![]() ![]() But selling stock in some scenarios is the only way to get your business going. This might require you to sell stock down until you only have 10% stock available. The key I found when getting going was early on in the game you need to get trains generating income. Often these wars meant the difference between transportation mogul-dom and a new career dancing for change on the tourist pier and are a more-than-adequate exchange for the minutia of putting a sand tower and a restaurant at every little whistle stop.This response is delayed, so you might be long gone. Some of the most enjoyable experiences I had playing Railroads! were the frenzied bidding wars with the AI to purchase city industries and temporary exclusives on patents. Surprisingly, this actually enhances rather than subtracts from the strategic depth of the game - especially in multiplayer. ![]() ![]() Instead the idea of purchasing industries, getting patents and buying and selling stock takes on increased importance. The idea of improving train stations is almost completely eliminated (the only improvement available is to increase its size). The game also automates much of the detailed drudgery of running the railroad. The game can get bit confused if a curve is too sharp or the track extremely long, but the interface includes controls that let the player adjust things like track elevation and laying down shorter pieces of track usually solves the problem. The game itself does a pretty good job of laying out the track in between, pushing tunnels through hills and building bridges where necessary. Putting down track is as easy as a player clicking on the section of existing track where they want to start and dragging it to where they want to end. Sections of track can be deleted and a portion of the construction price reimbursed, but that's not really a substitute.įortunately, this isn't as much of a concern as it might be because of the ease of laying out tracks. Its absence is a mystery and a bit of an annoyance considering how much effort went into the rest of the UI. The biggest problem in the interface is the lack of an "undo" button. The UI is built around eight easily identifiable buttons that open up simple screens that easily communicate a remarkable amount of information about the health of the player's empire. The entire game seems to be built around user friendliness, starting with the game's user interface. This low learning curve is easily Railroads!' greatest strength. It's basic supply-and-demand and while the economic model in Railroads! is pretty simple, it's just deep and dynamic enough to be fun. Players get paid for delivering passengers and mail cars, of course, but the real money comes from laying down spur lines and delivering one of the dozen or so commodities (such as coal, steel, or food) from producers to consumers. Gamers who come in looking for a simple, enjoyable strategy game with a fun multiplayer component won't be disappointed,Īs the name would imply, the point of Railroads! is to create a business empire by laying tracks across vast expanses of virgin wilderness and run iron horses back and forth between cities. Rather than the deep, complicated economic and business simulation Railroad Tycoon fans might expect, Firaxis' new game is a light, breezy simulation aimed squarely at more casual gamers and those who just enjoy playing with virtual model trains. Despite the subject matter and surface similarities in gameplay, Sid Meier's Railroads! is aimed at a very different audience. The first thing that needs to be said regarding Sid Meier's Railroads! is that this game is not Railroad Tycoon IV. ![]()
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