5/15/2023 0 Comments Sid meiers railroads demo downloadIn this sense, Harbors are of extreme importance, as they are the only sources of Cotton for Textiles, and together with Landings are the only valid end destinations for Manufactured Goods. The fastest locomotive you will ever get is the Hamilton, which is the starting locomotive in the European scenario! Your basic revenue will come from passengers and mail, but because your trains are rather slow, it pays to divert some effort to materials, whose revenues are a lot less sensitive to speed. You start with very primitive locomotives that can barely pull a single wagon, and things don't get much better later on. England (1828): This scenario is tricky. Things are even worse for a player starting in England, as you need to build water ferries and the computer player will CERTAINLY have taken the northen european cities, so be ready to fight bitter Rate Wars with routes across water in order to gain a foothold in the Continent - feels like the Normandy Landings, yeah). Marseille will probably be open, but the route from Barcelona to Marseille is very unprofitable, as you have to track your way in a circle around the Gulf of Lion, but distance for revenue is still calculated by measuring the direct line between the two cities - above the water. Starting in central europe (around the Rhine River) makes this scenario a cakewalk, but starting in the fringes (Spain, Italy, the Balkans, or England) makes for a lot more interesting play (You will need to build long and expensive tunnels across the Pyrenees to get out of Spain, and by then the computer players will likely have already taken Bayonne and Toulouse, your exit points. Also don't fall in the trap of connecting cities that are too close (like Amsterdam and Utretch, or Trieste and Zagreb) as they will yield very little money. Mind the computer players, most are trash but the Stephensons can get out of hand early on. Unlike the Western USA scenario, playing the economy here may be worth it at the beggining, but station and train limits means by the late game you will be dismantling anything that isn't passenger and mail. Just connect cities and carry passengers and mail. Europe (1900): A lot of big cities and availability of very fast locomotives due to the late starting date makes this scenario much like the Western USA. Just start on some big city in the East and run a beeline for the Pacific to grab the bounty award. Fares are double for east-west transportation and half for north-south, wich makes trying to play the economy even harder. Western USA (1866): Unlike the previous scenario, in this one you only need to focus on connecting cities, carring passengers and mail, and using the fastest locomotive available. You will need to use also not only the fastest locomotive available, but also the slow-but-powerful ones for transportation of bulk resources. You need to play the economy, and build factories where huge clusters of resources spring. Simply connecting cities and transporting passengers and mail and nothing else will not work for you. Eastern USA (1830): The game mechanics were built for this scenario, and here and only here is where everything feels balanced. England is a nice variant for the veterans, and Europe become an interesting challenge for a veteran player if you choose an unfavorable starting point (like Spain, the Balkans, or even England). West USA and Europe are good starting scenarios for the begginer, but the real thing lies in the Eastern USA scenario. They aren't just different maps, but also different gameplay styles. One thing that many people don't realize about this game (even old-time veterans) is that each scenario feels different. This game is a great classic, still full playable today as the interface is smooth and the graphics keep a nice "retro" feeling (unlike the "DeLuxe" edition, whose graphics feel broken and whose interface is clumsy).
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