History VideoGame / RailroadTycoon

4th Jun '16 7:50:10 PM gewunomox
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[[caption-width-right:350:[[TheClash London calling?]]]]

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[[caption-width-right:350:[[TheClash [[caption-width-right:350:[[Music/TheClash London calling?]]]]
23rd May '16 11:05:18 PM CH4S
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Added DiffLines:

* CanadaDoesNotExist: Some North America scenarios designate Canada as part of the United States of America.
19th Mar '16 6:11:59 PM zeltm
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** 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 GG1.[=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.
19th Mar '16 6:10:16 PM zeltm
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* InfinityMinusOneSword: That [=MagLev=] mentioned above under AwesomeButImpractical? Enter the Brenner -- half as much to purchase, less to maintain, lower fuel cost, top speed with a full load of six cars just 20 [=MPH=] slower, significantly higher grade performance and better reliability. The drawback compared to the [=MagLev=] is slower acceleration. Okay, so your trains take a bit longer to get there and thus you make a bit less money off them, but you'll end up saving a lot more money than you lose since the Brenner's fuel cost is $70,000 a year compared to the [=MagLev's=] ''[[ShockinglyExpensiveBill $305,000]]''.

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* InfinityMinusOneSword: InfinityMinusOneSword:
**
That [=MagLev=] mentioned above under AwesomeButImpractical? Enter the Brenner -- half as much to purchase, less to maintain, lower fuel cost, top speed with a full load of six cars just 20 [=MPH=] slower, significantly higher grade performance and better reliability. The drawback compared to the [=MagLev=] is slower acceleration. Okay, so your trains take a bit longer to get there and thus you make a bit less money off them, but you'll end up saving a lot more money than you lose since the Brenner's fuel cost is $70,000 a year compared to the [=MagLev's=] ''[[ShockinglyExpensiveBill $305,000]]''.$305,000]]''.
** 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.



* LighterAndSofter: The apparent fourth installment, ''Sid Meier's Railroads'' departs from the serious business, hard-simulation approach and has a more toyish and simplified design. Appropiately, it lacks the ''Tycoon'' surname and breaks the NumberedSequels custom.

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* LighterAndSofter: The apparent fourth installment, ''Sid Meier's Railroads'' departs from the serious business, hard-simulation approach and has a more toyish and simplified design. Appropiately, Appropriately, it lacks the ''Tycoon'' surname and breaks the NumberedSequels custom.
20th Feb '16 9:51:41 PM BNSF1995
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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'' and "Two-Truck" in ''3'') has a horrible top speed (about 25 mph) but is 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'' and "Two-Truck" in ''3'') has a horrible top speed (about 25 mph) but is 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.
17th Jan '16 2:39:52 PM TheFellMind
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Added DiffLines:

* BlessedWithSuck: In ''Tycoon 2'', the "Basic" industrial and financial difficulty levels are this, contrary to their name.
** 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.
20th Dec '15 11:37:41 PM Loekman3
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** In the same game, any industry that requires steel. Steel is only produced from a steel mill, and needs coal and iron to do so, two resources you will likely never find close together near a major town, and thus the cost of the two or three trains needed to produce and move the steel around will likely outweigh the profits you make doing so. In later missions some industries switch to aluminum for their production, and the only industries that still accept steel are Tool and Die Factories and Automobile Factories, the latter of which needs ''[[UpToEleven another]]'' resource, tires, to produce cargo, and tires in turn need to be manufactured from rubber[[note]]on the upside, [[TheDevTeamThinksOfEverything the developers were usually helpful]] and made rubber available from ports in areas like North America[[/note]]. Good luck finding any profitable and practical route with all these factories and resources in close proximity.

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** In the same game, any industry that requires steel. Steel is only produced from a steel mill, and needs coal and iron to do so, two resources you will likely never find close together near a major town, and thus the cost of the two or three trains needed to produce and move the steel around will likely outweigh the profits you make doing so. In later missions some industries switch to aluminum for their production, and the only industries that still accept steel are Tool and Die Factories and Automobile Factories, the latter of which needs ''[[UpToEleven another]]'' resource, tires, to produce cargo, and tires in turn need to be manufactured from rubber[[note]]on the upside, [[TheDevTeamThinksOfEverything [[DevelopersForesight the developers were usually helpful]] and made rubber available from ports in areas like North America[[/note]]. Good luck finding any profitable and practical route with all these factories and resources in close proximity.
2nd Sep '15 3:57:46 PM burrito74
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** Want to climb that wall of mountains to get at the mines you see just out of your reach? In ''Tycoon 2'', the 3-Truck Shay has a horrible top speed but is 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? In ''Tycoon 2'', the 3-Truck The Shay ("Three-Truck" in ''2'' and "Two-Truck" in ''3'') has a horrible top speed (about 25 mph) but is one of the best steep-grade haulers in the game (definitely the best among steam engines) and is rather cheap to boot.



**''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.



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



* MightyGlacier: The Three-Truck Shay in ''Tycoon 2''. 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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* MightyGlacier: The Three-Truck Shay in ''Tycoon 2''.''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.



* NoFairCheating: When using a cheat code to win a scenario in ''3'', the dialog box that normally shows a cutscene and a scenario-specific congratulatory message will instead read "You win, cheater..."



** Or when it's AfterTheEnd.



* UnitsNotToScale: The trains seem to be a mile tall when compared to the size of the map.

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* UnitsNotToScale: The trains seem to be a mile tall when compared to the size of the map.map, and their travel time spans in-game months or even ''years''.



* WhiteMansBurden: The "Cape To Cairo" scenario 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}}.
* WideOpenSandbox: Most scenarios to a somewhat limited extent, but taken literally in the "Sandbox Mode" of ''Railroad Tycoon 2''. Even by default, the North America scenario sets you down in the continent and gives you free reign to build the ultimate rail empire however you choose and however long it takes.

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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'' such as the UsefulNotes/{{Central African Republic}}, UsefulNotes/{{Libya}}, UsefulNotes/{{Djibouti}}, UsefulNotes/{{Botswana}}, UsefulNotes/{{Rwanda}}, [[UsefulNotes/{{Burundi}} Burundi]] and {{Chad}}.
* WideOpenSandbox: Most scenarios to a somewhat limited extent, but taken literally in the "Sandbox Mode" Sandbox Modes of ''Railroad Tycoon 2''.''2'' and ''3''. Even by default, the North America scenario sets you down in the continent and gives you free reign to build the ultimate rail empire however you choose and however long it takes.
25th Aug '15 4:16:54 PM HighCrate
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** In ''Tycoon 2'', this is achieved for all trains via their speed versus the cars they're hauling and their grade performance. Trains get exponentially slower the more cars you attach and the steeper the grade they struggle with, but attaching less cars means less profit. Thus any train can be a FragileSpeedster that moves fast between stations but makes little profit for having only a couple cars, or a MightyGlacier with a full load and high profits but sluggish speed. Naturally if you plan your routes properly and choose trains suited to the route though, you can still make any train a LightningBruiser, moving between stations quickly and still being highly profitable.

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** In ''Tycoon 2'', this is achieved for all trains via their speed versus the cars they're hauling and their grade performance. Trains get exponentially slower the more cars you attach and the steeper the grade they struggle with, but attaching less fewer cars means less profit. Thus any train can be a FragileSpeedster that moves fast quickly between stations but makes little profit for having only a couple cars, or a MightyGlacier with a full load and high profits but sluggish speed. Naturally if you plan your routes properly and choose trains suited to the route though, you can still make any train a LightningBruiser, moving between stations quickly and still being highly profitable.



* ShownTheirWork:

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* ShownTheirWork: ShowingTheirWork:
22nd Aug '15 5:03:01 PM TrollBrutal
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* AnachronismStew[=/=]TimeyWimeyBall: A minor but still noticeable case in ''Tycoon 2''. While train cars will change appearance through different eras, the world map does not, and thus a meat packing plant or a steel mill will look the same in 1855 as in 2055. Additionally, managers are not confined to specific eras, so in the 1800s you could potentially hire a manager that gives discounts on diesel or electrical expenses, things that do not even exist yet. And of course, all these managers you're hiring variably haven't been born yet, or died years ago.

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* AnachronismStew[=/=]TimeyWimeyBall: AnachronismStew: A minor but still noticeable case in ''Tycoon 2''. While train cars will change appearance through different eras, the world map does not, and thus a meat packing plant or a steel mill will look the same in 1855 as in 2055. Additionally, managers are not confined to specific eras, so in the 1800s you could potentially hire a manager that gives discounts on diesel or electrical expenses, things that do not even exist yet. And of course, all these managers you're hiring variably haven't been born yet, or died years ago.
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