all-out through the


end of the
scenario.
If you have a track speed above 30MPH, you may still want
to be careful about new passenger routes. Your track will probably
extend a long
way though, so you should see some decent speeds.
Additionally, if
your speeds are above 33MPH, you can probably let trains take
mixed
cargoes once again, as I was able to coast through the end of
my scenario due to the work that I put in by keeping my speeds above
33MPH
throughout the scenario.
Personal net worth should be taken care of near the end;
even if you
are at $8M with only months to go, fudging a personal net
worth is far
easier than fudging the speed restrictions. Company
buybacks, dividend
resetting, and mass purchases of stock by your personal
character can
drive the value up to $15M for short periods of time, which
is all you
need.
All of the instructions above are jumbled, but I addressed
everything
in roughly chronological order, as you need to keep focus on
all three
restrictions constantly in order to earn gold. It took me
about ten
tries to get gold, but I was finally able to succeed with
time and effort, so I know that you can too. Good luck here!

5.1.11 - Scenario 11 - Argentina:


Bronze Medal: Haul 100 loads of meat.
Silver Medal: Haul 200 loads of meat, 100 loads of wool,
AND have
lifetime industry profits of $10M
Gold Medal: Haul 350 loads of meat, 200 loads of wool, 100
loads of
grain, AND have lifetime industry profits of
$25M
Time Frame (Time Limit): 1880-1909 (30 years)
Special Restrictions: No playing with the stock market! (No
resigning, no new companies, no
buying/selling
stock, no changing dividend)
Starting Position: No stations, $1.3M company cash.
Oh, Argentina! It's a wide-open map and you can start
pretty much
anywhere, with the added bonus that your track doesn't have to
connect! Of course, one of your two methods of gaining money

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has been
shut down, but in the early going issuing stock is not worth
a lot.
You can still issue bonds, and your ability to do so is rather
important considering the industry profit instructions of the
Silver
and Gold medal requirements.
Very early in the scenario, representatives from Britain,
France,
and the U.S. will arrive. Each provides a different bonus,
and also
different trains.
British: 30% faster turnaround, fuel costs 25% cheaper
British train: Stirling - $140k, top speed at 4 cars, 0%:
63MPH
(Accel: Above Avg.)
French: Track-laying costs reduced by 20%
French trains: Crampton - $100k, top speed at 4 cars, 0%:
52MPH
(Accel: Avg.)
American: Industry purchasing costs reduced by 25%
American Train: Eight-Wheeler - $180K, top speed at 4 cars,
79MPH
(Accel: Above Avg.)
All sets get:
Consolidated - $120K, top speed at 4 cars, 0% grade: 60MPH
(Accel: Below Avg.)
Shay - $40K, top speed 24MPH
Fairlie - $15K, top speek 16MPH
The choices may remind you a bit of Railroad Tycoon 2, eh?
As far as bonuses go, the U.S. bonus is best. As far as
trains go,
the US bonus is also best. I was able to play and win this
scenario
with American assistance. Using the Crampton (France) seems
almost
useless, as it's slower and less-valuable than the
Consolidated
anyway, and the Stirling only has a better acceleration to
recommend
it. Besides, saving over and above $500k at a time buying
industries
is well worth the assist, especially since that means you can
buy
industries earlier.
To begin with, you should notice what is most important to
haul to
start. That's right, meat. The highest number of hauled
loads for
gold will be of meat, so therefore you should find the
largest twostar town with a meat packaging plant in it. Before building
though.
check the meat packaging plant to make sure that it is
turning a
profit, which means that it's already supplied by the native
transportation, and is able to produce beef for you to haul.
Most

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likely, this town with be Rosario, which is down the river


from Buenos
Aires. (left and central in the map).
Having thus found the town, the next thing you should do is
make it
the center of your rail empire for the time being. Meat is
requested
by all houses, so don't skip the small towns! The best
method to make
sure that prices stay high is to connect two small towns to
your large
town and have one train service all three such as Large Town
-- Small
Town 1 -- Large Town -- Small Town 2. If cargo is an issue
then set
the slider bars so that only three loads are departing the
large town.
This may seem counterproductive at first, but beef usually is
in high
demand to begin with and you want to try to maximize your
profits this
early in the game.
Once you get two or three of the closest (and likely small)
towns
hooked up to the beef-producing one, next find the closest
two-star or
greater city and start laying track to it. Usually, the
large cities
will have a greater demand for the beef, so don't skimp on
the cars
this time.
Ideally, the large town will be somewhere possibly near a
grain farm
or a sheep farm too. You may want to check global prices to
see that
grain and/or wool is demanded, because you still need to turn
a profit
this early. If you can haul either grain or wool profitably,
start
doing so. Like the first town, use your trains to service
multiple
towns to make sure demand doesn't drop, and therefore profits
can be
maximized. You may also want to check into purchasing the
grain farm
or sheep farm if you have enough cash.
When that is done, the best thing to do is to hook up more
small
towns. If your beefery is running out of supply, then check
the globe
for more livestock farms. Best-case would be to find
unconnected
livestock farms near these towns which could benefit from your
transportation - just make a train from the farm station /
town
directly to the town with the meat packaging plant, and in
that one
trip you are both supplying the plant with needed material AND
hopefully transporting the beef back to the town. And for
maximum
profit and also to satisfy requirements, buy the livestock
farm and

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watch the money roll in.


If you're unsure where cattle (for meat), grain, and wool
are then
check the globe. Usually the sheep farms are east and south
of Buenos
Aires, corresponding to the lower and right portions of the
small map.
Grain farms are almost everywhere, but most prevalent in the
northern
half of the map--the right-hand portion of the map. Cattle
ranches
are almost everywhere, and meat can be obtained by purchasing
a meatpackaging facility for $2,500K and supplying it.
At this point, you still need to make profits, but should
have
plenty of time left. On this map are multiple industry
vectors grain to brewery for alcohol, wool to textile mill for
clothing,
pulpwood to paper, logs to lumber mill for lumber which can
turn into
lumber to furniture factory for furniture or lumber to toy
factory for
toys, and the ever-popular iron and coal to steel mill for
steel to
tool and die for goods. Steel mills tend to be the most
lucrative,
but this map does a very outstanding job of invalidating
steel mills the iron deposits are usually on the left-hand side (which is
bizarrely south, IIRC) of the map, and coal is shipped in to
ports in
the north and east (Buenos Aires and other possible coastal
towns).
Now also, remember that you're not limited to the buildings
set by
the computer. Of course, you cannot place supply buildings
(though
you can buy them)... but you CAN place factory-level
buildings. If
you cannot find a textile mill in an advantageous spot, build
one yourself! The textile mill is $1.3M and the brewery is about
$1.5M. You
may not make a profit from either facility immediately, but
you are
creating demand for either wool or grain by placing either a
textile
mill or a brewery. Additionally, finished goods usually have
a higher
profit margin than raw materials. And lastly, since the game
tends to
encourage people to not micromanage, this means that the
right cargoes
(grain and wool) which usually have a low profit margin are
picked up
because the profit margin will be higher, so you can keep
your trains
on "best available" and earn a profit while still working
toward the
objectives.

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The best method I found of obtaining gold-medal wealth is


to pretty
much create a new industry. There are very few textile
mills, breweries, distilleries, lumber mills, or paper mills operating to
begin
with. In order to corner a market, you should first create
it. Make
sure that your industry has plenty of access to the raw
materials it
needs, as it will take a major investment -- it will likely
be higher
than $1M. Give your first industry time for people to
realize they
need your product. Then try to buy out as many pieces of
your industry
as possible, such as the raw material suppliers as well as
any competitors that may spring up.
Within about ten years, your conglomerate should be pulling
in some
pretty good squance. In this map, the best thing to do is to
keep
adding smaller towns rather than building long lengths of
track to
bigger cities. Additionally, make sure to double-track as
much as
possible. The load restrictions will be easy to defeat if
your
railroad makes lots of short trips rather than a few long
trips.
However, you may also make more profits from your own goods
by hooking
up towns with your production facilities with longer runs.
Five points for the end game, roughly 1895-1910:
1) If you have a facility in a town and it is oversupplied,
by all
means expand it if you're still seeing profit across the
board. If
there are no numbers above $5 for demand of your production
cargo
though, keep things small. More capacity will cost more and
could
turn it unprofitable. Additionally, more supply will equal
less
demand, which can also turn a company unprofitable.
2) When you buy new industries, especially if the raw
materials they
need are not available in town, by all means supply them
immediately.
After you supply them, give them about two years maximum to
see if
they will turn a profit. You cannot have any industries
draining your
profit pool. If on the other hand it's slightly profitable,
keep it
and explore other methods to make it more profitable.
3) If you need more income toward the end of the scenario
and you
have only two or less years left, it may be worth it to buy
long-

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standing cash cow industries, such as the very first


meat-packing
plant you utilized. You do not have to pay off bonds at the
end of
the game, and while it may be extremely expensive it is also
an
immediate addition to overall industry profit with no costs in
improving infrastructure (laying new track, building new
stations,
buying new trains). Just understand that buying an extremely
expensive facility should be balanced against the possibility
that you
could either build a facility elsewhere or purchase a facility
elsewhere for less--it will likely need time to be lucrative.
Purchasing and selling costs will NOT apply to the end
industry profit
numbers.
4) Building a second facility in the same town may not be a
good
idea. This comes about for the same reasons as expanding
above supply increase will lower demand further, and capacity in
the form of
having to buy a whole-new facility is far more expensive than
the
upgrade. Previous experience also bears this issue out; it
would not
surprise me to find out that insufficient labor was the
reason that I
could not turn a second similar facility in the same town
profitable.
5) Fulfilling the requirements of loads hauled may seem
daunting.
If so, just start shortening your routes. If your map looks
like this:
Town 1------- Town 2------ Town 3------(3-Star) City
and is supplied like this:
Town 1
Town 2
Town 3
(Beef: 5.0) (Beef: 0.2) (Beef:1.1)
w/Meat Packing Plant

(3-Star) City
(Beef:0.0)

then shorten your routes! The city will drive up prices


for beef
all the way from their location to the nearest supply, the
producing
town. So beef will be incrementally more expensive as you
go. Bring
back your trains if your industry numbers are fine, and
reschedule
them for super-short routes. What may be a lucrative Town 1
- City
route could be three valuable Town 1 - Town 2, Town 2 - Town
3, and
Town 3 - City routes. And by shipping this way, you are
loading and
unloading beef at every stop, which counts to the number
you've
hauled. This path may be worth 16 loads at the end instead
of just
4. And that's why connecting all the goofy little towns is
worth the
effort in this scenario.

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5.1.12 - Scenario 12 - Africa.


Bronze Medal: Connect Dodoma to Juba
Silver Medal: Connect Dodoma to Juba, $10M company book
value
Gold Medal: Connect Dodoma to Juba and Nairobi, $35M
company book
value.
Time Frame (Time Limit):
Special Restrictions:

All track must connect.

Starting Position: Some track and one station in Dodoma,


$700K
The lands of deepest darkest Africa.
to turn
your lamp on!

I hope you remembered

In this game, profits are scarce yet laying track is king.


The
worst part of this game is that you have to either spend money
bulldozing your whole setup, or start in Dodoma, at the
extreme
southern end of the map. The method I used was to start in
Dodoma.
Almost immediately, you will want to build toward the
east. There
is a small town there which will buy almost anything Dodoma
produces,
and is actually a decently lucrative run. Use a Camelback,
and for
added protection on the return trip to Dodoma use a caboose to
maintain your Camelback as much as possible. If you break
down in the
early going, it will be a major issue and money for
maintenance
facilities may not arrive for a while.
After you connect this first town, keep looking east. The
next town
is Manyoni, and will give you another place to send the
Camelback.
Again, use the caboose at least half of the way to keep
repairs down
and try to maximize whatever profits you can. And farther
west will
be the two-star Tabora.
Before getting to Tabora, you may likely be tapped out of
cash.
Your profits probably won't be enough for you to keep going.
This is
where you have to turn to the people of Africa and tell them
proudly,
"I will be glad to pay you Tuesday for a hamburger today!"
The stock
market should at least be warmed to your profits, and be sure
to tap
them for a few thousand. Next, hit the bond market. Try to
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least BBB rating, but even BB is better than suffering for


years.
Float the bond, find the cheapest possible way to get to
Tabora, and
build it!
Getting to Tabora will be a revelation. Both times I
played this
map, Tabora's river (more African geography - the Gomb River)
transported the raw materials needed by Manyoni to make their
industries run. These industries will pay absolute top
dollar for raw
materials as well, and you'll be more than happy to cash in!
It may
take two or three loads, but you'll probably get your whole
bond back
within possibly one year. Don't pay it off though, expand!
From here you have two options. You can build north to Lake
Victoria along Tabora's area, or you can start building north
and
easterly from Dodoma. If you connect to the next town north,
the
Masai tribesmen will ask for tribute for using their lands.
Don't get
offended, and just give them cattle. They love cattle, and
will give
you an additional gift of $150K, which almost offsets the
costs of
building to this town. From here, you can connect to the
east.
Also early in the game, wealthy entrepreneurs will offer
big bucks
for you to build track to Zanzibar. Today's lesson...
Zanzibar is on
the island of Unguja. And it is separated from Africa by the
Strait
of Zanzibar. Even with that information, you can see that
you're also
going to pay out a large amount of money in order to not only
lay
track to the coast of German West Africa, you're also going
to pay
about the same amount of money to transverse all that water.
The
money that they provide may not even offset the money that
you would
have to lay out to build a connecting station, and remember
that water
towers and maintenance sheds will be needed for such a long
journey.
Additionally, this map just does not pay much money out for
passengers, so therefore you may as well stay away from
Zanzibar.
(Complaint: why is Zanzibar in this game, but no Dar es
Salaam?
Yeesh.)
About ten years into the game, you'll find something
extremely
interesting. Africa, despite having little infrastructure to
actually
support this improvement in real life, can obtain not only
electric
tracks but electric trains too. And one little train, the

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2-D-2. will
be your salvation. It's only $50k per train, it takes hills
well, and
makes it so that you need FAR fewer water towers (sanding
stations) to
boot.
The rest of the map is rather straightforward once the
money starts
rolling in from Tabora for raw materials. Again, make sure
you're
aware that passenger traffic is not your main source of
income. As
far as completing the requirements for gold, do two
branches. One
branch from Dodoma going east to Nairobi, and one branch
(through
Tabora) going west and north all the way to Juba. Always
remember
that you can satisfy the requirement of "connection" even by
building
an insanely stupid track between Nairobi and Juba too as long
as you
already have the $35M book value.

5.1.13 - Scenario 13 - Japan Quakes!


Bronze Medal: Supply Niigata with 25 Meat before 1985
Silver Medal: Supply Niigata with 50 Meat and 25 Clothes
before 1985
Gold Medal: Supply Niigata with 100 Meat, 50 Clothes before
1985 and
have no more than five years of interrupted
service
between Tokyo, Nagoya, Toyama, and Niigata
Time Frame (Time Limit): 1965 - 1985 (21 Years)
Starting Position: $2M, tons of track and infrastructure in
place,
two trains.
Special Restrictions: Track limits - 500 to begin, and a
possible 50
per year afterward.

To begin with, you get a warning saying that there is a big


earthquake expected in Japan, and that passengers aren't
happy if you
run your trains during an earthquake. But the earthquake
doesn't
happen for a while; schedule your trains as usual, and they
should be
fine. You may notice something strange in this game if you
take a
good look before the earthquake: there's a competitor! Wow!
Haven't
seen one of those in the last two scenarios now! This
competitor also
has Niigata covered... arrgh!
But only a few months into the scenario, the earthquake
will hit,

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and your competitor will be wiped out partially. Aftershocks


will
happen a month or two afterward, and these aftershocks will
finish off
your competitor and allow you to build into Niigata, so that
you can
start to fulfill your insane requirements. Firstly, turn on
electric
track; the electric trains are mostly best in this game, and
all of
the rest of your track is electric. Then make sure to build
to
Niigata as soon as possible, you should have enough money
still.
Once you do, you may notice that you get an outstanding
bonus - for
every year you keep the cities in the Gold Medal restriction
connected, you get $200k and 50 units more track. Sweet!
Even if you
did have to float a bond to build the track, you get some of
the money
back automatically! Now, you have to figure out how to get
the beef
and clothes.
Beef is the biggest obstacle by a 2-1 margin over clothes,
so that
should be your first focus. The port of Yokosura is south of
Tokyo
(bottom center) and has a multitude of docks. These docks
will be
your best friends, because they import both beef and
clothes. You can
get almost 5.0 units of beef per year just through these
docks, so as
long as a reliable transport is set up here between both beef
and
clothes you should hopefully go a long way.
For more beef, Shizuoka should have a meat packing plant
(Shizuoka
is south of Mount Fuji along the coast, roughly lower-center
in the
map). While there may be track there, Shizuoka is probably
not
connected with a station. By all means, purchase a station
that
captures the meat packing plant, it's an easy connection.
Your
livestock farms are in the northern part of Honshu (the main
island),
and they are at the far right-hand portion of the map. You
can either
connect the towns and rely on the Tycoonatrons to ship the
livestock to
your stations, or you can spend extra money and track to
connect the
ranches directly to your lines through rail and station.
Livestock
shipping is decently lucrative in this map, so it may not be
a profitkilling idea. If you have additional track and Shizuoka is
unable to
process all of the livestock, connect Maenobashi to Tokyo by
rail

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(Maenobashi is near the hills west of Tokyo, roughly centercenter of


the map). This city should also have a meat packing plant.
More beef can be found in one last place - Osaka. Osaka's
port will
convert produce into beef, and Nagoya usually has a good
supply of
produce. (There will be other locations you can find fruit
too if
Nagoya is out). Of course, Osaka is a long distance from
Niigata, so
use this as a last resort, but be sure to hook it up quickly
enough
(about two years in advance of your needing it) if you feel
that it's
warranted.
And for more clothes, there is one more town you should pay
attention to, by the name of Mito. It is north of Tokyo and
near the
ocean, so it will be about halfway between the center and the
lefthand side of the map lengthwise and near the bottom. The
warehouses
at Mito will supply about 2.0 units of clothes per year, and
between
this and Yokosura's supply you should be all set.
At or around 1972 or so, there will be another earthquake.
This
earthquake will involve Toyama and its surroundings. After
this
earthquake, build as soon as possible back to Toyama. Losing
the
bonus is bad business sense and you need to keep everything
connected
for gold regardless. Unless this map is tied to some random
number
generator, this will be the last earthquake for the whole
scenario.
Concluding notes:
1) Make sure your railway is profitable. Despite the fact
that
Niigata will have a warehouse demanding 10.0 beef and 5.0
clothes per
year, once you get moving Niigata's demands will go down too,
to the
point that shipping these cargoes may become unprofitable by
themselves. I was able to keep some profit moving in my
company by
doing custom consists of 3.0 cars of the needed commodity
(either beef
or clothes) and 1.0 car of "any cargo/passengers". Recoup at
least
some of your fuel and other expenses this way.
2) There's also a trick toward the end as well. Some may
call this
a "cheat", but as far as I'm concerned it's legal because of
the bad
design of this scenario and the above complaint.
Of course, Niigata will "consume" 10 beef and 5 clothes per
year

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according to the warehouse. BUT, just like all other


industries in
this game, this consumption takes time. If you manage to get
50 loads
of beef to Niigata, you may find yourself shipping beef AWAY
from
Niigata. And here's the kicker: the original shipment of
beef to
Niigata counts toward your total. And if you find that you
have a
train that is shipping beef away from Niigata, it will not
subtract
your total. So if Niigata has a surplus, just detail a train
to
Niigata to pick up beef. Let it go just a short way down the
track,
and then reassign it to go back to Niigata. Instant beef
loads!
If the scenario designer had set Niigata's warehouse
consumption to
be at least double, then not only would this possibly not
happen, but
it'd also make better business sense to ship beef and
clothing to
Niigata. I don't know if the intent was to force your
railroad to not
only be limited in scope (with the track limits) but also to
carry a
task which will turn unprofitable, but to me it's unfair that
Niigata's prices for beef and clothes fall so low that I had
to keep
some trains at their stations for months because "shipping
______ is
unprofitable". You can't have it both ways, programmers.
Either
raise the demand so that financing this weirdness is easier,
or face
the wrath that is the very accurate RRT3 economic model which
says
that carrying coals to Newcastle is moronic.
Just so you are aware, the above scenario (Niigata's
unprofitability
in satisfying the conditions for Gold) will get worse and
worse as the
1980s roll around. Keep an eye out for it, and enjoy the
fact that it
says just "Gold!" as the winning message.

5.1.14 - The Seeder


Bronze Medal: Seed 1000 square miles of Greenland.
Silver Medal: Seed 1800 square miles of Greenland.
Gold Medal: Seed 2300 square miles of Greenland.
Time Frame: 42 hours

06:00 Jan 2, 2050 - 00:00 Jan 3, 2050

Starting Position: A set of pre-built track (like a maze),


15

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stations and 1 train with 8 sprinkler consists fully loaded


with
accelerated plant seeds.
Restrictions: Only 250 tiles of track available, no
replenishment.

Okay...
I've been rather neglectful of this part of the FAQ. It's
pretty much because I've been neglectful of the FAQ as a
whole for
a while. There are many people who I need to both thank and
apologize to, and here's the list:
G4
Timo Test
JJ
Henry Lin
All of these readers stepped up with walkthroughs for this
scenario. I have not playtested any of the walkthroughs, so
I will
present them completely below. Therefore, if you have any
questions
regarding one, you may be able to look at another, 'cause the
author
of the FAQ probably won't be able to assist.
Without further ado, the hard work of the three
contributors:
***
(Scenario #14 Walkthrough 1:)
Some hints first:
- Be sure to uncheck the railroad icon after
building/removing tracks.
- Use Fast gamespeed to drive and Pause the game during other
instructions.
- Whenever the train starts driving, be sure to check whether
the
intended station it is heading to is marked with a green
arrow.
Here's a step by step approach to reach a Gold medal.
If the mentioned milestones do not match your current values,
don't
worry.
There is a total margin of about 6 hours, 1000 squares and 65
tracks.
First connect the bridge over The Western Melt, if you do it
right, you
will still have 232 Tracks available.
Add The Glacier Station 01 to the train route.
Drive to Glacier Station 01 (arrival: 11.50 PM, 3874 sq.),
then Pause.
Connect the northern bridge over the Glacier Lake,
you will then have 219 Tracks available.

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Add Research Station - Bravo to the route.


Drive To Research Station - Bravo (arrival: 4.40 PM, 5350
sq.), then
Pause.
Add Research Station - Charlie to the route.
Drive just over the bridge but do not let the train reach the
crossing
at the south of Glacier Lake. Pause.
Remove the track in front of the train, so it will turn back,
making a loop back over Research Station - Bravo.
When you arrive at Research Station - Charlie it is 8.35 PM
(7822 sq.)
Add Research Station - Bravo to the route and remove 3 pieces
of track:
1. Just north of Research Station - Charlie is a triangle of
track.
Remove one piece on the side where there train already
passed, so the train will take the other two sides on
the way back.
2. Also destroy the route where the train just came from.
To do this, remove the direct connection back to the
Research
Station - Bravo, so the train will have to take the
overpass to
Research Station - Alpha.
3. Remove a piece of track in the very north, somewhere close
to Bravo
Maintenance Facility 3. Be careful not to remove too much,
since you
will have to repair this track later.
Drive the train until it reaches the middle bridge over the
Glacier
Lake. It should be around 11.00 PM, Pause.
Remove the track in front of the train, so it will go back
and take the
route passing the Glacier Lake on the south. Do not let the
train reach
Research Station - Bravo, but pause the game as soon as the
train
reaches the previously fermented land at the south of the
Glacier
Lake (12.05 AM).
Add Glydenlove Labs to the route.
Delete Research Station - Bravo from the route.
Remove the track behind the train, to disconnect the way back.
Drive to Glydenlove Labs: (3.25 AM, 12656 sq.)
Disconnect the way back, but not too close to Glydenlove Labs,
because you will want to keep the track clear to Ninnak
Observatory.
So remove a piece of track at Timmiarmiut Service Tower 3.
Repair the track at Bravo Maintenance Facility 3 in the north.
Tracks still available: 218
Add Bravo Maintenance Facility 3 to the route.
Drive until the train just has crossed the Kong Frederik

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River. Pause.
Destroy the north bridge over the Kong Christian river to
Glydenlove
Labs
(the train just drove over it).
Build a new bridge over Kong Christian, by connecting the
unconnected
track west from Glydenlove Labs to the other side of the
river.
Still available track is now 186.
Add Glydenlove Labs to the route.
Remove Bravo Maintenance Facility 3 from the route.
Remove the track behind the train, so it won't go back.
Drive until the train passed the second bridge over Kong
Frederik
bridge.
Pause (6.05 AM).
Remove track in front of the train so it will take an
alternative
route over the Kong Frederik river (one bridge south).
When at Glydenlove Labs again (9.25 AM, 17226 sq.),
add Ninnak Observatory to the train route.
Drive until the train reaches The Lower Draw (11.40 AM) and
Pause.
Remove a track at the rear of the train, so there is no route
back.
Connect the middle rail that allows the train drive back
to Glydenlove Labs (168 left).
Add Glydenlove Labs to the route, remove Ninnak Observatory.
Drive to the bridge near Glydenlove Labs (1.20 PM), Pause.
Destroy the way back by removing some tracks behind the train.
Connect the third track to Ninnak Observatory (at The Lower
Draw),
which still leaves you 150 tracks available.
Add Ninnak Observatory to the route, remove Glydenlove Labs.
Drive to Ninnak and Pause. (5.05 PM, 21022 sq.)
Now it is time to connect Ninnak Observatory to Nuuk. You
have 150
tracks
available and you can use as many tunnels and bridges as you
like.
With a tunnel, you will still have about 65 tracks remaining.
Without a tunnel you will have only 55 tracks remaining, but
you will
seed more squares.
Add Nuuk, Narsaq and Neria to the station list and let the
train drive
until you receive the Gold medal. I got Gold at 8:00 PM, near
Qassimiut.
If you still need more squares, you can connect Narsaq (using
47
tracks)
to Research Station - Charlie and make the train stop there
as well.
***

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(Scenario #14 Walkthrough 2:)


First - build stone bridges. Set bridges to common. Set
tunnels to
common. Make sure the track is single-width. Money isn't an
issue in
this, so you might as well get the fastest track available.
Build a
connection from Nuuk to as close above Ninak Observatory as
you can
get. This put me down to 158 track remaining. There should be
3 fairly
straight north-south lines just northeast of Ninak; go ahead
and connect
these at the end (the connection is already started
somewhat). Also,
connect Start by traveling straight down the coast.
Build a connection to just above Ninak Observatory, tunneling
through the
mountains. This put me down to 158 track remaining. Proceed
to Ninak, then
clear the train's current list of destinations. Also, in the
very top right
build a connection from Glacier Station 01 to the main track.
All this
combined left me with 103 track remaining.
Use the bulldoze option to cut a small piece of track between
Qassimuit
and Narsaq on the coast, so that to proceed from one to the
other the
train has to go around the short loop surrounding Narsaq.
Just northwest
of Glyndenlove Labs is a dead-end path; build a small northsouth
connector from the dead end to the east side of the bridge at
the top.
Track remaining: 71. Cut a small section of track just east
of the
repair depot straight east of the bridge.
Set the train's path to go all the way along the coast,
stopping at
every station along the way. From Nuuk, it should proceed up
the tunnel
you built to Ninak Observatory, and from Ninak Observatory to
Glyndenlove
Labs up north.
The train will take the shortest path from Ninak to
Glyndenlove. As soon
as it has passed the junction between the north-south running
tracks and
the detour towards Research Station Bravo, cut a small
section of track
behind it. This should do two things - prevent traveling
direct from
Glyndenlove to the overpass by Research Station Alpha, and
prevent the
train from backtracking along this same path back to Ninak.
Now clear
its path and tell it to return to Ninak; this will have the
effect of
making it loop past Glyndenlove without stopping and

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proceeding south on
the second path. Similarly, once it is solidly on the second
path and
heading south, cut a small section of track behind it to
prevent it from
returning north on this path.

Now remove Ninak from it's destinations and set it's new
destination
to Research Station - Bravo. The train will head south, turn
onto the
third north-south track, and head north again. It will then
head west
past (and north of) the cutoff to Glyndenlove, and onto the
set of
track that was initially a dead-end. When it is securely on
this path,
cut a small section of track behind it and repair the cut you
made up
north. Also repair the cut made on the first north-south
track between
Ninak and Glyndenlove, then change it's destination to
Glyndenlove, and
then add Research Station Bravo after Glyndenlove. The train
will
continue along the path, turn east at the bridge, and head
around to
Glyndenlove. It will then proceed south-west, and start along
a path
to Research Station Bravo.
About when it has reached the overpass by Research Station
Alpha, make
a small cut behind it and divert it back to Glyndenlove
again. When it
has turned the corner and is heading east again, make a small
cut on
the west-east track it is now on. Also, make a small cut on
the
connecting track between the loop it is currently making and
the northsouth Ninak to Glyndenlove track it came from.
Cut the north-south track on the east side of Glacier Lake
before
either bridge. Cut the north-south track just east of this
one in
between the top and second horizontal crossing and between
third and
fourth horizontal crossings; cut the north-south track two
east
between the second and third horizontal crossing. This will
cause the
train to proceed up in a somewhat zig-zag fashion. When it is
near
the top of the map, send it back to Research Station Bravo
instead,
but make a small cut just north of Bravo so the train has to
proceed
around the full loop.
From Bravo, the train should be sent onwards to Research
Station
charlie. When it reaches Charlie, make a connection between
the top

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bridge on Glacier Lake and the track just southwest of it.


Instruct
the train to proceed to Research Station Alpha. From here,
cut the
track just south of Research Station Alpha and clear the
train's list
of destinations. Tell it to go to Glacier Station 01 and then
back to
the place you started the game. Sit back and watch it finish
it's run;
if you've made all changes while paused and made few to no
mistakes
you should win with at least an hour, about 1000 square miles
uncovered but still directly in your path, and about 40 track
to
spare.
***
(Scenario #14 Walkthrough 3:)
Welcome to Greenland. While all other scenario put you to
play as
company's chairman and compete with other Tycoon to make
money, this one
put you employed by Glydenlove Laboratory as a planner. Your
job is to
help Glydenlove Labs to spread their accelerated plant seed
to Greenland
by designing a route to let your train cover the longest
mileage of
tracks in 42 hours.
This is a puzzle building a route through a given track
maze to
connect all 15 stations. You need to design the route by
adding neccessary
track connections while breaking the others. Cut away all
short cut and
force your train to a path that cover longest mileage while
avoid
return journey down the same track. All you can do here is
to lay tracks
(limit to 250 tiles) and bulldoze tracks (and stations, you
can, but don't
try).
The game's briefing may sounds scary but your train will
not explode
passing a single station twice and the so called
contamination will not
stop your locomotive. Due to time limit, however, you better
minimize
the need going in and out long tracks with dead ends and
avoid
traveling to and fro in repeated segment of track. Another
reason for
avoid using a segment twice is the need for your train
travel certain
milage for you to get medals and each single segment of
track only count
once.
Notations in this walkthrough:
1) First, rotate the game map so that its orientation

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matches the
mini-map and this walkthrough is based on the mini-map
orientation. When
locating sites in the map, the notations Up / Down / Left /
Right are
used in place of North / South / West / East. This game is
puzzle of maze
and it is easier if you treat it so.
2) In this walkthrough, the word "site" to refer to places
where you
lay or bulldoze tracks and the word "task" refer to the
related track
laying or bulldozing work. In some of the sites, I put names
to landmark
locations so they can be easily referred to in the task. You
can just
forget the names after complete the tasks.
3) It's hard describing route in a text file, some
notations have to
be made to describe how train react to branch-in and
branch-out
junctions.
A branch-out junctions let train exit or divert from
current track
line by going right or left. A branch-in means junctions let
train enter
a track line.
Trains facing a branch-in usually pass through it but
sometimes, the
train just pass that branch-in a bit, switch direction and
use that
previous branch-in to leave the track line. After switching
direction, the
previously called branch-in instantly become branch-out.
The Left and Right notations below are always relative to
the
locomotive's current heading direction.
--L-R-vL-vR-pv-->
--*

a direct path, no branch between


the train go Left in next branch-out.
the train go Right in next branch-out.
the train reverse and go Left in next branch)
the train reverse and go Right in next branch-in
the train pass through next branch-in, no reverse
the train reverse then leave a terminal station.
the train stop at a station.
the train passthrough a station non-stop

Before you start:


1) Remember if you just make a mistake laying tracks, click
[undo]
will remove the tracks and have the Track Available quota
returned to
you. If you bulldoze it, the track is gone but Track
Available is still
consumed.
2) Remember you have only 250 track sections (tiles)
available. While
making a connections, watch the Available Track and make a
connection

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that consume the lowest number of track sections. Do worry


about the
shape, just drag tips to touch an existing track so that the
train can go
through even it mean your train has to reverse.
3) Save the game frequently and save a new filename every
few steps.
Doing so, you can rollback in case you wrongly bulldoze a
track or
change mind on a track laying many steps ago. After creating
a section of
route, call it a milestone and save a new filename, then
test run your
train up to the section's end point. Then reload the game to
either
correct mistake or continue next section's path design.
Saving before test run is recommended as it will let you
reset the
train and the timer by reload so you can correct a previous
track segment
or continue design the next. If you do it consistently, you
will
finally have a saved game with completed route and the train
can go from
first station to the final one, its up to you.
Phase 1

Fiskenaesset - Glydenlove Labs

Let's start visiting the construction sites below, find the


place,
note the names (if any) and do the required task(s). Let's
work through
the maze, Good Luck!
Available Track: 250
Site 1: Find in upper left corner, the unconnected Glacier
Station 01
track section, let's call it GlacierLink. There are two
circular loop
track below GlacierLink, let's call them UpperCircle and
LowerCircle.
Task: Connect GlacierLink's lower tip to a horizontal track
just right
to the UpperCircle. Make the connection band to the right.
Available Track: 232
Site 2: Find the bridge accross the top of Glacier Lake.
There is a
track tip below it.
Task: Drag the tip to join the left end of the bridge. The
connection
should band to the right.
Available Track: 219
Site 3: Find the bridge accross the top origin of Kong
Christian
River. Below its right end, there is an upward pointing
track tip.
Tasks:
(1) Drag the tip to join the right end of the bridge. The
connection

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should band to the right.


(2) Make a cut just to the left of the bridge (Yes, I mean
bulldoze
one tile of track!).
Available Track: 187
Site 4: Find on the map far right, a river named The Lower
Draw. Just
above, there is a section of 3 parallel vertical tracks
going up with
end tips at the bottom. Let's call them LeftLine, MiddleLine
and
RightLine.
Tasks:
(1) Drag the open Y-junction tip down LeftLine to the
bottom tip of
RightLine.
(2) Drag the bottom tip of MiddleLine to make a shortest
U-join to
LeftLine.
(3) Make a cut on LeftLine between the connections resulted
from task
(1) and (2) (make sure you don't bulldoze any bridge or
junction)
Available Track: 127
Site 5: Follow the RightLine in Site 4 all the way up and
there is a
triangle junction and the track branch into 2 horizontal
tracks going
left. The lower one lead into a bridge.
Task: Make a cut just near the right end of that bridge.
Site 6: Find Glydenlove Lab station on LeftLine.
Task: Make a cut in LeftLine several tiles above the station
and just
before it touch the junction above.
Site 7: Find near bottom right map Nuuk station and see an
up pointing
track tip. Then find the track segment connecting Ninnak
Observatory,
let's call it NinnakLink. Follow NinnakLink up until you see
a Y-branch
river and some flat land on the left hand side. Make sure
you find all
the 3 landmarks.
Tasks:
(1) Click [Change] button of tunnel option until it reads
"Common".
(2) Hold left click and drag the tip of Nuuk station all
the way
above NinnakLink. When you drag mouse pointer near the
Y-branch and flat
land, you should see tunnel come out. Drag the tunnel
connection up
NinnakLink as far as possible then release the mouse button
(undo and
retry if your hand slip).
Track Available should read 29 (or close).
Now open the train list and click the only train you have.
It already

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has 3 stations scheduled:


1. Fiskenaesset
2. Avigaat
3. Neria
Add 8 stations the schedule:
4. Invituut Junction
5. Qassimiut
6. Narsaq
7. Tuapaat
8. Nanortalik
9. Nuuk
10. Ninnak Observatory
11. Glydenlove Labs
Now, save the game to a new filename (say Scn14-Phase1).
Then change
the game speed to SLOW and watch the train's path.
Here is the Intended path for Phase 1:
Fiskenaesset --> Avigaat --> Neria --R--> Invituut Junction
-->
Qassimiut --R--> Narsaq --R--p--> Tuapaat --> Nanortalik -->
Nuuk --tunnel
--vR--> Ninnak Observatory v--p--R--p--R--p--L--R--L--p-R--p-->
Glydenlove Labs
Feel dizzy following your trains path?
Pause the game when the train stop at Glydenlove Labs
station. Press
[A] to open the Game Status Ledger. Your train should have
seeded
around 10432 sq. miles of Greenland and you will have a
Bronze Medal for
sure, WOW!
Now, you have a feel how this game is played. Having fun?
You can try
yourself for the Silver and Gold Medals or take a break!
-----Phase 2

Glydenlove Labs - Research Station Bravo

Load the game you saved before you test your train. Let's
work on
phase 2 now.
Site 8: Find Research Station Alpha. There is an immediate
horizontal
track above it with an overpass in the middle. Let's name it
AlphaOverpass. It go right, then go up and meet a very small
triangle
junction. Task: Make a cut where the triangle junction
touch track
from AlphaOverpass. You should have broken the triangle a
bit.
Site 9: Find Glacier Run (river) and you also see a
horizontal bridge.
Just below the right end of the bridge, there are two
sections of
curved tracks connecting 3 right bound tracks making a

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tracks in this
Zone looks like a letter E.
Task: Make a cut midway in upper curved band, it should not
touch any
junction though.
Site 10: Follow Kong Federik River to the top and you will
see a 1 x 4
retangular shaped track layouts. The top 3 rectangles have
looped
junctions while the bottom one has its lower edge extened
out the left
edge. Let's name them top down as Rectangles R1, R2, R3 and
R4. In the 4
tasks below, do not break any junctions when you make a cut.
Tasks:
(1) For R1, make a cut midway down its left edge.
(2) For R2, make a cut midway down its right edge.
(3) For R3, make a cut midway down its left edge.
(4) For R4, make a cut midway accross its bottom edge.
Update
12.
13.
14.

your train schedule by adding 3 more stations:


Research Station Alpha
Research Station Charlie
Research Station Bravo

Save the game to a new filename (say Scn14-Phase2). Then


change the
game speed to SLOW and watch the train's path.
Intended path for Phase 2:
-(Repeat path for Phase 1)v--R--p--R--p--L--vL--L--p--R--p--R--p--L--p--L--p--R--p--R-p--L--p-->
Research Labs Alpha --L--R--p--> Research Labs Charlie v--L-P--vR--p-vR--R--p--> Research Station Bravo.
Did your train go astray?
Pause the game when the train stop at Research Station
Bravo. Press
[A] to open the Game Status Ledger. Your train should have
seeded 18334
sq. miles of Greenland and you will be given Silver Medal,
certainly.
AH HA!
Get excited? Do you figure out what to do next? Try it or
take a break!
----Phase 3

Research Station Bravo - Glacier Station 01 - Victory

Load your last saved game. Did you see your train can visit
Glacier
Station 01 without making any changes? But you will still be
short in
mileage for Gold Medal. So let's work out the Gold Medal.
Site 11: Find the track section connecting Research Station
Bravo.
Task: Make a cut to the track slightly above the station.

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Site 12: Find Narsaq station and the track connecting it.
Task: Make a cut to that track just on left hand side of
Narsaq.
Then update your train schedule by adding the last station:
15. Glacier Station 01
If you followed the advice and consistently saved your game
before
every phase test run and reload them before continue to next
phase, your
train should still be waiting in Fiskenaesset. You can now
run your
train through Pathes from Phase 1(updated) to Phase 2 to
Phase 3 in a
single journey.
Save the game to a new filename (say Scn14-Phase3). Then
change the
game speed to SLOW and watch the train's path.
New Intended Path - Phase 1 (Update marked between {}):
Fiskenaesset --> Avigaat --> Neria --R--> Invituut Junction
-->
Qassimiut --{--L--vL--R--p--> Narsaq v--R--p--}--> Tuapaat
--> Nanortalik
--> Nuuk --> tunnel --vR--> Ninnak Observatory
v--p--R--p--R--p--L--R--L--p--R--p--> Glydenlove Labs
Intended Path - Phase 3:
-(Repeat path - Phase 1 & 2)- v--R--p--R--L--p--p--p-L--R--> Glacier
Station 01 --vL--p--*Neria--*Avigaat--> Fiskenaesset
Note: Trains always loop back to first station after
finishing all
scheduled station so you see Neria - Fiskenaesset again.
Pause the game when your train come down pass Neria again.
Press [A]
to open the Game Status Ledger. Your train should have
seeded 23102
miles of Greenland, and you get Gold Medal almost instantly,
BINGO!
Congratulation, please jump to the section Final Awards and
Conclusion.
*
Some of you might have overwritten saved games for previous
phases
(my case while trying the fisrt time), and only have a last
saved game
that your train is waiting in Research Station Bravo, you
train can still
visit modified Narsaq area. Just add 1 more station to your
train
schedule:
16. Narsaq
Save the game. Then change the game speed to SLOW and watch
the
train's path.

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Intended path - Phase 3 + modified Narsaq area:


-Continue from last saved position- v--R--p--R--L--p--p--p-L--R-->
Glacier Station 01 --vL--p--vR--*Invituut Junction
--*Qassimiut--L--vL--R--p--> Narsaq --L--p--v--R-p--*Qassimiut--*Invituut
Junction--*Neria--*Avigaat--> Fiskenaesset
When your train reached Narsaq again, pause the game and
press [A]
for Game Status Ledger. The mileage figure was a bit better,
23106
because the train covered all tracks both left and right of
Narsaq. Gold
Medal is yours now.
----Final Awards and Conclusion
Gold Medal will be awarded to you shortly after your train
exceed
23000 sq. miles! If you cannot achieve Gold Medal, a Silver
or Bronze
medal will be awarded 00:00 Jan 3, 2050 (midnight of Jan 2).
And of course
a lose screen if you get no medal by Jan 2 midnight.
This walkthrough is quite
available and
12 hour left. But its just
medal by a
varied path design. If you
dynamically
changing the path when the
higher mileage.

successful, 29 tracks still


an example and you can achieve
are quick, you can even try
train is moving targeting even

This scenario does not randomize and the same track maze
appear in
Easy, Normal and Hard games and I find they run similarly.
Tell me
immediately if you find differences
Thanks for reading, Good Day!

***

5.1.15 - Scenario 15 - Dutchlantis:


Bronze Medal: Connect country of Dutchlantis to Munich (in
Germania)
before 2051.
Silver Medal: Connect Dutchlantis to Munich and Camelot
before 2051.
Gold Medal: Connect Dutchlantis to Munich and Camelot, haul
10 loads
of uranium before 2051.
Time Frame: Jan 2021 to Dec 2050 (30 years)
Starting Position:
Restrictions: Cannot lay unconnected track, cannot start

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multiple
companies.
First choice is between diesel and electric trains. Either
one
should accomplish what you would like, though I lean toward
the electric trains personally.
Start at Kiel / Hamburg / Schwerin / Rostock area. Soon,
you will
get a message asking you to haul cheese; five loads yearly
will net a
$300k bonus.
The first method to making money is to connect dairy farms
to dairy
processors; buy them if you would like. Next would be to
connect
waste to a recycling plant; buy your own recycling plant for
more income. The recycling plants will provide the materials that
your tool
and dies need, buy those too if possible. The grainary to
brewery path
is another good route to take.
Next, go to Slokovia in the southeast corner. In my game,
there were
logs to connect to the lumber mill which was built; the
lumber mill
dropped in price to $900k because of no logs. Connect the
logging camp
with the lumber mill for major initial profits and steady
subsequent
profits. More lumber will come in Germania, as well as some
of the
cheapest livestock ever (if no meat packing plants exist.)
The cost to enter territories is a piddling $500k apiece.
The larger
cost is the bridge-building cost. To get to Germania, build
the bridge
from the coast to Wegvamwasser. This bridge will cost about
$3M or so.
To build the bridge to Britain, just check out the natural
staircase
north of Hemelweg. It'll get you up where you need to be.
The cost to
lay track to the coast will be about $1M, and it will cost
another $10M
to lay track to Britain. I was able to get a company which
could earn
about $5M in profit yearly, so I did not have too many
problems with the
income situation.

5.1.16 - Scenario 16 - Chip Off the Old Block.


Bronze Medal: Connect 8 cities, personal net value $1M
Silver Medal: Connect 12 cities, personal net value $10M
Gold Medal: Connect 16 cities, personal net value $20M
Time Frame: Jan 2051 to Dec 2080 (30 years)

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Starting Position: $200k of personal net worth.


Restrictions: Cannot lay unconnected track, cannot start
multiple
companies.
Going into this map, I didn't think it'd be as hard as it
is. It
certainly looks to be rather straightforward, and there are
tons of
hidden bonuses waiting for you to connect them. I'll try to
describe
the major events though, and hopefully you can get a gold too!
As the game restrictions state, you have to start at Santa
Monica
Island. Therefore, build between Winnifred and Santa Monica
and see
about some industry investments. I have had extreme success
in buying
a tool and die shop in Santa Monica due to the recycling
plant nearby.
There are usually also logging camps nearby which provide raw
materials
for the lumber mill that usually appears in Winnefred too.
Either of
these facilities can easily make you $10M through the whole
scenario
and are definitely worth exploring. (A furniture factory is
also a
good idea for later in the game.)
This seems like a good time to bring up another issue too.
You may
notice that scheduling trains for Winnefred is impossible
with the map
due to Winnifred's position in the map and the zoom tools
located in
the upper left-hand corner. To save you from a ton of
useless work,
just click in the middle of the tool where Winnifred is
likely to be
rather than zooming in/out to try to find the actual circle.
The status bar at the bottom which names each station that your
cursor is over
should read "Winnefred" when your arrow is in the right
place. If
screenshots of this process are truly needed, please contact
me and I
will attempt to provide them as a supplemental file on
gameFAQs.com.
Within the first two years or so, the City of Angels will
provide a
bonus for you in order to connect the City of Angels to your
network.
It will consist of a $1M advance and $1M additional if you
finish the
connection within three years. While this may seem a
daunting task, it
is very doable and I never had any problems with the
connection. Of
course, if you do not finish the connection, you will get a
penalty for

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each year that passes by that the connection is incomplete.


(Way to
provide positive reinforcement, City of Angels.)
You will be extremely concerned with the profits that you
can make
in this map, because you have to also make good investment in
your own
company and to also try to get a good return on your possible
stock investment. $20M in personal net worth in this map is also
very doable,
but it requires you to balance the dividend with good
business decisions too.
Sixteen cities should not be too difficult once you get
City of Angels connected. You already connected seven cities at this
point anyway; just connect the rest of the City of Angels island, the
four cities in the southeastern part of the map, Macho Grande, and
any cities
toward the north that you may choose.
Also of note, some other cities may reward you with bonuses
just for
you to connect them. I believe Big Sky in the northeast will
reward
you, as well as a few other larger cities. While I do not
have a definitive list (and will accept one from anyone willing to
provide one),
suffice it to say that if it doesn't cost a lot to hook up
the next
town on the list, try it for fun and see if someone gives you
money.
This map will not be great with passengers, so therefore
you have to
make a major effort to connect commodities up. On top of
that, because
of the fragmentary nature of this map, the Tycoonatrons will
not have
much success transporting commodities easily. I noticed on
this map
that bauxite and iron were both extremely undervalued, and I
also noticed a new strategy that you may have to endure.
In one playthrough of this scenario, I had a steel mill in
Solumsquallis and I had coal just north in Macho Grande. I also
had an iron
mine on the City of Angels island (south of Textile, in the
hills).
The coal was of reasonable value and the coal mine was making
money
without too many problems, so therefore the coal mine
remained open.
However, while I was making a massive profit operating an
iron train
going to Solumsquallis, the iron mine itself was rather
unprofitable
due to the fact that the price of iron locally was $1.

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With a price that low, this meant that the iron mine itself
was unprofitable without my railroad. After only three years, the
iron mine
disappeared. If my railroad had bought it, the mine still
would have
taken a loss, but the supply would have remained. This was
important
because while there was a second iron mine, running only two
loads of
iron to the steel mill per year meant that the steel mill
made less
than $100k of profit per year, and industries running on that
steel
(automobile factories, tool and die shops) could not obtain
the materials they needed as well.
Therefore, take a very long look at buying the raw material
facilities in this map even (or, *especially*) if they are
unprofitable if
you need them to keep producing. To my knowledge, they will
not disappear if your railroad company is subsidizing them, and
ultimately
your trains AND your production facilities will make the
profit that
the production facility is losing.
(If ANYONE finds a facility that disappears after your
railroad has
bought it, please notify me soonest. While there are still
theories
about situations like this -- exhaustion of naturallyoccuring ores,
for instance -- the game itself should never shutter a
facility you
own.)
Two postscripts for this map:
1. For the $20M personal net value, do not bother owning
every last
share of stock. My suggestion is to keep between 20% to 30%
of the
stock on the open market until the end, as when you do a
massive buy-in
of the stock it will drive the values up and it could get you
up and
over the $20M limit that you need. I kept a very close eye
on my numbers toward the end of my last game, and found that when I
had a large
amount of stock on margin (my cash value was under -$3M), I
was actually paying a percentage per month as interest for
maintaining this
debt. This is one of the two reasons that you shouldn't
bother trying
to buy all of the company stock too early.
2. There are earthquakes ALL THE TIME in this map, mostly
centered
in a couple different areas. One is Macho Grande, and you

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will have to
rebuild track in this area once every three years or so. I
have not
noticed too many other damages for other areas, thankfully,
especially
since connecting the northern parts of this map require a ton
of track.

Good luck!
____
6.0 - Railroad Tycoon 3 Game Patches / Updates
____
As of 2007, an update does exist for Railroad Tycoon 3 - a
small
expansion pack titled "Coast to Coast". It can be found at
most game
download sites, and it is free! It's also about 110MB, so by
all
means use your own high-speed connection or borrow someone
else's.
It includes five new maps, and the programmers tightened
some of the
gameplay and economic models. A longer discussion may follow
if
interest shows between the old and new versions.
____
7.0 - Frequently Asked Questions
____
Q: How can I find a specific commodity?
A: There are multiple ways to do it. The best way though is
through
the Globe icon. If you click on the Globe and choose the
cargo, it
should show you triangles pointing up and triangles pointing
down. The
upward pointing triangles indicate that a supply is present.
The Globe icon is easiest. But if you don't like that
method, look for
the buildings which supply the cargo too, which should be in
the
instruction book. At a later date, I may attempt to add them
to this
FAQ, but suffice it to say that if it's a crop it'll be on a
farm, if
it's an animal product (wool, livestock, milk) it will be on
a smaller
farm, if it's a resource (coal, iron, logs, oil, pulpwood) it
will be
on a building in the middle of nowhere, most likely, and if
it's a
finished good it will come from a building which will
*likely* be in
the city.

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Check ports and warehouses too. They will demand cargoes


that you may
not have a demand for anywhere else and can also supply
cargoes which
may not be supplied anywhere else.
The Globe icon will show all of these things too, if you
click on it.

Q: What is the best way to bankrupt a company?


A: There are dirty tricks that you can engage in to weaken a
company if
they become too strong for you to swallow up. Building your
own track
and stations which mirror their track and stations is the
most popular
choice; if you're picking up and delivering their passengers,
then they
won't be able to do the same. When doing this, you HAVE to
buy a lot
of trains to make sure that the supply of profitable cargo is
as close
to zero for your competitor as possible. Don't be surprised
if your
company may be taking a loss to do this, but the theory is
that you can
take the cargo from your competitor's cities and make a
better profit
by shipping it to other cities that you have already
connected.
Connecting track and inviting the computer to use it would
be
another choice, as the computer may use the track to deliver
to your
station(s) which would make them little profit but give you
free money
with which to collect with an eye toward merging.
The last thing only works if your personal net worth is
huge, and you
have the ability to own at least half of your company as well
as half
of his company at the same time. You can resign the
chairmanship of
your company and take over the competitor's company. At this
point,
first destroy all of the track and retire their trains.
Then, use all
the available cash; build production facilities in your own
towns, or
build maintenance sheds on track that your old company owns.
Once
they're run into the ground, resign their post and retake
your own.
Short-sell their stock immediately, wait a year or two for
them to go
belly-up, sabotage them further if they try anything funny,
and soon
they should be weak enough to swallow up. This only works if
you own
at least half your own company too, as your shareholders
usually won't
be too crazy about giving you control of their company once

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again if
you deliberately sabotaged a different company, and will
likely keep
you out of the management position unless your ownership
stake is high
enough.

Q: If prices have stabilized for routes which have matured,


is it
still worth it for me to ship the same material to the city?
A: If the question is confusing, I'll try to provide an
example. For
thirty years, you ship East Eastie livestock to Westerham for
Westerham
to produce meat. At this point, Westerham has about 20.0
loads in
stock and the profit for East Eastie livestock is possibly
$10 per load.
Is it worth continuing?
That is completely up to you, as a matter of fact. It is
another
example of opportunity costs. You can find out if a train is
making a
profit purely by clicking on the train, and if the train (and
route) is
still profitable then why throw it away? However, if you can
find a
more lucrative route, by all means reassign this train so
that it can
make you a better return on your investment.
Use the pause button and analyze your routes if you'd like.
Of course,
if thirty years has passed, I would hope that you can also
buy other
trains and don't have to micromanage routes, and if you keep
the
consist at East Eastie to 'automatic', the train may find
better and
more profitable cargoes to send to Westerham instead of
livestock.

Q: When I ship long-distance, the price for the cargo goes


down as time
elapses between pickup and delivery. Is it worth shipping
longdistance?
A: Again, this is an opportunity cost issue. Even for raw
materials,
if there is a wide disparity between costs, you will likely
receive a
lot of money in order to deliver each car. As well, I
*think* that
there is still a premium added to cargoes if they have to go
longer
distances; I will have to check some of my old games to see
if this is
the case. Usually, the time penalty for shipping will be
nowhere near
the profit that you will receive for shipping the material
though.

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Before building a new long-distance route, make sure that the


cargo you
may be expecting to see if you're still on automatic is
demanded at the
other end.
Last note: you *may* be pleasantly surprised if you create
a longdistance route and leave the consist to "automatic".
Sometimes there
are cargoes which can be shipped at a higher profit than
passengers.

Q: I micromanage cargoes, and sometimes my trains don't make


a profit!
How can I make them profitable?
A: If you enjoy micromanaging, that's cool. I have learned
through
playing this game that you may want to try a different
approach to
micromanaging though.
First, set the two stations where your trains will go. Then
do the
micromanaging that you need to do. Before you finish editing
though,
try clicking the two stations again so that it is the same
route twice,
and this time set the cargo consist to "automatic". You may
find that
other cargoes in the same town are more profitable to ship.

Q: Given the following:


East Eastie --- Centreville -- Westerham
Grain Farm
Brewery
will I make a profit by setting one train to go between East
Eastie and
Centreville with grain and then setting one train to go
between
Centreville and Westerham with grain?
A: Perhaps. Just be sure to know that the East Eastie to
Centreville
train may not be very profitable at all, and the game refuses
to let
you move cargo which is unprofitable. The only way that
grain is demanded in Centreville is if they have a facility that can
process it
(such as a bakery), or their houses demand it, OR the
Tycoonatrons can
ship it to Westerham. If there are natural barriers between
Centreville and Westerham, such as mountain ranges or even rivers,
the Tycoonatrons may not be able to ship the grain from Centreville
to Westerham, and part of the demand for that grain would not exist
for that
reason. On the other hand, if natural barriers prevent
Tycoonatrons

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from shipping a commodity, if your railroad defeats those


natural barriers there will likely be a lot of profit to earn because
when the Tycoonatrons ship some of the commodity, that means that you
can't ship
it and that you will lose out on some limited amount of the
profit.
(Side note: it may also be profitable to send to Centreville
if the
Tycoonatrons can ship it to ANY other location... for
instance, if
South City were down a river from Centreville and also
demanded grain,
the Tycoonatrons would likely demand grain at Centreville
even though
they're not sending that grain to fulfill the demand in
Westerham)
My advice is to check the prices with the globe icon. You
can point to
any spot on the map and find out what the exact price for a
commodity
is when you click on that commodity to analyze, and then find
out if
two short routes may be a better idea than one long route.
____
8.0 - Epilogue and Author's Notes
____
Firstly, thanks to everyone who has already emailed me. I
have incorporated your questions and requests into this FAQ, and
would like to
provide my thanks for your feedback and assistance. Double
thanks to the
contributors who provided walkthrough writeups and were
patient with me
in updating the file.
I welcome any feedback, from general questions to detailed
points,
new strategies or even specific comments and criticisms with
my writing
or methods. Please email me at zoogz22 (at) yahoo (dot) com
for any of
the above, and I will answer you as soon as I can!
As you may probably notice, the walkthrough is rather
bare. I have
placed gold on the majority of the campaign games in normal
mode thus
far, but the idea to write a walkthrough did not coalesce
until two
things happened. First, I found myself having trouble with
some of the
scenarios in the World collection, and thought that others
may have the
same troubles. Next, I found that an FAQ/strategy guide to
this game
existed as a published FAQ, purchasable on Amazon... but
public opinion

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held that it was little more than crap. Many people


expressed their
displeasure with it due to the fact that it did very little
to explain
about the economic models contained in Railroad Tycoon 3.
The only problem is that as I encountered all this
information (people having problems with scenarios, and people having issues
with the
economic models) they were all timestamped 2005 and before.
So again, I hope that by releasing an FAQ for this game
that some devoted fans are still out there, and that this is useful to
someone.
For my money, the Railroad Tycoon games were some of the
most fun
business-strategy games that I've ever played, and the trains
just make
it enjoyable for pretty much everyone. And now that you get
to "ride
along" and see the scenery of, say, Upstate New York... or
England...
or Eastern Europe pass along before your eyes, it's that much
cooler.
Good luck and happy railroading!

(c) Scott "Zoogz" Jamison, 2007.


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