Railroad tycoon 3 industry tips

Railroad tycoon 3 industry tips

Author: freevideom Date: 20.06.2017

Railroad Tycoon 3 Walkthrough, Hints and Tips for PC Games. Browse by PC Games Title: The encyclopedia of game cheats. A die hard gamer would get pissed if they saw someone using cheats and walkthroughs in games, but you have to agree, sometimes little hint or the "God Mode" becomes necessary to beat a particularly hard part of the game.

If you are an avid gamer and want a few extra weapons and tools the survive the game, CheatBook DataBase is exactly the resource you would want. Find even secrets on our page. This FAQ is licensed to GameFAQs due to their excellent work in archiving FAQs for many games that I have played.

Please do not post this FAQ in any other location without my written permission. Additionally, please do not alter this FAQ. I reserve the right to request this FAQ to be removed from any website. Sections added in- clude the following: More walkthroughs to come in future releases.

Try 8 at "Orient Express" not going too well either, so I will just com- plete all the other walkthroughs. More walkthroughs to come. Added questions to FAQ. Updated sec- tions 5. Next plans include filling in the remaining walkthroughs for the campaigns I have prev- iously completed 7,8,9 and then being able to go on to the campaigns that I have not started, namely 5 and Also added a walkthrough for scenario 5, "War Effort".

Many thanks to Ez8 for providing this walkthrough. The only remaining campaign game without a walkthrough is 14, another scheduling campaign game. Therefore, considering the fact that I've played Railroad Tycoon 3 consistently for the last nine months, I will be taking a break for a while. Therefore, I will be taking a hiatus from this guide for a while as well. I will still accept any submissions that readers of this FAQ would like to provide, especially for scenario I will update the FAQ if the submissions warrant it, but since most of the facts below are correct as far as I know there will be few further revisions or additions for the time being.

But just be warned that you may be waiting some months for it. This is my first FAQ, so any comments about this work, please send them to the email address at the top of the page. I loved being able to build track and watch my little trains go all over the place.

I was able to do pretty respectable at most of the scenarios and campaign as well. Thanks, Dennis Doucette, for the RRT2 FAQ; lemme tell you about India someday!

I did not purchase Railroad Tycoon 3 immediately upon its release; I actually waited for a few months. I didn't hear any negative reviews though, and obtained my copy. But when I started playing it, I will admit that some of the differences in gameplay from Railroad Tycoon 2 to Railroad Tycoon 3 turned me off of the game at first. So then, Railroad Tycoon 3 sat in my "to play" pile for a long time afterward.

As I was cleaning out my "to play" pile in DecemberI realized how engaging this game could be. While economics will never really be a water-cooler subject, this game is based upon many economic princi- ples, and it took me a few times playing it to realize how interesting and exciting it could be.

Good and bad decisions in Railroad Tycoon 2 can affect you, to be sure, but good and bad decisions in Railroad Ty- coon 3 affect you far more. It's because the gameplay model is far more robust, and goes farther to be a truer model of economic behaviour than Railroad Tycoon 2. So, by all means, don't be scared of Railroad Tycoon 3. I realized that a decent explanation of the economic system and gameplay princi- ples would be gratefully appreciated by many people It's now halfway throughand I would be highly sur- prised if anyone even cares about this game anymore.

But I felt I had to at least try to publicize it and help others to enjoy it, even if too late really is too little.

Thank you for reading, and enjoy! You are usually offered an amount of money at the start of the game, and with this money you can start building tracks and trains, and con- necting cities.

RRT 3 Tips and Strategies from the Heineken & Pacific Railroad Site

More money can either be earned through your service, obtained through stock issues in the stock market capitalizationor borrowed from the bank in the form of loans liabilities.

Some scenarios and campaign games may have different focuses - for instance, connecting two cities by rail, or raising your personal net wealth, or even outlasting all other companies to be the last one stand- ing. While there are ways that some goals can be accomplished without even placing one inch of steel track, generally the easiest path to victory is to build a rail network which is profitable. In this game, your company can make a profit two different ways.

You can carry cargoes and earn a profit by taking them from one location where they are supplied to another where they are demanded. Usually, carrying raw materials to a production facility is a good example of this method. Alternately, you can also purchase raw material facil- ities and production facilities and make money on the direct usage of goods. Some players get extremely good mileage from just transporting cargoes, and it may be best to use this strategy as well if you are a beginner.

Just remember that profits can be made in many different avenues! Railroad Tycoon 3 is very steeped in economics, even more so than both Railroad Tycoon 1 and 2. Therefore, the below is a bit of an essay which encompasses differences between gameplay of Railroad Ty- coon 2 and 3, explains general economic models, and attempts to apply them to Railroad Tycoon 3. For those who have not played Railroad Ty- coon 2, my apologies; just try to ignore parts where I bring up differ- ences, as it may become confusing.

There are a few areas that need to be introduced and explained in this discussion. They are as follows: Economics is intertwined, so if you don't find your answer in one general topic, please go on through the rest of the essay, as your an- swer may be related to a different topic. Any questions you may have will also be gratefully accepted and answered if possible, and posted on the FAQ even if an answer does not exist so that feedback can be re- quested and generated.

Additionally, "Tycoonatrons" is the general term I use for the in- visible "people" of Railroad Tycoon 3. For those who remember the SimCity games, just think of them as Sims.

So many questions :: Railroad Tycoon 3 General Discussions

For those who played "The Sims", you can't buy them a new refrigerator. Before delving into the above topics, a deeper explanation of the game may be necessary. Some people do read the documentation that comes with a game, and some don't. For those who have already read the game's documentation or are familiar with Railroad Tycoon, please skip to the next topic below.

The economy in Railroad Tycoon encompasses many different items. Some are supply items, such as logs or cattle. In order for these items to be useful to most people, they need to be processed at a pro- cessing plant, such as a lumber mill or a meat packing plant. In Rail- road Tycoon, you can build a transportation network made up of trains which can bring raw materials to processing plants and hopefully earn your company a profit.

The processing plants will use these raw mater- ials to produce finished goods, like lumber cut boards used for build- ing from logs or meat from cattle. And the more houses a town has, the more that this town needs stuff - New York City needs far more paper than Schenectady, for instance. And just re- member, one finished good may be a raw material for another process - rubber can be processed to tires, but tires are used as a raw material for automobiles.

Clicking on every building and clicking the little square button will show you what every building produces and demands. Hooking up buildings which produce a certain good with buildings that demand a certain good will be supplying a demand, and this is how you get money in the game.

Additionally, there are also passengers and mail in Railroad Tycoon 3. Sometimes these can be the most lucrative deliveries. Both types of "cargo" go from house to house, in essence.

Most of our discussion can also be applied to passenger and mail traffic, but just remember that there's no processing of passengers - the game designers didn't make a Soylent Green factory. The key to earning money by hauling cargo is to haul it from a place which supplies cargo to a place which demands cargo. That's all there is to it. It's a bit more difficult than that? Okay, then check out a few topics below.

There's more than one bank, more than one grocery store, more than one hotel. It's a fact of life, and in Railroad Tycoon 3 it's no different.

Of course, you could be competing against other railroads in this game, as in Railroad Tycoon 2. But now, you're also competing against boats, trucks, and other methods of conveyance too. The game's eco- nomic model will place prices on everything, and if there is a profit to be made by shipping a material over a small amount of land or a long amount of water, then the invisible Tycoonatrons will ship it them- selves. There is a benefit to this as well. Some industries may already be producing their finished goods because the Tycoonatrons are already supplying the industries.

And usually finished goods provide a higher amount of profit as well. Be sure to click on all industry buildings to see a list of their profitability; they will usually have a record of "units consumed" at the top which will show you how well-supplied the industry is, and if it is near capacity then you can practically count on this industry providing finished goods if connected to your rail empire.

This also provides you with additional assistance in the form of building stations. While you do still have the option of putting small stations in some areas to capture a certain raw material build- ing, your cities can benefit from the surrounding countryside as the local farms and raw material producers will ship their goods to your station if it is close.

Just be sure to understand that if you buy these industries, they may not be as profitable due to the transpor- tation costs they have to pay in order to enter into your system. Your stations also serve as an "instant transport"; if a cattle farm pro- duces cattle, it may take a month or two to get to a nearby station by Tycoonatron, but if you build a station which captures the cattle farm puts the cattle farm in its green highlight areathe production will instantly be inside your station.

It'll just cost money to buy the station. Last note, the Tycoonatrons will follow the paths of least resist- ance. They will ship by rivers rather easily and also coastal parts of oceans.

I watched some goods go from one side of the map all the way to the other because of coastal squares. Mountains are far more daunt- ing though.

You can compare this to your track-laying and ease in transport; laying a track parallel to a river is usually pretty easy, cheap, and results in very little grade, and therefore the trains will move quickly.

Laying track over a mountain or THROUGH a mountain is highly expensive, and takes a long time, so you will be rewarded for your premium if you made a wise decision.

To sum up, goods WILL move by themselves in some limited ways without your trains to take them. Check the globe icon and click on the spe- cific commodity for additional information, and to find out if a cer- tain facility is utilizing some other form of transport to get their goods to market. Al- ready discussed are the facts that some industries may already be sup- plied without your efforts.

Now, purchasing them as well as industry consumption are different as well. In RRT2, you had to depend on other people buying the property and erecting the facility before you could swoop down and purchase it from them.

Not only do you get some of the passenger revenue-enhancing buildings from RRT2, you also get a list of production buildings you may purchase. This can be classified as the permits and property cost, I suppose. And on any map, there will be old and new industries. The buildings now act with the economy, unlike RRT2. Now, you have to remember the maxim, "Buy low, sell high!

Now it applies to EVERY building on the map! If you see a factory that is productive and profitable, then it will go for a higher cost than will an unprof- itable factory.

You can buy an unprofitable factory for a discount, sometimes a profoundly deep discount. This game teaches in a very profound way another business maxim, "Time equals money. Buy infra- structure to support the facility though -- tracks to hold trains which can transport goods, and stations to capture goods -- and give it some time. A small investment could turn into a cash cow. Conversely, if you find yourself needing industry profit to finish a game, buy a profitable industry at a premium.

In this fashion, while you get far less of a percentage of your investment as profit, you are also spending far less time as well and obtaining a facility that gives you instant profits.

Ultimately, the tradeoff between buying and supplying an unprofit- able facility versus a profitable one is made up of two things. Time, as mentioned above, and the cost of infrastructure -- you WILL be lay- ing track, building stations, and buying trains to supply your new fa- cility, right?

It will take time for the new facility to start produc- ing once you supply it with raw materials. By spending money on infra- structure instead of buying a more expensive and profitable facility, you can use that same infrastructure to move other cargoes and obtain more profits. To summarize, you can buy industries or even build them from the ground up. Some will be already profitable, and those are usually the most expensive to buy. Some may not be producing anything, and they are the cheapest to buy.

It will take time and possibly more invest- ment in track, station, and trains to turn an unprofitable facility into a profitable facility, but sometimes it uses your resources better than purchasing an already-profitable facility.

In RRT3, you cannot choose to ship a half-carload, it is purely dependent on the cargo levels at your station. And remember the Railroad Tycoon 2 flags?

Green for "sell all car- goes", yellow for "keep cargoes on the train", and red for "keep car- goes at station, don't sell"? They don't apply here anymore, due in part to the pricing scheme and also the fill percentages from above. Every town will now have a price for everything, and the amount that is consumed will also depend on the price. For instance, you may have three towns. The one on the west sup- plies cattle. The one in the middle is a small consuming town. The town to the east has a meat packaging plant.

They may look like this: Westerham Centreville East Eastie Cattle Ranch Meat Packaging Plant If you have a train route between Westerham to Centreville, you may have one or more loads of cattle. This is because of the flow of goods, the Tycoonatrons. The closer you get to a demanding facility, the meat packaging plant, the higher the price will be for the cattle. By taking the cattle at least part of the way, you will get at least part of the money realized from shipping the cargo, and the Tycoon- atrons may take some or even all of the cattle you supplied Centre- ville to East Eastie because of the profit they could realize from the shipment.

And here's the fun part. Say you did take two loads of cattle from Westerham to Centreville, and you also have a train coming to Centre- ville and going to East Eastie in two months. While the Tycoonatrons may have taken some of the cattle, there may be some cattle left that the Tycoonatrons couldn't ship at a profit to them still in Centreville that you may be able to ship for a profit.

So your East Eastie train might pick up, say, 1. In this case you may miss out on some of the profit, but in effect the game automatically caused you to flag the cargo red so that another train could pick it up, and you were penalized accordingly though slightly for making the cargo sit. A visual retelling of the above may look like this: Westerham Centreville East Eastie Cattle Ranch Meat Packaging Plant Cost for Cattle: Special note - the price may change slightly too, but this is pure- ly a simplification This is why the automatic choosing of cargo is the best way to run your trains.

You may not know from one shipment to the next what car- go would be best to place on a train, especially if you consider the next scenario: WesterhamCentrevilleEast Eastie Notrackville Grain Farm Brewery In this example, there is a grain farm near Centreville which pro- vides grain to your station to ship, and a brewery which processes grain into alcohol, a finished good in this game in Notrackville.

As Notrackville indicates, your track doesn't run all the way there; it stops at East Eastie. Example costs of goods: WesterhamCentrevilleEast Eastie Notrackville Grain: But because grain is far more demanded in Notrackville, where they can supply their brewery with it, the Tycoon- atrons will endeavor to ship some of the grain from East Eastie to No- trackville.

And that amount of grain will be fed into the brewery, where alcohol will be brewed. East Eastie will still have alcohol for loading, though not as much as if you connected Notrackville to begin with. But as you notice, the profit is a slight profit compared to connecting Notrackville. And this is where you, the Railroad Baron, have to make your deci- sion. Would connecting Notrackville be worth the money invested in more track, another station, and more trains?

Or would it be suffi- cient to let the Tycoonatrons supply your station down the line, so that you can then supply the stations in your current railroad network? Now this discussion leads us to consumption.

There are a multitude of ways that any amount of anything goods, food, raw materials, etc. They are provided so that you are aware that if numbers drop, it may be due to other reasons rather than your trains or the Tycoonatrons' shipping capabilities.

We covered 4 already above with the Tycoonatrons. In Railroad Ty- coon 3, towns will now use the production that factories will provide. In RRT2, if you have a meat packing plant in a city, taking cattle to the facility created food.

But this food had to GO somewhere else, it was not demanded at all in the town where it was produced. In this game, towns WILL consume goods, and it is not a bad thing. Take the following scenario: Centreville Notrackville Grain Farm Brewery Grain: Labor are the Ty- oonatrons running the brewery, working inside. If the brewery doesn't run, then fewer Tycoonatrons are needed, and the cost will go down but not disappear; you can't have a completely empty facility and call it "open".

One of the numbers doesn't fluctuate as much - overhead. Overhead refers to the electricity used to make the factory run, the taxes on the land and assets, and to some extent the wages of the management of the factory.

Overhead will also always exist, and there's only so much you can dispense with. But with the numbers above, we can understand the following: Brewery - Consumption 2. But imagine the Tycoonatrons. One or another enterprising Tycoon- atron may take a. If he can haul. 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 Westerham Centreville East Eastie Cattle Ranch Meat Packaging Plant Livestock: 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 Westerham Centreville East Eastie Cattle Ranch Meat Packaging Plant Cattle: 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 supportso 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.

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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. Basics of foreign exchange market 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, stock brokers in hartford ct 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 chart forex real time 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 hot stocks under 10.00 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 multinationals as arbitrageurs the effect of stock market valuations on foreign direct investment 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 benefits of how do a binary options work yahoo 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 quick option binary trading 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 buffett stock market gnp. PLEASE contact me for any addi- tional ways that I can clarify any of the above principles as they ap- ply to 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 group stock market india today gainers, it is likely that the brewery is being supplied and you can possibly pick up cargoes of alcohol near or options pricing models and volatility 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 railroad tycoon 3 industry tips exact basic sole trader spreadsheet 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, unemployment claims belajar forex 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 what happens to the stock market when baby boomers retire 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 binary options 60 sekunden more expensive track.

NOTE - In track-limit scenarios, building double track WILL take your track limit down by two instead of one. 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 javascript form get selected radio strategies on any of the below walkthroughs, please email me at the address at the top.

As you may see, if you provide a working walkthrough for Scenario 14, you will probably get your submission and name into this guide. I will attempt to test any walkthroughs received though, so make sure that I can get gold without having to edit or revise too much.

Connect Boston to Buffalo by Time Frame Time Limit: No unconnected track, cannot resign. Welcome to Railroad Tycoon 3! This scenario is a good get selected option text dropdown jquery 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 aboutyour 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. The track that is laid to Poughkeepsie as well as to Albany needs to be as railroad tycoon 3 industry tips as you can make it WITHOUT having to resort to bridges over the How do you get money on roblox ipad River; those can be expensive!

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 process waitforexit timeout. Remember that the ONLY GOAL is to be able to get to Buffalo.

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 forex world pty ltd australia 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 Kalamazooa should we buy meridian shares 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 stationyou 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 forex robot review 2011 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 south african stockbrokers association 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.

From here, build to San Jose and the San Francisco Peninsula, where the dock and barracks exist. 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 forex day trading reddit 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 forex kazanma stratejileri 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 stock market advice cramer 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 advanced option pricing models pdf 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 buy stock at night stocker 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 london forex open system pdf to deal with some higher grades if you take the Gabbs - Tonopah corridor, but it will be rather reasonable for the most part. As well, this way you can connect many of the larger towns of Utah on your way to Salt Lake City such as Provo, Fillmore, Cedar City, etc. Foreign signal binary options review 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 aboutyou should hopefully be able to complete the gold-medal restrictions. Just build one- or two-car noticias finanzas forex mayo 2013 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.

Time Frame Time Limit - January to December 30 years Restrictions: 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 stock market economy dummies ebook 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 cme fx futures trading hours 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. STOP STATION CARGO CABOOSE? 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 operar forex con noticias 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 binary options for a living trading software review 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 how much money do bankers earn uk 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 world of warcraft gold farming guide 5.4 "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.

railroad tycoon 3 industry tips

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 Ipswitchthrough 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. Then connect Scotland up; Glascow to Edinburgh first, then add Ayr and Dundee. 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 Connect Milan to Zurich, Munich, and Venice beforehaul 30 loads of weapons to Munich. 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.

Railroad Tycoon 3 Tutorial Part 1: Getting Started with a Company

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 Marchyou 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 brewerycheck 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.

Most of your engines are not efficient in this game, so my suggestion is to take the offer. It will really start to shine once you get about twenty engines or so and you've been operating them for a couple years. As your bond market will still be rather bad, I would suggest obtaining this money because seed money is extremely important in this game. About or so, France will announce a bonus for shipping the most freight. This includes passengers or cargo, for your information.

Through this method, the game will rapidly become unfair. Unlike other games, do NOT bother connecting opponent's track to your own. This will usually help their own companies more than it will help your own, and since they start with an advantage anyway you may as well just build your own stations.

The method to your operations shouldn't be too difficult. As you see, you need both a good company book value as well as a good indus- try profit. So the best idea is to purchase industries which may not be doing as well to maximize their production. If you're getting stuck on industry profits towards the end, there is usually a steel mill near or at Angers that is just lacking iron.

Coal should come through the nearby ports. Run a track south through Lyons and into Marseilles area, where you can find a ton of cheap iron. Before the iron gets to Angers, buy the steel mill. The profits that you can make from the steel mill can be reinvested to any tool and die shops you may be able to locate and supply.

Connect Vienna to Istanbul Silver Medal: Connect Vienna to Istanbul, average express speed of 20 MPH. Oh, and let's not forget I know that I'm not the only person who has had a problem trying to get gold in this scenario, and I have tried it so many times and could tell you of so many different starting positions. But I learned more than a few techniques which may work for you for this scenario, and hopefully you will be able to get a gold medal too!

The map you are given is a rather sprawling map and the Carpathian Mountains will be a major hurdle depending on the path you take. Vi- enna is in the upper left-hand portion of the map looking from the south while Istanbul occupies the lower right-hand portion.

Therefore, just to earn a medal you have to figure out a way to lay track enough to cross this whole map. Additionally, when you start a company, you are given access rights only for Austria-Hungary. This is a rich territory, and because of the number of towns plus the number of larger cities it is the best start you can hope for.

Unfortunately, you will also find out that the re- maining territories are extremely expensive with only one trifling exception. That's some heavy money there! Your personal net worth will also be a major issue if gold is your goal. You can engage in dirty tricks, like starting new companies and other things, but overall you have to make sure that your company turns a good profit and that the stock is well-valued because starting slow in this map will not be wise.

The last trick of this scenario is the insane requirement to move express cargo at 30MPH or greater for gold. Earning a 20 is fairly simple and something that I have done numerous times, but earning a 30 requires major planning and also more than a bit of luck; a broken- down Stirling can KILL your average. Therefore, my advice to you is to save often. Get into the habit of saving at least once every twelve months or so. This scenario takes a lot of effort to do and requires you to make many decisions correctly.

Saving will enable you to not lose all of the time you spent in trying to get to the position you currently occupy. It may seem to be dishonest if you restart after a train of yours en- counters a breakdown or crash; however, I will not exaggerate when I say that if you get more than a few breakdowns or crashes on the wrong trains that you will lose any shot you may have at the gold due to the scenario's extremely tough restrictions.

Bad decisions will submarine you extremely quickly too, and so will ignoring your personal net worth. Now that the facts are laid before you, feel free to check out the map. Actually, analyze it closely. You need to have a plan in order to make money at the beginning, and this plan has to be more concrete than "build track between two towns".

This map is NOT lucrative for cargo or passenger traffic in and of itself, and you have to make a good profitable start in order to make it to the end.

Besides, you al- so need to know the lay of the land in order to take the best possible advantage of the bonuses that you will receive, outlined below. In practically EVERY game, Vienna will have at least one distillery and possibly even two.

Check out to see if there are any orchards near Vienna which may create a lucrative produce cargo route and could turn an investment into the distillery into a moneymaking venture. Alternatively, Gyor sometimes has either a brewery or a meat-packing plant.

If this is the case, find out if they are being supplied. If so, then you may find a good cargo route from Vienna to Gyor. You may also find possible investment route in buying either the local supplies of grain or livestock and supplying them even more closely, or the pro- duction facilities after floating a bond or two.

You may also find a paper mill in Szombathely. If Vienna has two warehouses supplying one pulpwood per year, you may be able to supply the paper mill in Szombathely sufficiently enough to make a profit. At the very least, the shipping route is very easy -- Vienna to Szombath- ely, freight cars only, and should be profitable regardless.

These prices represent a discount as unless the facility has been around for a long time, it probably has not had time to build a profit. If the facility is also not connected to another town via track, the prices may be depressed due the local market being oversupplied.

Therefore, figure out what might be the best path for you, as there are a LOT of bonuses to choose from when you start your company. You have to make your first choice of category right when you create your company, so knowing which bonus you want immediately may be best.

Stirling top speed 94MPH instead of 75MPH 2. Improved Locomotive Load Pulling: Please note that your rating will fall within two months or so 2. New Businesses and Speculation: Firstly, the speed and load-pulling bonuses should be recognizably useful. Load-pulling would be more useful if you buy less trains and also if you have a very hilly track, whereas speed can move less cargo quicker.

The difference is kind of like this: The only problem with load capacity is that I can't see where you could even have that many passenger cars pulled on one train, and you can just buy Consolidations for cargo anyway. So my opinion would be to lean toward speed if that is your goal. The business bonuses are also rather straightforward. This can get your railroad connected all the way from Vienna to either Budapest or to Zagreb, which could theoretically give you a good start.

I found out though through repeated playings that just having a lot of track even at the beginning is no guarantee of future success; if you use the cash infusion unwisely, you will still lose the game. Make sure that whatever you do with your cash that you will be making a good profit. The money could also be used to buy a larger facility, such as a steel mill or other major production, but there may be a better way to do that listed below. The fuel and train engine bonus would not help quite as much in the short-term as a beginning prospect.

This bonus would be best to use if you have a good starting position; for instance, a lot of orchards just a short way from Vienna, where you can buy a distillery and make pro- duce shipments in order to earn money quickly. When you have thirty to forty trains, you are essentially getting six to eight engines free with the discount, and the fuel costs will be helped downward.

This is one of the better long-term bonuses, though there are other good ones too. For industry and construction, the industrial bonus is very helpful.

I took this example of a steel mill and a tool and die factory be- cause you can turn one unit of coal and one unit of iron into two units of steel in the mill, and next produce two units of goods at your tool and die factory. Not to mention that your steel mill produces 10 units of steel per year.

It's a very lucrative vector in this map and it bears very close examination. As long as the steel is getting bought and shipped by either you or the Tycoonatrons, it is a very worthy invest- ment due to how cheap iron and coal are in this map. Anyway, back to the bonuses. Construction would not be a bad idea either, as you have to build all the way from one side of the map to the other.

Just make sure that if you choose this bonus that you need to be able to make good decisions about where you put your track. For "Artistic", this is the one bonus which seems most useless. Therefore, I will attempt to rank these bonuses for long-term suc- cess. If there are issues you may have with your starting position in your map, then you may want to adjust your strategy accordingly -- or just ask for a map reload.

My choices for best bonuses: You really can't go wrong with either the industry investment or the access rights, I think. It just means that you have to adjust your strategies accordingly. The industry investment I value a bit higher though because they can come into play much quicker and give you a lar- ger bonus earlier. Don't underestimate the money you might make if you are able to access territories far sooner though, as Bucharest and Con- stanta can be absolute gold mines if you get to them early enough.

If you are horribly concerned with your train speed, feel free to pick option 2. Just be warned though that I have a method below that you can get off to a good start carrying passengers in this map with just Stirlings, and the scenario can offer two trains that are far better than the Stirling at later points in the map.

Don't worry if you think you botched your bonus Right when you organize your company you will be expected to choose one of the four paths above. Armed with the infor- mation above, you'll know which one will work for you best. There are just way too many needs for your money, and the company as well as your character can perform stock buybacks or buy- ins as things go better.

Even if you feel that you capitalized too much in the beginning, you can always use some of the excess to buy back stock. In the early going, you can set up routes to first move passengers and then to move cargo, or just to move cargo. I have a strategy out- lined below for moving passengers but it is also dependent on your a- bility to purchase trains to dedicate to passenger traffic.

In the beginning, especially if you decide to partake in industry investment, you may not be able to dedicate these trains. For my gold-medal game, I found that Vienna was just north of a ser- ies of five orchards that were also east of Szombathely.

Then I just shipped fruit to vienna to begin with. Following this, I floated a bond to connect to Szombathely proper and then to connect to Bratislava and to Zalaegerszeg. An alternate likely strategy requires Szombathely to have a paper mill. In every game that I have started, Vienna had at least one ware- house which provided 1 unit of pulpwood per year. This pulpwood can be shipped to Szombathely to a decent profit, and hopefully Vienna is pro- ducing enough pulpwood to keep the mill running and hopefully profit- able.

At this point, I pursued passenger traffic, and came up with the this strategy: Keeping a track speed of greater than thirty miles per hour requires you to not only buy Stirlings, as nothing else will possibly match the speed, but you can- not overload them.

Passenger trains also have to be scheduled very del- icately, as time spent either at the maintenance shed or at the water tower with passengers is time spent at zero miles per hour.

Any break- down or crash will decimate your averages to boot. Therefore, the rules for passenger trains are as follows: These trains will block your tracks and they will stop your expresses if you have the mis- fortune of having your older trains break down in front of your ex- presses.

That's a lot of hassle for passenger routes already, isn't it? Guess what, there's also more. The above rules will keep you to a silver- medal level, above 20MPH comfortably. In order to achieve gold-medal service, you also have to learn how to schedule your trains.

Here's my recommendation for station scheduling from vienna to Bratislava short-length passenger routes: City 1 0 Cars 4. Maintenance Shed 0 cars, caboose optional 5. Water Tower 0 Cars, caboose optional Longer routes, such as Vienna to Zagreb, may look like this: City 2 0 Cars 3.

Mainenance Shed near City 2 0 cars 4. Water Tower near City 2 0 cars 5. City 1 0 Cars 7. Maintenance Shed near City 1 [0 cars, caboose optional] 8. Water Tower near City 1 0 Cars, caboose optional On longer routes, you will have to face the fact that your trains will need to have stops along the way, with passengers, at water tow- ers.

Feel free to repeat any of the above as well. The point here is that you're trying to get your trains to be maintained WITHOUT passengers waiting and even refilled with water and sand WITHOUT passengers wait- ing. In the early going, before newer and better trains can be found see the sections on the Orca and the 2-D-2 belowthis is the only way to keep your speeds above 30MPH, and this schedule will NOT pre- serve your speed from multiple train breakdowns.

One suggestion is to save your game and run your engine with a caboose and a dining car to get a rough estimate of how far it can go on one refill of water.

Once you find out, you can restart your game and you have the proper information, and you can also restart if you realize that adjustments need to be made. The estimates above were tested in my own game, and the number of passenger routes was kept to possibly four total through about You HAVE to run a passenger train at least once though, as you need to have at least one load of passengers or mail move faster than 30MPH in order to satisfy the average speed restriction.

If you avoid ex- press traffic altogether, your average speed will be zero.

railroad tycoon 3 industry tips

Personal net worth is one of the gold-medal restrictions too, so make sure that it's not ignored as you go forward. In my own personal walkthrough, my next connection was to Varazdin. If a computer tycoon has built into Varazdin, they will typically own a small and bad company which has connected only Varazdin to Zagreb.

Connect to his track anyhow and feel free to still go forward with the next plan below. At Varazdin, industries may be a bit different. If Zagreb is getting wool and has a textile mill, then clothing will be available.

Clothing is a decent cargo and you can get some profits from it. Likely, there will be at least one iron mine around Zagreb as well as one coal mine. Additionally, there will also likely be a meat packing plant in Zagreb or Varazdin, or even a logging camp or two. Therefore, you have a lot of options as far as industry investment goes.

You can attempt to buy into one of the profitable companies provided the cost is not too high even BEFORE you get into Varazdinyou may find a supply such as a cattle or dairy farm that you could invest in, or you could even build your own facility.

A tool and die will only process three steel per year without an upgrade, but it will still make a tidy profit. Make sure that if you do buy a steel mill that there are enough buyers for your product.

You may be looking at your mill and seeing that it produces 10 or 11 units of steel per year, and therefore earn- ing a large profit for the time being. But if the local tool and die facilities all fill up with enough steel, then you will have to find other buyers to keep your prices up. Goods, on the other hand, have a lot of buyers and it takes a lot of goods in order for the market to move even a bit due to the Tycoonatrons. As far as these two facilities go, the lumber mill produces five units per year while the paper mill handles three.

Don't worry if you are floating a lot of bonds at this point as long as your facilites are profitable. In the early going, floating bonds to purchase well- supplied facilities or well-transported supply commodities is worth the risk as guaranteed income will keep your stock prices high, enable you to set a dividend albeit small and keep your credit rating high so that the cost of your capital is cheaper.

Make sure that your character is buying into your company and others if they look profit- able as well as making sure that your company can buy back when it has the chance. Connect into a town when you know that the goods you are producing are demanded in the town.

You can find this out by clicking on the station which supplies the goods and click on the good in ques- tion. Just like your companies need to be profitable, so do your trains.

As with other games, there will be a number of special messages pop- ping up throughout. The first is a rather important one about Jules Verne, saying that you need to connect to Zagreb for further informa- tion. When you connect to Zagreb, you will find out that monks in Chisinau can provide you with engineering information, and the price is that Chisinau has to be connected with three loads of beef shipped there. Put that info aside, you can't act on it yet.

The next message consists of a Serb national telling you that he wants you to make a statement about their government. The first box is just a box, but the next box comes with a decision. My opinion is no, as my strategy in- cludes Romania and Russia, and therefore could also include Bulgaria.

As a matter of fact, you may be able to avoid Serbia altogether. Accessing Serbia early does give you the opportunity to connect to Belgrade, but unless you are able to find amazingly good prices for your cargoes in the rest of Serbia, then don't bother.

As I am al- ways looking for ways to keep my speeds up, I choose yes. Don't worry about the 'clubs being illegal' part, I've never had any consequences. Lotsa stuff, and we've only made it to about six towns so far! The best part is that once you get the above things all straight, your com- pany should be pretty lucrative. It may take until or so, but re- member Chisinau and the offer of technology?

You should also be able to find a meat packing plant already producing near where Chis- inau is. You do NOT have to connect Chisinau to Vienna or any other track you may have; you can build track anywhere you want in this map!

It's an engine that seriously looks like a killer whale or orca, really and it moves FAST. It can take four cars at MPH as well as take hills relatively decently. If you're under 30MPH for your speed, changing out all of your express engines with Orcas should raise your speed above 30MPH without too many problems.

If, however, you are under 25MPH for average speed, you will likely have a problem in rais- sing your average, especially if you've already hauled around 50 or so express cars.

The Orca is even cheaper than your Consolidations, so you may find advantage in retiring your Consolidation trains as well. The Orca will also enable you to allow for less trains on your track as they are so fast that using them for cargo routes may drain all of the available cargoes in certain locations. Once you have Russia finished for the time being, you can focus on either more of Russia as there are more than a few towns in the Chis- inau area or you can refocus your attention on Austria.

Pay attention to your net worth too! If you haven't built a steel mill yet, you may want to give good thought to doing so soon. Of course, Belgrade has a steel mill, and so does Chernivsti, but Chernivsti is on the wrong side of the Carpa- thians.

My experience is that the steel mill may not be immediately supplied however, so just be patient with it as prices realign. It may require yet more bonds so hopefully your credit can take the hit. To offer an illustration of my company's health, at about or so I built my steel mill in Zagreb.

I can definitely tell you though that the steel mill alone was able to cover this interest and also to give me a profit on my liabilities, which makes the steel mill a very useful building to have.

The major conclusion to take from the above illustration is that it is okay to have a large long-term debt as long as you are definitely aware of and can handle the interest payments. The scenario lasts for thirty-five years, which means that older bonds will come up for repay- ment, but since those will likely have the highest interest rates you will probably pay them off first regardless. Of course, be sure to expand your track as necessary throughout the territories you control, Austria and Russia.

I would suggest buying into Romania when you can and hopefully somewhere beforebecause Constanta and Bucharest are very lucrative towns and these will enable your connections in Russia to become far more lucrative, and obviously provide you more opportunities to invest and earn money.

Besides, don't forget about the eastern parts of Austria-Hungary. Use the station dialogue box in towns which have good supplies such as Zagreb and Vienna to find out if connecting eastern Austria is worth the costs.

You may not see huge prices throughout, but there's still some time to create production facilities too, and making money through industry can be just as lucrative as expensive train routes.

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