The player manages the business as described above and may also handle individual train movement and build additional industries. The game also has other railroad companies attempting to put the player out of business with stock dealings and "Rate Wars".
I'm a big fan of the management/economic aspect of railroad tycoon 3 - specifically needing to manage the stock market and the company, buying industry and ensuring they're supplied etc, plus 3D graphics is usually a must.
I'm searching for something new. The state of play seems to be railway empire vs railroad corporation for this type of game. Railroad corporation seems to be along the lines of what I'm searching for, but I found it much too unpolished to really get into it.
2. Merge their railroad in with mine. I've never actually done this in gameplay, but I instinctively don't like it because it ends up giving one of my AI competitors a boatload of money in the process to buy them out. Sure, grease a palm with enough cash, and it can be done... but I'd rather leave my AI competitor penniless and begging on the street (because he's a bad guy, of course :) ).
3. Compete head-to-head where the competitor is operating. I've tried this before, and all it has accomplished is throwing my own money away. I build a separate track and network of stations as close as possible to my competitor, then try to beat him with whatever he's hauling. The theory being, take away from what he can haul, his revenue and profits should go down, right? Even with stocking this railroad with locomotives from other slave companies, I still haven't been able to defeat the AI with this tactic. Somehow they still survive and all I do is grind money.
5. If you want to block AI's trains, you can buy a cheap train and run on AI's busiest track, then press Ctrl+B, your train will break on AI's track and block the track. You don't need to build track across AI's railroad, and it's not going to work if AI build their track first. The priority will always be local trains>foreign trains. But broken trains will always have higher priority despite the track ownership (with normal throttle).
How about this -- is it at least possible to 'quarantine' a competitor by laying small bits of track around his entire railroad? Is it possible to lay it in such a way that he can't go across it, and thereby never expand? I'll have to give that a try. Maybe he could still cross it, but at the very least it would force him to pay me for it...
Both come from the railroad's operating funds, and both increase your personal net worth. Since there are some scenarios that require you to have a high personal net worth, then paying highing dividends is usually necessary in those scenarios. Otherwise, there is no need to pay dividends at all unless your railroad has more money than you know what to do with.
Earnings per share are a firm's net profit divided by its total shares of outstanding stock. If your railroad earns $100,000 in a year, and your railroad has 10,000 shares of outstanding stock, then the earnings per share are 100,000/10,000 = $10 per share.
Buying another railroad is usually a bad proposition if your goal is to make money. First, their track tends to be laid out much more inefficiently than necessary, second their stations tend to need either upsizing or moving into proper positions, and third, their engines tend to be the worst possible choice - the AI chooses engines based on unloaded top speed and doesn't consider the terrain. All this is because the AI doesn't have to make money the way you do, they just get it. I haven't paid close attention, but it seems to me they get a stipend plus inflated delivery charges and pay less maintenance.
The reasons you buy another railroad are either because it's part of the scenario, because you need a ton of track built that would cost you too much to build yourself in the limited time available (again, a scenario reason), or because you just have a vendetta against those dirty cheating AI players. The moment you buy it, that track now has to operate by the rules, which means it's going to lose you a lot of money. VERY rarely is a railroad doing poorly enough for you to buy a majority of stock, THEN doing well enough you can buy it for its large cash reserve that its player is too afraid to divert into dividends.
Complicating it all is that your dividend payments are dependent on how much money your railroad can make. By the time you're M$1 cash in debt, your salary is pretty unimportant - 90%+ of your income should be coming from dividends. A profitable railroad is a money engine. Since AI railroads get unfair bonuses, buying their stock often allows you to make a little money off their work too, so buying stock in them isn't a bad idea. (Complicating THIS is that AI railroad profit seems inversely proportionate to your investment in them, the ba*ds.)
IME, buying a railroad only gives the owner money with which to start a new railroad, and this time he'll own more of the stock so you can't buy it from him. I instead get to 50% of theirs and mine, then pause, takeover, destroy, go back to my railroad, and resume. This way, I make money (or buy down my debt) and there's a good chance the stock value tanks enough that the other player sells it for a massive loss and can't afford to start a new railroad.
If my company needs money, I issue stock every year, or toss out some bonds. Or I may look for knots that need untangling. Or sometimes I just have to wait it out. But I've almost never gained anything by buying another railroad and using it.
Next Stop the 20th Century is the tenth mission in the classic campaign of Railroad Tycoon II. It is the fourth mission of the European act of the classic campaign. The premise of the scenario is the role that railroads played in the expansion of French industrialization in the late 19th century. The map used for this mission is a modified version of the Central Europe standalone scenario.
The People's Train is the sixteenth mission of the classic campaign of Railroad Tycoon II. It is the fourth mission of the Rest of the World act. The premise of the mission is the development of the People's Republic of China's railroads in the aftermath of the Chinese Civil War. The map used is a representation of China.
The objective of the game is to build and manage a railroad company by laying track, building stations, and buying and scheduling trains. The game models supply and demand of goods and passengers as well as a miniature stock market on which players can buy and sell stock of their own or competing companies.
Thus the first project which Sid Meier took up after finishing F-19 Stealth Fighter was a spy game called Covert Action. Made up like Pirates! of a collection of mini-games, Covert Action was very much in the spirit of that earlier game, but had been abandoned by its original designer Lawrence Schick as unworkable. Perhaps because of its similarities to his own earlier game, Meier thought he could make something out of it, especially if he moved it from the Commodore 64 to MS-DOS, which had become his new development platform with F-19 Stealth Fighter. But Covert Action proved to be one of those frustrating games that just refused to come together, even in the hands of a designer as brilliant as Meier. He therefore started spending more and more of the time he should have been spending on Covert Action tinkering with ideas and prototypes for other games. In the spring of 1989, he coded up a little simulation of a model railroad.
As much play as "tycoon" has had in PC game titles over the last few years, it can be easy to forget that the term had another life before defining a game genre led by mass-market bestsellers like RollerCoaster Tycoon and Zoo Tycoon. Railroad Tycoon 3 can claim an older and more authentic tycoon heritage as much because of the series' more than decade-long history as the fact that it deals directly with the cutthroat business practices of 19th-century industrialists like Cornelius Vanderbilt and his ilk. While it builds on nostalgia for powerful steam locomotives and for earlier days when the business landscape was wide open and ripe with opportunities, it's even more than that, with missions that span two centuries of railroading. Even though the impressive new 3D engine makes the trains plenty interesting to watch as they roar by, this isn't a strict simulation for train lovers so much as a strategy game of business and building challenges. But as such, Railroad Tycoon 3 is a breeze to get into and will offer anyone hours of enjoyment.
The typical scenario has you founding a company with your limited start-up funds. Gradually, over the course of 20 or 30 years, you connect the towns and cities of major regions from around the world. You can play in specific time periods, like the pre-industrial Midwest, Texas at the tip of the oil boom, or modern Europe during the last decade's reunification. Of course, you're not alone in trying to reap the financial windfalls of having a transportation monopoly, and computer players will race to grab prime routes and cut into your profits. Fighting back--on the tracks and on the stock market--is a natural part of the tycoon legacy. A dynamic economy ups the ante, with boom and bust cycles and the appearance of new industries you can buy up to diversify and create more business for your trains.
To put your tycoon skills to work, there's a campaign with 16 missions and a number of stand-alone scenarios, plus a sandbox mode that drops the financial part of the game to focus purely on building. The "campaign" is essentially a launch pad for the missions. The notion is that of a train museum with a helpful elderly curator who colorfully narrates the transition between four mission sets and also narrates cinematic intros for each map's setting. There's nothing to stop you from playing the missions in any order, or skipping the tutorials, but following the prescribed order does make for a gentler introduction. Except for the last three futuristic scenarios that use radical geographic and climatic change to create some odd, artificial challenges, all the maps are solidly grounded in historical moments, putting you in charge of: the Central Pacific's push to connect the Transcontinental Railway, the Orient Express, and turn-of-the century efforts to build a route across Africa.
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