History VideoGame / RailroadTycoon

6th Oct '17 9:38:21 PM DrakeClawfang
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* LoopholeAbuse: Unless it's a mission where taking over other companies is not allowed at all, there is no rule that states you have to stick with your starting company to win a scenario. In fact, in a lot of missions your AI opponents will have greater access to foreign territories than your company, so it's beneficial to grab a majority share of a rival company so you can take over it and run it as your own in lieu of the original.

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* LoopholeAbuse: Unless it's a mission where taking over other companies is not allowed at all, there is no rule that states you have to stick with your starting company to win a scenario. In fact, in a lot of missions it's easier to take control of a rival's company to run it as your own, since AI opponents will have greater companies tend to start with open access to foreign territories than while you typically need to buy the access rights. Start a company and purposefully run it just to pump up your company, so it's beneficial share porfolio enough to grab buy a majority share of a rival sharehold in another company, then elect yourself chairman and play normally with your new company so while your original one falls into decline.[[note]]And for further exploitation, you can take over it and later buy up all the stock in your old company (it's doubtful anyone will want it, without an owner to run it as your own in lieu of the original.it'll fall apart) and buy it out to give yourself a nice payday.[[/note]]
6th Oct '17 1:33:31 PM TrollBrutal
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* CommandAndConquerEconomy: Specially averted in the third installment; not only there are other rival companies building their own transport networks as in the previous two, but the game itself implements an alternative method: unpicked goods and materials are gradually moved from their production sites to the places where they are needed, following supply-and-demand logic and price curves. Depending on the relative locations, it can be inefficient or actually capable to feed the industries on its own, as the cargo moves slowly inland and even more in mountain terrain but faster via rivers and other bodies of water.
6th Oct '17 12:35:37 PM TheFellMind
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** A few maps have the objective of [[KillEmAll being the only railroad in operation]], encouraging this sort of play to drive the competition into the ground as ruthlessly as possible.

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** A few maps have the objective of [[KillEmAll [[GottaKillThemAll being the only railroad in operation]], encouraging this sort of play to drive the competition into the ground as ruthlessly as possible.


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* GottaKillThemAll: In a non-lethal sense, a lot of scenarios in ''Tycoon 2'' and beyond have eliminating all other companies on the map as a victory condition. Depending on the quantity and quality of the [[AIRoulette AI opponent(s)]] as well as the [[LuckBasedMission starting geography]], this can be anywhere from [[CurbStompBattle trivially easy]] to [[DidYouJustPunchOutCthulhu virtually impossible]].
6th Oct '17 12:13:24 PM TheFellMind
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** In ''Tycoon 3'' you can build suspension bridges across really long distances such as the Great Lakes or construct tunnels through the entire length of a mountain chain. [[CaptainObvious Understandably]], this is highly expensive.

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** In ''Tycoon 3'' 2'' and ''3'', you can build suspension bridges across really long distances such as the Great Lakes Lakes, or in the original game or ''3'', you can construct tunnels through the entire length of a mountain chain. [[CaptainObvious Understandably]], this is highly expensive.



* BlessedWithSuck: In ''Tycoon 2'', the "Basic" industrial and financial difficulty levels are this, oversimplifying game mechanics to the point they will hinder your attempts to play.
** On the Basic financial model, AI opponents cannot buy stock in your company, but you cannot buy into theirs, putting mergers and takeovers off the table and forcing you to choke off their railroad instead. The Advanced financial model allows buying and selling competitors' stock, and the Expert level in turn allows margin buying and short-selling.
** On the Basic industrial model, every industry in range of a station generates its respective product regardless of whether it is supplied with any required resources, meaning that if you actually incorporate the mines, farms, etc. into your system you can easily end up with way more cargo than your railroad can handle (and having untransported carloads steadily tanks local goodwill towards your company). The Advanced model actually requires cargoes to be delivered before industries will convert them, and the Expert model does the same and allows you to buy industrial buildings themselves to take in their profits.

to:

* BlessedWithSuck: In ''Tycoon 2'', the "Basic" industrial and financial difficulty levels are this, oversimplifying game mechanics to the point that they will hinder your attempts to play.
** On the Basic financial model, AI opponents cannot buy stock in your company, but you cannot buy into theirs, putting mergers and takeovers off the table and forcing you to choke off their railroad instead. The Advanced financial model allows buying and selling competitors' stock, and the Expert level in turn allows margin buying and short-selling.
short-selling for [[CorruptCorporateExecutive further shenanigans]].
** On the Basic industrial model, every industry in range of a station generates its respective product regardless of whether it is supplied with any required resources, meaning that if you actually incorporate the mines, farms, etc. into your system you can easily end up with way more cargo than your railroad can handle (and having untransported carloads steadily tanks local goodwill towards your company). The Advanced model actually requires cargoes to be delivered before industries will convert them, and the Expert model does the same and allows you to buy go UpToEleven by buying industrial buildings themselves to take in their profits.



** Want to climb that wall of mountains to get at the mines you see just out of your reach? The Shay ("Three-Truck" in ''2'' and "Two-Truck" in ''3'') has a horrible top speed (about 25 mph) but is, as in real-life, one of the best steep-grade haulers in the game (definitely the best among steam engines) and is rather cheap to boot.

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** Want to climb that wall of mountains to get at the mines you see just out of your reach? The Shay ("Three-Truck" in ''2'' ''Tycoon 2'' and "Two-Truck" in ''3'') has a horrible top speed (about 25 mph) but is, as in real-life, one of the best steep-grade haulers in the game (definitely the best among steam engines) and is rather cheap to boot.



* CanadaDoesNotExist: Some North America scenarios designate Canada as part of the United States of America. On the upside, in ''2'', this has the benefit of not requiring the hated customs wait-time mechanic, since the cargo does not have to cross any borders in-game.
* CaptainErsatz: ''Second Century'' in ''Tycoon 2'' includes a mission where you're contacted by a small Redmond software company called "[[{{UsefulNotes/MicrosoftWindows}} Macrosquish]]" who want a connection for their workers. Depending on your success in the mission, the ending message of congratulations will comment that their CEO gives you a few thousand shares as thanks, but the narration snarks "[[ItWillNeverCatchOn Like those will be worth anything ...]]"

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* CanadaDoesNotExist: Some North America scenarios designate Canada as [[ExpandedStatesOfAmerica part of the United States of America. America]]. On the upside, in ''2'', ''Tycoon 2'', this has the benefit of not requiring the hated customs wait-time mechanic, since the cargo does not have to cross any borders in-game.
* CaptainErsatz: ''Second Century'' in ''Tycoon 2'' includes a mission where you're contacted by a small Redmond software company called "[[{{UsefulNotes/MicrosoftWindows}} Macrosquish]]" who want a connection for their workers. Depending on your success in the mission, the ending message of congratulations will comment that their CEO gives you a few thousand shares as thanks, but the narration snarks "[[ItWillNeverCatchOn "[[TemptingFate Like those will be worth anything ...]]"



* CoolTrain: [[CaptainObvious Guess.]] From ''Railroad Tycoon 2'', for instance:

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* CoolTrain: [[CaptainObvious Guess.Take a wild guess.]] From ''Railroad Tycoon 2'', for instance:



** Try this in ''Tycoon 2'': use a majority share of a rival company to elect yourself chairman, sell off or destroy all their trains, railroad and industry investments, then re-elect yourself chairman of your original company and buy out the rival company for a bargain price (again using your majority share to ensure the buy-out goes through) since their stock price will have plummeted as a result of losing all their assets. You'll not only get your rival out of the way but the profit other players would have made off a "normal" merger is reduced to pennies since at the time of the merger the stock price was so low.
** Here is a route if you're trying to improve your personal net worth. Acquire a 50+1% share of your main company, which gives you full ownership and neutralizes the company board of directors. Resign your chairmanship and found a new company which you also control the majority of shares (which doesn't need to have any tangible assets). Re-take the chairmanship of your original company, and then buy out the new company for maximum share price (if you want you can take out bonds to increase your first company's cash on hand to afford an even higher price per share). The result is all of your company's money that goes into the buyout slides into your own pocket. Your board of directors will be furious with you for treating the company like an ATM, but there is nothing they can do about it since you hold majority ownership. In real life this would result in lawsuits and possibly jail time.
** A few maps have the objective of being the only railroad in operation, encouraging this sort of play to drive the competition into the ground as ruthlessly as possible.

to:

** Try this in ''Tycoon 2'': use a majority share of a rival company to elect yourself chairman, sell off or destroy all their trains, railroad and industry investments, then re-elect yourself chairman of your original company and buy out the rival company for a bargain price (again using your majority share to ensure the buy-out goes through) through), since their stock price will have plummeted as a result of losing all their assets. You'll not only get your rival out of the way way, but the profit other players would have made off a "normal" merger is reduced to pennies since at the time of the merger the stock price was so low.
** Here is a route if you're trying to improve your personal net worth. Acquire a 50+1% share of your main company, which gives you full ownership and neutralizes the company board of directors. Resign your chairmanship and found a new company which you also control the majority of shares (which doesn't need to have any tangible assets). Re-take the chairmanship of your original company, and then buy out the new company for maximum share price (if you want you can take out bonds to increase your first company's cash on hand to afford an even higher price per share). The result is all of your company's money that goes into the buyout slides into your own pocket. Your board of directors will be furious with you for treating the company like an ATM, but there is nothing they can do about it since you hold majority ownership. In real life life, this would result in lawsuits and possibly jail time.
** A few maps have the objective of [[KillEmAll being the only railroad in operation, operation]], encouraging this sort of play to drive the competition into the ground as ruthlessly as possible.



* CrutchCharacter: In ''Tycoon 2'', the Iron Duke far and away has better stats than any other train to be available before it, and a few after it too. It'll be your go-to engine for several decades, but eventually its high purchase price, fuel costs, and terrible grade performance gradually make it outclassed by more modern engines.

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* CrutchCharacter: CrutchCharacter:
**
In ''Tycoon 2'', the Iron Duke far and away has better stats than any other train to be available before it, and a few after it too. It'll be your go-to engine for several decades, but eventually its high purchase price, fuel costs, and terrible grade performance gradually make it outclassed by more modern engines.engines.
** Also in ''Tycoon 2'', Thomas Crampton gives hefty bonuses to speed and acceleration for all steam engines, and despite this, he can be hired and employed for a virtual pittance, and he tends to show up a lot earlier than top-tier managers like [[InfinityPlusOneSword George Pullman]]. In fact, if you [[LuckBasedMission really luck out]] in the steam era, you can start a scenario with Crampton assigned to your new company right off the bat.



** ''3'''s "Alternate USA" scenario exists in a timeline wherein a single Revolutionary War never occurred and instead a number of independent nations emerged over time.

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** ''3'''s ''Tycoon 3'''s "Alternate USA" scenario exists in a timeline wherein a single Revolutionary War never occurred and instead a number of independent nations emerged over time.



* ExpandedStatesOfAmerica: The "Eastern USA" scenario allows you to start anytime between 1830 and 2050 and [[FridgeHorror the USA includes at least Ontario and Quebec]], and thus UsefulNotes/{{Montreal}} and UsefulNotes/{{Toronto}} are now US cities and require no customs to travel to other US cities. It is, however, entirely possible that this was a simplification for ease of gameplay.



* HistoricalInJoke[=/=]AlternateHistory: Several historical scenarios have the player as a major driving force behind the events, for instance in the third game the [[UsefulNotes/ImperialGermany German Second Reich]] can be based on UsefulNotes/{{Prussia}}, Bavaria or Hannover as the core power, depending on the business choices. A DividedStatesOfAmerica scenario also exits. Or how about the victory screen of the "Cape to Cairo" scenario which says "[[TemptingFate Have you considered colonizing ''Europe'' ?]]" In a sense, here, you can take history OffTheRails -- literally.

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* HistoricalInJoke[=/=]AlternateHistory: Several historical scenarios have the player as a major driving force behind the events, for instance in the third game the [[UsefulNotes/ImperialGermany German Second Reich]] can be based on UsefulNotes/{{Prussia}}, Bavaria or Hannover as the core power, depending on the business choices. A DividedStatesOfAmerica scenario also exits. Or how about the victory screen of the "Cape to Cairo" scenario which says "[[TemptingFate Have you considered colonizing ''Europe'' ?]]" Europe?]]" In a very literal sense, here, you can take history OffTheRails -- literally.itself OffTheRails.



** II's [=GG1=]. Highest reliability in the game, great acceleration and speed, does well on slopes, and isn't too far out of line for cost compared to other trains of its time. However, up until you get this train, the other electric trains have not been anything special and so you'll probably have to spend a fair amount of money electrifying any track you'll want to run this train on.

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** II's ''Tycoon 2'''s [=GG1=]. Highest reliability in the game, great acceleration and speed, does well on slopes, and isn't too far out of line for cost compared to other trains of its time. However, up until you get this train, the other electric trains have not been anything special and so you'll probably have to spend a fair amount of money electrifying any track you'll want to run this train on.



* LevelEditor: One is available in ''3''.

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* LevelEditor: One is available in ''3''.''Tycoon 3''.



* LuckBasedMission: Most maps have randomly generated buildings, so it's in your interest to restart missions over and over to see what you could get. One such map, if you're lucky, might give you two populous cities, one with Coal and Iron Mines and the other with a Steel Mill, creating a very lucrative route for you. Or you might end up with a Bakery at one and a Produce Farm at the other.
* MightyGlacier: The Three-Truck Shay in ''2'', as well as ''3'''s two-truck variant.. It has awful top speed, likely being even slower alone than other trains with full cargo, but its grade performance and speed loss with cars is amazing, so while it is very slow it can easily power over hills and mountains ''while'' towing six cars, when most other trains would slow to an absolute crawl.

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* LuckBasedMission: LuckBasedMission:
**
Most maps have randomly generated buildings, so it's in your interest to restart missions over and over to see what you could get. One such map, if you're lucky, might give you two populous cities, one with Coal and Iron Mines and the other with a Steel Mill, creating a very lucrative route for you. Or you might end up with a Bakery at one and a Produce Farm at the other.
** The same goes in ''Tycoon 2'' for the manager assigned to your company when you first form your railroad corporation. It could be someone like [[DiscOneNuke Thomas Crampton]], who is cheap to employ and gives sizable bonuses to steam engines' speed and all engines' acceleration. Or it could be [[EpicFail somebody who gives your railroad a +10% bonus to territorial goodwill]].
* MightyGlacier: The Three-Truck Shay in ''2'', as well as ''3'''s two-truck variant..variant. It has awful top speed, likely being even slower alone than other trains with full cargo, but its grade performance and speed loss with cars is amazing, so while it is very slow it can easily power over hills and mountains ''while'' towing six cars, when most other trains would slow to an absolute crawl.



* ObviousRulePatch: A mission in ''Tycoon 2'' has you develop a downtown rail system for Seattle, transporting only passengers of four classifications (depending on their destination). The rule patch is that the game treats these special cars as freight instead of passengers[[note]]a stealthy TakeThat, perhaps?[[/note]] for tracking profit, resulting in the managers that give massive profit boosts to passenger travel being useless when otherwise they would make the mission [[GameBreaker much easier]].
* QuestToTheWest: The campaign mode of the third game is called "Go West" and requires the player to connect Boston and Buffalo. The next mission connects Cleveland and Saint Louis, and the third one finally connects Salt Lake City with Sacramento and San Francisco before 1875.

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* NumberTwo: The managers introduced in ''Tycoon 2'', who act as subordinates to the PlayerCharacter and their AI opponents in running the day-to-day operations of their railroad companies. For varying signing bonuses and annual salaries, they impart a range of possible bonuses to train speed, acceleration, safety, security, revenue, track and station building costs, while occasionally incurring minor penalties (e.g. maintenance costs, overhead costs, lowered stock price, etc.) for balance.
* ObviousRulePatch: A mission in ''Tycoon 2'' has you develop a downtown rail system for Seattle, transporting only passengers of four classifications (depending on their destination). The rule patch is that the game treats these special cars as freight instead of passengers[[note]]a stealthy TakeThat, perhaps?[[/note]] for tracking profit, resulting in the managers that give massive profit boosts to passenger travel being useless useless, when otherwise they would make the mission [[GameBreaker much easier]].
* QuestToTheWest: The campaign mode of the third game is called "Go West" West", and requires the player to connect Boston and Buffalo. The next mission connects Cleveland and Saint St. Louis, and the third one finally connects Salt Lake City with Sacramento and San Francisco before 1875.



** The benefits offered by managers line up pretty well with their real world careers. For instance, George Pullman gives +25% passenger revenue and +20% car maintenance costs. Pullman is credited with the invention and widespread adoption of Pullman sleeper cars, passenger cars with fold-out beds so customers could sleep on overnight rides, and his "Pullman Porter" workers provided top quality service on trains. Presumably the addition of such luxury elements means your passenger fees are higher, and the sleeper cars are more expensive to maintain than normal passenger cars.

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** The benefits offered by managers [[NumberTwo managers]] line up pretty well with their real world real-world careers. For instance, George Pullman gives +25% passenger revenue and +20% car maintenance costs. Pullman is credited with the invention and widespread adoption of Pullman sleeper cars, passenger cars with fold-out beds so customers could sleep on overnight rides, and his "Pullman Porter" workers provided top quality service on trains. Presumably the addition of such luxury elements means your passenger fees are higher, and the sleeper cars are more expensive to maintain than normal passenger cars.



* WhiteMansBurden: The "Cape To Cairo" scenario (and its smaller-scale ''3'' counterpart "Rhodes Unfinished") invokes this by tasking the player to aid in the Colonization of Africa by building rails and running trains [[UsefulNotes/TheBritishEmpire between Cape Town and Cairo within 40 years of the start date (1890)]]. Becomes a {{Crowning Moment of Awesome}} if you ''do'' succeed at this goal, which obviously never happened in {{Real Life}}, and [[UpToEleven even more so]] if you provide rail service to places which lack proper rail transport ''even now'' such as the UsefulNotes/{{Central African Republic}}, UsefulNotes/{{Libya}}, UsefulNotes/{{Djibouti}}, UsefulNotes/{{Botswana}}, UsefulNotes/{{Rwanda}}, [[UsefulNotes/{{Burundi}} Burundi]] and {{Chad}}.

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* WhiteMansBurden: The "Cape To Cairo" scenario (and its smaller-scale ''3'' counterpart "Rhodes Unfinished") invokes this by tasking the player to aid in the Colonization of Africa by building rails and running trains [[UsefulNotes/TheBritishEmpire between Cape Town and Cairo within 40 years of the start date (1890)]]. Becomes a {{Crowning Moment of Awesome}} if you ''do'' succeed at this goal, which obviously never happened in {{Real Life}}, and [[UpToEleven even more so]] if you provide rail service to places which lack proper rail transport ''even now'' now'', such as the UsefulNotes/{{Central African Republic}}, UsefulNotes/{{Libya}}, UsefulNotes/{{Djibouti}}, UsefulNotes/{{Botswana}}, UsefulNotes/{{Rwanda}}, [[UsefulNotes/{{Burundi}} Burundi]] and {{Chad}}.
14th Sep '17 12:19:12 PM DrakeClawfang
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* BlessedWithSuck: In ''Tycoon 2'', the "Basic" industrial and financial difficulty levels are this, contrary to their name.

to:

* BlessedWithSuck: In ''Tycoon 2'', the "Basic" industrial and financial difficulty levels are this, contrary oversimplifying game mechanics to their name.the point they will hinder your attempts to play.
14th Sep '17 12:11:53 PM DrakeClawfang
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* ApocalypseHow: Class 1 halfway to Class 2 in the [[ExpansionPack expansions]] of ''Tycoon 2''. [[NotMakingThisUpDisclaimer No, really]]: [[spoiler:TwentyMinutesIntoTheFuture, the Strait of Gibraltar is dammed and a futuristic geothermal power plant is built in Spain while the drained Mediterranean Sea becomes free land for European development. However, [[BombThrowingAnarchists protesters and activists bomb the plan]]t, and the resulting eruption of greenhouse gases causes [[GiantWallOfWateryDoom world sea levels to rise rapidly]]. In the chaos, [[DividedStatesOfAmerica North America descends into anarchy]], Africa becomes an island and a haven for displaced civilians, the Mediterranean re-fills as [[KillItWithWater Europe is flooded out]], and [[ArsonMurderAndJaywalking Antarctica melts and is settled]].]]

to:

* ApocalypseHow: Class 1 halfway to Class 2 in the [[ExpansionPack expansions]] of ''Tycoon 2''. [[NotMakingThisUpDisclaimer No, really]]: [[spoiler:TwentyMinutesIntoTheFuture, the Strait of Gibraltar is dammed and a futuristic geothermal power plant is built in Spain while the drained Mediterranean Sea becomes free land for European development. However, [[BombThrowingAnarchists protesters and activists bomb the plan]]t, plant]], and the resulting eruption of greenhouse gases causes [[GiantWallOfWateryDoom world sea levels to rise rapidly]]. In the chaos, [[DividedStatesOfAmerica North America descends into anarchy]], Africa becomes an island and a haven for displaced civilians, the Mediterranean re-fills as [[KillItWithWater Europe is flooded out]], and [[ArsonMurderAndJaywalking Antarctica melts and is settled]].]]
14th Sep '17 12:31:19 AM WolfMattGrey
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Added DiffLines:

* QuestToTheWest: The campaign mode of the third game is called "Go West" and requires the player to connect Boston and Buffalo. The next mission connects Cleveland and Saint Louis, and the third one finally connects Salt Lake City with Sacramento and San Francisco before 1875.
10th Feb '17 4:19:06 AM DrakeClawfang
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* NintendoHard: The "Second Century" campaign in ''Tycoon 2'' presumes you've finished the original campaign and thus is appropriately a few steps up in difficulty -- many missions have multiple different objectives to achieve, you tend to work in unfriendly territory, often have to play the stock market, and need an awareness of how industry supply lines work. You want that Gold objective? You are ''earning'' it.

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* NintendoHard: The "Second Century" campaign in ''Tycoon 2'' presumes you've finished the original campaign and thus is appropriately a few steps up in difficulty -- many missions have multiple different objectives to achieve, you tend to work in geographically and politically unfriendly territory, often have to play the stock market, and need an awareness of how industry supply lines work. You want that Gold objective? You are ''earning'' it.
9th Feb '17 1:34:22 PM TheFellMind
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* AIGeneratedEconomy: In the ''3'' , not only there are other rivals companies building their own transport networks but the game itself implements an alternative method; unpicked goods and materials are gradually moved from their production sites to the places where they are needed, following a supply and demand logic and price curves. This process is usually very inefficient but depending on the relative locations it can actually feed industries on its own; the cargo moves very slowly inland (even more so in mountain terrain), but faster via rivers and other bodies of water.

to:

* AIGeneratedEconomy: In the ''3'' , ''3'', not only there are other rivals companies building their own transport networks but the game itself implements an alternative method; unpicked goods and materials are gradually moved from their production sites to the places where they are needed, following a supply and demand logic and price curves. This process is usually very inefficient but depending on the relative locations it can actually feed industries on its own; the cargo moves very slowly inland (even more so in mountain terrain), but faster via rivers and other bodies of water.



* CanadaDoesNotExist: Some North America scenarios designate Canada as part of the United States of America.

to:

* CanadaDoesNotExist: Some North America scenarios designate Canada as part of the United States of America. On the upside, in ''2'', this has the benefit of not requiring the hated customs wait-time mechanic, since the cargo does not have to cross any borders in-game.



* DividedStatesOfAmerica: The flooded United States scenario in the Second Century campaign in ''Tycoon 2'' is somewhere between this and FallenStatesOfAmerica. Flooding is bad enough that the entire Mississippi valley is gone, along with most of the major cities. The government has collapsed into several successor states, while everything west of Omaha is [[CrapsackWorld an anarchic wasteland]].

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* DividedStatesOfAmerica: DividedStatesOfAmerica:
**
The flooded United States scenario in the Second Century campaign in ''Tycoon 2'' is somewhere between this and FallenStatesOfAmerica. Flooding is bad enough that the entire Mississippi valley is gone, along with most of the major cities. The government has collapsed into several successor states, while everything west of Omaha is [[CrapsackWorld an anarchic wasteland]].


Added DiffLines:

* VillainProtagonist: A number of the railroad chairpersons and managers in-game were either highly imperialist, deeply corrupt, or occasionally outright dictators in real life; of course, you can play as them however you choose.
31st Jan '17 12:02:37 PM JujuP
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Added DiffLines:

* AIGeneratedEconomy: In the ''3'' , not only there are other rivals companies building their own transport networks but the game itself implements an alternative method; unpicked goods and materials are gradually moved from their production sites to the places where they are needed, following a supply and demand logic and price curves. This process is usually very inefficient but depending on the relative locations it can actually feed industries on its own; the cargo moves very slowly inland (even more so in mountain terrain), but faster via rivers and other bodies of water.
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