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❤️ Railroad tycoon 3 tipps


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Am Anfang muss man sich dem zurechtfinden.

railroad tycoon 3 tipps

Apr. Hier ein paar Tipps, welche man unbedingt beachten sollte, um in RT3 erfolgreich zu sein: Schaut Railroad Tycoon 3 Die wichtigsten Tipps. Jan. Hey.. ich suche (aber finde nicht) eine Komplettlösung zu Railroad Tycoon III. Oder einfach die Lösung (oder eure Tipps) zur Mission Orient. Deutsche Version, Englische Version, Wirkung. FETTE BEUTE, BIG DOG, 10 Millionen Dollar dazu. MASSIG MÄUSE, FAT CAT, 1 Million Dollar dazu.

Railroad Tycoon 3 Tipps Video

Railroad Tycoon 3 Tutorial Part 1: Getting Started with a Company Einfach eine Standardmap z. Wenn du dort eine entsprechende Industrie ansiedelst, welche diese verarbeitet, schöpfst du sozusagen einen Mehrwert und kannst teurere Produkte verkaufen. Baumstrukturmodus Linearer Modus Railroad Tycoon 3. Dann habt ihr sie! Leider funktioniert das nicht. Zu Beginn des Spiels empfiehlt es sich zunächst, Ortschaften miteinander zu verbinden. Gleiches gilt für bereits vorhandene Werke - sind diese nicht beliefert, liegt der Einkaufspreis meist sehr niedrig. Auch wenn es dieser Gesellschaft vor unserer Übernahme ganz gut ging: Ist am anfang etwas nervig, geht aber schon. Unbenanntes Dokument ein und schon kommt ihr zu einer Seite von Railroadtycoon 3! Der Konkurrent hat nun nichts Eiligeres zu tun, als neue Kredite aufzunehmen, um das auf dem Markt befindliche Aktienpaket zu erwerben und sich vor weiteren Übernahmen zu schützen. Scheut Euch auch nicht davor, Tunnel zu bauen, und je mehr Signalstellwerke auf einer Strecke desto besser. Zudem wird ein Cookie angelegt, in dem abgespeichert wird, ob du diesen Hinweis gelesen hast. Bestimmte Menge bestimmter Güter von: If you believe your item has been removed by mistake, please contact Steam Support. Results 1 to 6 of 6. Etwas mehr Gewinnoptimierung wäre wohl nicht schlecht, Beste Spielothek in Weissenbach bei Liezen finden bei den Scenarien meist nur Bronze Have a N. Später kannst du die Fracht per Hand verwalten, um höhere Erträge zu erzielen. Jan Beitrag 1. Unbenanntes Dokument ein und schon kommt ihr zu einer Seite von Railroadtycoon 3! Man nimmt dann entsprechend viele Bonds auf und kauft die restlichen 50 Prozent zum doppelten Preis. Okt Dragon Quest Oder du schaust dir die Umsätze der bereits vorhandenen Industriegebäude an und kaufst die Gewinn bringenden Betriebe. Nach einer online casino wunderino erfahrungen Aktion explodieren die eigenen Shares förmlich, und auf diese Weise hat man dann doppelt gewonnen. Newsletter Mit diesem Formular kannst du den Spieletipps. Vielleicht bist auch du bald Beste Spielothek in Kolkwitz-Dahlitz finden der World of Players? Jan Beitrag Beste Spielothek in Schwoll finden. Railroad Tycoon 3 Genre: Schon werden Rohstoffe geliefert und es läuft. Results 1 to 6 of 6. Okt Dragon Quest Der Witz liegt in der Übernahme fremder Eisenbahnen.

tipps 3 railroad tycoon -

Idealerweise geschehen diese kaum verbrämten Fälle von Wirtschaftskriminalität innerhalb einer einzigen Bilanzperiode; wartet man bis zur Bilanz, sacken die künstlichen aufgeblähten Kurse der Tochtergesellschaft. Some geospatial data on this website is provided by geonames. Wir laden dich ein, bei uns die Faszination der verschiedenen Spiele an Computer und Konsole kennenzulernen. Ihr könnt auch einen Bahnhof an einen Fluss bauen, wenn dort die gewünschten Güter vorbeikommen. Nutzt dazu die Karte, um zu sehen, wo viele Rohstoffe hergestellt werden und wo noch kein Abnehmer ist. Dann habt ihr sie! If you believe your item has been removed by mistake, please contact Steam Support. Zudem wird ein Cookie angelegt, in dem abgespeichert wird, ob du diesen Hinweis gelesen hast. Short trains also help move raw materials into the hubs automatically. As you purchase stock in the company, it will drive the value of your stock lokomotive fußball. When your company can afford it, take out some bonds, or use its own cash. It van der vaar helps on those railroad tycoon 3 tipps that have an average speed requirement for express cargo. This information may not be extremely help- ful, but at the deutschland frankreich tore least you can see the stations that may have the highest amount of inventory. Use multiple trains to century 21 agence casino 44 a train sitting at your station months out of the year collecting cargo as its produced. Better yet, Monterrey's warehouse provides 4 coffee per year, and McAllen will demand coffee at least initially. The 2-D-2 also has better reliability. If the industry is losing money, its price will dip below that of what it takes to build a new industry. First, I download book of ra for free the companies build up Which took a while and waited until about I started in Another helpful way of viewing industry is to use the profitability mode middle button of Global View. Glücksspiele liste these decisions is definitely not as cut-and-dried as I showed above; oftentimes, you don't know how well one of your decisions panned out until possibly two years of game-time has elapsed, and sometimes even longer. But be sure that you're always thinking about the oppor- tunity costs of any decision you make in Railroad Tycoon 3, including possible missed opportunity elsewhere.

It is cheaper now so buy more. By the next Jan. We all have encountered the market's downward spiral effect. Where after buying too much on margin we get a call from our broker when we are a few thousand short.

If we sell stock but this reduces the price of our remaining stock so that we are now in greater debt.

Selling more only in creases the amount we owe. Until eventually, we are forced to sell everything and end up broke owing thousands if not millions.

When you do this in a SP or MP game the market does not have time to react to your selling and your stock prices don't recover.

You usually find some other player buying up all your stock for a song. There is another spiral that goes along with this one. It is the upward spiral.

This one can be used for good as well as for evil. Have a Purchasing Power PP of several million. As you purchase stock in the company, it will drive the value of your stock up.

This will increase your PP early on. Or, it will only drop it a few thousand per hundreds of thousands that you spend.

This lets you make more purchases. Buy stock get more PP. This is good too as it is easier to purchase more stock. You may get to the But if you do sell, sell the stock in which you own the least numbers.

Then immediately sell back all of the over-margined stock or your broker will call and you will go into the downward spiral.

This is a way of designing your train routing to optimize the passenger service. The following is aphrochine's explanation of the system.

You find a major city and you turn it into your "hub," this will be referred to hub in the rest of the post. Surrounding this hub are several spoke cities that you connect directly to the hub.

The role of the hub is to be the cross dock for all goods and passengers. Essentially, you will never have a train go from one spoke to the others.

You'll have specialized trains running in three specific capacities to supply your cities and help them grow. For the most part, mail and passengers.

These loads will find their way to their destination through you network and require no real routing techniques.

I usually have a single train cover 3 cities on a looping route. Later, high-speed trains can cover more. This also covers production materials plastics, steel, etc.

These are defined because they are demanded by specific industries and are not demanded by houses in general.

Hauling these cargoes will be limited unless you set specific routes. This will be covered further down by routing types.

These are demanded by houses, and therefore all cities in your hub. It's important that you limit supply of these loads into your cities to keep prices high.

These goods will be delivered by Custom Consisting your trains to deliver only what is required by the city. You may need 2 trains if the city is a decent distance from the hub.

Out of your hub, you'll run these two route types to your spokes directly and exclusively: You'll run the Supply Specific usually from Spoke to Spoke depending on where and when extra hauling is needed.

As mentioned earlier an express route will stop at multiple cities, usually including hub. These should be geographically close and you'll want to consist low load counts.

This will help the train cover its city route as often as possible with higher speed. You can load out higher load counts but for me a romantic gamers I prefer to stay in the concept of "express.

Naming standards are based on its route. I might have a train running to the cities north of the hub, so I'd name the train "[hub name] Express North.

Mail trains can cover a much larger area with the help of Post Offices keep mail around for a longer time.

Set 1 train to run back and forth between a single city and hub hauling cargo. You can route a single train to cover two cities, but you must be able to cover the city's basic needs annually.

Sometimes this may require 2 or more trips to a specific city in a year. Later with faster trains, you can do more with one train. You may not have Meat in your system, so do not specify a load slot for Meat for example.

However, later if you introduce Meat to the system, you'll need to add it. I usually add 'any cargo' loads to my consist to help insure the train is running and making money.

You may or may not wish to add minimum load requirements. For the return, set X number of any cargoes to return with supplies to the hub and drop off.

The idea of these trains is to ration out goods to cities to encourage city growth and keep pricing high. This is much better than saturating 1 or 2 cities with goods which drops prices which and kills revenue for both industry and rail.

I try to have these loads carried by the General Cargo routes in a 2-leg journey through the hub, but General routes cannot supply large quantities of cargo for industry.

A specific supply route is in order in these cases, especially if you own the industries involved. This would mean you need as much of the raw product and finished product to be shipped as possible to maximize the industry profits.

I know what you're saying: I have an answer: The hub needs to be delivered as much cargo as possible, so much in fact that the price for said goods fall a little enough for the price to be lower than the spokes.

Made in Sweden by Kim Lemon Go to Advanced Search. Working on the Railroad: A step by step guide 1.

Start game in western USA, the easiest theatre. Find two towns on the coast that are close together and have harbours. Build the first station at the town you are most likely to build from again in the future.

Then build the second station. Select the Map level F2 so that you can see with ease what supplies needs to be picked up.

Build a train with one mail and one passenger car. Once you have enough money, start to improve your stations with the following extras: Repeat steps when deveoping new lines and stations.

When you can afford it, buy 10,00 shares of your own treasury stock. This helps to prevent other railroads from buying you out. If you do well enough to exceed station limit and you find that you can't expand anymore or your status stops increasing, try and take over an enemy railroad.

However, Notrackville's price for alcohol is still worth the brewery in Notrackville to sell alcohol to the general public, given limited options. Now we get into basic supply and demand, in the next section below!

Just remember, consumption is JUST like production in this game in one key way: We used the numbers above to provide an "average" price.

Prices can go up and down and af- fect the purchase price of any commodity - just look at your local pe- trol station for an illustration!

Another note to remember in this game is to follow the train cars! When you click on the station that your facility is served by, the list of cargoes will appear.

In this list, you can find out both if your facility is being supplied and also if your facility is able to sell finished goods.

You can tell this both the same way. If for instance you own a brewery, this means that you need grain as an input.

The houses serviced by your station will ALSO demand grain too. Therefore, click on the station and click the grain car to see what is happening!

Your brewery, as long as you zoom out far enough, should have a down- ward pointing triangle. If there is grain to be input to the brewery, then little black railcars of grain will appear UNDER the triangle's point.

If so, you have a supply, and your factory should be outputting alcohol at this very second. Then, you can find out if your alcohol is being bought or not by clicking on the alcohol car in the station list.

If there are black cars around the town but not in the station, then your alcohol is also being bought. Congratulations, you are likely turning a profit!

If the black cars are sitting at the station though, you'd better get a train to transport them somewhere else. All that needs to happen is for them to be loaded on a train for them to be bought.

So therefore, if you have an alcohol factory yet prices are pretty stagnant for alco- hol, find the nearest location that you can ship it even for a few pen- nies extra and ship it there, as you will earn the profit through the revenue your brewery just made in selling the alcohol to your train to ship.

This is how I understand the revenue model for supply and production buildings in RRT3. I then realized that the two tool and die factories were not only upgraded, but operating at maximum capacity and likely purchasing the steel as soon as it gets turned out.

As I honestly don't know any other way that you can possibly book revenue on a product that seems to not be getting sold, and if anyone else has any ideas in regards to this topic I would be happy to hear them.

So this is what is happening behind the scenes constantly. You have Tycoonatrons trying to get ahead in life, much like you may be unless of course, you're at university.

If you still are at university, go ask your economics professor about some of this stuff, and s he'll be glad to help. Alternately, send an email to the address at the top of the FAQ for any questions.

It will focus on how the game deals with supply and demand going forward though. Let's go back to Westerham and East Eastie, and give a date of East Eastie has a meat packaging plant which needs raw materials, the live- stock, in order to process into meat.

That's the new price you see on the list above. At this point, there's a reason that meat costs a lot in Westerham; they have very little, so people are willing to pay more for the small amounts of meat that local butchers may be able to pro- duce.

Cattle in East Eastie are the same way, since it costs such a large amount for the Tycoonatrons to be able to move what little live- stock they can the long distance all the way from Westerham to East Eastie - some may die, some may get lost, et cetera.

So, your train comes to the rescue! At first, you can just do a short trip from Westerham to Centreville, and that will get the cattle moving toward the direction of East Eastie.

But you may also notice that profits for the cattle you pick up in Westerham are far better in East Eastie, and they also will hopefully have meat for you to sell after their meat packaging plant starts producing.

As a rule of thumb, your best profit will come from the first few shipments you undertake. Because since you're fulfilling a need, then costs will stabilize across the board: Check out what may happen by When you filled the need for cattle to be sent from Westerham to East Eastie, you caused prices to rise slightly in Westerham - the local butcher who can still make a profit by slaughtering his own meat won't be able to find as many cattle as he used to.

At the same time the ranchers will realize that there are fewer and fewer cattle, so therefore they will raise prices in order to capture more money from their service.

Cattle won't be in as great of supply as before, so the ranchers can be more choosy in the prices they charge! East Eastie still needs cattle, but check out the livestock supply exampled above.

If the meat packaging plant can only process about 3. Where might those 4. The meat packing plant can't just let them go free and then go find them when they're needed These costs now show up in the lowered price of this cattle.

Now that Westerham is being supplied with meat, the rich aren't the only ones who can afford it. Remember, if a good isn't sold, it isn't worth anything; it's currency that runs everything.

Now would be a good time to inform you that everything in Railroad Tycoon 3 is treated as a commodity. This term means that the quality of an item is not considered in its pricing.

Therefore, a McDonald's hamburger is the exact same meat as the steak you may buy from an Out- back Steakhouse. Obviously, in the real world this isn't the case, but the same 2.

So, on a microeconomic scale, your trains serve to balance prices. Prices will never be truly equal, as your trains do not transport goods instantaneously nor are they always at the station.

East Eastie's large supply of meat isn't all getting taken out of town unless you have a fleet of trains just waiting for it which would probably cost too much to support , so East Eastie's prices will still be lower.

As more and more meat is taken from East Eastie, the price will rise slow- ly. Please note that this will make the meat packaging plant as well as the cattle farm more and more profit as they go along, which make them attractive investments provided the costs were low enough.

As a wrapup, supply prices are low and demand prices are high. Your company will make profit by buying at supply prices and selling at de- mand prices.

Obviously, the farther apart these prices are, the more profit you will make. But remember that once you start supplying de- mand that prices will start to equalize over time, making you less and less profit each time you supply the same demand constantly.

This section will connect with the opportunity costs discussion in section 3. Obviously, not only did you earn money with the two cattle cars, you also will earn money by haul- ing the food cars.

In Railroad Tycoon 3, this aspect is completely neutralized. Now, each facility not only has a limit to how much they can process, they also will not process these items immediately.

I do not have a complete guide to the times that it takes for materials to be processed, but if anyone has figured this information I would be glad to add it to this guide.

Ultimately, for the facility to produce, it needs to be profitable to produce. The main point here is that you can't expect to sit your train for the cargo to be processed.

You have to provide ample supply to an in- dustry in order to have any expectation that the finished goods will be available. As long as there is a year or two of constant supply, the industry in question will probably have finished goods waiting for transport.

This isn't to say that "instant" production doesn't exist anymore. One of the most important parts of the game still happens instantly, which is building.

Track, station, and even bought production facili- ties are all erected immediately, with no lag in time. If you had to wait eight years for engineers to build a bridge over a long river ra- ther than to hear the "clink-a-clink" of them constructing it immed- iately, it'd certainly change the game.

Why should I bother even building a train? It'd be an extremely boring game if the Tycoonatrons did everything, wouldn't it?

Remember the above examples? The Tycoonatrons could ship materials over short distances themselves. But the Tycoonatrons have two major problems.

The other is capacity. These issues become things that the railroad can do well; in economic terms, they are "strategic advantages".

The Tycoonatrons are slow for the most part. Rivers and other bodies of water will speed them up and increase their capacity, but check out your trains.

In the s, you routinely see speeds around 60MPH and faster. In the s, you have trains that can go MPH and faster. Think back to history Could cars match train speeds in the s and s, considering the fact that trains have the right-of-way?

Consider even the fact that trains can usually climb hills better than horses even if they are slow and can also move faster than boats on the water.

Building a rail, two stations, and placing a train on it is the fast -est way to get from station A to station B in this game. Your trains will effectively reduce spoilage to miniscule.

The poor Tycoonatrons can't compete with your speed though, and you only have to click on the globe to notice that while the little train cars of supply radiate some way, many times they don't radiate very far.

You can only walk a case of beer so far before you start drinking it. Capacity is your other strategic advantage.

You may notice that it's hard for a person to carry more than four cases of beer. Put it on a train though, and it's easy as pie. If you already made the investment of a train and track, putting five cases of beer on the same train changes the cost minutely.

As a matter of fact, it costs pretty much the same to haul cases of beer compared to 4 cases. This is how the economy runs here.

Tycoonatrons can only take so much because their capacities are extremely limited. But they will try to maximize their small capacities just like you will try to maxi- mize your large capacity.

Your goal in this game is to figure out how to make your trains profitable, and the way to do that is to make sure that they are hauling cargoes that can be sold for a high premium at another station down the line.

Remember the overhead discussion above? In most cases, overhead is the purchasing of capacity. If you deliver only 5. But if you deliver And the best part is that as far as the station goes, there is no change in cost be- tween offloading 5.

The things that are variable in this game are your trains. The more trains that you run, the more cost that will be incurred purchase price, fuel, and maintenance as well as lost opportunity for other trains that have to stop for congestion.

So by all means, maximize the profit of each of your trains. Capacity does also apply to factories as well.

A factory that has a large supply of raw materials may be best served in increasing capa- city. More capacity is again an increase in overhead, as more property is bought, a larger facility implies more building materials, and all other costs.

It will also be an increase in labor, as more people are needed to be hired in order to convert more raw materials. Addition- ally, if you increase supply of your finished good, you may see your purchase prices drop as increased supply of the good will result in de- creased demand.

But if the demand is high enough and the facility is profitable enough, by all means increase the capacity! As in the above examples, 3. So you do have competitive advantage over almost everything else in the game as far as speed and capactiy are concerned.

What do you do with that competitive advantage? In true Bill Cosby fashion, I tell you that story to tell you this one: Opportunity cost is everywhere too!

You make decisions every day on how best to use your money, and these decisions may change on a daily basis.

In this game, you invest money in order to make money. Imagine you connected Westerham with Centerville, like this: What kind of profit is that?

That's not making money, right? But in this game, track you lay tends to stay there permanently, and the trains you place can make ma- ny shipments.

So the profit you re- ceived from this transaction may look like this: So, you would make more profit quicker if you built the connection between Centreville and East Eastie first.

Keep in mind though that in our example, it did cost more as well. If you first waited a year for your credit rating to rise to offer a bond, you might be able to then make the connection!

So the analysis may look like this: You didn't make a profit! Everyone in the world makes opportunity cost evaluations constantly, so it's not a new principle.

In the world of economics in Railroad Ty- coon 3, you may notice that opportunity costs exist everywhere - just look at all the towns you can connect!

And here's one last concept for this section. The above illustration is a good way to show the time value of money.

Remember waiting one year to build the Centreville to East Eastie connection? It costed a bit more to build one year later, and cut one year of revenue stream from the final total.

All of the scenarios have a time frame added to it, so make sure that if you are waiting to build a connection it is because raising the money is either impossible or too expensive, or that there are no profitable connections to make at the present time.

Making these decisions is definitely not as cut-and-dried as I showed above; oftentimes, you don't know how well one of your decisions panned out until possibly two years of game-time has elapsed, and sometimes even longer.

But be sure that you're always thinking about the oppor- tunity costs of any decision you make in Railroad Tycoon 3, including possible missed opportunity elsewhere.

In the real world, depressions and economic booms are overall condi- tions. These conditions are based on growth for the most part - if a economy is shrinking, then it will be in a depression.

An economy shrinks when the amount of resources entering it grows smaller, in es- sence. And cash can certainly be one of those resources.

Conversely, if an economy is expanding, it is because the available resources are increasing. In the normal world, growth rates fluctuate but generally stay posi- tive.

This is because human industry and work becomes more and more productive, plus population increases which grow the labor pool.

Re- member when you connected the meat packaging plant to Westerham? The Tycoonatrons didn't have to spend as much on meat, and that left them able to use their money in different ways.

Being able to spend their money elsewhere allows for growth to happen. This is also the normal condition of the game - when the economy is normal, it is growing at a modest rate.

From there though, increases in production or decreases in prices may trigger "prosperity", or an economic "boom".

Additionally, because cash becomes more available in a prosperous economy, fuel costs and labor costs may rise because the demand for both items will be stretched.

Raw materials costs can rise too, and as the chief officer of a railroad, you may want to pay attention when laying track in a boom time - it will cost more.

A prosperous economy is an inflationary economy - ALL prices will rise. But sometimes, problems happen that interrupt production on a wide- scale basis, or prices increase too much to be explained by inflation and prosperity.

At this point, people make do with less, and spend less too. And when cash doesn't flow as easily, growth rates may stag- nate.

This can lead to economic "slowdowns", recessions, and depres- sions. In this situation, labor and raw materials cost less.

Stock prices also trend downward, as discretionary income isn't available to use to invest - it is needed for necessities for the majority of peo- ple.

Turning a profit in a depression is not easy, but it still can happen; even if more than half of the people aren't getting by well, there are still some people who are earning a profit and able to still purchase items.

Prices may decrease in these times due to the fact that the demand does not exist, and production may also go away.

The economic condition in Railroad Tycoon 3 is a good indicator of what may happen in the future. Any system will attempt to reach equi- librium, including economies.

A slowdown may indicate that your rail- road may not be as profitable through the next while. While you may need to change your strategy a bit due to this issue, just remember the discussion on opportunity costs - make sure that you're either obtain- ing profit immediately or on your way to obtaining profit, and no mat- ter what economic condition you're in you'll be able to succeed.

Just for your information, there is absolutely nothing that you can do about macroeconomic conditions.

If a depression hits, you can't buy more trains to try to transport more cargo to get out of it; the game will randomly change the macroeconomic state by itself.

Just be sure that whereever you are in the game, you're tailoring your strategies to what is happening around you; in other words, buying a lot of stocks on margin may hurt you if the game randomly goes into a recession.

There are advantages to both conditions of economic activity though. In depressions, the cost for new investment is lowered - you can usu- ally lay track for less, and fuel and labor costs are lower.

Supply costs usually dip lower during this time until such time that labor costs will dip to match supply costs. And of course, demand costs will also lower, probably more than the amount that the supply costs will drop.

There will be less cargo available and less passengers and mail, as the money to afford more of all of these items isn't available to all people.

Stocks in the stock market will go lower, as people can't spend their discretionary income on stocks when they have to purchase necessities.

This is the perfect time to engage in half the maxim of "Buy low! In this game, bond interest rates will rise higher during depressions.

I previously wrote that bond premiums should be lower in times of de- pression, but the game has since proved my wrongness. From further research, the market forces of banks and other lending organizations are far more reluctant to lend money during times of short money supply like a depression.

So they will drive bond premiums higher. The market pressure was far greater in the s and early s due to the fact that back in those days, currency was tied to the gold standard.

The same conditions may not exist today, but the game attempts to be true to the time period in which it exists by portraying these market forces as being a deterrant to new investments.

In prosperous or "boom" times, fuel and labor costs go up. Demand goes up, as there is a lot of money, but supply costs tend to remain static because while more money is in the economy, most supply facil- ities also increase production demand does too if supplied.

Stocks in the stock market will gain value because discretionary income can be used to speculate with, and these times are usually the times to prac- tice "sell high!

The bond market in prosperous times will result in lower prime rates. Again, this is more likely to happen when money has to be pegged to a gold standard and the variable levels of money in an economy cannot be as easily controlled.

Because more money exists in the economy, this money is chasing a shorter and shorter supply of investment instruments thereby lowering the percentages that companies have to pay to offer new instruments of investment.

As a last note to this section, much of personal net value in this game will always be tied up in stocks. Therefore, keep a very close eye on the economic indicators to know if you need to ramp up your buy- ing or to possibly even cash in a few stocks for short-term use.

Since many scenarios have a personal net value restriction, my best sugges- tion for these is to try to complete all the other restrictions, wait for economic indications to get better, and try to create as much wealth as possible to get up and over the NPV restrictions.

After all, it's nothing more than a paper value regardless This concludes both the tour of economics as a whole and how they ap- ply in the world of Railroad Tycoon 3.

Economics is a fuzzy area to many people, and it is now a far more key concept in Railroad Tycoon 3. Any ques- tions I receive can be added to an actual FAQ to append to this section for any future revisions of this document, and will likely help every- one else.

By clicking on the globe icon, you can find out information about the microeconomics of your map. First, click on the globe icon.

From there, you will see TONS of cars all around the map. This information may not be extremely help- ful, but at the very least you can see the stations that may have the highest amount of inventory.

As a very general rule of thumb, more in- ventory is more opportunity to make money. However, your best option is to click on individual cargoes.

For in- stance, if you click on "Grain", you will see triangles pointing down and triangles pointing up. The triangles pointing down are areas that demand grain, and the triangles pointing up are areas that supply it.

You should also see black rectangles which symbolize carloads of grain. For instance, if you see a town with a brewery downward-pointing tri- angle with no railcars going toward it, you can be somewhat sure that the demand for grain is high because there is no supply.

If you have any grain cars, divert them to the area. However, if you see a brewery in a town and small black rectangles going towards it, it is likely that the brewery is being supplied and you can possibly pick up cargoes of alcohol near or if you connect the city, in the city.

It symbolizes the price for the commodity you choose. You can take car- goes toward the green areas and pick up higher profits than if you off- load them to red areas.

Additionally, you can check prices themselves within the station dia- logue. If you click on a station in any city, you will see a list of all cargoes available in the scenario.

You can find out what cities are demanding certain cargoes and the prices, as well as finding out what towns are supplying certain cargoes.

This is also a good way to find where to create new passenger routes. Just make sure to notice the "supply" numbers, as a route that only has 0.

Use this information in conjunction with the information you receive when clicking on buildings as well. For instance, you may see 0.

But if you click on the facility, you may find out exactly how much production the brewery had the last three years - you may even find out that it's running at near capacity, which would make your grain shipments less lucrative than you may want.

This is usually a bad thing. The track button is rather straightforward, but there are op- tions that you should be made aware of.

Firstly, you can choose wheth- er or not to try to build overpasses, which will cost more but it will allow you to build crossing overpasses so that trains do not have to stop at certain intersections.

You can turn the option from "on" to "off", and building overpasses is more expensive than not. Next is the bridge button.

Bridges obviously allow your train to cross water. You have four choices here, "common", "average", "rare- ly", or "never". After this is the tunnel button, which is the exact same as the bridge button, offering the same four choices.

Again, the tradeoff is higher expense for lower grades. The last option on the right is for electic track, which is either on or off. Make sure you pay attention here, because there are many cases where electric trains may be superior to steam or diesel trains.

Don't confuse this with the little button at the corner, which shows a lightning bolt and a track - this is to electrify all your track automatically.

Electrifying all of your track at the same time, especially if you have a lot of track, could be exceedingly expensive.

If you're plan- ning on gradually introducing electric trains due to the cost of laying the appropriate track, then go slowly.

Just lay the track you may need immediately, and once you expand electric routes then you can go back and build more. Lastly, make sure the bridge you need is the one that's turned on.

For occasional traffic crossings, use wood. For a higher volume, use steel. Finally, for an extremely high volume, stone.

You can choose to build single or double track with the steel and stone bridges, the wood bridges come in only one flavor - one-track.

When laying track, the game has a good way to notify you roughly how expensive your track will be. You will see color-coded numbers above the track which will indicate the grades of the track that you will be building.

This is because the track color will correspond to the track bed that will have to be laid. If the track bed has to be raised in order to run a railroad, it will cost more!

Green track is track that does not need a bed, and yellow and red indicates more expensive track. Also, make sure that you're very familiar with the undo button.

The best method I've found to playing the game is to pause every time you are building an important or expensive piece of track such as a tunnel or bridge and to examine it from every angle.

Therefore, if possible, examine the track you're building from as many angles as you can before moving out of the track-build screen, because track becomes permanent if you click on ANYTHING else.

If you don't pause, the end-of-year report will pop up, but you can exit out of it without exiting out of the track-building screen and therefore invalidating your undo option.

But the main is- sue in this dialogue box is the button within the building dialogue box which has dots and lines.

Be sure to not forget it! This is where you can purchase both your passenger-revenue increasing buildings such as hotels and taverns, post offices, and production buildings.

Don't ig- nore production in this game! As in RRT2, production buildings can also sustain through bad economic times as well. With this last update, there is very little left to do other than minor tweaks and revisions.

If anyone would like to submit additional information or possible strategies on any of the below walkthroughs, please email me at the address at the top.

Connect Boston to Buffalo by Time Frame Time Limit: No unconnected track, cannot resign. Welcome to Railroad Tycoon 3!

This scenario is a good warmup and a nice introduction to the world of trains and laying track. The goal here is to get from one side of the map to the other, and it's not a particularly hard goal.

Boston is your most important city, so start there. Connect Boston to Lowell, Worcester, and Providence to start. Buy four trains, one to service each city to Boston.

And finally, make sure to place at least one maintenance shed and a few water towers. As profits start rolling in, the computer players will probably spring into action.

One will likely connect New York City to Edison, and the other will likely build a track to nowhere. By about , your profits should be stable enough for you to ex- tend your lines to Hartford.

Keep an eye on all inventories, because keeping a stable and profitable company is key right now.

After Hart- ford, connect Bridgeport. Then see about extending your track to your competitor's station in New York City. Now that you have a stable line in the East, it's time to go north along the Hudson River.

Make sure that you try to go from Bridgeport across the smaller foothills along the edge of Long Island, and then move north along the Hudson.

You may have to pause the game in order to find the best lines along the river, and make sure to use the "undo" key as much as needed.

At about or so, a new train will appear -- the Baldwin. Don't bother upgrading the rest of your fleet of Norrises, just start buy- ing Baldwins for routes from Albany and Poughkeepsie to the rest of your tracks.

The money that can be made from the first few runs between Albany and the cities that previously couldn't get to Albany will be rather lucra- tive, and should give you about half the money you need for your final push.

You don't need company value, or even to be profitable at the end. Therefore, build as far as you can and let bonds take you the rest of the way!

At this point, still make sure that you can lay track as cheaply as possible, which means as level and as free of bridges, but feel free to float five or even ten bonds to connect the end of the line.

All that has to happen is for Buffalo to be connected. If you need any additional revenue, these passengers will provide it in spades. That's all there is to it!

You should be able to make it by or so as long as you keep making profitable trains and keep laying track, and as long as the economy stays relatively reasonable.

Can start only one company. Jan - Dec 31 years The Midwest Map returns! In this scenario, you will be pitted against four other tycoons who will definitely build their own companies and railroads.

You have your own options for starting points though, since you will be building your track immediately and you can put track anywhere you choose. You have a few good areas to pick from, in my estimation: In this scenario, you do not have to worry about personal net worth, but I suggest that you pay attention to it anyway.

In order to force mergers with companies, the best tactic is to own at least half of their company. This way, your own company can lowball the merger price and the remaining investors as well as your competitor can't say a thing about the merger.

Of course, your railroad will grow exponentially to begin with, so by all means invest in your railroad as much as possible to start and try to use your railroad to do occasional stock buybacks.

Mich- igan does tend to have at least two one-star towns other than Detroit usually Saginaw and Kalamazoo , a fun port in Holland which tends to demand a multitude of items, keeping prices high, and there also tends to be a lot of good supply buildings in Michigan, such as iron mines and dairy farms.

As well, since the computer usually starts at least one railroad in Michigan and usually never expands past the first two connections, when you take that railroad over through merger you will be able to gain infrastructure while at the same time accomplishing gold-medal goals.

Now, another fun part that you can take advantage of if you'd like: If you are able to get a track that goes almost all the way to his own station or better yet connects directly to the station , you will be able to then use his station for a pittance.

And the SECOND fun bonus for connecting to opponent's track is that the computer will occasionally make the "shrewd" business decision to utilize this link to ship to your rail stations.

At this point now, they're undertaking the shipment costs including fuel and overhead and will be giving YOU the "usage" costs. On top of that, the computer could be shipping you cargo that could be demanded highly by a station that's farther down your track.

Therefore, you can take that cargo and earn even more profit from it! So don't be afraid to connect to your opponents, it will usually serve lucrative for you and may even serve lucrative for your opponent.

Just make sure to start buying into the company either before or just when the link is completed with an eye towards a merger.

For the industry profits, just identify production buildings which may not be profitable, and hook them up! Supply buildings are cheapest, but unless you buy a lot of them and keep them maintained earning the profits will be tough.

If you need to create a new industry vector, for instance if there are no lumber mills for processing logs, then by all means build one!

From here, micromanaging should be over. Make sure to monitor the supplies of materials at all of your stations though to build as many profitable runs as you can.

Of course, there's one last issue for a gold medal, which I will cover below. I would like to just mention a couple words of warning about mergers.

It is in your best interest to keep your personal net value economic- ally healthy in this scenario due to the above described reason, buying equity in other companies so that they can't resist merger attempts.

Therefore, once the first three or so years passes, do not margin your personal net value heavily. Make sure that you have wiggle room.

Holding SHIFT key while clicking on "buy" for a stock will let you buy 5, lots instead of the usual 1, lots. By doing this, you will not pay as much for all 5, shares as you would have if you bought the stock 1, by 1, When you view companies, they will have a book value and a share value.

The book value is the price per share which encompasses all of their assets - track, trains, stations, facilities, even any production buildings they may own.

The share value is a reflection on the book value PLUS the expectations that the company engenders; if the company is losing money, the share value will likely be lower than book value.

The biggest issue with mergers is that any financial lia- bilities that the company is dealing with are transferred to the new company. Therefore, you will be responsible for paying ALL of their bonds.

Connect Sacramento to Salt Lake City. Troops will not appear until cities connected. Cannot start any other companies.

So by all means, maximize the profit of each of your trains. Capacity does also apply to factories as well. A factory that has a large supply of raw materials may be best served in increasing capa- city.

More capacity is again an increase in overhead, as more property is bought, a larger facility implies more building materials, and all other costs.

It will also be an increase in labor, as more people are needed to be hired in order to convert more raw materials. Addition- ally, if you increase supply of your finished good, you may see your purchase prices drop as increased supply of the good will result in de- creased demand.

But if the demand is high enough and the facility is profitable enough, by all means increase the capacity! As in the above examples, 3.

So you do have competitive advantage over almost everything else in the game as far as speed and capactiy are concerned. What do you do with that competitive advantage?

In true Bill Cosby fashion, I tell you that story to tell you this one: Opportunity cost is everywhere too! You make decisions every day on how best to use your money, and these decisions may change on a daily basis.

In this game, you invest money in order to make money. Imagine you connected Westerham with Centerville, like this: What kind of profit is that?

That's not making money, right? But in this game, track you lay tends to stay there permanently, and the trains you place can make ma- ny shipments.

So the profit you re- ceived from this transaction may look like this: So, you would make more profit quicker if you built the connection between Centreville and East Eastie first.

Keep in mind though that in our example, it did cost more as well. If you first waited a year for your credit rating to rise to offer a bond, you might be able to then make the connection!

So the analysis may look like this: You didn't make a profit! Everyone in the world makes opportunity cost evaluations constantly, so it's not a new principle.

In the world of economics in Railroad Ty- coon 3, you may notice that opportunity costs exist everywhere - just look at all the towns you can connect!

And here's one last concept for this section. The above illustration is a good way to show the time value of money.

Remember waiting one year to build the Centreville to East Eastie connection? It costed a bit more to build one year later, and cut one year of revenue stream from the final total.

All of the scenarios have a time frame added to it, so make sure that if you are waiting to build a connection it is because raising the money is either impossible or too expensive, or that there are no profitable connections to make at the present time.

Making these decisions is definitely not as cut-and-dried as I showed above; oftentimes, you don't know how well one of your decisions panned out until possibly two years of game-time has elapsed, and sometimes even longer.

But be sure that you're always thinking about the oppor- tunity costs of any decision you make in Railroad Tycoon 3, including possible missed opportunity elsewhere.

In the real world, depressions and economic booms are overall condi- tions. These conditions are based on growth for the most part - if a economy is shrinking, then it will be in a depression.

An economy shrinks when the amount of resources entering it grows smaller, in es- sence. And cash can certainly be one of those resources.

Conversely, if an economy is expanding, it is because the available resources are increasing. In the normal world, growth rates fluctuate but generally stay posi- tive.

This is because human industry and work becomes more and more productive, plus population increases which grow the labor pool.

Re- member when you connected the meat packaging plant to Westerham? The Tycoonatrons didn't have to spend as much on meat, and that left them able to use their money in different ways.

Being able to spend their money elsewhere allows for growth to happen. This is also the normal condition of the game - when the economy is normal, it is growing at a modest rate.

From there though, increases in production or decreases in prices may trigger "prosperity", or an economic "boom".

Additionally, because cash becomes more available in a prosperous economy, fuel costs and labor costs may rise because the demand for both items will be stretched.

Raw materials costs can rise too, and as the chief officer of a railroad, you may want to pay attention when laying track in a boom time - it will cost more.

A prosperous economy is an inflationary economy - ALL prices will rise. But sometimes, problems happen that interrupt production on a wide- scale basis, or prices increase too much to be explained by inflation and prosperity.

At this point, people make do with less, and spend less too. And when cash doesn't flow as easily, growth rates may stag- nate. This can lead to economic "slowdowns", recessions, and depres- sions.

In this situation, labor and raw materials cost less. Stock prices also trend downward, as discretionary income isn't available to use to invest - it is needed for necessities for the majority of peo- ple.

Turning a profit in a depression is not easy, but it still can happen; even if more than half of the people aren't getting by well, there are still some people who are earning a profit and able to still purchase items.

Prices may decrease in these times due to the fact that the demand does not exist, and production may also go away.

The economic condition in Railroad Tycoon 3 is a good indicator of what may happen in the future. Any system will attempt to reach equi- librium, including economies.

A slowdown may indicate that your rail- road may not be as profitable through the next while. While you may need to change your strategy a bit due to this issue, just remember the discussion on opportunity costs - make sure that you're either obtain- ing profit immediately or on your way to obtaining profit, and no mat- ter what economic condition you're in you'll be able to succeed.

Just for your information, there is absolutely nothing that you can do about macroeconomic conditions. If a depression hits, you can't buy more trains to try to transport more cargo to get out of it; the game will randomly change the macroeconomic state by itself.

Just be sure that whereever you are in the game, you're tailoring your strategies to what is happening around you; in other words, buying a lot of stocks on margin may hurt you if the game randomly goes into a recession.

There are advantages to both conditions of economic activity though. In depressions, the cost for new investment is lowered - you can usu- ally lay track for less, and fuel and labor costs are lower.

Supply costs usually dip lower during this time until such time that labor costs will dip to match supply costs.

And of course, demand costs will also lower, probably more than the amount that the supply costs will drop.

There will be less cargo available and less passengers and mail, as the money to afford more of all of these items isn't available to all people. Stocks in the stock market will go lower, as people can't spend their discretionary income on stocks when they have to purchase necessities.

This is the perfect time to engage in half the maxim of "Buy low! In this game, bond interest rates will rise higher during depressions.

I previously wrote that bond premiums should be lower in times of de- pression, but the game has since proved my wrongness. From further research, the market forces of banks and other lending organizations are far more reluctant to lend money during times of short money supply like a depression.

So they will drive bond premiums higher. The market pressure was far greater in the s and early s due to the fact that back in those days, currency was tied to the gold standard.

The same conditions may not exist today, but the game attempts to be true to the time period in which it exists by portraying these market forces as being a deterrant to new investments.

In prosperous or "boom" times, fuel and labor costs go up. Demand goes up, as there is a lot of money, but supply costs tend to remain static because while more money is in the economy, most supply facil- ities also increase production demand does too if supplied.

Stocks in the stock market will gain value because discretionary income can be used to speculate with, and these times are usually the times to prac- tice "sell high!

The bond market in prosperous times will result in lower prime rates. Again, this is more likely to happen when money has to be pegged to a gold standard and the variable levels of money in an economy cannot be as easily controlled.

Because more money exists in the economy, this money is chasing a shorter and shorter supply of investment instruments thereby lowering the percentages that companies have to pay to offer new instruments of investment.

As a last note to this section, much of personal net value in this game will always be tied up in stocks. Therefore, keep a very close eye on the economic indicators to know if you need to ramp up your buy- ing or to possibly even cash in a few stocks for short-term use.

Since many scenarios have a personal net value restriction, my best sugges- tion for these is to try to complete all the other restrictions, wait for economic indications to get better, and try to create as much wealth as possible to get up and over the NPV restrictions.

After all, it's nothing more than a paper value regardless This concludes both the tour of economics as a whole and how they ap- ply in the world of Railroad Tycoon 3.

Economics is a fuzzy area to many people, and it is now a far more key concept in Railroad Tycoon 3. Any ques- tions I receive can be added to an actual FAQ to append to this section for any future revisions of this document, and will likely help every- one else.

By clicking on the globe icon, you can find out information about the microeconomics of your map. First, click on the globe icon. From there, you will see TONS of cars all around the map.

This information may not be extremely help- ful, but at the very least you can see the stations that may have the highest amount of inventory.

As a very general rule of thumb, more in- ventory is more opportunity to make money. However, your best option is to click on individual cargoes.

For in- stance, if you click on "Grain", you will see triangles pointing down and triangles pointing up.

The triangles pointing down are areas that demand grain, and the triangles pointing up are areas that supply it.

You should also see black rectangles which symbolize carloads of grain. For instance, if you see a town with a brewery downward-pointing tri- angle with no railcars going toward it, you can be somewhat sure that the demand for grain is high because there is no supply.

If you have any grain cars, divert them to the area. However, if you see a brewery in a town and small black rectangles going towards it, it is likely that the brewery is being supplied and you can possibly pick up cargoes of alcohol near or if you connect the city, in the city.

It symbolizes the price for the commodity you choose. You can take car- goes toward the green areas and pick up higher profits than if you off- load them to red areas.

Additionally, you can check prices themselves within the station dia- logue. If you click on a station in any city, you will see a list of all cargoes available in the scenario.

You can find out what cities are demanding certain cargoes and the prices, as well as finding out what towns are supplying certain cargoes.

This is also a good way to find where to create new passenger routes. Just make sure to notice the "supply" numbers, as a route that only has 0.

Use this information in conjunction with the information you receive when clicking on buildings as well. For instance, you may see 0. But if you click on the facility, you may find out exactly how much production the brewery had the last three years - you may even find out that it's running at near capacity, which would make your grain shipments less lucrative than you may want.

This is usually a bad thing. The track button is rather straightforward, but there are op- tions that you should be made aware of. Firstly, you can choose wheth- er or not to try to build overpasses, which will cost more but it will allow you to build crossing overpasses so that trains do not have to stop at certain intersections.

You can turn the option from "on" to "off", and building overpasses is more expensive than not. Next is the bridge button.

Bridges obviously allow your train to cross water. You have four choices here, "common", "average", "rare- ly", or "never".

After this is the tunnel button, which is the exact same as the bridge button, offering the same four choices. Again, the tradeoff is higher expense for lower grades.

The last option on the right is for electic track, which is either on or off. Make sure you pay attention here, because there are many cases where electric trains may be superior to steam or diesel trains.

Don't confuse this with the little button at the corner, which shows a lightning bolt and a track - this is to electrify all your track automatically.

Electrifying all of your track at the same time, especially if you have a lot of track, could be exceedingly expensive. If you're plan- ning on gradually introducing electric trains due to the cost of laying the appropriate track, then go slowly.

Just lay the track you may need immediately, and once you expand electric routes then you can go back and build more. Lastly, make sure the bridge you need is the one that's turned on.

For occasional traffic crossings, use wood. For a higher volume, use steel. Finally, for an extremely high volume, stone. You can choose to build single or double track with the steel and stone bridges, the wood bridges come in only one flavor - one-track.

When laying track, the game has a good way to notify you roughly how expensive your track will be. You will see color-coded numbers above the track which will indicate the grades of the track that you will be building.

This is because the track color will correspond to the track bed that will have to be laid. If the track bed has to be raised in order to run a railroad, it will cost more!

Green track is track that does not need a bed, and yellow and red indicates more expensive track. Also, make sure that you're very familiar with the undo button.

The best method I've found to playing the game is to pause every time you are building an important or expensive piece of track such as a tunnel or bridge and to examine it from every angle.

Therefore, if possible, examine the track you're building from as many angles as you can before moving out of the track-build screen, because track becomes permanent if you click on ANYTHING else.

If you don't pause, the end-of-year report will pop up, but you can exit out of it without exiting out of the track-building screen and therefore invalidating your undo option.

But the main is- sue in this dialogue box is the button within the building dialogue box which has dots and lines.

Be sure to not forget it! This is where you can purchase both your passenger-revenue increasing buildings such as hotels and taverns, post offices, and production buildings.

Don't ig- nore production in this game! As in RRT2, production buildings can also sustain through bad economic times as well.

With this last update, there is very little left to do other than minor tweaks and revisions. If anyone would like to submit additional information or possible strategies on any of the below walkthroughs, please email me at the address at the top.

Connect Boston to Buffalo by Time Frame Time Limit: No unconnected track, cannot resign. Welcome to Railroad Tycoon 3!

This scenario is a good warmup and a nice introduction to the world of trains and laying track. The goal here is to get from one side of the map to the other, and it's not a particularly hard goal.

Boston is your most important city, so start there. Connect Boston to Lowell, Worcester, and Providence to start.

Buy four trains, one to service each city to Boston. And finally, make sure to place at least one maintenance shed and a few water towers.

As profits start rolling in, the computer players will probably spring into action. One will likely connect New York City to Edison, and the other will likely build a track to nowhere.

By about , your profits should be stable enough for you to ex- tend your lines to Hartford. Keep an eye on all inventories, because keeping a stable and profitable company is key right now.

After Hart- ford, connect Bridgeport. Then see about extending your track to your competitor's station in New York City.

Now that you have a stable line in the East, it's time to go north along the Hudson River. Make sure that you try to go from Bridgeport across the smaller foothills along the edge of Long Island, and then move north along the Hudson.

You may have to pause the game in order to find the best lines along the river, and make sure to use the "undo" key as much as needed. At about or so, a new train will appear -- the Baldwin.

Don't bother upgrading the rest of your fleet of Norrises, just start buy- ing Baldwins for routes from Albany and Poughkeepsie to the rest of your tracks.

The money that can be made from the first few runs between Albany and the cities that previously couldn't get to Albany will be rather lucra- tive, and should give you about half the money you need for your final push.

You don't need company value, or even to be profitable at the end. Therefore, build as far as you can and let bonds take you the rest of the way!

At this point, still make sure that you can lay track as cheaply as possible, which means as level and as free of bridges, but feel free to float five or even ten bonds to connect the end of the line.

All that has to happen is for Buffalo to be connected. If you need any additional revenue, these passengers will provide it in spades.

That's all there is to it! You should be able to make it by or so as long as you keep making profitable trains and keep laying track, and as long as the economy stays relatively reasonable.

Can start only one company. Jan - Dec 31 years The Midwest Map returns! In this scenario, you will be pitted against four other tycoons who will definitely build their own companies and railroads.

You have your own options for starting points though, since you will be building your track immediately and you can put track anywhere you choose.

You have a few good areas to pick from, in my estimation: In this scenario, you do not have to worry about personal net worth, but I suggest that you pay attention to it anyway.

In order to force mergers with companies, the best tactic is to own at least half of their company. This way, your own company can lowball the merger price and the remaining investors as well as your competitor can't say a thing about the merger.

Of course, your railroad will grow exponentially to begin with, so by all means invest in your railroad as much as possible to start and try to use your railroad to do occasional stock buybacks.

Mich- igan does tend to have at least two one-star towns other than Detroit usually Saginaw and Kalamazoo , a fun port in Holland which tends to demand a multitude of items, keeping prices high, and there also tends to be a lot of good supply buildings in Michigan, such as iron mines and dairy farms.

As well, since the computer usually starts at least one railroad in Michigan and usually never expands past the first two connections, when you take that railroad over through merger you will be able to gain infrastructure while at the same time accomplishing gold-medal goals.

Now, another fun part that you can take advantage of if you'd like: If you are able to get a track that goes almost all the way to his own station or better yet connects directly to the station , you will be able to then use his station for a pittance.

And the SECOND fun bonus for connecting to opponent's track is that the computer will occasionally make the "shrewd" business decision to utilize this link to ship to your rail stations.

At this point now, they're undertaking the shipment costs including fuel and overhead and will be giving YOU the "usage" costs. On top of that, the computer could be shipping you cargo that could be demanded highly by a station that's farther down your track.

Therefore, you can take that cargo and earn even more profit from it! So don't be afraid to connect to your opponents, it will usually serve lucrative for you and may even serve lucrative for your opponent.

Just make sure to start buying into the company either before or just when the link is completed with an eye towards a merger.

For the industry profits, just identify production buildings which may not be profitable, and hook them up!

Supply buildings are cheapest, but unless you buy a lot of them and keep them maintained earning the profits will be tough.

If you need to create a new industry vector, for instance if there are no lumber mills for processing logs, then by all means build one!

From here, micromanaging should be over. Make sure to monitor the supplies of materials at all of your stations though to build as many profitable runs as you can.

Of course, there's one last issue for a gold medal, which I will cover below. I would like to just mention a couple words of warning about mergers.

It is in your best interest to keep your personal net value economic- ally healthy in this scenario due to the above described reason, buying equity in other companies so that they can't resist merger attempts.

Therefore, once the first three or so years passes, do not margin your personal net value heavily. Make sure that you have wiggle room.

Holding SHIFT key while clicking on "buy" for a stock will let you buy 5, lots instead of the usual 1, lots.

By doing this, you will not pay as much for all 5, shares as you would have if you bought the stock 1, by 1, When you view companies, they will have a book value and a share value.

The book value is the price per share which encompasses all of their assets - track, trains, stations, facilities, even any production buildings they may own.

The share value is a reflection on the book value PLUS the expectations that the company engenders; if the company is losing money, the share value will likely be lower than book value.

The biggest issue with mergers is that any financial lia- bilities that the company is dealing with are transferred to the new company. Therefore, you will be responsible for paying ALL of their bonds.

Connect Sacramento to Salt Lake City. Troops will not appear until cities connected. Cannot start any other companies.

Cannot build unconnected track. Additionally, double track will take two units of track per tile, so use extremely sparingly. January - December 25 years Welcome to sunny California, in the middle of the s!

Thank- fully, the designers of this map provided assistance in a couple im- portant ways. My best start consists of connecting Sacramento to Stockton, and then continuing south to Madiera.

There's no way to build one large station to accomodate all three areas, so don't bother trying. Every time I've played this scenario, I've had to use three stations to split up these three areas.

Anyway, from here make sure that freight cargoes are desired every- where. The last game I played turned out to be rather lucky, as Stock- ton had a weapons factory that needed to be hooked to the lumber mill in San Jose and received iron from both Sacramento as well as the sur- rounding Tycoonatrons.

These weapons sold for a high premium in San Francisco's barracks. Also note, San Francisco's dock demands produce.

As a last touch, you can connect Yuma City too, and if there are any missing finished goods alcohol, goods, lumber, meat try to raise money for a facility.

And your chan- ces of getting a gold medal in this scenario become much greater if you choose "yes". Around late s you should now turn an eye towards building up the Sierra Nevadas.

To find this staircase, look east of Yuma City. Zoom out the map if needed, and you should be able to notice a small brown line curving north and eastward through the first set of mountains.

Even better, make sure that the grid is turned on for when you build track. Anyway, go up this natural staircase and build over to Reno.

Once the track is built, now you need trains to service Reno. Ameri- cans don't climb hills well, and if you're building a route mostly up the hill then feel free to use Shays if you'd like.

Build over to Car- son shortly afterward, but make sure that you don't unnecessarily use track. At this point, take some time to create more train routes, keeping in mind that you may not want four-car loads on trips going to Reno or Carson due to the incline.

A single track going up the Sierra Nevada will get clogged extremely quickly if you start scheduling trains from California to Reno or Car- son.

If you build only one length of double-track in this game, build- ing it up the stairway itself would probably be best. Around or so, the Consolidation engine will come available.

It climbs hills far better than the American, and is faster over flat land than the Shay. At least make sure to replace your mountain trains with the Consolidation, if not all of them, and use them for the rest of the game.

Also around this time, the Civil War will break out, and this will result in increased costs for weapons and ammunition.

I hope you have one of these factories about, as the bonus is extremely nice. After you get to Carson, make sure that your railroad is pulling in good money from its routes and that you haven't missed too many other profitable routes.

From Carson, you will have to get to Salt Lake City and you will likely run out of track before you get there, well before if you had to bulldoze any track.

If you want to build the direct way, up and down hills, it will save you track but cost a ton and will be impractical for finishing the gold-medal restrictions.

The best path I found through the rolling intermountain region is to stick towards the south. You still may have to deal with some higher grades if you take the Gabbs - Tonopah corridor, but it will be rather reasonable for the most part.

Remember that if you run out of track to lay to just wait until next year, and make sure that you're still getting as much profit as possible.

As long as you are able to make the connection by about , you should hopefully be able to complete the gold-medal restrictions. Just build one- or two-car troop trains and make sure to send them off as SOON as you see more troops come available.

Set all your troop trains to highest priority, and force them to carry not only troops but a caboose as well. I was able to obtain gold by after making the Salt Lake City connection by January Bronze Medal conditions plus haul 30 loads of coffee from Mexico.

This map is a rather straightforward map, and you will be concerned with cargo types as you may note in the restrictions. The best thing to do before starting would be to pause the game and to check all of the land to see what kinds of production you can expect.

You may note that the flat parts of eastern Texas and Oklahoma lend themselves well to Tycoonatron shipping, as some production facilities have very long supply lines.

This means that you may not make as much money as you would like in transporting raw materials, but also know that these production facilities may already be producing finished goods, too.

Also before you start, you have to take a good look at your victory conditions. Personal net worth victory means you can start with a limited budget so that you're not having to buy back all that stock and possibly opening yourself to margin problems.

And then, this new "company cash" bit. Company cash does not come without some type of infrastructure of profit though, and the other half of the bronze medal requires you to ship at least fifty loads of oil to boot.

My suggestion is to start with only a limited amount of capitalization, enough for you to be able to connect two cities by rail, buy two stations, one train, and perhaps one water tower.

As for towns to connect, the easy choice would be Dallas and Fort Worth. The fun part is that you can actually SEE how Fort Worth pretty much becomes a Dallas suburb if you start here; both towns will start to grow into one another as you provide rail service through the course of twenty-five years.

Other options for starting are Austin and any other smaller town, and Houston to Beaumont. Following your starting location, my suggestion is to start building to the starting location you didn't take.

If you did not connect Dallas to begin with, try to get there even if the computer takes it. Feel free to connect to his track too; as your company gets bigger, you can swallow his railroad up in a few years.

If you started in Dallas and Fort Worth, my suggestion is to try to get down to the Beaumont and Houston area; it's long, straight, flat land and the length of the track will allow for higher-priced loads.

Before too long, you also want to check the map for oil. Fifty loads in thirty years may not be too difficult, but in reality by the time you find and connect oil into your lines you could conceivably have twenty-five or even twenty years left, meaning that you should shoot for at least two loads of oil yearly.

Whenever I've played this map, Nagodoches has a supply of oil and since it's in the eastern part of the map, by all means stay in the east for now.

As well, Shreveport is a valuable town to connect because their warehouses demand goods, which will keep prices higher.

As you go along, just keep adding connections and buying industries which seem profitable. Around or so, Mexico will offer you a major sweetheart deal: Laugh and take the deal, because guess what You don't have to build connected track, remember?

Better yet, Monterrey's warehouse provides 4 coffee per year, and McAllen will demand coffee at least initially. There are zero coffee farms on the Texas side of the border, but you may also find one or two more coffee farms in Mexico near this area too.

Just build any station in Monterrey, the track, a water tower and maintenance shed, and any station in McAllen.

Don't be afraid to go north, either. In my game, I found that all of the dairy farms were to the north, and milk became a sufficiently de- manded cargo throughout my lines that it was worth connecting Oklahoma City, Lawton, and Tulsa.

By all means keep in mind the possible oppor- tunity costs, as Monterrey also became extremely lucrative through their textile mill once I connected to McAllen.

You can always check prices through both the station dialogue box by clicking on specific commod- ities, and also through the globe icon. Expansion is very necessary in this game though, and don't forget about connecting to your opponents' track too!

Electric trains will be introduced in the early part of the s. Later in the scenario, you will get an additional boost - Beaumont will "discover" oil, which means that there will be new oil derricks popping up around Beaumont.

They may be a good investment to buy, as Beaumont's dock demands oil naturally. Of course, this also will help you to be able to get the 50 loads transported if you're having problems dealing with Nagodoches.

Of course, if you're missing loads delivered, you will gain gold the second they're delivered if all the other restrictions are met. Feel free to buy in to another company as a way to earn money on your investment!

Try to set a base price that the stock is around: If the stock is appreciating, then it would be a good idea to buy it anyway, right?

Because it's cash, it will also allow you to buy more on margin. Deliver 10 loads of weapons, ammunition, and fuel to either Norfolk or New York.

Deliver 15 loads of weapons, ammunition, and fuel plus 5 loads of clothing to either Norfolk or New York. Deliver 15 loads of weapons, ammunition, and fuel plus 10 loads of clothing, meat, and cheese to either Norfolk or New York.

One train of your choice between EP-2 Bipolar electric and H steam, and tons of track as it's a scheduling scenario. No buying track, buildings, or trains; time passes slowly [The walkthrough for this campaign game is courtesy of Ez8 ez8ez8 [at] gmail [dot] com.

Many thanks to this contributor for sending a walkthrough for this scenario! If you deliver 5 Ammo to New York, you have to deliver the other 10 Ammo to New York or you will not complete your objectives.

Whether this is a game design mis- handling or an intentional part of this scenario, I do not know. First off, you have to pick your starting location and train.

Ba- sically your choice can be narrowly defined as steam engine or elec- tric. For your first train, the electric EP-2 Bipolar is your best choice.

It will make less service stops than a steam engine since it doesn't need water, and has a top speed of 70 mph. Incidentally enough, the top speed is also far better than the H engine.

Here's your complete routing schedule for the EP-2 Bipolar. Philadelphia 4 Any Cargo Y 2. New York None Y 3. Allentown 4 Any Cargo Y 4.

New York None Y 5. Dover 4 Ammo Y 6. New York None Y 7. Balitmore 6 Weapons Y 8. New York None Y 9. New York None Y Harrisonburg 1 Ammo Y Winchester 1 Ammo 6 Weapon Y Cumberland 2 Clothing Y Roanoke 2 Clothing 4 Cheese Y Norfolk None Y This train should not break down thanks to all the cabooses you have and its high reliability.

If it does, don't worry, there is plenty of time for it to repair and keep on schedule. After day 2 12 Dec you'll get to choose another train.

Choose the Pacific near Charlottesville. This is a powerful steam engine with a top speed of 95 mph. Here's your complete routing schedule for the Pacific Dale City 4 Fuel Y 2.

Norfolk None Y 3. Danville 6 Fuel Y 4. Norfolk None Y 5. Salisbury 5 Any Cargo Y 6. Norfolk None Y 7. Lynchburg 8 Clothing N 8.

Norfolk None Y 9. Roanoke 6 Meat Y Norfolk None Y This train will run fast and is very reliable.

Even if it breaks down you'll have a buffer, albeit a small one. Finally, just before the final full day starts you'll get to choose between making your current trains faster or an electric GG In order to go for the gold you'll need to get the GG-1 to complete the last couple of items.

With a top speed of mph you'll be able to keep your schedule and maybe pick up a few seconds. Here's your routing schedule for the GG Altoona 4 Cheese Y 2.

Pittsburg 4 Cheese 4 Meat N 3. Norfolk None Y 4. Baltimore 2 Cheese Y 5. Norfolk None Y Every time I've played this scenario with the above routing schedule the GG-1 is the only train that breaks down and every time it makes for some nail biting suspense.

However, as long as the GG-1 breaks down only once your last load of cheese will roll into Norfolk at around 5: Congrats, you've made it!

Connect 6 German states Silver Medal: Cannot start new companies. All states marked with "G-" indicate German states.

This scenario is the first of the European scenarios, and it will actually be a decent test of your ability to create a profitable railroad as well as to keep investing in it.

You must be able to build a profitable railroad, because you will have to deal with purchasing access rights throughout Germany.

You also do get your choice of starting location, which I will attempt to run down. This is southern Germany, and it does contain more than a few large towns.

Track laying may be a bit expensive here due to the grades and trees, but there are more than enough towns to start from.

This is western Germany, along the Rhine river. The towns are a bit closer here, and there is a hidden benefit to using Hannover: On the other hand, there are a couple of choke points in Hannover where you have to build track in a certain direction in order to avoid Prussia or Bavaria.

The other disadvantage to Hannover is that it's a small amount of land, and while it does have a few cities it does not have too many.

This is eastern Germany, and it consists of large swaths of land and many cities. Berlin, Danzig, and a multitude of other towns exist here, and it also has outlying lands that you have to buy to and build through before you can utilize them.

This scenario also existed in Railroad Tycoon 2, and connecting to the various states sometimes also unlocked small bonuses. If someone would like to submit them, I would gladly accept, but this will remain unfinished until I redo this scenario once again.

To start, decide which of the three states will be your home base, so to speak. Once you do so, start hooking up cities in your home area! Don't worry if you can only build a small amount of track, because all that you need to do is have a few loads go over it and you'll be making decent money.

Locomotive power in this scenario is cheap for the most part, you just have to make sure that you have enough maintenance facilities to keep your engines going.

Don't be afraid to use your company to buy back their own stock too, because dividend profits will be important near the end of the scenario too.

Also, don't forget that tool-and-die factories will take iron! The bonus is pretty good to provide new and good profits, as long as you keep a close eye on the facilities you build.

While decent money can be made through industry, your largest amounts of profit will be made by connecting all your towns.

Make sure to connect any town that has even four houses to your network, and by all means if an industry is oversupplied like wool, or lumber, etc then you can use the smaller towns to build facilities so that more demand is created.

Just make sure to try to connect as many towns as you can and to make sure that they are being serviced by your trains efficiently.

When you go into the access rights screen, you will see exactly how many different places you will have to buy into.

And, you also have to buy into at least one of the two German premier territories remaining. By all means, use this money to invest! Just remember, due to Olmstead's position, that you have a choice to make.

And this would make all your efforts in building a powerful company completely moot. As a final addendum, I realized that I did not provide the method by which I earned gold both times.

I started in Hannover, as the cities are a bit closer and the bonus is helpful to begin with. I connected Hannover to Salzgitter and Gottingen and floated a bond to get up to Bremen and Bremerhaven.

At that point I had perhaps ten trains running. I did decide to go for some industry profit and invested in a textile mill in Hannover, which I promptly expanded due to all of the wool supply in the area.

At that point, I was making enough to expand into Olmstead, and still took full advantage of the cheaper bond rates. Following that, I bought into Schleswig-Holstein to be able to connect Hamburg and Kiel, and went up through Flensburg to connect the smaller cities to the north.

I doubled back and went farther east to then connect Lubeck and Rostock. I connected northern Germany because access prices tended to be cheaper here and the cities were more plentiful, and as well the grades were far lower.

Following this, I turned my attention southward and connected to Kessel, went south to Frankfurt and west to Koblenz. After that, I connected to Erfurt and Jena as well as to Leipzig.

Following that, I went southward to Baden and Strassberg. After connecting all the smaller states, I made a splash and bought into Prussia so that I could extend my northeast track into Berlin.

This finished the thir- teen territories I needed to buy into and connect. Don't forget to buy LOTS of trains, and also to improve the track as you go with water towers and maintenance sheds.

Because my company was so profitable and had a good dividend set, I artificially boosted my stock price by buying into my stock toward the end of a November, if I recall.

This was more than enough for the gold, since all of the other restrictions were met. The lesson to take from this is twofold: Also, make sure that there is an extremely healthy gap between your final net worth and the net worth you need.

I may have been in trouble due to possible market recorrection. Lastly, the cheating way is to make sure to SAVE before you do a buy-in of this magnitude, so that way you can reload and readjust the strategy if needed.

From contributor James Summers: The key was to use all of your capital and simply buy farms and other profitable businesses, and not bother building trains for the first years.

One can get a rough return on investment percentage by comparing the asking price to the last year's earnings. If it is more than your current cost of capital, buy it.

The problem with running trains early in the game is that you have to pay for maintenance on track and stations, and so forth. The real trick is to issue as much debt as possible in boom times when the capital is cheap.

I always ended up maxing out my debt long before the end of the game. Another trick is to issue stock in boom times, and buy it back in busts.

I generally do about one stock buy back per year in down turns and two stock issues in boom times. Sell high, buy low is not exactly a "new" trick though.

Connect London to Edinburgh by Bronze plus Lifetime average locomotive speed greater than 12MPH. Silver plus be the only railroad in business.

January to December 25 years Starting Position: Can only start one company. To start, fully capitalize your operation. The initial investment is worth receiving, and while it will be important for your character to have a good net worth it is something that can be built towards.

My path took me from London to Cambridge to Northampton, then Bir- mingham. Following that, going south to Portsmouth is best.

After that, connect various towns Ipswitch , through Dorchester and Exeter. Then, connect the headwaters of the Thames Oxford, Bath, Gloucester.

When the other two railroads start up, make sure that your character is able to buy into them without too many problems. Keep it orderly so that nothing strange happens.

In my game, one of the two railroads had a very aggressive buyback on their stocks, so therefore if you don't get in soon enough and hard enough it may be exceedingly diffi- cult to perform a merger.

Therefore, start using your personal wealth and also your dividend to start owning pieces of the other companies with an eye to purchasing them.

Of course, it may also happen that at least one of the two railroads will be barely solvent too. Don't worry if you have to start with Planets or Adlers.

The game will offer Beuth engines after a while, and all you have to do is just replace the slower engines with the Beuths. You will also have the chance and money to double-track roads which have very high traffic, so by all means provide the double-track.

If your Planets or Adlers gave you a bad speed through the first five to ten years, as long as your speed is at least nine you should be able to raise it enough and in time once the Beuths arrive.

Connect Ireland together from Belfast through Dundalk to Dub- lin. Mind the hill here, make a sharp turn. Go through to Wexford when you can afford it.

Ireland is a good place to make additional profit without a high cost. From here, feel free to connect the northern parts of England.

Leeds to Kingston-upon-Hull, then north to at least Middlesbrough. The northern parts can provide a decent profit, and can be connected to each other easily.

Following this, make sure that you can buy out the railroad s which might still be remaining. Likely, one will be Liverpool to Manchester, and it is highly doubtful if they expanded due to your claiming Birmingham almost immediately.

Just buy them out, connect the two ends, and sit back and enjoy. For reference, passengers are rather lucrative on this map. There is an event which happens early on which will be a famine.

You can choose though to provide your food at regular cost. I think that this means that at grain, corn, livestock, dairy farms and orchards you own that you will charge less than if you chose no.

It does seem to be worth the money, because unless you make a major capital investment quickly in the game, you will likely not have any food farms.

I am unaware if this also applies to meat or alcohol. Anyway, the rate at which you choose to lower your food costs will be repaid back a few years later in an increase to passengers at the same rate.

It may be a good idea for you to decide exactly how you are planning to make your money, but I do believe that the passenger bonus you receive later is more than enough reason to cut food costs; the infrastructure you should have set up for this increase in passen- gers should be far better than the one you had to begin with for in- creased food.

Connect Milan to Zurich by Silver Medal: Connect Milan to Zurich, Munich, and Venice before January to December 35 years Starting Position: This map may require a bit of thinking about, as you need to be able to not only carve out a respectable profit in Italy, but you also need to be able to translate that to a lot of track or TUNNEL build- ing.

You are given access to Italy first, but you have to gain access to the remainder of the map. Thankfully, Italy is pretty lucrative.

Venice to Verona is almost always a good route, and connecting Milan and Trieste will help too. I was able to buy a couple facilities which also made a decent profit.

One of the best things is that Venice's port will import weapons in, and these weapons will fetch a higher price in Verona.

According to what you may think, it seems to be better to accomplish bronze, then silver, then gold in many scenarios.

For this scenario, it may be far better to accomplish silver and gold before worrying about bronze.

Going north from Verona will be a direct path to Munich but not to Zurich, but it really is the best path. Trento and Bolzano may be small, but they are cities nonetheless.

In my games, I found out that they also will take weapons at an even higher demand than Verona. Amazingly enough, the price for weapons at Munich is such a high pull that the Tycoonatrons will attempt to make the rest of the distance.

Therefore, the next best step is to buy into Austria and then to Germany to finish the connection to Munich. If you are able to wait until March , you will receive a pretty decent benefit: When you can start running trains to Munich, you will get major pro- fits.

The gold medal restrictions are the best way for you to finish the map by finishing your bronze medal restrictions. By the time you transport all the weapons you'll need, you should have enough money to transverse the mostly flat land between Munich and Switzerland, and the vague small hills you'll encounter when you get there.

It's far cheaper to build from Munich to Zurich, and far more lucrative to get to Munich first. The game will not care if you did not build a direct connection between Milan and Zurich, after all.

Just remember to pause the game before laying track, and the "undo" button is definitely your best friend in this scenario.

Cannot merge, cannot start a new company. Cannot short sell, cannot buy stock on margin. You will be at a bit greater odds in this game.

Or at least you may think you're at a disadvantage. Read on to find out! For my game, I started by connecting Paris to Chartres.

Do not worry if you have to fully capitalize and also take out bonds, or even issue more stock. Chartres is the start of the French meat market, and Paris should reciprocate with either grain or alcohol depending on what is available.

Besides, the best reason to connect Paris to Chartres is to also deny the computer two of the best towns for them to start rail- roads in.

The next natural two towns to connect to is Orleans and Le Mans. Remember that if a better opportunity exists to buy an industry perhaps a brewery , check it out, especially because of the restric- tions for gold.

For the stock market, make sure that you're balanced. While invest- ing in your own company will make you the best profit to begin with, at least try to get a couple thousand shares of competitor's stock just in case the stock market gets all goofy.

Don't be too afraid to use stock to obtain money for growth in the beginning, but you should be able to buy bonds from about the seventh year onward.

Hotels make money on transfers because the passenger has to stay somewhere until the next train arrives. Restaurants make money the more passengers that visit them, regardless of whether a transfer is needed or not.

By concentrating traffic through these large hub cities, amenities like Hotels and Restaurants will make a killing. You may also want to consider building a Tavern in the hub cities, but only if the hub produces enough passengers on its own as a Tavern only makes money when a passenger boards the train.

You may also want to consider building a Post Office if you're allowing express trains to carry mail through hub cities. Like passengers, mail also has a specific destination.

Post Offices do not make money, but they slow down the rate at which you lose mail by sitting too long in one station. Freight has benefits from the hub as well.

Cargo moves on its own over land, just much slower than if moved by train. A hub setup helps distribute needed fright.

Freight transported between hubs gets stored in the hub until it's moved again or used. Any short trains that visit the hub can take some of this cargo back to the small cities.

Short trains also help move raw materials into the hubs automatically. Remember, cargo tries to move to the nearest rail station or waterway for transport.

By moving raw goods from outlying stretches of nothingness closer to a small city just by building a small station, your rail network gets the advantages of picking up these materials in the small cities and getting them to the hubs so they can be used in the manufacturing process.

Once you have all your spokes connected to a hub, it's wise to see what freight your spokes have access to, and then buy the appropriate manufacturing buildings in the hub to process them and turn out finished goods for the other hubs and spokes.

A long connection between hubs usually has two trains. You may modify this setup to suit your needs. One train carries only express cars passengers or mail and is designated as an express in order to give it priority over freight trains.

The second train carries only freight and is designated as the slow train. As you build your network up, you should see a pattern.

One hub city is usually connected to three to five small cities with short connections and two to three hub cities with long connections.

This helps ensure that passengers, mail, and freight in your rail empire can get anywhere it needs to go while avoiding long connections between small cities as much as possible.

Most cargo in Railroad Tycoon 3 is time dependent. As time passes, the cargo becomes less valuable. Once enough time is passed, the cargo no longer has any value and disappears.

The rate of decay is different among the cargo types. Perishable freight has a faster decay rate until it "spoils" than steel or finished goods.

Passengers only wait around so long until they give up and no longer wish to purchase a ticket. Mail only has so many days to get to its destination before the news contained within is old and worthless.

The decay rate while within a station's influence area is slower than when it's loaded on a train. This presents the interesting of problem of what to do about servicing the trains.

When a train is getting serviced, it stops entirely until service is complete. The cargo on the train still decays, though.

What if there was a way to keep the cargo inside a station and off the train until service is complete? Enter the maintenance building setup.

The tutorial recommends that players place a roundhouse and water tower between major cities, about halfway. This results in many fully-loaded trains decaying their cargo while getting serviced.

Instead, use your hub and spoke setup to keep service buildings off the main line so that trains can load, travel to the next hub, and unload without needing service.

New York and Boston are the main hub cities in my network. Each one is connected to three spokes and there is one long connection between the hubs.

A train can make the run from New York to Boston without needing service between the two hubs. Inside of each hub, I have a small fork in the track that dead-ends at a roundhouse.

There is a water tower just before the roundhouse. The route I have setup for the express train between the two hubs is such: New York - Load 2. Boston - Unload 3.

Boston Maintenance Shed - Empty 4. Boston - Load 5. The advantage is that each time it gets serviced, it is empty and not letting cargo decay at an accelerated rate.

Passengers stay safely with the station and its influence zone with a slower decay rate. When building a short spoke connection to a small city, you will have to analyze the distance.

Most spoke connections require no services, as the train gets serviced each time it visits the major hub. Here is an example using Boston hub and Lowell spoke.

Lowell - Unload and Load. Boston Maintenance Shed - Empty. Again, the train is always moving when loaded, and only serviced when empty.

If the spoke connection is too long for the train to make a return trip without services, then you need to check to see if it's connected to the right hub city.

If there is no other alternative, then build a water tower at the spoke station itself. Like the hub setup, use a fork to do it and only let the train get serviced when it is empty.

This technique helps keep express and perishable revenue high. It also helps on those maps that have an average speed requirement for express cargo.

The train should always be moving when fully loaded, and only needing to stop for a higher priority train or to unload.

Servicing requires a train to stop, and a train should always be empty when servicing.

Railroad tycoon 3 tipps -

Railroad Tycoon 3 Genre: AQ — Italien Tomb Raid Inzwischen sind auch viele RT3-Seiten weg und Downloads gibt es kaum noch, bezüglich deutsche Version. Damit aber nicht genug, der eigentliche Sinn des Ganzen besteht nun nicht darin, diese Gesellschaft aufzubauen kann man natürlich auch machen , sondern sie kräftig auszunehmen. Okt Super Mario Party: LS 17 - Tiere züchten:

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