History Videogame / RailroadTycoon

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.

to:

** 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.

to:

** 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.

to:

** 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.
22nd Aug '15 4:21:55 PM TheFellMind
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[[caption-width-right:350:[[TheClash London calling.]]]]

''Railroad Tycoon'' is a series of [[SimulationGame games simulating]] the operation of railroads/railways. The original game was created by SidMeier at MicroProse and released in 1990. Two sequels were created by other developers in 1998 and 2003 respectively, before Meier returned for a fourth installment ''Sid Meier's Railroads'' in 2006.

The [[TropeMaker original]] ''Tycoon'' game and the one that helped to popularize the Business Sim genre. The game was very well received when it first appeared in 1990 since it captured some of the real life challenge and competition of running a large rail company. It was also a classic example of being better than it sounded, drawing in players who weren't the slightest bit interested in trains, or the stock market, or 19th century history.

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[[caption-width-right:350:[[TheClash London calling.]]]]

calling?]]]]

''Railroad Tycoon'' is a series of [[SimulationGame games simulating]] the operation of railroads/railways. The original game was created by SidMeier at MicroProse and released in 1990. Two sequels were created by other developers in 1998 and 2003 respectively, before Meier returned for a fourth installment installment, ''Sid Meier's Railroads'' Railroads'', in 2006.

The [[TropeMaker The original]] ''Tycoon'' "''Tycoon''" game and the one that helped to [[FollowTheLeader popularize the Business Sim genre.genre]]. The game was very well received when it first appeared in 1990 since it captured some of the real life challenge and competition of running a large rail company. It was also a classic example of being [[BetterThanItSounds better than it sounded, sounded]], drawing in players who [[PeripheryDemographic weren't the slightest bit interested in in]] trains, or the stock market, market or 19th century 19th-century history.



* 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.

to:

* AnachronismStew: 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.



* ApocalypseHow: Class 1 halfway to Class 2 in ''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]].]]
* ArtificialStupidity: The AI in ''Tycoon 2'' is generally competent, but sometimes they start their company between two mediocre cities in mountainous terrain with track so convoluted that their trains can do no better than crawl. This, naturally, leads to a stunted and minimally profitable railway that you can easily out-compete.

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* ApocalypseHow: Class 1 halfway to Class 2 in the [[ExpansionPack expansions]] of ''Tycoon 2''. [[NotMakingThisUpDisclaimer No, really]]. 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]].]]
* ArtificialStupidity: The AI in ''Tycoon 2'' is generally competent, but sometimes they start their company between two mediocre cities in mountainous terrain with track so convoluted that their trains can do no better than crawl. This, naturally, When RealityEnsues, this leads to a stunted and minimally profitable railway that you can easily out-compete.



** The [=MagLev=] in ''Tycoon 2'' is rated as having a top speed of 280 miles per hour, but it [[ShockinglyExpensiveBill costs a boatload of money to buy and maintain]] and [[WeaksauceWeakness performs very badly on grades]]. It's pretty much only useful on high-value passenger runs between large cities on flat ground.
** In the same game, any industry that requires Steel. Steel is only produced from a steel mill, and need coal and iron to do so, two resources you will 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 ''another'' resource, Tires, to produce cargo, and Tires in turn need Rubber. Good luck finding any profitable and practical route with all these factories and resources in close proximity.
** In ''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.

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** The [=MagLev=] in ''Tycoon 2'' is rated as having a top speed of 280 miles per hour, but it [[ShockinglyExpensiveBill costs a boatload of money to buy buy, fuel and maintain]] maintain]], and [[WeaksauceWeakness [[FragileSpeedster performs very badly on grades]]. It's pretty much only useful on high-value passenger runs between large cities on flat ground.
** In the same game, any industry that requires Steel. steel. Steel is only produced from a steel mill, and need 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 steel around will likely outweigh the profits you make doing so. In later missions some industries switch to Aluminum aluminum for their production, and the only industries that still accept Steel steel are Tool and Die Factories and Automobile Factories, the latter of which needs ''another'' ''[[UpToEleven another]]'' resource, Tires, tires, to produce cargo, and Tires tires in turn need Rubber.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.
** In ''3'' ''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.



* BlandNameProduct: A few trains in the third game appear with names changed from their real-life counterparts. The AMD 103 Genesis becomes "USA 103" and the [=SD90MAC=] becomes "NA-90D". The "unofficial" 1.06 patch includes the proper names for these 2 locomotives as part of its changes.
** And then some are entirely made up, like the [[CoolTrain MagLev]] in ''Railroad Tycoon 2''.

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* BlandNameProduct: A few trains in the third game appear with names changed from their real-life counterparts. The AMD 103 Genesis becomes "USA 103" and the [=SD90MAC=] becomes "NA-90D". The "unofficial" 1.06 patch includes the proper names for these 2 locomotives as part of its changes.
**
changes. And then some are entirely made up, like the [[CoolTrain MagLev]] in ''Railroad Tycoon 2''.



* CaptainErsatz: ''Second Century'' in ''Tycoon 2'' includes a mission where you're contacted by a small Redmond software company called "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 ...]]"
* CattleBaron: The player can build (in the original game) or buy (in ''Tycoon 2'') local industries to make two sets of money. In 3, both are possible.
* 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 a supply and demand logic and price curves. Depending on the relative locations it can be inefficient or actually capable to feed the industries on it's own, as the cargo moves slowly inland and even more in mountain terrain but faster via rivers and other bodies of water.

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* CaptainErsatz: ''Second Century'' in ''Tycoon 2'' includes a mission where you're contacted by a small Redmond software company called "Macrosquish" "[[{{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 ...]]"
* CattleBaron: The player can build (in the original game) or buy (in ''Tycoon 2'') local industries to make two sets of money. In 3, ''Tycoon 3'', both are possible.
* 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; method: unpicked goods and materials are gradually moved from their production sites to the places where they are needed, following a supply and demand supply-and-demand logic and price curves. Depending on the relative locations locations, it can be inefficient or actually capable to feed the industries on it's its own, as the cargo moves slowly inland and even more in mountain terrain but faster via rivers and other bodies of water.



** In ''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.
** The same game also gives this regarding the three train types -- Steam engine, Diesel, and Electric. In general, Steam trains have higher fuel costs and need more station facilities to keep them running properly, Diesel trains have a higher initial price tag and middling speeds, and Electric trains are cheap and fast but need expensive electrical rails to run on.
* TheComputerIsACheatingBastard: Specifically MyRulesAreNotYourRules;
** In the original game the AI can build track in ways the player cannot, like several bridges ''along'' a river, or up to eight tracks coming out of a station.
** By the time it gets to ''Railroad Tycoon 2'', things are [[AvertedTrope much more even]], though the computer players still seem to be able to afford things that the human player cannot (like stock in the human player's company). And if you buy out an opponent's company, you're going to find yourself wondering how their steam engines managed to run properly for years when none of their stations have roundhouses or water towers, which are vital for steam engines to run smoothly for more than a year. Additionally, the AI is able to go into debt to buy things it doesn't actually have the money for at the time, whereas you either have the money or you don't.
* CoolTrain: [[CaptainObvious Guess.]]
** From ''Railroad Tycoon 2'', for instance:
*** Many of the older classic steam engines, like the 4-4-0 American or the 2-8-0 Consolidation.
*** Several of the late-game electric "bullet train" models, culminating in the futuristic [=MagLev=], rated as having "instant" acceleration and a top speed of ''280 miles per hour''.

to:

** In ''2'', ''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.
** The same game also gives this regarding the three train types -- Steam engine, Diesel, steam engines, diesel, and Electric. electric. In general, Steam steam trains have higher fuel costs and need more station facilities to keep them running properly, Diesel diesel trains have a higher initial price tag and middling speeds, and Electric electric trains are cheap and fast but need expensive electrical electrified rails to run on.
* TheComputerIsACheatingBastard: Specifically MyRulesAreNotYourRules;
MyRulesAreNotYourRules:
** In the original game game, the AI can build track in ways the player cannot, like several bridges ''along'' the length of a river, or up to eight tracks coming out of a station.
station in all directions.
** By the time it gets to ''Railroad Tycoon ''Tycoon 2'', things are [[AvertedTrope much more even]], though the computer players still seem to be able to afford things that the human player cannot (like stock in the human player's company). And if you buy out an opponent's company, you're going to find yourself wondering how their steam engines managed to run properly for years when none of their stations have roundhouses or water towers, which are vital for steam engines to run smoothly for more than a year. Additionally, the AI is able to go into debt to buy things it doesn't actually have the money for at the time, whereas you either have the money or you don't.
* CoolTrain: [[CaptainObvious Guess.]]
**
]] From ''Railroad Tycoon 2'', for instance:
*** ** Many of the older classic steam engines, like the 4-4-0 American or the 2-8-0 Consolidation.
*** ** Several of the late-game electric "bullet train" models, culminating in the futuristic [=MagLev=], rated as having "instant" acceleration and a top speed of ''280 miles per hour''.



** Try this in ''Tycoon 2'' - use a majority sharehold 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 sharehold 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 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.

to:

** Try this in ''Tycoon 2'' - 2'': use a majority sharehold 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 sharehold 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 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 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 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.



** The last few missions of the Second Century campaign in ''Tycoon 2'' have you as this trope in the storyline. [[spoiler:Sure the world is flooding, anarchy is rampant, and food is in short supply. That just means a cunning railroad baron can make a killing supplying the people in their time of greatest need! The narrator even says on one such mission "in chaos lies profit".]]
* CrutchCharacter: In ''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 it's high purchase price, fuel costs, and terrible grade performance gradually make it outclassed by more modern engines.
* 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 an anarchic wasteland.
* DiscOneNuke: Several maps include deals to get you early access to higher-tier engines than what will be available by default.

to:

** The last few missions of the Second Century campaign in ''Tycoon 2'' have you as this trope in the storyline. [[spoiler:Sure [[spoiler:Sure, [[CrapsackWorld the world is flooding, anarchy is rampant, and food is in short supply. supply]]. That just means a cunning railroad baron can make a killing supplying the people in their time of greatest need! The narrator even says on one such mission "in mission, "In chaos lies profit".]]
* CrutchCharacter: In ''2'', ''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 it's its high purchase price, fuel costs, and terrible grade performance gradually make it outclassed by more modern engines.
* 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.
wasteland]].
* DiscOneNuke: Several maps include deals to get you early access to higher-tier engines than what will would otherwise be available by default.



* 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 {{Montreal}} and {{Toronto}} are now US cities and require no customs to travel to other US cities.

to:

* 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 {{Montreal}} and {{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.



* ExplosiveOverclocking: in ''2'', Pushing a train's throttle setting above 85% (represented by a red zone on the throttle gauge) drastically increases the risk of a breakdown. At 100%, that risk is quadrupled! New trains can handle 100% fine, but don't try to push it with any trains that are over a year or two old.
** Averted in the original ''Railroad Tycoon'' and in ''3'', where no throttles are present.
* FakeDifficulty: Some missions in ''2's'' "Second Century" expansion have the objective for the company to have an average lifetime speed of all trains of a particular speed. The problem is that such scenarios give you access to diesel trains which cannot hope to achieve such speeds regularly, forcing you to instead use electric trains, which generally have higher fuel and maintenance costs as well as needing electric track to run, making them much more expensive and the mission more difficult, all to achieve a relatively pointless and insignificant statistic.

to:

* ExplosiveOverclocking: in ''2'', Pushing In ''Tycoon 2'', pushing a train's throttle setting above 85% (represented by a red zone on the throttle gauge) drastically increases the risk of a breakdown. At 100%, that risk is quadrupled! ''[[UpToEleven quadrupled]]''. New trains can handle 100% fine, but don't try to push it with any trains that are over a year or two old.
**
old. Averted in the original ''Railroad Tycoon'' and in ''3'', ''Tycoon 3'', where no throttles are present.
* FakeDifficulty: Some missions in ''2's'' ''Tycoon 2's'' "Second Century" expansion have the objective for the company to have an average lifetime speed of all trains of a particular speed. The problem is that such scenarios give you access to diesel trains which cannot hope to achieve such speeds regularly, forcing you to instead use electric trains, which generally have higher fuel and maintenance costs as well as needing electric track to run, making them much more expensive and the mission more difficult, all to achieve a relatively pointless and insignificant statistic.



* GlassCannon: In many early missions in ''Tycoon 2'', the Iron Duke has speed a good ten miles or more faster than other trains of the time, making it your go-to engine for those missions...unless you're facing a route with steep grade, because the Duke moves like a snail over anything steeper than a gentle incline.

to:

* GlassCannon: In many early missions in ''Tycoon 2'', the Iron Duke has speed a good ten miles or more faster than other trains of the time, making it your go-to engine for those missions...missions ... unless you're facing a route with steep grade, because the Duke moves like a snail over anything steeper than a gentle incline.



* HistoricalInJoke[=/=]AlternateHistory: Several historical scenarios have the player as a major driving force behind the events, for instance in the third game the [[ImperialGermany German Second Reich]] can be based on {{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'' ?]]"
* IWantMyJetpack: The [=MagLev=] was said to come out in 2008. Well in 2008, the only such train in commercial serivice was the [[AwesomeButImpractical arguable white elephant]] known as [[http://en.wikipedia.org/wiki/Shanghai_Maglev_Train the Shanghai Maglev Train]]. Even more unfortunately, [[http://en.wikipedia.org/wiki/Transrapid Germany's equivalent of this train]] was dismantled in 2012. And the closest we will have to a proper commercial long-distance high-speed Maglev is the [[http://en.wikipedia.org/wiki/Ch%C5%AB%C5%8D_Shinkansen Chūō Shinkansen]], which is planned to open for revenue service between Tokyo and Nagoya by ''2027''.

to:

* HistoricalInJoke[=/=]AlternateHistory: Several historical scenarios have the player as a major driving force behind the events, for instance in the third game the [[ImperialGermany German Second Reich]] can be based on {{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 -- [[IncrediblyLamePun literally]].
* IWantMyJetpack: The [=MagLev=] was said to come out in 2008. Well in 2008, the only such train in commercial serivice was the [[AwesomeButImpractical arguable white elephant]] known as [[http://en.wikipedia.org/wiki/Shanghai_Maglev_Train the Shanghai Maglev Train]]. Even more unfortunately, [[http://en.wikipedia.org/wiki/Transrapid Germany's equivalent of this train]] was dismantled in 2012. And the closest we will have to a proper commercial long-distance high-speed Maglev is the [[http://en.wikipedia.org/wiki/Ch%C5%AB%C5%8D_Shinkansen Chūō Chuo Shinkansen]], which is planned to open for revenue service between Tokyo and Nagoya by ''2027''.



* 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=] ''$305,000''.

to:

* 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=] ''$305,000''.''[[ShockinglyExpensiveBill $305,000]]''.



* LightningBruiser: The Big Boy. Also, the less iconic [=GG1, GP18, E111=] and dash 9 also count.
* 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 sharehold of a rival company so you can take over it and run it as your own in lieu of the original.
* 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 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''. 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, making it very slow, but it can easily power over hills and mountains ''while'' towing six cars, when most other trains would slow to a crawl.
* NintendoHard: The "Second Century" campaign in ''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.
* 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]].

to:

* LightningBruiser: The Big Boy. Also, the less iconic [=GG1, GP18, E111=] and dash 9 Dash-9 also count.
* 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 sharehold share of a rival company so you can take over it and run it as your own in lieu of the original.
* 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''. ''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, making so while it is very slow, but slow it can easily power over hills and mountains ''while'' towing six cars, when most other trains would slow to a an absolute crawl.
* NintendoHard: The "Second Century" campaign in ''2'' ''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.
* 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 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]].



* SnowcloneTitle: Oh, Lord, yes. Every single game ending with "Tycoon" can be traced back to this game.

to:

* SnowcloneTitle: SnowcloneTitle[=/=]FollowTheLeader: Oh, Lord, yes. Every single game ending with "Tycoon" can be traced back to this game.



* UnexpectedGameplayChange: The "Second Century" campaign in ''2'' really changes things up. Several maps have you shipping military supplies to various cities and territories during times of active war, and another has you essentially building a light rail system in the middle of a metropolis.

to:

* UnexpectedGameplayChange: The "Second Century" campaign in ''2'' ''Tycoon 2'' really changes things up. Several maps have you shipping military supplies to various cities and territories during times of active war, and another has you essentially building a light rail system in the middle of a metropolis.



* 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''. 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.

to:

* 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 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''. The 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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