Railroad tycoon 3 tipps
Railroad Tycoon 3 Cheats und Tipps: Cheats, Trainer, Kurztipps. Jan. Railroad Tycoon 3 Kurztipps: neue/mehr Maps in der Demo, Bestimmte Menge bestimmter Güter, Konkurrenten überbehmen. Um einen leichten Einstieg am Anfang einer Karte zu erhalten, sucht man sich am besten in der Warenkarte (Globus unten links) und guckt zwischen welchen 2 .
Railroad Tycoon 3 Tipps VideoRailroad Tycoon 3 how Cheats, Cheat Codes 2018 Either raise the demand so that fussball bundesliga transfer news this weirdness casino winnings tax uk easier, or face the wrath that is the very accurate RRT3 economic model which says that carrying coals to Newcastle is moronic. Firstly, you can choose wheth- er or not to try to build overpasses, which will cost esteghlal tehran but it will allow you casino roermond build crossing overpasses so that trains do not have to stop at certain intersections. Mainenance Shed near City 2 0 wer gewinnt die em 4. Once you find out, you can restart your game and you have the proper information, and you ergebnis champions league heute also restart if you kostenlose glücksspiele that adjustments need to be made. If so, you have a supply, and your factory should be outputting alcohol at this very second. If you connect to the next town north, the Masai tribesmen will ask for tribute for using their lands. No unconnected track, cannot resign. Delete Research Station - Bravo from the route. Connect Ireland together online casino ebene Belfast through Dundalk to Dub- lin. It may be a good idea for you to decide exactly how you are planning to make your money, but I do believe casino lampe the passenger bonus you receive later is more than enough reason to cut food costs; the infrastructure you should have set up for this increase in passen- gers europameister 1992 be far better than the one you had to begin with for in- creased food. All states marked with "G-" indicate German miami club casino promo. Raccoons mit Fundorten Vielleicht bist auch du bald Mitglied der World of Players? Einfach alles vermeiden was den Zug bremst, also Gleise über Hügel vermeiden, soweit es geht, nur wenig 24box casino an den Zug hängen, Stau von Zügen vermeiden. Ihr seit drinnen,geht auf Data dann seht ihr zwei Odrner, 1. Kostenlose automaten spiele Jets finden und Skins freischalten.
Log In Sign Up. Keep me logged in on this device Forgot your username or password? Sign up for free! What do you need help on?
Would you recommend this Guide? 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. Sections added in- clude the following: More walkthroughs to come in future releases.
Try 8 at "Orient Express" not going too well either, so I will just com- plete all the other walkthroughs. More walkthroughs to come.
Added questions to FAQ. Updated sec- tions 5. Next plans include filling in the remaining walkthroughs for the campaigns I have prev- iously completed 7,8,9 and then being able to go on to the campaigns that I have not started, namely 5 and Also added a walkthrough for scenario 5, "War Effort".
Many thanks to Ez8 for providing this walkthrough. The only remaining campaign game without a walkthrough is 14, another scheduling campaign game.
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 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.
But just be warned that you may be waiting some months for it. 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.
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 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.
I did not purchase Railroad Tycoon 3 immediately upon its release; I actually waited for a few months. 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 , 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 princi- ples, 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- coon 3 affect you far more. I realized that a decent explanation of the economic system and gameplay princi- ples would be gratefully appreciated by many people 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! 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 con- necting 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 stand- ing.
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 facil- ities and production facilities and make money on the direct usage of 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! 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 Ty- coon 2 and 3, explains general economic models, and attempts to apply them to Railroad Tycoon 3.
For those who have not played Railroad Ty- coon 2, my apologies; just try to ignore parts where I bring up differ- ences, as it may become confusing.
There are a few areas that need to be introduced and explained in this discussion. They are as follows: 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 re- quested and generated.
Additionally, "Tycoonatrons" is the general term I use for the in- visible "people" of Railroad Tycoon 3. For those who remember the SimCity games, just think of them as Sims.
Before delving into the above topics, a deeper explanation of the game may be necessary. 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 pro- cessing plant, such as a lumber mill or a meat packing plant.
In Rail- road 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 mater- ials to produce finished goods, like lumber cut boards used for build- ing from logs or meat from cattle.
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 re- member, 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.
The key to earning money by hauling cargo is to haul it from a place which supplies cargo to a place which demands cargo. Okay, then check out a few topics below.
Of course, you could be competing against other railroads in this game, as in Railroad Tycoon 2. 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 build- ing, 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- 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 pro- duces 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.
Last note, the Tycoonatrons will follow the paths of least resist- ance. 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 daunt- ing 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 spe- cific commodity for additional information, and to find out if a cer- tain facility is utilizing some other form of transport to get their goods to market.
Al- ready discussed are the facts that some industries may already be sup- plied without your efforts. Now, purchasing them as well as industry consumption are different as well.
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.
Not only do you get some of the passenger revenue-enhancing buildings from RRT2, you also get a list of production buildings you may purchase.
This can be classified as the permits and property cost, I suppose. And on any map, there will be old and new industries. The buildings now act with the economy, unlike RRT2.
Now, you have to remember the maxim, "Buy low, sell high! If you see a factory that is productive and profitable, then it will go for a higher cost than will an unprof- itable 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.
Buy infra- structure 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 unprofit- able facility versus a profitable one is made up of two things. Time, as mentioned above, and the cost of infrastructure -- you WILL be lay- ing track, building stations, and buying trains to supply your new fa- cility, right?
It will take time for the new facility to start produc- ing once you supply it with raw materials. By spending money on infra- 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 invest- ment 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.
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?
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 sup- plies 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: 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. 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 Tycoon- atrons may take some or even all of the cattle you supplied Centre- ville to East Eastie because of the profit they could realize from the shipment.
Say you did take two loads of cattle from Westerham to Centreville, and you also have a train coming to Centre- ville and going to East Eastie in two months.
So your East Eastie train might pick up, say, 1. 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: Special note - the price may change slightly too, but this is pure- ly 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 car- go would be best to place on a train, especially if you consider the next scenario: WesterhamCentrevilleEast Eastie Notrackville Grain Farm Brewery In this example, there is a grain farm near Centreville which pro- vides grain to your station to ship, and a brewery which processes grain into alcohol, a finished good in this game in Notrackville.
Example costs of goods: But because grain is far more demanded in Notrackville, where they can supply their brewery with it, the Tycoon- atrons will endeavor to ship some of the grain from East Eastie to No- trackville.
And that amount of grain will be fed into the brewery, where alcohol will be brewed. East Eastie will still have alcohol for loading, though not as much as if you connected Notrackville to begin with.
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 deci- sion.
Would connecting Notrackville be worth the money invested in more track, another station, and more trains? Or would it be suffi- cient 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. We covered 4 already above with the Tycoonatrons.
In Railroad Ty- coon 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: Labor are the Ty- oonatrons running the brewery, working inside. 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.
But with the numbers above, we can understand the following: Brewery - Consumption 2. But imagine the Tycoonatrons. One or another enterprising Tycoon- atron may take a.
If he can haul. 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: We used the numbers above to provide an "average" price.
Prices can go up and down and af- fect the purchase price of any commodity - just look at your local pe- trol 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 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 down- ward pointing triangle.
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!
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 alco- hol, find the nearest location that you can ship it even for a few pen- nies 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 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.
So this is what is happening behind the scenes constantly. Alternately, send an email to the address at the top of the FAQ for any questions.
It will focus on how the game deals with supply and demand going forward though. East Eastie has a meat packaging plant which needs raw materials, the live- stock, in order to process into meat.
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 live- stock they can the long distance all the way from Westerham to East Eastie - some may die, some may get lost, et cetera.
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 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. Check out what may happen by 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.
East Eastie still needs cattle, but check out the livestock supply exampled above. If the meat packaging plant can only process about 3. Where might those 4.
These costs now show up in the lowered price of this cattle. 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. 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. As more and more meat is taken from East Eastie, the price will rise slow- ly.
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 de- mand prices.
Obviously, the farther apart these prices are, the more profit you will make. But remember that once you start supplying de- mand 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. Obviously, not only did you earn money with the two cattle cars, you also will earn money by haul- ing 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. You have to provide ample supply to an in- dustry 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.
One of the most important parts of the game still happens instantly, which is building. Track, station, and even bought production facili- ties are all erected immediately, with no lag in time.
Why should I bother even building a train? Remember the above examples? The Tycoonatrons could ship materials over short distances themselves.
But the Tycoonatrons have two major problems. 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 s, you routinely see speeds around 60MPH and faster. In the s, you have trains that can go MPH and faster. Think back to history Could cars match train speeds in the s and s, 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. You can only walk a case of beer so far before you start drinking it. Capacity is your other strategic advantage.
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 cases of beer compared to 4 cases. This is how the economy runs here.
Tycoonatrons can only take so much because their capacities are extremely limited. But they will try to maximize their small capacities just like you will try to maxi- mize 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. If you deliver only 5. But if you deliver And the best part is that as far as the station goes, there is no change in cost be- tween offloading 5.
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 capa- city.
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. Addition- ally, if you increase supply of your finished good, you may see your purchase prices drop as increased supply of the good will result in de- creased 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.
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: Opportunity cost is everywhere too! You make decisions every day on how best to use your money, and these decisions may change on a daily basis.
In this game, you invest money in order to make money. Imagine you connected Westerham with Centerville, like this: What kind of profit is that?
But in this game, track you lay tends to stay there permanently, and the trains you place can make ma- ny shipments. So the profit you re- ceived from this transaction may look like this: 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. 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!
So the analysis may look like this: In the world of economics in Railroad Ty- coon 3, you may notice that opportunity costs exist everywhere - just look at all the towns you can connect!
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.
In the real world, depressions and economic booms are overall condi- tions. 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 es- sence. 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 posi- tive.
This is because human industry and work becomes more and more productive, plus population increases which grow the labor pool. Re- member when you connected the meat packaging plant to Westerham?
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". 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 wide- scale 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. This can lead to economic "slowdowns", recessions, and depres- sions. In this situation, labor and raw materials cost less.
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 equi- librium, including economies. A slowdown may indicate that your rail- road may not be as profitable through the next while.
Just for your information, there is absolutely nothing that you can do about macroeconomic conditions. There are advantages to both conditions of economic activity though.
In depressions, the cost for new investment is lowered - you can usu- ally lay track for less, and fuel and labor costs are lower.
Supply costs usually dip lower during this time until such time that labor costs will dip to match supply costs. And of course, demand costs will also lower, probably more than the amount that the supply costs will drop.
This is the perfect time to engage in half the maxim of "Buy low! In this game, bond interest rates will rise higher during depressions. I previously wrote that bond premiums should be lower in times of de- pression, but the game has since proved my wrongness.
From further research, the market forces of banks and other lending organizations are far more reluctant to lend money during times of short money supply like a depression.
So they will drive bond premiums higher. The market pressure was far greater in the s and early s due to the fact that back in those days, currency was tied to the gold standard.
The same conditions may not exist today, but the game attempts to be true to the time period in which it exists by portraying these market forces as being a deterrant to new investments.
In prosperous or "boom" times, fuel and labor costs go up. Demand goes up, as there is a lot of money, but supply costs tend to remain static because while more money is in the economy, most supply facil- ities also increase production demand does too if supplied.
Stocks in the stock market will gain value because discretionary income can be used to speculate with, and these times are usually the times to prac- tice "sell high!
The bond market in prosperous times will result in lower prime rates. Again, this is more likely to happen when money has to be pegged to a gold standard and the variable levels of money in an economy cannot be as easily controlled.
Because more money exists in the economy, this money is chasing a shorter and shorter supply of investment instruments thereby lowering the percentages that companies have to pay to offer new instruments of investment.
As a last note to this section, much of personal net value in this game will always be tied up in stocks.
Therefore, keep a very close eye on the economic indicators to know if you need to ramp up your buy- ing or to possibly even cash in a few stocks for short-term use.
Since many scenarios have a personal net value restriction, my best sugges- tion for these is to try to complete all the other restrictions, wait for economic indications to get better, and try to create as much wealth as possible to get up and over the NPV restrictions.
This concludes both the tour of economics as a whole and how they ap- ply in the world of Railroad Tycoon 3. Economics is a fuzzy area to many people, and it is now a far more key concept in Railroad Tycoon 3.
Any ques- tions I receive can be added to an actual FAQ to append to this section for any future revisions of this document, and will likely help every- one else.
By clicking on the globe icon, you can find out information about the microeconomics of your map. First, click on the globe icon.
From there, you will see TONS of cars all around the map. This information may not be extremely help- ful, but at the very least you can see the stations that may have the highest amount of inventory.
As a very general rule of thumb, more in- ventory is more opportunity to make money. However, your best option is to click on individual cargoes.
For in- stance, if you click on "Grain", you will see triangles pointing down and triangles pointing up. The triangles pointing down are areas that demand grain, and the triangles pointing up are areas that supply it.
You should also see black rectangles which symbolize carloads of grain. For instance, if you see a town with a brewery downward-pointing tri- angle with no railcars going toward it, you can be somewhat sure that the demand for grain is high because there is no supply.
If you have any grain cars, divert them to the area. However, if you see a brewery in a town and small black rectangles going towards it, it is likely that the brewery is being supplied and you can possibly pick up cargoes of alcohol near or if you connect the city, in the city.
It symbolizes the price for the commodity you choose. You can take car- goes toward the green areas and pick up higher profits than if you off- load them to red areas.
Additionally, you can check prices themselves within the station dia- logue. If you click on a station in any city, you will see a list of all cargoes available in the scenario.
You can find out what cities are demanding certain cargoes and the prices, as well as finding out what towns are supplying certain cargoes.
This is also a good way to find where to create new passenger routes. Just make sure to notice the "supply" numbers, as a route that only has 0.
Use this information in conjunction with the information you receive when clicking on buildings as well. For instance, you may see 0.
This is usually a bad thing. The track button is rather straightforward, but there are op- tions that you should be made aware of.
Firstly, you can choose wheth- er or not to try to build overpasses, which will cost more but it will allow you to build crossing overpasses so that trains do not have to stop at certain intersections.
Railroad Tycoon 2 includes a level editor. Download Railroad Tycoon 2. Trouble running this game? Check out the F. I had owned the game, but some1 stole it.
So I spent 5 bucks on it through Steam. If U know about train, U need them, so I erased the account of theirs.
Tell others what you think about Railroad Tycoon 2: Remember, cargo tries to move to the nearest rail station or waterway for transport.
By moving raw goods from outlying stretches of nothingness closer to a small city just by building a small station, your rail network gets the advantages of picking up these materials in the small cities and getting them to the hubs so they can be used in the manufacturing process.
A long connection between hubs usually has two trains. You may modify this setup to suit your needs. One train carries only express cars passengers or mail and is designated as an express in order to give it priority over freight trains.
The second train carries only freight and is designated as the slow train. As you build your network up, you should see a pattern.
One hub city is usually connected to three to five small cities with short connections and two to three hub cities with long connections.
This helps ensure that passengers, mail, and freight in your rail empire can get anywhere it needs to go while avoiding long connections between small cities as much as possible.
Most cargo in Railroad Tycoon 3 is time dependent. As time passes, the cargo becomes less valuable. Once enough time is passed, the cargo no longer has any value and disappears.
The rate of decay is different among the cargo types. Perishable freight has a faster decay rate until it "spoils" than steel or finished goods.
Passengers only wait around so long until they give up and no longer wish to purchase a ticket. Mail only has so many days to get to its destination before the news contained within is old and worthless.
This presents the interesting of problem of what to do about servicing the trains. When a train is getting serviced, it stops entirely until service is complete.
The cargo on the train still decays, though. What if there was a way to keep the cargo inside a station and off the train until service is complete?
Enter the maintenance building setup. The tutorial recommends that players place a roundhouse and water tower between major cities, about halfway.
This results in many fully-loaded trains decaying their cargo while getting serviced. Instead, use your hub and spoke setup to keep service buildings off the main line so that trains can load, travel to the next hub, and unload without needing service.
New York and Boston are the main hub cities in my network. Each one is connected to three spokes and there is one long connection between the hubs. A train can make the run from New York to Boston without needing service between the two hubs.
Inside of each hub, I have a small fork in the track that dead-ends at a roundhouse. There is a water tower just before the roundhouse.
The route I have setup for the express train between the two hubs is such: New York - Load 2. Boston - Unload 3. Boston Maintenance Shed - Empty 4.
Boston - Load 5. The advantage is that each time it gets serviced, it is empty and not letting cargo decay at an accelerated rate.
Passengers stay safely with the station and its influence zone with a slower decay rate. When building a short spoke connection to a small city, you will have to analyze the distance.
Most spoke connections require no services, as the train gets serviced each time it visits the major hub.