hide results

    FAQ/Strategy Guide by SimuLord

    Version: 1.11 | Updated: 05/19/00 | Search Guide | Bookmark Guide

                               RAILROAD TYCOON II FAQ/GUIDE
                     by Dennis L. "Fox" Doucette(rocketshow@hotmail.com)
                                      Version 1.11
                                     May 19, 2000
    This FAQ is Copyright 2000 by Dennis L. Doucette.  It is licensed free of any
    and all monetary charges to GameFAQs (http://www.gamefaqs.com) and The Rocket
    Show (http://www.angelfire.com/ma2/rocketshow).  Anyone else who wishes to use
    it may do so under the following conditions:
    1. The FAQ is not altered in any way, shape, or form, electronically or
    2. The latest version of the FAQ is always posted within a week of its initial
    release on the abovementioned "free and clear" sites (the best way to find
    this out is to look on the GameFAQs "What's New" section, as that date is the
    "official" reference point for purposes of this notice).
    3. The author is paid the sum of ten cents (US$0.10) for each occurrence of
    the page being viewed (determination of number of pageviews being the
    responsibility of the party using the FAQ).  Payment by foreign-based sites
    MUST be converted to U.S. Dollars.
    4. The author is supplied with access to CGI code which counts the number of
    pageviews (to deter fraud and enforce the provisions of this notice), and such
    code must NOT be altered in any way from how it appears on the site on which
    the site is posted.
    5. If the FAQ appears on a page or in a frameset containing any sort of
    affiliate banner (which shall be defined as a banner placed on a page, the
    clicking on which causes the page owner to receive any manner of monetary
    compensation i.e. "cash-for-clicks" programs), then the author of this FAQ
    shall be entitled to a 20% portion of all revenues received for clicks
    stemming from the page(s) on which this FAQ is placed.
    6. If the source of the "Cash-for-click" cannot be determined (e.g. if it is
    in a frameset, the URL of the page containing the banner is separate from the
    URL of the page containing the FAQ), then the author of the FAQ shall be
    entitled to 1% of all revenues from clicks on that banner throughout the Web
    site(s) of the page owner.
    7. The FAQ author reserves the right to take legal action against those who
    violate these terms and conditions, including anyone who fails to update this
    FAQ from its previously licensed form.  All permissions for use of this FAQ in
    versions prior to but not including Version 1.11 are hereby revoked.
    If these terms are too labyrinthine or excessive for you, then don't ask me if
    you can use my FAQ.  It's provided for free to GameFAQs in recognition of that
    site's outstanding commitment to maintaining the intellectual property rights
    of its contributors and because I derive a tremendous amount of useful
    information from the efforts of its contributors.  The Rocket Show is my site,
    and it would be mightily difficult to develop an accounting system by which I
    write checks to myself to pay me for things I've used.
    1.  Revision History
    2.  What Is RRT2?
    3.  The Basics---Fundamentals for Intelligent Play
        A. Passengers Are Your Friends
        B. Deliver The Goods
        C. The Indus-Tree Bears Fruit
        D. Crash Burn
        E. Be the Prophet of Profit
        F. Middle Management That Actually Does Its Job!
        G. Get the Urge to Merge (no, not like THAT!)
    4.  Who Makes What?
        A. Notes on the Industrial Difficulty Model
        B. Industry Input/Output Notes
        C. Raw Material Producers
        D. Raw Material Consumers (Require Raw Materials to Produce A Product)
        E. Towns and Cities---Special Demands for the People
    5.  Finance For Dummies
        A. Notes on the Financial Model
        B. Beware of Your Opponents, No Matter How Dumb They Look
    6.  Enrich Your World
        A. Grow Your Cities
        B. Grow Your Railroad
        C. Grow Your Net Worth
        D. Grow Your Fun Factor (that IS why you play sims, after all!)
    7.  The Managers
        A. Notes on How This Data Was Compiled
        B. Complete Managers List
    8.  The Trains
        A. Notes on Train Specs
        B. List of Train Car Weights
        C. Complete Train List
    9.  The Scenarios
        A. Britain
        B. California
        C. Central Europe
        D. China
        E. Eastern USA
        F. Korea
        G. Scandinavia
        H. South America
        I. Southern USA
        J. The Mediterranean
        K. United States
        L. Western USA
    10. The Campaign
        A. Notes on the Campaign Game
        B. The Iron Seed
        C. Handle on the Breadbasket
        D. Bridging a Nation
        E. Silver Booms and the Market Busts
        F. Whistle Stops and Promises
        G. Crossing the Great Divide
        H. Birth of the Iron Horse
        I. Excess on the Orient Express
        J. Knitting with Iron
        K. Next Stop the 20th Century
        L. The Brenner Pass
        M. When Walls Come Down
        N. Croissants or Crumpets
        O. The Samurai Rides an Iron Horse
        P. Which Way to the Coast?
        Q. The People's Train
        R. Dilemma Down Under
        S. Cape to Cairo
    11. Coming Distractions/Updates/Ringing Endorsements
    Version 1.0 (3/21/00)---This is my first FAQ (oh goody!)...I noticed that
    gamefaqs.com didn't have one, so "Here I Come To Save The Day!"
    Version 1.1 (4/14/00)---I have no way of knowing whether or not my "Managers"
    section is complete, but I played the game for about two hours hiring new
    managers over and over again to try and compile a list.  I sure hope it worked
    because it was FRUSTRATING.  I've also added some spiffy new notes to the
    campaign game section along the same lines as the "scenario" notes.
    Version 1.11 (5/19/00)--Added my New Copyright Rules to the top of the FAQ.
    Webmasters with a license to use earlier versions are advised to read it and
    contact me about acceptance of these new FAQs, since I will be coming after
    you with an unholy vengeance if I find out that the notice has been violated.
    STILL TO DO:  The ECLS (Exhaustively Complete Locomotive Speedometer) is
    coming in the next update (version 2.0).  I finally decided to just go ahead
    and build the giant matrix, but as you'd expect, it's taking a LOT of time to
    compile.  I just hope those environmentalists who chain themselves to trees
    won't come to my house and beat me with a stick for all the notebook paper
    that has been sacrificed for this cause.
    |2. WHAT IS RRT2?|
    RRT2 (Railroad Tycoon II) is the latest "management sim" to come out for the
    PlayStation game console, having been released in February of 2000.  It is
    very similar to the old "Aerobiz" series for the Super Nintendo from a few
    years back in that the player takes the role of the head of a company and
    through shrewd management tries to defeat his rivals in a good old-fashioned
    corporate smackdown.  It is NOT an action game, and if you want an action game
    then go play Syphon Filter or Resident Evil...just leave us simgamers alone.
    We've already taken quite enough abuse from the people who tell us that our
    games are boring and nothing ever happens...but I digress...
    Of course, the object of the game is not JUST to build the biggest or the most
    profitable railroad.  You also have to build a high personal net worth through
    ruthless exploitation of the stock market.  In many scenarios, you have to
    connect certain cities (like St. Louis to Sacramento, for example) and haul a
    certain number of carloads of cargo between them.  It's not just about the
    business (unlike Aerobiz)...it's a complete immersion into the world of the
    rail baron.  From the earliest steam locomotives to the superfast bullet
    trains of today, you'll be challenged every step of the way.
    There are certain things you need to know before you start any scenario in
    this game.  These are the most basic rules (some of them are touched on in the
    manual, others require a bit of explanation, so bear with me), and if not
    followed, you'll be lucky to find a job shoveling coal.
    Prior to about 1915 (when the widespread use of the automobile totally tanks
    your passenger supply), most towns produce either 0.5 or 0.6 passengers per
    house per year.  In addition, a carload of the little buggers only weighs ten
    tons, so you could haul four carloads plus a dining car with almost any train
    on almost any grade and make great time which leads to speedy bonuses which
    leads to station enhancements which leads to more money which leads to higher
    stock prices which leads to higher net worth and book value which leads to you
    winning more gold medals than Mark Spitz, Carl Lewis, and Jesse Owens put 
    together.  You should definitely have at least one long-distance passenger
    route per scenario (like New York to Chicago in the Eastern USA scenario).  In
    fact, you should have as many as you can afford or your track network can
    In any scenario, but especially in the later ones like "Dilemma Down Under",
    you can't rely on passengers to provide the bulk of your income.  The routes
    are still very lucrative, but the passenger supplies are so low that only your
    long-distance routes between the ultra-major cities will even produce enough
    supply to keep your trains from spending all their time empty in the stations.
    You've got to go out there and build routes from the iron and coal mines to
    the steel mills.  You've got to get the wool and cotton to the textile mills.
    You're building national economies, dammit!  And national economies are not
    built on tourism alone unless the nation in question is Tahiti.  In order to
    make your cities grow, you've got to service all of their industries and also
    service their people.  This means hauling stuff like food and milk and lumber
    and paper into cities and hauling their industrial products to places where
    they're demanded.  The cities will grow, produce more resources, and add more
    houses so that you can continue to build large, profitable passenger routes.
    With the Expert industry level activated, a new and interesting possibility
    opens up for your railroad business to make even more money.  Instead of just
    hauling iron and coal over to the steel mill in the city you're trying to
    develop, you can buy the steel mill and the iron ore mine and the coal mine.
    Before you buy, the business will have a profitability rating from "poor" on
    up to "gushing cash"...and once you purchase, a specific figure will appear.
    The figure is based on whether or not you're supplying the industry with
    everything it needs and delivering all of its cargo to places which demand the
    cargo produced (in our "steel mill" example, the steel mill would make money
    if plenty of iron and coal were delivered, and all the steel produced was
    taken to cities with tool and die factories or (before about 1940) canneries.
    Not only that, but if the tool and die factory's goods (made with the steel)
    were all delivered to a town or city, then you could buy the tool and die
    factory and control the entire goods-production line from raw materials on up.
    (Remember, J.D. Rockefeller didn't just make his fortune in oil refining; he
    owned the oilfields and the gas stations as well!)
    |3D. CRASH BURN|
    A great Blues Traveler song, an even greater reason why you should keep your
    eyes glued to the Train List screen (not literally unless you want to look
    really stupid!)  Trains have something called a "Breakdown Risk" which ties in
    to factors like the train's age and its reliability rating (more on this in
    "The Trains" (chapter 8).  In the worst-case scenario, a train with a high
    breakdown risk will crash and burn, forcing you to buy a new train and pretty
    much making the government of the country in which the crash occurs totally
    irate at your incompetence, which leads to lower goodwill which leads to more
    expensive rights fees in places you haven't gained access to yet, and also
    (so I've heard) leads to your rivals getting lucrative government contracts in
    some scenarios (this has never actually happened to me but the manual strongly
    implies this).
    If your trains don't fall off the rails, there remains the very real chance
    that your older locomotives will turn into the Little Engine That Didn't Feel
    Like It.  Seriously, breakdowns aren't quite as bad as train crashes, but
    they're pretty close.  For starters, your cargo is pretty much wasted because
    can you imagine if someone delivered milk to your town from Wisconsin and it
    had been out on the tracks for days?  In addition, the broken train clogs up
    the tracks so that other trains have trouble getting by...especially annoying
    if a six-car food train breaks down near London or Chicago and none of your
    million-dollar passenger trains can get by (I can't stress it enough!  In the
    19th century when trains have crappy acceleration, a clear track is EVERYTHING
    and then some!)  The bottom line?  Replace your trains before they get old...
    I usually use five percent breakdown risk as my personal guideline.
    How do you make your trains last longer?  Either add a caboose (which raises
    your train's safety rating) or don't make trains haul unreasonable amounts of
    cargo.  Sure, that train with 3 iron cars and 3 coal cars may make your steel
    mill into an Andrew Carnegie Fortress Of Cash, but the train is going to
    suffer...imagine running the Iditarod with only one sled dog!  The better
    method would be to create two trains each carrying 150 tons of cargo, or (even
    better) 3 trains carrying one coal and one iron each.  Sure, they might run
    into traffic near the destination city, but it's worth it in terms of the fact
    that they'll get there much faster and be able to get back up to speed in a
    hurry once the track clears out.  Not only that, but they'll last a lot longer
    (my experiments showed they last as much as 75% longer before they start to
    break down regularly.)
    Forget what the scenario's win condition says about your company or your
    personal financial situation.  Dr. Fox's blanket cure for what ails your
    finances is to create a company whose profits rise each and every year.  To do
    this, you really need to restrain yourself in the early going, following a
    planned procedure of slower growth during boom times and faster growth during
    recessions.  Why the complete reversal of common sense?  Well, it has to do
    with the way the game prices stocks.  Earnings per share is EVERYTHING no
    matter what the economy is doing.  For that reason, when your existing routes
    are providing more and more revenue, that's enough to sustain a growth cycle
    during a time of rising stock prices.  However, when the economy goes south,
    you're going to need some cash reserves to embark on a program of aggressive
    expansion to keep your earnings up.  You can't cheat by buying back stock
    (well, you CAN, but it's like borrowing money from the Gambino family---
    eventually you're going to get taken for a ride.)  You also would be very ill-
    advised to try and use your personal cash reserves to float your company: this
    is not just dumb, it's downright retarded, because not only will the company's
    stock price remain compliant with the game-imposed "Earnings Per Share is God"
    rule, you'll lose more of your own money as the price resets itself.  Just
    grow gradually, and don't be too terribly concerned with speed unless your
    scenario's goal is running on some kind of restricted time limit (say, you
    only get 11 years if you want to win gold) or your map is so large that you
    can expand ad infinitum...like the "United States" scenario or anything in
    the campaign game involving Australia or Central/Eastern Europe.
    One of the neat features of running a company in this game is the ability to
    hire managers, each of whom brings his own individual management style in the
    form of bonuses to your company's revenues, boosted train speeds, or increased
    train safety.  The managers are based on historical figures in the annals of
    railroading, and the bonuses (or penalties, and there are penalties in the
    form of "trade-offs" between one bonus and another) they bring to the table
    allow you a measure of customization in how you go about achieving your goals,
    or even what goals you set.  If you have a manager who increases your
    passenger revenue, then you can build your company into a passenger-hauling
    behemoth, while if you have a manager who increases your train speeds, you can
    translate that into greater load-hauling capacity and become a solid freight
    line.  Or you can mix and match.  Usually (but not always) you get what you
    pay for, and higher-priced managers are better than lower-priced.  The most
    significant exception to this rule is a guy named Thomas Crampton.  For the
    Wal-Mart bargain basement price of only $4,000 a year (and a $2,000 signing
    bonus---an absolute pittance), you get a 15% boost in speed for all of your
    steam locomotives.  As if that weren't enough, you get an across-the-board
    increase of 10% in your trains' acceleration rate. The trade-off is a 10%
    higher cost for track maintenance, but with your trains moving MUCH faster
    (the increase is even more noticeable in the early days of railroading between
    1830 and 1860 when locomotives are extremely slow otherwise), the cost of
    track maintenance shouldn't be an issue.  Besides, except on the largest of
    railroad networks, track maintenance costs are low enough as to be considered
    insignificant.  See Chapter 7 for a complete list of managers with their
    salaries and relevant bonuses.
    Get your mind out of the gutter.  I'm talking about mergers and acquisitions,
    THE single greatest way to make sure your personal net worth remains the
    highest.  Not only that, but you can do an equally dandy job tanking the Hell
    out of your opponents' net worth as well.
    It works like this.  If you've got a company that's an absolute cash cow and
    can afford to pay decent enough dividends to chunk up your net worth while
    maintaining a large cash growth for expansion and merger costs, then set your
    dividend at as high a level as your growth goals will allow, use the proceeds
    with your player to buy into the computer's companies (with prime focus on
    merger targets and stock in other companies that pay good dividends), setting
    up a merger.  Then, with your company's own money, offer as high a merger
    price as possible (because your player will have to recoup the investment in
    order to make it worth your while), and take over your rival!  You'll get all
    your rival's track, all of his stations, all of his trains...and all of his
    company's assets (which usually don't total out to as much as you pay for them
    but that's not the point).  Then, with your player, gradually invest that
    money in your own company, or in another company for another merger...just
    remember to do it gradually so you don't overinflate anyone's stock price and
    cause your net worth to drop like it fell over the Titanic with a cinderblock
    tied to its ankle.
    Some people say you should only apply this strategy if the scenario's winning
    condition dictates that you should be the sole surviving railroad.  I say
    balderdash.  I mean, the whole point of playing business sims is to be able
    to do all those really wild Gordon Gekko in "Wall Street" things that you'd
    never have the money to do in real life unless your name is Ted Turner or Bill
    Gates, so GO FOR IT!  It's a game, it's supposed to be fun!
    |4. WHO MAKES WHAT?|
    In later revisions, I'm going to update this section once I finish my
    experiments to determine exactly when new types of industry are built or
    existing industries stop accepting certain types of goods (for example, you're
    not allowed to deliver iron to a tool and die factory after December of 1877--
    the factories only want steel and/or aluminum, so you have to start sending
    the iron to a steel mill.  I'll eventually come up with a complete list.)
    The programmers of this game did a really nice job of creating a system of
    difficulty levels that increases gradually enough that the novice gamer can
    play around on the Basic level without becoming overwhelmed by the step up to
    Advanced, and the veteran gamer can move up to Expert without becoming bored
    with a system that's too simple.  I think it was a well-orchestrated
    compromise between creating a realistic sim and creating a sim that's too hard
    to figure out.
    In the Basic industrial model, all industries produce cargo all the time
    whether or not you've supplied them with the raw materials they need.  An
    aluminum mill will produce aluminum whether you send it bauxite or not...a
    steel mill will produce steel whether or not it has iron and coal.  Of course,
    sending the necessary supplies will only increase production, so in theory
    you could certainly create a steel mill that's absolutely bulging at the walls
    with the stuff.  I don't much like the Basic industrial model, if only because
    it has the unique problem of requring too many trains!  Take your pick...
    economic stagnation or traffic congestion?  You COULD leave that cargo sitting
    idle, but the same rules apply about city growth in the basic level as in the
    more advanced levels, so you're not doing yourself any favors.  Hard as it may
    be to believe, the Advanced level is easier...read the next paragraph for an
    explanation as to why this is so.
    In the Advanced industrial model, industries only produce cargo if they are
    supplied with the prerequisite raw materials.  As the manual points out, a
    steel mill will only produce steel if it is supplied with iron and coal.  A
    cannery will only produce cans of food if it is supplied with produce (the
    food) and steel or aluminum (to make the cans out of).  As for the explanation
    on why this seemingly complicated process is easier?
    Well, you can create the entire supply line with one train.  Let's do a quick
    walkthrough on how you can turn iron and coal into goods for a city (a fairly
    common process).  You'll need to find a place where an iron mine and a coal
    mine are close enough together to be served by one station (and they tend to
    appear together so this won't be a problem).  The Midlands of England in the
    Britain scenario are perfect for just such a station.
    Start by building a station big enough to house the iron and coal mines.  Put
    another station in a city with a steel mill, another one in a place with a
    tool and die factory, and another one in a city with more than four houses (so
    it will demand goods).  Ideally, the city demanding the goods will be fairly
    close to the mining station so the route will form a complete lap.
    Now buy a train.  Good trains for this exercise are the 2-8-0 Consolidation or
    2-6-0 Camelback, because they have good load hauling capacity and good grade
    tolerance.  Run the train with two irons and two coals from the mines (make
    absolutely sure both cargos are available by setting the "traffic light" to
    red, because delivering one but not the other ruins the whole thing) to the
    steel mill city.  Two iron plus two coal makes four steel.  Run a four-car
    steel train from the steel city to the tool and die factory city.  Continue on
    with a four-car goods train, and if you like, run the last leg of the trip 
    past a city near the mines, stopping to drop off some passengers or mail or
    something.  It's not really important that last step, just a way to make a bit
    more money off the run.
    It sounds complicated, but believe me, once you've done it once or twice, you
    will find that the Advanced industry model is a lot more intuitive and leads
    to larger and more productive cities than even the Basic model.
    The Expert industry model is identical to the Advanced model in most ways with
    a couple of exceptions.  First, in the Expert model, you're allowed to buy the
    industries (it's the only model which lets you do this, for a primer on how,
    see section 3C).  Also, you'll have to exercise a certain amount of restraint
    in how much "flooding" (delivering all your cargo to the same place) you do.
    If you send too many shipments of the same thing to the same city, the level
    of demand drops and you won't make as much money off the whole enterprise.  My
    experiments showed, however, that this isn't really a major issue in the
    largest cities because demand tends to regenerate in direct proportion to the
    size of the cities and the efficiency with which you service the local
    industrial base.  In other words, demand for finished products tends to stay
    constantly high in large cities (you'd figure, what with all those consumers),
    and if all of your industrial output is being delivered (like the "goods"
    example from the last discussion), then the demand for the raw materials will
    stay high as the industries try to slake their thirst for customers and extra
    profits.  The campaign game tends to operate almost exclusively on the Expert
    level...so it helps to practice your techniques in some of the easier Scenario
    Note that in some of these industries, I've tried to list the approximate
    dates when things start to change (in the Houses "industry" this has proven
    particularly nightmarish because every scenario is different)...so if you need
    to know the specifics of what something demands or is producing, then move the
    pointer over it and press the circle button.  All the data I've compiled here
    was acquired by that method.
    (All numerical figures are per unit per year)
    |Bauxite Mine     |Bauxite          |2.0     |-----------|-------|
    |Cattle Yard      |Cattle           |3.0     |Grain      |+50%   |
    |Chemical Plant   |Chemical         |2.0     |-----------|-------|
    |Coal Mine        |Coal             |2.0     |-----------|-------|
    |Coffee Farm      |Coffee           |2.0     |Fertilizer |+50%   |
    |Cotton Farm      |Cotton           |2.0     |Fertilizer |+50%   |
    |Dairy Farm       |Milk             |2.0     |Grain      |+50%   |
    |Grain Silo       |Grain            |2.0     |Fertilizer |+50%   |
    |Gravel Pit       |Gravel           |2.0     |-----------|-------|
    |Houses           |Passengers**/Mail|0.5/0.1 |-----------|-------|
    |Logging Camp     |Logs/Pulpwood    |2.0/1.0 |-----------|-------|
    |Oil Well         |Oil              |3.0     |-----------|-------|
    |Produce Orchard  |Produce          |2.0     |Fertilizer |+25%   |
    |Rubber Farm      |Rubber           |2.0     |Fertilizer |+25%   |
    |Sheep Farm       |Wool             |2.0     |Grain      |+50%   |
    |Sugar Farm       |Sugar            |3.0     |Fertilizer |+25%   |
    |Uranium Mine     |Uranium          |2.0     |-----------|-------|
    Note that Ports are also producers of raw materials, which ones is puerly a
    matter of the map and the time period...it would be completely futile to list
    them all, but suffice to say that if an industry demands something that can't
    be found on the map, it's probably in a port somewhere (the American tire/auto
    industry is a prime example...all the rubber for the tires comes from the port
    *Effect:  Some raw material producers demand fertilizer (to fertilize the
    fields) or grain (to feed the animals).  The Effect of supplying a farm with
    the given product is shown as a percentage increase in production.
    **Houses produce different amounts of passengers depending on the country and
    the time period chosen.  In Europe before the advent of the automobile, houses
    produce 0.6 passengers per house per year, and in the 21st century in America,
    passenger totals fall all the way down to 0.1 per house per year.
    Note that some industries will take different kinds of goods and turn them
    into the same thing (like a bakery doesn't care what you send it, it will
    make food out of grain or sugar), while other industries require more than
    one kind of cargo in order to produce a final product (you can't make steel
    without both iron AND coal).  Take note of this, as it will help determine
    where you decide to run your trains.
    |INDUSTRY                  |DEMANDS                      |   PRODUCES   |
    |Aluminum Mill             |Bauxite                      |Aluminum      |
    |Automotive Plant          |Tires and Steel              |Automobiles   |
    |Bakery                    |Grain or Sugar               |Food          |
    |Cannery*                  |Produce or Coffee            |Food          |
    |                          |and Steel or Aluminum        |              |
    |Cement Plant              |Gravel                       |Cement        |
    |Dairy Processor           |Milk                         |Food          |
    |Electric Plant***         |Coal or Diesel               |Waste         |
    |Fertilizer Plant          |Chemicals                    |Fertilizer    |
    |Landfill                  |Waste                        |Nothing       |
    |Lumber Mill               |Logs                         |Lumber        |
    |Meat Packing Plant        |Cattle                       |Food          |
    |Nuclear Power Plant***    |Uranium                      |Waste         |
    |Oil Refinery              |Oil                          |Diesel        |
    |Paper Mill                |Pulpwood                     |Paper         |
    |Steel Mill                |Iron and Coal                |Steel         |
    |Textile Mill              |Cotton or Wool               |Goods         |
    |Tire Factory              |Rubber                       |Tires         |
    |Tool And Die Factory**    |Iron or Steel or Aluminum    |Goods         |
    *-After a certain date (I haven't figured out exactly when), Canneries stop
    accepting steel.
    **-Tool and Die Factories don't accept Iron after 1877.
    ***-Before a certain date (again, I haven't figured out exactly when),
    Electric Plants and Nuclear Power Plants don't ship out their waste.  I
    presume they just dump it in the river or something...
    A Town is defined as four to seven houses within the operating range (the
    highlighted area when you pass the pointer over it) of a station.  A City is
    defined as eight or more houses within the range of a station.  Towns and
    Cities have ever-changing demands and needs, usually becoming more basic as
    time goes on.
    A Town demands Passengers, Mail, Lumber, Food, Goods, and Milk.  Note that
    before a certain date towns demand Coffee and Produce, but after the 1879 you
    have to ship these items to a cannery.  In addition, starting in the early
    20th century, you have to ship milk to a Dairy Processor, where you can make
    it into food you can ship to a town.
    A City demands everything that a town does, and also demands Automobiles,
    Cement, Paper, and (before 1911 when you have to ship these items to an
    Electric Plant or Oil Refinery) Coal and Oil.  Cities are infamous for
    becoming choked with rail traffic as you try to get all the raw materials from
    your industries to the cities.  However, with care and practice, you can turn
    a Town into a City because they keep adding houses if their needs are met...
    and thus create whole new markets for your products (to say nothing of the
    extra passenger income)!
    If you're going to be building giant railroad empires and even bigger personal
    fortunes, it helps to know the workings of the game's Financial model.  The
    changes in this case aren't quite as sharp as in the Industrial model (upping
    the level doesn't mean you're going to revolutionize your gameplay or anything
    like that), and are more a matter of difficulty.
    In the Basic level, you can only buy stock in your own company, and, well...if
    that doesn't give you an incentive to grow your company gradually to keep
    stock prices high...well, I don't know what else will.  The Basic model is for
    idiots and children, because even the greenest of sim gamers will want
    something with a little more interest.  The main advantage to the Basic model
    is that investors are very forgiving if the company's stock has an off year...
    whereas in the more advanced settings it seems like all the investors are on
    the Internet day trading...willing to dump a stock at the first sign of
    trouble.  For those of you who tend to fall asleep at the switch sometimes and
    get hypnotized by the network you've already built, you won't lose too much of
    your fortune, and what you do lose will be easily recovered.
    In the Advanced level, you can start investing in other companies and attempt
    mergers and the like (this might be available in the Basic level and I may
    just be screwing up the procedure or something).  As long as you maintain a
    large enough controlling interest in your own company that the opponents can't
    force you out of your seat as CEO, you can get into the other players'
    companies either with the dividend income from your own operations or with an
    eye towards getting a higher yield for your money after your own company has
    more or less peaked (and it happens to the best of us).
    I personally LOVE the Expert level, and you don't even have to be a Harvard
    MBA to understand the workings of it.  There are two neat features introduced
    with the Expert Mode, namely you can Buy on Margin and Sell Short, essentially
    using other people's money to finance your evil schemes.  Buying on Margin is
    the act of using your purchasing power (your cash plus one-half of the value
    of your stock portfolio) to purchase additional stock on credit, with which
    you hope to either make the cash back in dividend income or have the stock go
    so far up in value that your net worth is well on the plus side of zero.  The
    pitfall in this is that if your stocks go down, your purchasing power may fall
    below zero, prompting a margin call from your broker.  When this happens, you
    have to sell off enough stock to drive your purchasing power back ABOVE zero
    or else your broker will do it for you, and in the process he WILL bankrupt
    you because the stocks will plummet in value because so much is being sold in
    so little time (think Wall Street in October of 1929).  You can guard against
    this by keeping a large cash reserve in your company's coffers and buying up
    stock to keep the value high while your player sells his way out of the woods.
    If you're lucky and skilled, you might duck the bullet.  You can also bankrupt
    your enemies by noticing when their purchasing power is approaching zero and
    either issuing stock with your own company (careful, this DOES lower the stock
    price and can bite you on the butt) or selling your player's interest in the
    company in which your enemy owns the most stock, driving the price down and
    forcing a margin call to the computer player, bankrupting him, and getting him
    off your tail for the remainder of the contest.
    You can also "sell short", meaning you sell stock that isn't yours, basically
    borrowing those shares from your stockbroker.  The idea is that the stocks are
    overpriced and when they fall down, you can pick them up on the cheap and
    pocket the difference between the amount of cash you IMplicitly borrowed and
    the value of the stock you EXplicitly purchased.  On top of that, selling an
    opponent's company short can lead to merger opportunities as the price of that
    stock falls.  The risk, of course, is that you sell short a company which
    proceeds to skyrocket and your broker demands that you buy the stock...and if
    your purchasing power isn't high enough to make this happen, you may have to
    sell some other stocks you own, and...well, do the math.  You'll end up flat
    broke...or at least end up with a sliver of your former fortune.
    Your opponents aren't quite as dumb as they initially seem.  On the Expert
    financial level, they tend to do quite a bit of margin buying, I guess on the
    grounds that net worth is best accumulated early on when everything's in its
    initial growth phase and things are on the up and up.  Enemies are excellent
    bargain hunters, as they tend to get in on your company fairly early on (so
    don't miss your chance to get in on the ground floor with your own company),
    and tend to sell your company short at exactly the time your fortunes begin to
    slide a little bit.  It can be freakishly difficult to bankrupt them, and (as
    I learned in the "Birth of the Iron Horse" campaign scenario where the object
    was to merge with every other company) they know exactly when your player is
    on the ropes and choose exactly that time to push you over the edge and into
    bankruptcy.  Having a net worth of negative $3M when the object was to be $20M
    in the black...well, that was annoying to say the least.
    It gets worse.  Your computer opponents have some sort of ESP or something.  I
    am completely convinced that the AI knows something about the orientation of
    your track and which industries are in the range of your stations, and uses
    the information to construct sections of track between you and what you want,
    presumably so the enemy can make some money off your raw material supply or
    even (ack!) passenger routes.  I find that the best remedy for such puerile
    treachery is to make that company a merger target and go after them with a
    "Bruce Willis in Die Hard"-type zeal.  Beware of your opponents, and treat the
    business climate like war...because otherwise the biggest casualty will be you
    and your fortune.
    Following are some pointers on exactly the best way to use the Financial and
    Industrial models to your maximum advantage.  Some of these I've stated before
    and others of these may seem obvious, but I'm putting them all in one place
    for those of you who are printing this out and don't want to riffle through
    all the pages looking for a specific piece of data.  I've downloaded several
    FAQ's and have knocked myself halfway out looking through a printed copy of a
    300K text file (pages and pages of information) for what I wanted.  This is
    your all-purpose review, and there's some new stuff in here too.
    I've touched on, but never quite gone into depth on how the game decides which
    cities prosper and thrive and which cities go into the boneyard.  Some of it
    is pretty obvious:  Those cities that get all their needs met and all their
    cargoes delivered will prosper and thrive and those that are neglected will
    fall from prominence.  That part's simple.
    But how many of you actually remember to set up that route from the lumber
    mill to the town?  How many of you actually remember not only to set up the
    food route from the town with the bakery, but also remember that the town with
    the bakery itself demands food, preferably from out of town?  More important
    than that is that if you have a town (like Maidstone in Britain) that tends to
    have a steel mill and three houses, you should include a passenger car and/or
    a mail car on the steel train (odd, yes, but it does work) because the town of
    Maidstone may end up adding a fourth house and becoming a full-fledged supply
    house and demand center.  Houses are counted by the game as an industry unto
    themselves, after all.
    With cities it gets even hairier, because you've got to start delivering stuff
    like cars and cement and paper and coal/oil (before 1915)...some of which you
    may actually have to find in the sense that if your network has included only
    six-and-seven-house towns, you may have neglected to create an industry at the
    paper mill in a nearby city.  Once it becomes necessary to ship paper to
    cities, you have to be on the ball.  Furthermore, in many cases new industries
    will crop up right in the middle of a scenario (in the form of "A new type of
    building has been built for the first time near (city): Auto Plant") and you
    are then faced with meeting the demands of all the cities that want the new
    If you want to grow your cities, it's an arduous process that takes patience,
    and some would argue that on the larger maps it's a wild goose chase, but the
    point is to create something that gives you the sense that you've done
    something right.
    Now we come to the ultimate discussion of how to make the railroad you've got
    bigger and badder and more powerful.  For purposes of this discussion, I'm
    going to entirely ignore the effects of cities.  This is about trains on rails
    and pure locomotive power.
    For starters, in the early going, don't be afraid to go into debt in order to
    finance your first couple of routes.  Especially in the diesel/electric post-
    WWII era, you're going to be awfully hard-pressed to start a company with the
    meager amount of money you're given ($1.2M just isn't enough in 1950 and
    beyond...) so a little help from the Five Hundred Thousand Dollar Tooth Fairy
    will be pretty nice, especially since you can pay off said Tooth Fairy with
    the proceeds from your first mega-passenger route.
    If you want to expand aggressively, there's certainly a time and a place for
    that.  You all know my advice about growing your railroad gradually to ensure
    consistent earnings growth.  But later on, when barriers to hauling industrial
    products become less pronounced due to the advent of engines with solid grade
    capacities and load limits, you can start getting really interesting about it,
    growing industries that hitherto were too far away from the markets of their
    products to make their growth worthwhile (why grow a steel mill when the
    nearest tool and die factory is halfway across the map?)  With quality engines
    like the GP18 and E111 (in later years) or even the 2-8-0 Consolidation and
    2-6-0 Camelback (in the late 19th and early 20th centuries), you can get that
    steel from Point A to Point B without waiting for Hell C to Freeze Over D.
    That last tip also works wonders when you've connected all the major cities
    and are more or less at the limit of where passenger routes are profitable.
    Rather than sit at the mercy of passenger and mail prices or wait for George
    Pullman to apply for a manager's job (he brings to the table a 25% higher
    across-the-board passenger revenue), you can go out and haul iron and coal and
    food and milk and all the other stuff that may otherwise have sat in the field
    undelivered and unsold.
    I talk about the industrial model.  Everyone talks about the industrial model
    but nobody does anything about it.  Let me clarify this in one simple sentence
    right here:
    This offers the best compromise between passenger needs and industry needs,
    and even in later scenarios, you can borrow enough money to create at least
    one good-enough passenger route to get you through lean times.
    I've covered most of this already, but here it is in a convenient step-by-step
    format.  Note that this advice is more or less null and void if having a high
    personal net worth isn't a key winning condition for the scenario you're
    playing, because oftentimes those scenarios come with winning conditions that
    require you to build ultra-huge railroad companies, making draining your
    company's cash a fool's errand.  The advice is, however, a great way to
    conquer scenarios like "United States" which require you to reach the absurd
    net worth of $50M while maintaining a company book value of $50M...remember,
    your book value will ALWAYS ALWAYS ALWAYS take care of itself once your board
    suspends the dividend once and for all.  Anyway:
    Start a company, using all of your personal cash and as much investor money as
    the investors will put up.  After you get your company out of its initial cash
    crunch and get up to operating speed, accelerate your dividend growth as high
    as your board of directors will allow.  Do this early, because there's a
    trigger in the game at a certain level of shares outstanding or time elapsed
    or something where your board kills off the dividend and will NEVER again let
    you raise it even to the smallest of levels.  Then take the proceeds and
    invest heavily in your own company, acquiring literally whatever you can grab.
    If you get really lucky you'll end up owning most, if not all of the shares
    outstanding.  If you get really close to 100% you can use your company's cash
    to pare down the number of shares out on the market (which has the nice bonus
    of forcing lots of stock splits, multiplying your stake in a stock whose price
    continues to climb).  On higher Financial difficulty levels, use cash you
    don't have to accelerate this process (just watch your purchasing power and
    don't overdo it).  You can also buy into other companies and when you own a
    big pile of your rival's stock, you can force a merger and pocket the money
    you make from the merger price (note that this can be done after the dividend
    is suspended with all the extra cash your company will have).  Make sure you
    have more stock in the merger target than all your rivals combined so you'll
    be sure to reap the most benefit from the action.  I actually played out this
    strategy with no variation at all in five different locales and on three
    different difficulty levels, and it worked each and every time, so I stand by
    the validity of this strategy.
    I've given the impression that mastering this game actually involves work.  Au
    contraire, mes amis!  If you take the time to master the basics of this game,
    you can play the Scandinavia scenario with as many as THREE computer opponents
    and feel like a Viking warlord as you pillage and crush any corporate entity
    they have the audacity to try and throw against you.  Admittedly, it doesn't
    bear the satisfaction of oh, say, Warcraft II or anything...but to look on the
    map and see all those trains and look at your little interactive Lionel set
    and realize you've totally mastered the art of the Rail Baron...well, this is
    what makes sims so much fun to play.  It's a feeling quite similar to building
    a big, bustling SimCity or an Evil Empire in Civilization II.  So learn what
    you have to learn (reading this super-colossal FAQ is a nice start!) and go
    out there and experiment.  By the time you've developed your own style of play
    that fits your ambitions, you'll be playing it over and over trying to get
    better and better.  Last night I tried a scenario that was built on the pure
    premise of "how high can I crank my net worth?"  With the United States map I
    built a net worth of over $150M...in 1895.  How delightful the life of the
    successful Rail Baron must have been!  All that money...and with prices where
    they were in 1895, you probably couldn't spend all that in a lifetime...no
    wonder the Barons were all such philanthropists.  When you adjust for
    inflation, you realize that Cornelius Vanderbilt was probably richer than Bill
    Gates and Ted Turner combined and then some.  What power.  So have some fun
    with this.  Following, I've included train lists and notes for all the game's
    scenarios and maps...use like an Appendix and enjoy.
    Refer to Chapter 3F, "Middle Management That Actually Does Its Job", for an
    explanation of this section.  Managers are rated on a scale of A to F, with F
    being absolutely useless, A being a treasured asset.  If a manager has more
    than one rating, this will be marked and explained at the bottom of the table.
    This data was compiled by the PPP method (Pepsi, Pepsi, and more Pepsi).  I
    devoted about four hours to playing this game on all scenarios and all levels
    and in all situations, hiring managers left and right with more employee
    turnover than your local McDonald's around the time school gets back in.  I
    still haven't been able to determine the completeness of this list, and I just
    know that some annoying discovery of YET ANOTHER manager will send me
    scurrying back to the notebook like roaches in a hotel bathroom when the light
    comes on.  So take this for what it's worth! 
    SLRY---Salary (per year), SBON---Signing Bonus (one-time)
    |MANAGER NAME          |SLRY|SBON|EFFECT OF HIRING                     |RATING|
    |Frederick Billings    |$ 3K|$ 1K|Company Overhead 10% cheaper         |   F  |
    |Rudolph Diesel        |$ 3K|$ 1K|Stock Price 10% lower                |  F/C |
    |                      |    |    |Diesel Engine Purchase 30% cheaper   |      |
    |Ginery Twitchell      |$ 4K|$ 2K|Goodwill 15% higher                  |   F  |
    |                      |    |    |Stock Price 15% lower (ouch!)        |      |
    |Thomas Crampton       |$ 4K|$ 2K|Steam Train Speed 15% higher         | A+/C |
    |                      |    |    |Track Maintenance 10% higher         |      |
    |                      |    |    |Acceleration 10% faster              |      |
    |John Wootten          |$ 4K|$ 2K|Steam Fuel Cost 25% lower            |  C-  |
    |                      |    |    |Overall Fuel Cost 5% lower           |      |
    |                      |    |    |Engine Maintenance 10% higher        |      |
    |Ernst Siemens         |$ 6K|$ 3K|Electric Engine Purchase 30% cheaper | F/B- |
    |Thomas Swann          |$ 6K|$ 3K|Goodwill 10% higher                  |   F  |
    |Dr. Robert Garbe      |$ 6K|$ 3K|Steam Engine Purchase 15% cheaper    | C-/F |
    |Ames Oakes            |$ 8K|$ 4K|Station Building 10% cheaper         |  C   |
    |                      |    |    |Engine Purchase 12% higher           |      |
    |                      |    |    |Credit Rating 1 level higher         |      |
    |                      |    |    |Goodwill 10% higher                  |      |
    |Allen MacNab          |$10K|$ 5K|Company Overhead 10% cheaper         |   F  |
    |                      |    |    |Goodwill 10% higher                  |      |
    |Daniel Willard        |$10K|$ 5K|Fuel Cost 10% cheaper                |  C-  |
    |William Strong        |$11K|$ 5K|Company Overhead 10% higher          |  A-  |
    |                      |    |    |Station Building 10% cheaper         |      |
    |                      |    |    |Station Revenues 5% higher           |      |
    |Roy B. White          |$12K|$ 6K|Track Building 15% cheaper           |B+/D- |
    |                      |    |    |Station Building 20% cheaper         |      |
    |                      |    |    |Station Turnaround 20% faster        |      |
    |Henry Booth           |$13K|$ 6K|Car Maintenance 10% cheaper          |D-/B- |
    |Herbert Garratt       |$14K|$ 7K|Steam Fuel Cost 40% cheaper          |  D/F |
    |                      |    |    |Train Speed 5% slower                |      |
    |Richard Trevithick    |$14K|$ 7K|Train Speed 10% faster               |  A   |
    |                      |    |    |Engine Maintenance 15% higher        |      |
    |                      |    |    |Engine Purchase 15% cheaper          |      |
    |Albert Alonzo Robinson|$19K|$ 9K|Track Building 15% cheaper           | B/F  |
    |Henri Giffard         |$20K|$10K|Company Overhead 20% higher          |  C+  |
    |                      |    |    |Train Speed-Steam 5% faster          |      |
    |                      |    |    |Engine Maintenance 10% cheaper       |      |
    |John Work Garrett     |$21K|$10K|Electric Track Building 40% cheaper  | D/A- |
    |                      |    |    |Mountain Track Building 20% cheaper  |      |
    |                      |    |    |Track Building 5% cheaper            |      |
    |Dr. Wilhelm Schmidt   |$22K|$11K|Traction-Steam 10% better            |  D   |
    |                      |    |    |Fuel Costs 10% cheaper               |      |
    |Ben Holladay          |$26K|$13K|Company Overhead 15% cheaper         |  C-  |
    |                      |    |    |Mail Revenue---10% higher            |      |
    |William C. Van Horne  |$26K|$13K|Track Building 15% cheaper           |D-/C- |
    |                      |    |    |Mountain Track Building 20% cheaper  |      |
    |                      |    |    |Station Building 10% higher          |      |
    |                      |    |    |Fuel Costs-Electric 10% cheaper      |      |
    |Theodore D. Judah     |$29K|$14K|Track Building 15% cheaper           |D-/B  |
    |                      |    |    |Company Overhead 10% cheaper         |      |
    |George Westinghouse   |$29K|$14K|Train Safety 25% safer               |  A   |
    |                      |    |    |Car Maintenance 5% higher            |      |
    |                      |    |    |Passenger Revenue 5% higher          |      |
    |Philip Randolph       |$29K|$14K|Company Overhead 40% higher          |  B+  |
    |                      |    |    |Train Safety 10% safer               |      |
    |                      |    |    |Passenger Revenue 10% higher         |      |
    |Andre Chapelon        |$36K|$18K|Train Speed 10% higher               |A+/A++|
    |Robert Gerwig         |$37K|$18K|Bridge Building 40% cheaper          |A+/D- |
    |                      |    |    |Mountain Track Building 50% cheaper  |      |
    |                      |    |    |Acceleration-Electric 10% faster     |      |
    |Bat Masterson         |$38K|$19K|Security-50% fewer robberies         |  A-  |
    |                      |    |    |Station Revenue 5% higher            |      |
    |                      |    |    |Passenger Revenue 5% higher          |      |
    |William J. Palmer     |$39K|$19K|Coal Revenue 30% higher              |  C-  |
    |                      |    |    |Track Building 10% cheaper           |      |
    |Johns Hopkins         |$41K|$20K|Passenger Revenue 10% higher         |  A-  |
    |George Stephenson     |$43K|$21K|Engine Purchase 25% cheaper          |  A-  |
    |                      |    |    |Passenger Revenue 5% higher          |      |
    |Daniel Gooch          |$44K|$22K|Engine Purchase 20% cheaper          |  C+  |
    |                      |    |    |Company Overhead 5% cheaper          |      |
    |                      |    |    |Iron Revenue 20% higher              |      |
    |                      |    |    |Track Building 5% cheaper            |      |
    |George Nagelmachers   |$46K|$23K|Passenger Revenue 15% higher         |  A   |
    |                      |    |    |Car Maintenance 10% higher           |      |
    |Andrew Carnegie       |$52K|$26K|Bridge Building 30% cheaper          |A+/C+ |
    |                      |    |    |Steel Revenue 30% higher             |      |
    |                      |    |    |Station Building 15% cheaper         |      |
    |Eugene V. Debs        |$65K|$32K|Company Overhead 25% higher          |  C   |
    |                      |    |    |Passenger Revenue 10% higher         |      |
    |                      |    |    |Engine Maintenance 5% higher         |      |
    |                      |    |    |Train Safety 35% safer               |      |
    |Robert Stevens        |$73K|$36K|Track Building 25% cheaper           | A/C  |
    |                      |    |    |Track Maintenance 10% cheaper        |      |
    |Charles Melville Hays |$77K|$38K|Track Building 40% cheaper           |A+/D- |
    |                      |    |    |Company Overhead 5% cheaper          |      |
    |                      |    |    |Train Safety-5% riskier              |      |
    |Oscar G. Murray       |$87K|$43K|Station Turnaround 20% faster        |  A   |
    |                      |    |    |All Passenger & Cargo Rev. 5% higher |      |
    |Charles F. Mayer      |$89K|$44K|Track Building 40% cheaper           |A+/F  |
    |                      |    |    |Bridge Building 20% cheaper          |      |
    |George Pullman        |$94K|$47K|Car Maintenance 20% higher           |A+++++|
    |                      |    |    |Passenger Revenue 25% higher         |      |
    |                      |    |    |Station Revenue 5% higher            |      |
    ---Rudolph Diesel is useless unless diesel engines have been invented, and he
    is indispensible in the "Dilemma Down Under" campaign scenario where money is 
    ---Thomas Crampton is one of the best managers in the game during the steam
    era and is still valuable for the increased acceleration he provides to the
    faster trains of the diesel and electric years.
    ---Ernst Siemens is useless before the invention of electric engines, but with
    this crafty German as your manager, you'll be able to offset the cost of
    building electrified track with the fast and efficient electric engines.  His
    main advantage over Rudolph Diesel is the lack of any penalty to your company
    stock price.
    ---I give Dr. Garbe only a C- for the early years because steam engines are
    usually dirt-cheap anyway, although in the later years of steam travel around
    the beginning of the 20th century, one might find a use for him.  Of course,
    he becomes completely worthless after diesels and electrics gain widespread
    ---Roy B. White earns a B+ if you can get him when your company is just
    starting to get itself off the ground.  However, if you've already laid most
    of your track and maximized the use of your resources, his leadership is more
    or less obsolete.
    ---Henry Booth's rating is directly proportional to how many cars you have in
    total on all your active trains.
    ---Herbert Garratt gets his low rating because slowing down trains is just
    plain dumb...and is of course completely useless once steam trains become
    ---A. A. Robinson:  See remarks about Roy B. White above.  White has the added
    advantage of working cheaper.
    ---J. W. Garrett makes electric trains worth the money.  For that fact alone
    he's worth hiring to build your electric network.  He is, of course, useless
    if you've already built most of your track, and isn't very useful before
    electrics are invented (or if you've decided not to use them).  He does,
    however, have a remarkable niche use:  During the "Bridging a Nation" campaign
    scenario, he'll get your company over the Rockies in style.
    ---I gave William Van Horne kind of a low rating because you're much better
    off hiring John Work Garrett for the same types of benefits.  His one use may
    be if you use a lot of bullet trains which cost a fortune to fuel up.
    ---Theodore D. Judah: See remarks about Roy B. White.
    ---Andre Chapelon is good enough in the early days, comparable to (perhaps
    even better than) Thomas Crampton.  In the diesel/electric era, Chapelon is
    the closest rival to George Pullman as the best manager in the game.
    ---In the beginning, Robert Gerwig absolutely rules as a manager.  With
    bridges the most expensive obstacle to large train networks, having Gerwig on
    your side can let you expand in a hurry.  Of course, he becomes useless once
    he has fulfilled that responsibility, although the bonus to electric engine
    acceleration is kind of nice.
    ---Andrew Carnegie keeps his value better than most of the other builder-type
    managers because there are so many good places to send steel after you've
    built your network.  The grade goes even higher if your rail company is highly
    comprised of industrial haulage routes.
    ---Eugene V. Debs gets a C from me because of an apparent contradiction in his
    benefits package.  The increased train safety is nice, but is more of an issue
    on industrial routes.  The increased engine maintenance tends to make the
    trains used on industrial routes cost a fortune.  Also, Debs was the founder
    of the American Socialist Party and a leading figure in the Communist movement
    in America in the aftermath of World War I, so I never hire him.  It is also
    worth noting that Debs tends to apply for the job after you've filled it with 
    a more capable administrator anyway.
    ---Robert Stevens is the best "track-builder" not to have a bridge benefit,
    and holds his value because you can build a giant network and not have to
    cough up an ungodly amount of money in order to maintain it.
    ---C. M. Hays:  Another of the builders whose value plummets as soon as your
    network nears completion.  Note that the increased train risk is not much of
    an issue due to the fact that in the early days trains rarely break down or
    ---C.F. Mayer:  Another builder.  You know the drill by now.
    ---When George Pullman applies for a job with your company, HIRE HIM.  Issue a
    bond if you don't have the $47,000 required to pay his signing bonus.  Do
    WHATEVER YOU CAN to get this guy on your team.  He's worth it just so your
    opponents can't have him.  The only reason I could POSSIBLY think of not to
    hire this guy is if you planned on offsetting the reduced passenger revenue
    with faster trains and hiring Crampton or Chapelon for the task.  It's up to
    you, but I hire Pullman at the first opportunity and never let him off my
    |8. THE TRAINS|
    Ah, yes, the ASCIItext table, the meat of any real good sim-gamer FAQ, the...
    having an attack of grandiosity there.  But seriously, following is a
    condensed version of the little matrix that appears on the screen when you go
    to buy a new train.  This way, you don't have to knock yourself out looking at
    that big chart and wondering where you left your calculator.
    As far as these train specs go, I got all of my speed data from playing the
    game on Sandbox mode.  In the scenario/campaign game, hiring certain managers
    or choosing certain options at the start of a campaign scenario will affect
    your train speed, and an older engine will not go quite as fast as a newer one
    but there's no really good way to measure the effect of these changes other
    than to take the manual at its word when it says an engine loses a percentage
    of its top speed every year.
    For the train car weights, I hooked up a car of whatever it was I was trying
    to carry to an engine in Sandbox mode and let it run.  Then I hooked up two
    cars to see if it obeyed the laws of mathematics (it did), then I wrote down
    my findings.  If there is some variance here, then you can e-mail me and we
    can put our heads together about any patterns that tend to develop (two heads
    are better than one), but I'm pretty sure these numbers are accurate.
    This is not anything even approaching a complete table, but in my next update
    I'll have figured out a way to conquer that problem and will present a more
    fleshed-out version.  I just don't want a logjam to occur where my endless
    tinkering with this section prevents me from getting a high-quality FAQ out
    there for public consumption.  Are we all OK with that?  Good.
    (all weights expressed in tons)
    |CAR             | WT |==|CAR             | WT |
    |ALUMINUM        | 45 |==|AUTOMOBILES     | 45 |
    |BAUXITE         | 65 |==|CATTLE          | 30 |
    |CEMENT          | 30 |==|CHEMICALS       | 40 |
    |COAL            | 65 |==|COFFEE          | 50 |
    |COTTON          | 55 |==|DIESEL          | 45 |
    |FERTILIZER      | 35 |==|FOOD            | 25 |
    |GOODS           | 25 |==|GRAIN           | 40 |
    |GRAVEL          | 65 |==|IRON            | 45 |
    |LOGS            | 45 |==|LUMBER          | 40 |
    |MAIL            | 15 |==|MILK            | 30 |
    |OIL             | 30 |==|PAPER           | 50 |
    |PASSENGERS      | 10 |==|PRODUCE         | 40 |
    |PULPWOOD        | 55 |==|RUBBER          | 35 |
    |STEEL           | 45 |==|SUGAR           | 55 |
    |TIRES           | 50 |==|URANIUM         | 30 |
    |WASTE           | 45 |==|WOOL            | 35 |
    |DINING CAR*     | 10 |==|CABOOSE*        | 20 |
    *I put the Dining Car and Caboose in at the end (out of alpha order) because
    that's where the game rather conspicuously places them.
    |8C. TRAIN LIST|
    Note that some trains are only available in Europe and others are only
    available in the United States...in a later version I'll note the release date
    of every different type of locomotive.
    FUEL TYPE (F): S-Steam, D-Diesel, E-Electric.
    ACCELERATION: EP-Extremely Poor, VP-Very Poor, P-Poor, BA-Below Average,
    (AC)          A-Average, F-Fast, VF-Very Fast, VI-Virtually Instant, I-Instant
    RELIABILITY: EP, VP, P, BA, A (same as above), plus: AA-Above Average, G-Good,
    (RL)         VG-Very Good, O-Outstanding.
    0T/0%: no cargo, 0% grade
    200T/0%: 200 tons of cargo (5 lumber cars or approx. 3 coal cars), 0% grade
    0T/6%: no cargo, 6% grade
    200T/6%: 200 tons cargo, 6% grade
    I chose my weights and grades to illustrate load hauling and grade capacity.
    I hope none of you are trying to haul massive amounts of coal up mountains.
    |TRAIN                |F|TOP  |SPEED|TOP    |SPEED  |COST|MAINT|FUEL/YR|AC|RL|
    |Trevithick-1         |S|  10 |   1 |    3  |   1   |$10K|  $6K|  $3844|EP|EP|
    |Stephenson Rocket    |S|  15 |   1 |    4  |   1   |$16K|  $6K|  $5126|EP|BA|
    |2-4-0 John Bull      |S|  25 |   3 |    6  |   1   |$23K|  $7K|  $8370|P |BA|
    |0-4-0 DeWitt Clinton |S|  20 |   6 |    9  |   1   |$18K|  $5K|  $7676|EP|P |
    |4-2-0 Prussian       |S|  30 |   6 |   11  |   1   |$35K|  $8K| $13296|EP|BA|
    |4-4-0 American-C     |S|  41 |  11 |   18  |   1   |$46K|  $5K| $20265|P |AA|
    |4-2-2 Iron Duke      |S|  53 |  18 |   27  |   1   |$78K|  $9K| $59914|P |BA|
    |4-4-0 8-Wheeler      |S|  48 |  16 |   25  |   1   |$59K|  $5K| $34202|BA|AA|
    |2-4-0 Vulcan         |S|  30 |  18 |   15  |   1   |$32K|  $4K|  $9385|VP|BA|
    |2-8-0 Consolidation  |S|  40 |  19 |   26  |   1   |$51K|  $8K| $36525|BA|G |
    |3-Truck Shay         |S|  15 |  13 |   13  |   6   |$43K| $17K| $21159|P |G |
    |4-8-0 Mastodon       |S|  45 |  23 |   30  |   1   |$60K| $13K| $44770|VP|P |
    |4-6-0 Ten-Wheeler    |S|  50 |  22 |   31  |   1   |$66K| $11K| $44482|BA|BA|
    |1-3 BoBo             |E|  55 |  41 |   37  |   2   |$85K|  $6K| $71716|P |P |
    |2-6-0 Mogul          |S|  50 |  23 |   31  |   1   |$83K| $12K| $51958|A |A |
    |4-4-2 Atlantic       |S|  80 |  21 |   35  |   1   |$93K| $18K| $95639|F |AA|
    |2-6-0 Camelback      |S|  30 |  23 |   25  |   7   |$75K|  $9K| $25632|P |VG|
    |4-6-2 Pacific        |S|  95 |  35 |   51  |   1   |119K| $21K|$157983|AA|A |
    |0-10-0 Class G10     |S|  50 |  30 |   41  |   1   |$98K| $38K|$117747|AA|A |
    |2-6-2 Prairie        |S|  60 |  30 |   41  |   1   |$85K| $11K| $78965|BA|G |
    |4-4-0 D16sb          |S|  45 |  23 |   30  |   1   |$65K|  $9K| $41011|P |VG|
    |2-10-0 Class 13-H    |S|  40 |  31 |   34  |   9   |102K| $36K| $94630|AA|G |
    |USRA 0-6-0           |S|  40 |  28 |   34  |   2   |$90K| $13K| $64784|P |G |
    |2-8-2 Mikado         |S|  55 |  43 |   48  |  15   |133K| $32K|$122168|AA|G |
    |Be 4/6 II            |E|  35 |  30 |   28  |   4   |$61K| $11K| $28002|F |VG|
    |Ee 3/3               |E|  31 |  28 |   28  |  12   |$47K|  $7K| $21520|VP|G |
    |4-6-0 Class B12      |S|  71 |  27 |   39  |   1   |146K| $14K| $73499|F |AA|
    |Class 1045           |E|  40 |  36 |   35  |  12   |$95K|  $6K| $23789|F |AA|
    |USRA 0-8-0           |S|  45 |  33 |   37  |   7   |$98K| $18K| $67828|BA|AA|
    |Class A4 Mallard     |S| 126 |  41 |   68  |   1   |200K| $19K|$152382|AA|BA|
    |GG1                  |E| 100 |  85 |   79  |  15   |285K| $19K|$120246|AA|O |
    |Class E18            |E|  93 |  60 |   51  |   1   |$97K| $16K| $68731|F |G |
    |4-6-4 Hudson         |S|  90 |  55 |   68  |   6   |210K| $25K|$142594|BA|A |
    |4-8-4 Daylight       |S|  80 |  57 |   65  |  11   |230K| $30K|$166359|A |BA|
    |4-6-4 J3A Streamliner|S| 103 |  60 |   77  |   3   |255K| $28K|$316136|AA|P |
    |Ae 8/14              |E|  68 |  58 |   63  |  29   |210K| $24K|$123818|F |AA|
    |Class 1020           |E|  56 |  50 |   48  |  15   |119K| $18K| $49808|F |VG|
    |4-8-8-4 Big Boy      |S|  68 |  61 |   66  |  31   |375K| $75K|$231275|AA|P |
    |F3A+B                |D|  85 |  61 |   73  |   8   |265K| $16K|$142866|F |AA|
    |4-4-4-4 T-1          |S|  85 |  53 |   65  |   6   |284K| $28K|$205253|F |G |
    |Ako PA-1             |D|  90 |  75 |   69  |  11   |210K| $16K|$142177|A |A |
    |F9                   |D| 110 |  92 |   85  |  13   |337K| $18K|$180940|AA|AA|
    |GP9                  |D|  71 |  62 |   59  |  15   |165K| $11K|$123081|A |G |
    |E69                  |E|  31 |  29 |   29  |  17   |$86K|  $8K| $23789|F |BA|
    |GP18                 |D|  83 |  76 |   73  |  27   |245K| $15K|$149146|AA|VG|
    |V200                 |D|  86 |  74 |   71  |  15   |160K| $19K|$144286|AA|BA|
    |Penn. E44            |E|  70 |  63 |   60  |  18   |370K| $22K| $95492|F |A |
    |Class 55 Deltic      |D| 100 |  83 |   79  |  13   |480K| $15K|$143432|BA|VG|
    |Shinkansen Bullet    |E| 130 |  84 |   72  |   1   |650K| $66K|$182628|VI|A |
    |FP45                 |D| 106 |  78 |   65  |   1   |366K| $14K|$177629|AA|AA|
    |SD45                 |D|  65 |  58 |   55  |  18   |360K| $21K| $89679|A |A |
    |SDP40                |D| 103 |  86 |   82  |  14   |292K| $18K|$172150|AA|P |
    |E60CP                |E|  85 |  73 |   69  |  14   |260K| $19K|$100947|VF|A |
    |Class E111           |E|  85 |  78 |   76  |  31   |390K| $17K|$103809|A |G |
    |E656 FS              |E|  93 |  54 |   66  |   4   |226K| $17K| $98747|A |AA|
    |Dash-9               |D|  70 |  64 |   63  |  27   |478K| $18K|$175803|AA|G |
    |AMD-103              |D| 105 |  83 |   75  |   7   |425K| $25K|$237832|VF|AA|
    |Thalys Bullet        |E| 186 | 120 |  103  |   1   | $1M| $78K|$331694|VI|BA|
    |Class 232            |D|  75 |  67 |   66  |  25   |492K| $35K|$191924|VF|VG|
    |Mag-Lev TBX-1        |E| 280 | 173 |  144  |   1   |2.5M|$200K|$845856|I |AA|
    |0-4-0 A3             |S|  30 |  17 |   21  |   1   |$67K|  $8K| $26913|VP|G |
    |0-4-0 UP             |S|  20 |  12 |   10  |   1   |$32K|  $5K|  $9478|VP|AA|
    For those of you who play this game often, I've got to ask:  Have you ever
    found a good use for those "bullet" trains?  I find them to be nothing more
    than a just-for-show type of novelty, like the Concorde or Tu144 in the
    Aerobiz series.  Anyone with an opinion or a good strategy, e-mail it to me
    and you'll get your name in a future version of this FAQ.
    I'm going to put these into a pretty simple chart form, so that you can look
    them up easily.  In addition, these are in alphabetical order and victory
    conditions and such are taken from the "Briefing" screens that you get
    when you start the scenarios themselves.
    Note that "Start Date" refers to the complete range of possible starting years
    for the scenario (usually user-determined, but some of them have restrictions)
    and "Time Limit" refers to all victory conditions unless I expressly state
    otherwise.  A number in parentheses next to start date is the default for the
    scenario...and most often the "best" time to start based on the victory
    Also note that to win a Silver, you must also achieve the victory condition
    for a Bronze victory, and to win a Gold, you must achieve the victory
    condition for a Silver.  Example: In the Central Europe scenario, it doesn't
    matter how rich you are if you haven't gotten into the hub cities, and it
    doesn't matter how much your company's worth if you aren't worth $15 million!
    BRONZE: Build your personal net worth to $5M
    SILVER: Build your personal net worth to $15M
    GOLD:   Build your personal net worth to $40M
    NOTE:   Gradual growth is the key to keeping stock values high...also, if
            I could give a one word hint to this one: EMBEZZLEMENT.  This holds
            true in every scenario, although some scenarios are harder than others
            in this regard.  For Britain, you are also allowed to build separate
            networks (your tracks don't have to connect in one straight line), so
            consider building small networks and connecting them later on...if
            anything, this allows you to spread out a little bit.
    BRONZE/SILVER: Reach a Net Worth of $40M
    GOLD: Be the first to get to $40M
    NOTE: Bubbles the Chimp could probably beat this one no prob.  The key is
          to establish a couple of profitable passenger lines to keep the cash
          coming in.  There's an earthquake or two included in here, but the worst
          thing that ever happens in those cases is that you lose a train or two.
          Don't worry about your company's cash reserves because there are more
          than enough large cities to create VERY lucrative routes.  Note that if
          you want to make this scenario inordinately difficult, you can start in
          the 21st century where the cities' passenger rates are reduced all the
          way to 0.1 per house per year.
    BRONZE: Gain access to all 6 Hub Cities
    SILVER: Personal Net Worth of $15M
    GOLD:   Company Book Value of $40M
    NOTE:   Your Goodwill rating is the key to victory here, because it allows you
            to buy in to the Hub Cities a LOT more cheaply.  A $15M net worth is
            not (or at least should not be) a problem to attain, and a $40M book
            value tends to take care of itself as your company expands.
    BRONZE: Personal Net Worth of $7M
    SILVER: Personal Net Worth of $20M
    GOLD:   Personal Net Worth of $35M AND Connect Beijing to Zhanjiang.
    NOTE:   If it's 1850, then wouldn't Beijing be called Peking?  Just a thought!
            Seriously, this one's not quite as difficult as it looks.  $35 million
            can be embezzled off your company if you set dividends high and buy up
            all of your company's available stock as soon as you can.  Then, just
            let the cash roll in because you've got 35 years and your dividend
            income will more than cover the deadline.
    |EASTERN USA-START DATE 1830-2100 (1880) TIME LIMIT: 25 YEARS|
    BRONZE: Highest Personal Net Worth (play without any computer opponents for
            an automatic win...and my contempt!)
    SILVER: Haul the Most Loads and have the Highest Net Worth.
    GOLD:   Do that while building a company Book Value of $40M.
    NOTE:   This scenario is WAY too easy so use it for your first foray into the
            more difficult Industrial/Financial models.  If you can build a big
            company (and you've got from Massachusetts Bay to Lake Michigan to
            work with!), then the hapless AI should be no match for you.  Remember
            that to attain a high personal net worth, you can set your company's
            dividend high, but remember also that your company can keep a
            surprisingly high percentage of its earnings because if you build a
            large enough network, your opponents won't be able to keep up either
            with their companies or their own wallets.
    |KOREA---START DATE 1830-1995 (1950) TIME LIMIT: 1970|
    BRONZE: Build a company Book Value of $20M.
    SILVER: Connect Pusan to Chong'jin.
    GOLD:   Haul 80 loads of cargo in a single year.
    NOTE:   Someone was drunk on the job when they designed this scenario...you
            can set the start date later than 1970 for an automatic loss, or you
            can set the start date in 1830 and have 140 years to build up your
            company!  To win the traditional way, remember the basics and this one
            is a slam dunk.
    BRONZE: Build a company Book Value of $15M.
    SILVER: Connect Norway to Germany (via Russia!)
    GOLD:   Haul 100 loads of cargo in a single year.
    NOTE:   With a Start Date of 1950, this one is pretty easy because the fast
            diesel engines allow you to haul passengers (few though they may be)
            over tremendous distances.  If this scenario looks like a carbon copy
            of the Korea scenario, it's only because it is.  For variety's sake,
            start in 1915 or earlier and use steam engines...evolution of a rail
            company is the whole allure of this game.
    BRONZE: Highest Personal Net Worth (play with at least 1 computer opponent so
            this won't be utterly pointless!)
    SILVER: Net Worth of $20M
    GOLD:   Net Worth of $50M
    NOTE:   This scenario actually gave me fits the first time I played it.  If
            you want the best primer in this entire game on how to integrate a
            large rail company into a large personal fortune, then play this one
            and try to win the gold.  In order to build your fortune, you'll have
            to set the dividend as high as your board will allow, and in order to
            grow your company, you'll need cash to build track and buy trains.  On
            the Expert industrial or financial models, this can be an outright
            nightmare.  My ultimate tip would be to combine a fairly high dividend
            with a strong gradual growth policy and you may very well end up with
            the best of both worlds.  This one is a test...one of the biggest
            outside of the campaign game.  Good luck.
    BRONZE: Highest Net Worth
    SILVER: Company Book Value of $20M
    GOLD:   Control 70% of Track on the Map
    NOTE:   After I stop laughing, I'll give the advice for beating this.  Build.
            Build aggressively.  Set your dividend at a buck or two and lay track
            EVERYWHERE.  Deliver industrial goods, passengers, whatever, just
            BUILD!  Buy your player in to your aggressively-growing company, and
            eventually you'll trigger the win condition when your book value
            crosses the $20M mark because your net worth will be high and your
            company will own so much track.
    BRONZE: Net Worth of $5M
    SILVER: Most Lifetime Loads Hauled
    GOLD:   $55M Company Book Value
    NOTE:   Another case of a scenario with the win condition set too easy.  If
            you want to win here, set your dividend around 50 cents no matter how
            many times your stock splits, and reinvest until your stock value hits
            about $8M.  Then kill the dividend until your company book value hits
            the win condition number (give yourself about $10M worth of wiggle
            room)...then restore the dividend to clean up any loose ends, and 
            concentrate on hauling as much cargo as possible.  This one is VERY
            simple...most scenarios are more of an extension of Sandbox mode I
    |UNITED STATES---START DATE: 1830-1995 (1900) TIME LIMIT: 35 YEARS|
    BRONZE: Personal Net Worth of $10M
    SILVER: Company Book Value of $30M
    GOLD:   Net Worth and Book Value both $50M
    NOTE:   At first glance, creating such massive amounts of wealth may seem like
            a daunting task, like it was in South America.  It isn't.  You've got
            from sea to shining sea, and everything east of the Mississippi has
            incredible economic growth potential.  The presence of large cities on
            both coasts...well, you guessed it...multi-millionaire passenger
            routes.  Set your dividends high and, if you need a little extra push
            in the net worth department, then use your player to buy up a majority
            of stock in the other companies and use your company to pay a NICE
            merger price.  When it's all said and done, you may very well end up
            wanting to click "Yes" when the game asks "Keep playing?" because this
            map is just plain fun to play.  Of course I'm biased because I'm from
            the good ol' USA, but seriously, there's enough stuff here to keep any
            sim gamer glued to this map for hours.
    |WESTERN USA---START DATE: 1830-1860 (1860) TIME LIMIT: 20 YEARS|
    BRONZE: Personal Net Worth $5M
    SILVER: Company Book Value $40M
    GOLD:   Haul 120 loads of cargo in a single year.
    NOTE:   Can you find thirty places to haul four-car passenger trains?  The
            dining car and caboose don't count as cargo cars, but this shouldn't
            matter as the map is large and the cities plentiful.  Also, in the
            Plains states, you've got amber waves of grain just waiting to be
            hauled to the bakeries back east, and the bakeries will be bursting
            with loaves of bread waiting to be delivered to the hungry inhabitants
            of the cities both in the Midwest and in the South.  Slow train speeds
            will be an issue early (especially if you use an early start date) but
            by 1870 or so you should be pretty much out of the woods and into the
    |10. THE CAMPAIGN|
    For those of you who want a progressive series of challenges, this is the
    place for you.  My only complaint is that they could have done this better by
    having you create a company back in 1830 and carry the same company's assets
    and such over into some harder and larger scenarios...but the way they've set
    it up where you make different companies in different locations is pretty good
    too.  Note that a comprehensive end-all-be-all walkthrough is coming with the
    next edition.
    The campaign game is a complete test of your skills as a Railroad Tycoon.  All
    the levels require you to use the Expert industrial and financial models, and
    your opponents are out for blood and play with as much skill as you're willing
    to give them in the "easy/medium/hard" difficulty choices.  Get through all 18
    scenarios on the Hard level, and you can proudly say that you're one hell of a
    good sim gamer.
    In each campaign scenario, you're given a choice of three possible options for
    that campaign in addition to the difficulty settings.  Sometimes the choice
    will involve choosing a winning condition, other scenarios will make a certain
    type of locomotive available early, and others will give you extra cash or
    lower costs.  Most of the time, these benefits are combined somehow, like in
    the "Crossing the Great Divide" scenario where you can make your credit rating
    one level higher in addition to having a 10% higher station turnaround.
    I've provided some notes as to which choice I think is the best for each
    scenario...but it all depends on what kind of goal you want to set for how
    exactly you plan to beat the campaign.  Each choice will subtly alter your
    strategy as you try to compensate for the changes in the game dynamic brought
    on by your choice.  The choices are listed as they appear on the screen with
    my rank noted.
    |THE IRON SEED (1830-1840)|
    BRONZE: Connect Baltimore to Washington and haul a total of 4 loads.
    SILVER: Add Harper's Ferry and haul a total of 8 loads.
    GOLD:   Add Philadelphia and haul a total of 12 loads overall.
    Your choices for this scenario are:
    +$50,000 (2nd best)
    10% lower track building cost (3rd best)
    John Bull 2-4-0 available early (HIGHLY recommended)
    NOTE:  Don't screw around with this one.  Build a passenger route from
    Baltimore to Relay with a max of two or three passenger cars (that's how slow
    these things are!)  then use the proceeds to connect to Washington and so on.
    Issue bonds if you have to:  Your finances become somebody else's problem as
    soon as all the spikes get hammered in.
    BRONZE: Create a continuous track from New York to Chicago and haul eight
            loads between these two cities.
    SILVER: Your company's book value must also exceed $4M.
    GOLD:   Do all this by 1858.
    Your choices for this scenario:
    +$80,000 (2nd best)
    -15% track building cost (best)
    +20% steel revenue (absolutely pointless)
    NOTE:  Don't be afraid to build "secondary" networks to finance the main
    construction project from New York to Chicago.  However, remember the task at
    hand if you want to get there before 1858.  The key is to connect New York to
    Philadelphia early on and use the proceeds from a passenger route to your best
    |BRIDGING A NATION (1862-1882)|
    BRONZE: Connect your chosen cities and haul six loads between them.
    SILVER: Have a company book value of $10M.
    GOLD:   Also drive your net worth over $8M and do it all by 1878.
    Your choices for this scenario (each is as good as any other):
    St. Paul to Seattle
    St. Louis to Sacramento
    New Orleans to Los Angeles
    NOTE: If Robert Gerwig applies for a job with your company, consider yourself
    fortunate and hire him.  It'll make the construction costs over the Rockies a
    lot easier to manage.  The game is shrewd and cuts off the scenario at 1882,
    which is exactly the year the 3-Truck Shay comes along.  Use the Consolidation
    and try to work fast to allow for all those trains to get from West to East
    (and vice versa!)
    BRONZE: Net Worth of $5M by 1905.
    SILVER: Net Worth of $10M by 1900.
    GOLD:   Net Worth of $20M by 1895.
    Your choices for this scenario:
    +20% stock price and 15% lower track building cost (best)
    +20% security and +10% steam speed (useful, almost as good)
    2-8-0 Consolidation available early and +15% cattle revenue (3rd best)
    NOTE: Look familiar?  It's the campaign's answer to the Britain scenario.  The
    only problem is that you do NOT want to find yourself heavily margined,
    because the market can go ker-splat at any moment (and often does).  If you
    can, buy a big pile of stock on the cheap when you get the chance, but again,
    heed my warning...
    BRONZE: Hit 13 Cities by Midnight 1/14
    SILVER: Hit 14 Cities
    GOLD:   Hit 16 Cities
    Your choices for this scenario:
    Use 4-4-2 Atlantic (good top speed, lousy grade performance)
    Use 2-6-0 Mogul (average top speed and grade performance)
    Use 2-6-0 Camelback (low top speed, awesome grade performance)
    NOTE:  It's not the speed of your engine that matters in this scenario, it's
    the way you plan your route.  If you're going to hit 16 cities you're going
    to be traveling all over the map anyway, so the benefits of each engine tend
    to cancel each other out.  Set up your entire itinerary before you even start
    going anywhere, and when a city offers to improve your firebox, just insert
    that city into your route (trust me, you'll have MORE than enough time to
    divert your train!)
    BRONZE: Connect Halifax to Vancouver and haul 6 loads between them.
    SILVER: Also have a company Book Value of $20M.
    GOLD:   Have a Company Book Value of $50M.
    Your choices for this scenario:
    Manager William Van Horne and -10% track building cost (2nd best)
    2-8-0 Consolidation available early and +10% engine speed (you'll NEED it!)
    1 level higher credit and 10% faster station turnaround (pointless)
    NOTE: Long-range passenger routes across the Prairie Provinces will be your
    salvation here.  Running a train from Calgary to Toronto or Winnipeg to Quebec
    will finance the rest of the Halifax-Vancouver run and provide enough cash to
    push your company's book value over the top.  If you can get Robert Gerwig as
    a manager, do.  Hiring Charles Mayer helps as well...but the best bet is to
    hire Thomas Crampton...the guy's UNBELIEVABLE when combined with the early
    Consolidation and built-in speed boost.  Turn the Rockies into a roller
    coaster!  Wheeee!!!  (OK, time to switch to decaf.)
    |BIRTH OF THE IRON HORSE (1835-1855)|
    BRONZE: Have the Highest Personal Net Worth.
    SILVER: Also build your Personal Net Worth of $10M.
    GOLD:   Get your Personal Net Worth to $20M, be the richest, and be the sole
            surviving railroad (through mergers and such).
    Your choices for this scenario:
    2-4-0 John Bull available early and +10% engine speed (best)
    +25% coal revenue and an extra $50,000 (3rd best)
    +1 Credit Rating and +30% stock price (2nd best)
    NOTE: Read Chapter 5 of this FAQ before attempting this scenario.  Also read
    Chapter 3G.  Don't blame me otherwise if you get bankrupted.
    BRONZE: Connect Paris to Constantinople and haul 24 loads between them.
    SILVER: Do this by 1887.
    GOLD:   Do this by 1883.
    Your choices for this scenario:
    Manager Robert Gerwig and -25% steam fuel cost (3rd best)
    +25% passenger and mail revenue (Take THIS ONE!  THIS ONE!!!!)
    Manager George Nagelmachers, +1 credit rating, and +20% goodwill (2nd best)
    NOTE: The main thing to watch for here is Austria's war against Prussia in
    1866.  It will grind the east end of your network to a screeching halt as your
    train running rights are revoked.  Otherwise, use the Danube river valley as
    your route east, because mountain routes are for people who like to waste time
    while their shrewder competitors are racing along the Blue Danube...hmm,
    sounds like a dandy setting for a waltz.
    |KNITTING WITH IRON (1850-1876)|
    BRONZE: Connect 8 German states by 1876.
    SILVER: Connect 9 German states by 1875.
    GOLD:   Connect 10-11 German states including Bavaria and haul 70 loads in one
            year by 1874.
    Your choices for this scenario:
    Manager Robert Gerwig and -20% bridge building cost (3rd best)
    +$80,000 and early access to the Iron Duke (HIGHLY recommended)
    +$100,000 and +10% goodwill (2nd best)
    NOTE: This is NOT tough.  Just remember, retain ALL of your earnings and don't
    pay out ANY dividends.  The Bavarian government charges a confiscatory sum of
    money for the rights to go into their lands.  When I played, they wanted $20
    million for their rights.  Jeez, I've bought out entire companies for less
    than that.
    |NEXT STOP THE 20TH CENTURY (1860-1885)|
    BRONZE: Have $10M in industry investments.
    SILVER: Have a year of $1M industry profits.
    GOLD:   Do all that by 1875.
    Your choices for this scenario:
    Early access to the 3-Truck Shay (best)
    Mgr Thomas Crampton and +15% engine speed (just as good)
    +$80,000 and +25% goodwill (good but not as good as the other two)
    NOTE: This scenario can be TOUGH because industries rarely generate huge
    amounts of profits individually...and owning a large group of them can make
    the train network awfully tough to manage.  Good luck.  Steel mills and
    bakeries can be a big help here.
    |THE BRENNER PASS (1853-1878)|
    BRONZE: Connect Munich to Verona and haul 12 loads between them by 1878.
    SILVER: Haul 24 loads between them by 1875.
    GOLD:   Haul 36 loads between them by 1872.
    Your choices for this scenario:
    Manager Robert Gerwig and -30% steam fuel cost (2nd best)
    +25% engine speed (take it, you'll NEED it)
    +$80,000 and -10% mountain track-building cost (pointless)
    NOTE: Hire Thomas Crampton or Andre Chapelon if you get the chance.  If you go
    over the mountains, your trains will drag slowly.  If you go through the river
    valleys, your trains will run loops and whoop-dee-doos as you navigate around
    the peaks.  Either way, speed is GOD here.
    |WHEN WALLS COME DOWN (1991-2020)|
    BRONZE: Personal Net Worth of $5M and connect Alborg, Denmark to Warsaw.
    SILVER: Personal Net Worth of $10M and add Venice, Italy to the connection.
    GOLD:   Personal Net Worth of $20M and connect all the way to Istanbul.
    Your choices for this scenario:
    -20% track construction cost (toss-up with choice #3)
    -25% station turnaround (3rd best)
    +20% engine speed (toss-up with the first choice)
    When I say it's a toss-up, I mean it literally.  Flip a coin because
    each choice is of exactly the same value in my view.
    NOTE: I like this scenario.  With a HUGE map to work with (borrowed off the
    Scandinavia scenario) and a lot of large Eastern European cities teeming with
    passengers, you can have a lot of fun building a giant network that makes the
    issue of personal Net Worth attainable with a minimum of margin buying (always
    a plus!)  With 30 years' time, you can goof around and have some fun.  Just
    remember to make the requisite connections.
    |CROISSANTS OR CRUMPETS (1850-1890)|
    BRONZE: $10M in industry investments and connect Pondichery, Panaji, and Delhi
    SILVER: Add Calcutta and do it all by 1880.
    GOLD:   Add Kabul and be the ONLY surviving railroad.
    Your choices for this scenario:
    -20% track construction and early access to the 3-Truck Shay (best)
    +$100,000 and +15% goodwill (2nd best)
    -25% company overhead and +25% goodwill (3rd best)
    NOTE: Ouch.  You've got to work in unfriendly terrain (both politically and
    topographically), and you've got to chew up your company's cash buying
    industry after industry.  All that cash-chewing makes it difficult to finance
    the mergers necessary for a Gold victory, which means you're going to have to
    use your player for dirty tricks and margin buying...ouch.  A nasty, nasty
    BRONZE: Connect Tokyo to Niigata, Nagoya, and Sendai.
    SILVER: Also connect to Sapporo and Kyoto.
    GOLD:   Connect to Kagoshima and haul 50 car loads in a year.
    Your choices for this scenario:
    Early access to the 3-Truck Shay (best)
    +$50,000 (3rd best)
    +10% engine speed (2nd best)
    NOTE: See a pattern developing?  In mountainous terrain, the 3-Truck Shay is
    your best friend.  It's reliable and though it's slo...o...o...o..w on flat
    land, it can haul almost anything you ask it to over almost any terrain
    without a major loss of speed (very useful in the mountainous maps).  Hire a
    manager with a "Track Building: x% cheaper" benefit...any one will do, but
    Robert Gerwig is a lifesaver with his "50% cheaper mountainous track building"
    |WHICH WAY TO THE COAST? (1917-1958)|
    BRONZE: Personal Net Worth of $10M by 1958.
    SILVER: Do this by 1948.
    GOLD:   Do this by 1938.
    Your choices for this scenario:
    -20% station turnaround time (nearly useless)
    +15% passenger and mail revenue (best)
    +15% engine speed (almost as good)
    NOTE: The Australia map is available only from these campaign scenarios, but
    it's among the most fun of all the maps in the game...especially this "Which
    Way?" map.  With a relatively easy win condition, you can select "Yes" when
    asked if you want to keep playing and totally go to town.  To beat this
    scenario?  Jeez, can't you make ten million bucks on your own?  Come on!  You
    don't even have to margin buy.  Just set your dividend high and buy with the
    cash proceeds.
    |THE PEOPLE'S TRAIN (1949-1972)|
    BRONZE: Reach a Book Value of $10M by 1972.
    SILVER: Reach a Book Value of $20M by 1967.
    GOLD:   Reach a Book Value of $40M by 1962.
    Your choices for this scenario:
    -20% track maintenance (3rd best)
    +10% passenger and mail revenue (2nd best)
    +20% station profit (best...you'd be amazed the money you can make)
    NOTE: Umm...Book Value is a function of company cash and network assets,
    right?  So...if you put all of your company's cash back toward growing the
    network, then $40M in lifetime revenues (attainable in 13 years without TOO
    much difficulty) should put you over the top.  This can be tricky early on, as
    you're not given much to work with, but once you get past the early obstacles,
    this one's a bowl of wonton soup (this IS China after all!)
    |DILEMMA DOWN UNDER (1957-1982)|
    BRONZE: Earn a profit of $1M for three straight years by 1982.
    SILVER: Do this by 1977.
    GOLD:   Do this by 1972.
    Your choices for this scenario:
    +1 Credit Rating (pointless)
    -25% engine purchase (a lifesaver...best)
    -20% fuel cost (2nd best)
    NOTE: That win condition isn't a misprint.  Literally, one profitable
    passenger route will put you over the top, and there ARE enough passengers to
    create at least one, maybe even two or three that run consistently.  A good
    player shouldn't need more than four or five years to get this one down pat,
    but luckily the map is well-organized and makes for a fun "Keep playing" time.
    |CAPE TO CAIRO (1890-1930)|
    BRONZE: Connect Cape Town to Cairo and haul 6 loads between them by 1930.
    SILVER: Do this by 1916.
    GOLD:   Do this by 1902.
    Your choices for this final scenario:
    +$70,000 and +1 to your Credit Rating (worst)
    +10% passenger revenue and -20% station turnaround time (2nd best)
    +15% train speed (best)
    NOTE: To win gold, PUSH PUSH PUSH...maybe even set the simulator speed to zero
    while you build your track towards the south.  A couple of good passenger
    routes in the north of Africa should be good for financing the forward push
    to Cape Town.  It may be feasible to send a whole convoy of "two-car-and-
    caboose" passenger trains from one end to the other, so if one gets robbed or
    breaks down, you'll have enough backup.  This time limit is just plain evil.
    If you make it this far, you've mastered the game!  My hat is off to you, but
    remember, the replay value of this game is such that I still play it a whole
    lot...and I've a feeling that you will too!  Happy railroading!
    Well, I've finally just about wrapped the update to this FAQ.  So what's
    coming next?  Here's an incomplete sneak preview:
    EA Sports' annual baseball series falls under my microscope, and one step at a
    time, I'm getting complete team guides done.  I'm up to Version 1.26 as of
    this writing.
    In the next update of this FAQ, I'll be bringing out an absolute monster of a
    train-speed chart, covering almost all relevant hauling capacities and all the
    grade lists provided by the game.  I'm still trying to decide what to do as
    far as how to present the data, but I'm thinking of going in 20-ton increments
    from 0 to 200 and including a special note for 70 tons (the weight of a four-
    car passenger train with a dining car and a caboose).
    As much as I love strategy and sports games on all consoles and platforms, you
    can bet that when one grabs my attention it's going to come under my
    dissecting scalpel and I'm going to work on a FAQ for it.  I'm on the GameFAQs
    message boards as "SimuLord", and can be reached at rocketshow@hotmail.com for
    those of you who wish to get in touch with me and talk games or sports or
    My favorite video game site is http://www.gamefaqs.com.  Hands down.  It's
    easy to use, the message boards are great, and the FAQs are all ASCIItext for
    easy downloading, no muss, no fuss, no HTML or JavaScript.  I'm a big believer
    that "less is more", and the functional simplicity of Jeff "CJayC" Veasey's
    oeuvre makes it THE place to find ALL of my FAQs.
    This ends my FAQ.  Thank you and drive through.

    View in: