recursal/Fanatic-Fandom huggingface dataset:
The Samurai Rides an Iron Horse

**The Samurai Rides an Iron Horse** is the fourteenth mission of the classic campaign in the game Railroad Tycoon II. It is the second mission of the Rest of the World act of the classic campaign. The premise of the scenario is the development of Japan's first railroads during the late 1800s. The map used in this mission is a representation of Japan.

## Overview

### Introduction Spiel

> *Dynasty after dynasty has ruled these islands. Closed for centuries to outside influences, Japan now wants your help to bring it modern rail... Well, bending ancient traditions though, is gonna be tough. But by proving yourself the most efficient and frugal, you may become the single most dominant rail mogul in Japan.*
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### Victory Conditions

* **Bronze:** Connect Niigata, Nagoya and Sendai to Tokyo by 1899.
* **Silver:** Same as above, but Kyoto and Sapporo also connected.
* **Gold:** Same as above, but Kagoshima also connected, 50 car loads hauled in a single year.

A loss will be triggered if the player has not connected Niigata, Nagoya and Sendai to Tokyo by 1899.

### Available Bonuses

* **Choice 1:** Early access to the 3-Truck Shay
* **Choice 2:** +$50,000
* **Choice 3:** +10% Engine Speed

### Starting Situation

* **Starting Year:** 1870
* **Player Name:** General Gentaro
	+ **Starting Player Cash:** $55K personal cash
	+ **Starting Player Stock:** 2,000 shares of Imperial Government Railways (5% of the company)

The player starts with no existing infrastructure.

### Ending Spiel

> *The Emperor of Japan has included you in his imperial court? Wow! Getting a little big for your britches, eh? Nice job. If you're ready for a less regal, but equally challenging trial, head down under.*
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## Strategy

Starting out is the most difficult part of this scenario. With only $300k starting cash, and an F credit rating. Choose the extra 50k starting cash as the bonus and begin far south in Miyazaki. You'll want Miyazaki to have a small station with partial coverage(upgrade to medium ASAP), building to Oita, place a medium station with full coverage. You should be able to afford 2 engines and later buy water and sanding towers in Oita before the engines need it. Eventually extend to Kitakyushu and only run passengers between there and Miyazaki. Use Oita as the only maintanance location and for a bit of frieght. Also put some passenger buildings at the two end stations too for extra revenue. By 1875 there should be decent profits and an high credit rating. Tokyo is a good place to move next, from here it is very straight forward and simple to get the gold. Just concentrate on long distance passenger service to drive profits for more expansion. Linking up the original line for the Kagoshima connection near the end.
Elbow Room

**Elbow Room** is the fourteenth mission in the Second Century campaign as well as the second scenario of the Future act. The premise is that the Mediterranean Sea has been dammed thanks to the Geocore, giving the opportunity to build a railroad there. The map used is the Mediterranean Basin.

## Overview

### Introduction Spiel

> *The Geocore is the ninth wonder of the world. It's working beautifully. The Mediterranean community, which has long wanted more land for development, has had its dream fulfilled. Powered by the Geocore, massive pumps have drained the Mediterranean basin, opening a new frontier for a new era. Your lines will play a big part in the development of this new land.*
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### Ending Spiel

> *Like a call back to the good old days. You handled the new frontier like a true robber baron. Well, maybe there's hope for you yet. Ah, life is good... What could possibly go wrong?*
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Themyscira Ep. 2

**Themyscira Ep. 2** is the second episode of *Survivor: Themyscira*.

## Challenges

### Immunity

Drink Challenge - Before we get started - HIPPOLYTA, I’ll take back your immunity. Immunity is now up for grabs. As explained in the previous post, both tribes were instructed to pick three contestants to compete in this challenge.

Competing for ANTIOPE, we have Raymond, Madison, & Jack! & for HIPPOLYTA we have Toph, Madeline, & Ian!

If you haven’t guessed it by now, here it is… it’s the drink challenge! We randomized the order to see who would be competing against who.

All contestants have submitted a list of items they have on hand to their host chat. Hosts will randomly select several of the items to be mixed into a mystery concoction. You will have to go on video call with the hosts so we can see you mix the drink and you will be timed to see how quickly you can finish it. Please have a table spoon (regular sized spoon) on hand to ensure everyone is putting the same amount of the liquids into their glass. You must be able to demonstrate how much liquid is in your glass. The person who finishes their mystery drink in the shortest amount of time per match-up wins the round. Each contestant will go twice. The tribe with the LOWEST combined time will win immunity for their tribe.

**Winner (according to finish):** Hippolyta

## Tribal Council

 Amanda (6 votes)*(Played Hidden Immunity Idol)*
 Dan (2 votes)
 Jaiden (1 vote)
 **VOTED OFF:Dan**
2-4-0 John Bull (RTII)

The **2-4-0 John Bull** is a locomotive in the game Railroad Tycoon II. It becomes available in 1831, and is considerably faster and more powerful than the previous engines. It is very capable of hauling three cars of most cargo at a decent speed, though it is still poor at grades, so less than 2% gradient is recommended.

Even though they are slightly more expensive than previous locomotives, the quickened delivery speed should easily pay off the costs. While it should be used on passenger and mail, but one should wait for the 0-4-0 Dewitt Clinton to become available in 1833, for heavy freight such as iron or coal as well as for routes with high gradients.

## History

The John Bull was a steam locomotive originally built in 1831 by the British firm, Robert Stephenson and Company, for the Camden and Amboy Railroad, making its first run on September 15, 1831. The engine was built as a 0-4-0, however, it was found to be prone to derailing on the more poorly constructed trackage of US railroads. To remedy this, a leading truck was added to the front of the engine, attached to the axle of the front driving wheel, in turn converting the engine into a 4-2-0.

This design proved so effective on American railroads that many of the early 0-4-0s were rebuilt as 4-2-0s similarly to the John Bull. The 4-2-0 excelled in its ability to stay on the track, especially those with the single driving axles behind the firebox, whose main virtue was stability. The 4-2-0 continued to be extensively used until the 1850's where the 4-4-0 became more primary.

The John Bull was retired in 1866, and is currently owned by the Smithsonian Institution.

## Trivia

* The original Rocket locomotive could hit a top speed of 26mph (42km/h), but in game it only can go up to 16mph, while the 2-4-0 John Bull can go 25mph, but in real-life could only travel at 15mph (24km/h). It is probable that the stats of the two engines were swapped during development, either by accident or for balance reasons.
* The engine was numbered 1 and officially named "Stevens," after Robert Stevens, the railroad's president at the time. As the engine operated over time, engine crews began to refer to it as "the Old John Bull," after a cartoon personification of Britain. The name, later simply "John Bull," gained such popularity that the engine's given name, "Stevens," fell out of use.
* The engine is referred to in the games as a 2-4-0, however, the design of the leading truck necessitated the removal of the engine's siderods for its installation. Thus, despite what its appearance suggests, the engine is actually a 4-2-0, as only the rear driving wheels are connected to the cylinders.
Germantown, USA

**Germantown, USA** is the second campaign mission of Railroad Tycoon 3, as well as the second mission of the American room.

## Overview

### Introduction Spiel

> *In the middle of the 1800's, things were right tough in the old world of Europe. Most of the land was owned and controlled by the aristocracy, and that meant few opportunities for the common folk. But in American, you could make a name for yourself, instead of having to inherit the right one. Whole German communities picked up and resettled in the Midwest. Lock, stock and barrel! Sometimes, you can barely tell you weren't back in the old country.*
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The Seeder

**The Seeder** is the fourteenth campaign mission of Railroad Tycoon 3, as well as the first mission of the Futuristic room.

## Overview

### Introduction Spiel

> *After the global warming catastrophe during the early half of the twenty-first century, the polar ice caps melted and exposed new areas that once were covered by snow and ice. The newly exposed areas became prized real-estate in these dark times. Greenland was one of these places, unfortunately, the land was barren. That's when some scientists put together some genetic seeds. Seems they done fixed them so they grow real quick-like. The problem is getting them to spread out before they've gone bad. You gotta think fast if you want to help out.*
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Which Way to the Coast?

**Which Way to the Coast** is the fifteenth mission of the classic campaign of Railroad Tycoon II, and the third mission in the Rest of the World act. The premise is the introduction of railroads in Australia during the early to mid-1900's.

## Overview

### Introduction Spiel

> *Odd place, that Australia. But business is business, regardless of the location. Along the rail across the Nullarbor plains is ready to go, but good luck trying to make any money. The traffic on that single line is going to be atrocious. Be prepared when you do finally hit that plain, 'cause there's no turning back...once you're on it.*
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### Victory Conditions

* **Bronze:** Generate a personal net worth of $10 Million by 1958.
* **Silver:** Do it by 1948
* **Gold:** Do it by 1938

A loss will be triggered if the player does not have a personal net worth of at least $10 Million.

### Available Bonuses

* **Choice 1:** +20% Station Turnaround Time
* **Choice 2:** +15% Passenger and Mail Revenue
* **Choice 3:** +15% Engine Speed

### Starting Situation

* **Starting Year:** 1917
* **Player Name:** Edward Henry Harriman
	+ **Starting Player Cash:** $150K personal cash
	+ **Player must Start A New Company**

The player starts with no existing infrastructure.

### Ending Spiel

> *Good going out there in the outback. Now from one of the most desolate places in the world to most populous country in the world.*
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## Strategy

Choice 3 is probably the best choice for this scenario, as the increased Engine Speed will translate into increased revenue across the board for all cargos. It's a big map, so the increased speed on long-distance runs may really pay off.

Choice 2 is also viable. It also increases passenger generation on this map to 0.5/year for houses (from 0.4), and ports offer 3/year, so it is likely that passengers will be your primary cargo, especially early on.

Try to connect the cities east of the Nullarbour first, Wynbridge, Tarcola, and Adelaide - Port Augusta. You should be able to get a couple of industry chains going on this side of the map.
Then expand in the west, connecting Perth with the other towns west of the Nullabour, like Adelaide, Sidney. Your track does NOT need to connect to existing track, so you can created dedicated profitable routes wherever they appear. Check out the Brisbane areas as well. Avoid crossing the Nullarbour - it is expensive !
2-10-0 Class 13H

The **2-10-0 Class 13H** is a steam locomotive in the game Railroad Tycoon II. It is available in 1917, and is the second Heavy Freight locomotive the becomes available during the 1910's, and has comparable statistics to the Class G10, which is available in 1910. It is much more powerful than the G10, but is slower. However, other than that, they are very similar locomotives. The G10 is also very capable on grades, and is able to easily haul heavy loads up grades as high as 6%. However, similarly to the G10, maintenance and fuel costs are high, and it is very important that the Class 13H is used on the right routes for the right purposes, in order to receive a profit.

The Class 13H is a very specialized locomotive. It is obviously too slow and wasted if used on passenger services, and even for general freight it is too expensive in maintenance costs. Thus the only time where it can be useful is on runs where the route to a cargo is situated on steep grades, and the 2-6-0 Camelback would be too slow to perform the job. It is also has decent acceleration for a slow locomotive, and is also reliable, which is good. Overall, it never really is used all that often, partially because in 1919, the 2-8-2 Mikado comes out, can outperform the Class 13H, in all facets, for a similar cost. It is also important to note that this locomotive is not available in North American Scenarios.

## History

In real life, The Prussian G 12 (Class 13H) was a 2-10-0 goods train locomotive with the Prussian state railways. However, it was classed as the Saxon Class XIII H, which the game Railroad Tycoon II uses for this locomotive type. It was built because it had been shown during the First World War that it was a great disadvantage, from a servicing and maintenance point of view, for each state railway to have its own locomotive classes with no standardization. In addition, the military railways needed a fast, powerful, goods train locomotive, that did not, however, have a high axle load.

Between August 1917 and 1921, a total of 1,168 G 12s were procured by Prussia. The Saxon locomotives were, like their predecessors, designated as **Class XIII H**; Baden and Württemberg took on the Prussian designation of G 12. Manufacturing of the locomotive stopped in 1924, and the Prussian G12 had a useful working life until 1976, when they were finally retired.
4-6-0 Ten Wheeler

The **4-6-0 Ten Wheeler** is a locomotive in the game Railroad Tycoon II. It becomes available in 1892, and is an excellent general passenger locomotive, as it is quick with decent running costs for that era. When hauling 3 passenger cars + Dining, it can reach speeds of up to 40 mph, which is quite excellent.

This locomotive is an excellent replacement for older Eight Wheeler and Iron Dukes that are on passenger services, as it stronger and better performing overall. It is good for all types of passenger services, and should be the engine of choice for this type of service during this era. However, it isn't as strong or reliable as the Consolidation or Mastodon, so it is not worth replacing those locomotives for this type for freight runs. Also, the 2-6-0 Mogul comes out in 1895, an engine that is in general better for freight runs, so you should replace freight runs with that loco instead. The locomotive is quite useful right up until it's retirement date in 1911, as it will still be the best short distance passenger locomotive until the 2-6-2 Prairie becomes available the next year. However, it is best to replace longer passenger runs with the 4-4-2 Atlantic or 4-6-2 Pacific, as they are much faster in terms of speed.

## History

During the second half of the nineteenth and first half of the twentieth centuries, the 4-6-0 was constructed in large numbers for passenger and mixed traffic service. A natural extension of the 4-4-0 American wheel arrangement, the four-wheel leading bogie gave good stability at speed and allowed a longer boiler to be supported, while the lack of trailing wheels gave a high adhesive weight. The primary limitation of the type was the small size of the firebox, which limited power output. In passenger service, it was eventually superseded by the 4-6-2 Pacific type whose trailing truck allowed it to carry a greatly enlarged firebox. For freight service, the addition of a fourth driving axle created the 4-8-0 Mastodon type, which was rare in North America, but became very popular on Cape gauge in Southern Africa.
England

**England** is a scenario included in *The Second Century* expansion for *Railroad Tycoon II*. Using the same map as the campaign scenario The Battle for Britain, it is set in Southern England and Wales during the 20th century. The player can not use steam locomotives in the scenario, which is explained as being the result of a new clean air regulation.

## Strategy

### Starting out

One of the best locations on the map to start out of is the vicinity of Liverpool and Manchester. Both are large cities, and Manchester also has Stockton next to it, providing even more passengers and mail for a well-placed station.

Another possibility is to start with a connection between Portland and Poole, as Portland tends to have one or more ports (which in this scenario produce Rubber and Aluminum), whereas Poole tends to have one or more Munitions Factories, which require(s) both. North of the two lies Bristol, which tends to have one or more Military Depot(s), which require(s) Ammunition. Note that the the starting money is insufficient to build electric rail to all three, so – unless the scenario is set to begin after 1945 when the first diesel locomotive becomes available – the Portland to Poole connection should be built first and the profits from it used to connect to Bristol.
0-4-0 A3

The A3 0-4-0 is a steam locomotive that is featured in Railroad Tycoon II. It is offered starting in 1865, but rather bizarrely does not usually show up during regular game play as neither the North American nor Europe locomotive listings usually feature this locomotive.

## Strategy

This locomotive only has an average top speed of about 30 MPH, putting it on par with the 2-4-0 Vulcain. If it does show up in a locomotive listing, it would be better suited for short or medium distance freight routes, and would be better suited on routes with low passenger traffic. The locomotive is more expensive than the American however, so due it's performance, it would be recommended to just stick with the American or wait until the Eight-Wheeler is introduced in 1868. If the eight-wheeler doesn't turn up in your listing, then hold out it out until the Consolidation is introduced, as the Consolidation is better suited for short or medium distance freight runs, but can pull more and manage a slightly higher average speed than the A3.

For all intents and purposes, treat this engine like you treat the Vulcain: avoid using it on the mainline, and use it on short distance runs or on local freight runs that exclusively serve an industry. When either the Eight wheeler or the Consolidation are released, replace it immediately.
Autos

**Cargo Type** | Finished Good

Autos is a finished good cargo type in the game Railroad Tycoon II. It becomes available to haul for the rest of the game from 1900. Autos are produced by an Auto Plant, which converts a combination of 2 Steel and 1 Tires into 3 Autos. Autos are only demanded by Cities (or a station featuring 8 or more houses), and nothing is produced in return.

## Strategy

Autos is a cargo of above average value and profitability, and therefore is always worth hauling when the opportunity presents itself. However, the challenge of hauling Autos is navigating its complex production process, while maintaining a profit. In fact, the Autos supply chain is easily the most complex in the entire game, and is unlike any other, requiring the input of two intermediate goods in Steel and Tires. As such, the player must become aware of Steel Mills, Tire Factories and Auto Plants that are in close proximity (along with the presence of raw materials Rubber, Iron and Coal), that enable the opportunity to engage in the production of Autos. Finally, there must be a large city (of at least 8 houses) to ship the Autos to. As such, it is good to leave this chain to the late-game, once the player’s railroad is well and truly running, due to its highly delicate nature.

There are generally two ways to manage trains for the Autos production chain. The first method is to contain the entire chain within one train. This involves first picking all required raw materials (equal numbers of Rubber, Iron and Coal), going to a Steel Mill and Tire Factory (converting to Steel and Tires), and continuing onto the Auto Plant, before delivering the Autos to a city. As can be seen, this method requires trains to make a lot of stops, but the train is 100% efficient, as they do not need to wait for cargo at any point; they are self-sufficient. Due to the possibly long route length, multiple trains may need to run the same route in this case. This method lacks flexibility though, it doesn’t work if the raw materials and intermediate goods are far away from each other or are in different directions. Instead, splitting the chain into different routes may be required, which involves having each cargo handled by an individual train. For instance, a train solely transports Rubber to a Tire Factory and then Tires to the Auto Plant, while two more solely handle Coal and Iron into Steel for the Auto Plant, then each train will take away a set of Autos back towards their origin. This method allows for better profitability if Rubber, Coal and Iron are far from each other, but trains will be consistently waiting for the other cargo at stations, causing cargo to lose value. To mitigate this, one can try and increase the number of trains running on a line, but this has to be cautiously balanced between all routes.
4-6-0 Ten-Wheeler

From the Manual: This was the second most popular wheel arrangement of the 19th Century in North America, and it began to seriously rival the American after 1860. First used as freight engine, it was recognized by the 1 850’s as useful in general service. By the 1880’s the dogma of specialized motive power for each class of service relegated the Ten-Wheeler to passenger service. It served on mainline passenger trains until about 1910 when heavier engines were required.

Use this locomotive for high speed trains carrying mail, passengers, and fast freight. They can maintain the speed of Americans while pulling one or more additional cars. Alternatively, put them on long runs with a few cars and they set speed records.
Xerxes

Xerxes is a basic infantry general and you can buy him in the tabern of Lyon, he costs 15500 gold.

#### Description:

After the conquest of Egypt and Greece, Persia became a vast empire stretching across Africa and Europe. Xerxes is considered as the greatest king of the Persian Empire.

#### General Skills:

* Infantry Commander (+5% attack for all infantry units nearby. Aura Duration:2, Radious:1)
* Spy (15% chance to temporarily decrease the enemy´s defense by 50% when attacking. Duration:1).

## Campaign

He appears in the campaigns Spartan Warriors:

1. Expedition (enemy)
2. Thermopylae (enemy)
3. Battle of Salamis (enemy)

Alexander Crusade:

1. Battle of Issus (enemy)
2. Battle of Gaugamela (enemy)

The Byzantine Empire:

1. Byzantine Barrier (enemy)

## Conquest

He appears as the general of Persia in the Classical Age with warriors, and his items are a Sword, a Wooden Shield, Cloth Boots and a Ring; he appears in the Empire Age with Swordsman and his items are a Crossbow, a Plate Armor, Iron Boots and a Silver Necklace.
4-4-0 D16sb

The **4-4-0 D16sb** is a steam locomotive in the game Railroad Tycoon II. It becomes available in 1914, and while not having the greatest specifications, the D16sb is useful on less profitable routes, as it has very low maintenance and fuel costs. It can only go a top speed of 45mph, so it's important not too many of these locomotives are running on trunk routes, so they don't block the way for faster trains such as the Prairie or Pacific. It's important to note that D16sb is still fairly strong even if it is slow, so it can haul 4 or 5 cars of any type of cargo at a decent speed.

When this locomotive comes it's a choice between the D16sb and the Prairie. The D16sb should really only be replacing the marginal of routes where the extra speed of the Prairie would not be able to make up for the extra maintenance.

## History

Class **D16** on the Pennsylvania Railroad was their final development of the 4-4-0 "American" type of steam locomotive. A total of 429 of these locomotives were built at the PRR's Juniata Shops, spread across five subclasses; some had 80 in (2,030 mm) diameter driving wheels for service in level territory, while others had 68 in (1,730 mm) drivers for mountainous terrain. In the pre-1895 scheme, these locomotives were second class **L**.

Construction continued until 1910, and the locomotives, aided by a rebuild program from 1914, remained in service in large numbers until the 1930s, a small number surviving into the 1940s. One locomotive, #1223, was preserved and is currently on display.
Aluminum

**Cargo Type** | Intermediate (Simple)

Aluminum is an intermediate cargo type in the game Railroad Tycoon II. It is produced by an Aluminum Mill, which directly converts Bauxite into Aluminum.

Aluminum is demanded by various industries. When Aluminum is shipped to a Cannery, it combines with either Produce or Coffee to produce Food. It can also be shipped to a Tool and Die Factory, directly converting into Goods. In The Second Century expansion, Aluminum can also be shipped to the Munitions Factory (combining with Chemicals to make Ammunition) and to the Weapons Factory (combining with Rubber to make Weapons).

## Strategy

Statistically speaking, Aluminum has below average specifications, even by freight standards. Like other intermediate goods such as Tires and Steel, isn't easy to make huge profits from purely hauling Aluminum. However, the finished cargo converted from Aluminum is of higher value and can be considered the profitable aspect of Aluminum.

Aluminum can be easily compared to Steel, since both are demanded by the same industries (although Steel is also used for Autos), and have similar supply chains. As Steel can be hauled from 1856, it can be almost considered the predecessor of Aluminum. Aluminum can be easier to procure than Steel, since Aluminum only requires one input (Bauxite) in order to be created. Steel meanwhile needs both Coal and Iron to be created, and on maps where these two resources aren't close by, it can be impossible to even produce Steel. However, it can be equally difficult to produce a high quantity of Aluminum, because two Bauxite mines of close proximity are needed, which also is a situational circumstance. Another factor to consider is that Aluminum can be hard to come by on maps that start before 1910, as it can take many years for Bauxite Mines and Aluminum Mills to populate the map to be useful. Additionally, many maps disable Bauxite mines (particularly in European maps), and instead have Bauxite or Aluminum available through the Ports.

Based on these factors, Aluminum is a better choice than Steel to ship to a Cannery, because Aluminum is more readily available cargo, and a lower quantity is required due to be combined with Coffee/Produce. Steel is also no longer demanded by the Cannery after 1930. Aluminum is also the better choice to haul to the Munitions Factory, as once again only a low quantity of Aluminum is required. Meanwhile, Steel is a better choice to be shipped to a Tool and Die Factory. A high quantity of Steel/Aluminum is needed since it directly converts into Goods, and Steel is the better fit as such. For the same reason, Steel is the better choice to haul to the Weapons Factory when given the option.

## Form

As a cargo type that appears relatively late in the game, only one generation of Aluminum car exists.

Supplied by:

## Supply Chain

      Tool and Die Factory (1910-)
      Munitions Factory (1910-)
      Weapons Factory (1910-)
A Chip off the Old Block

**A Chip off the Old Block** is the sixteenth and final campaign mission of Railroad Tycoon 3, as well as the third and final mission of the Futuristic room. The premise is that an earthquake has hit California, separating part of it from the state.

## Overview

### Introduction Spiel

> *Seems the huge shift in world geography was apparently more than that poor ol' San Andreas Fault could take. It snapped with a vengeance and tore a big chunk of California away from the mainland of North America. Fortunately, it heaved up above sea level too, and exposed a soggy but usable chunk of land. Well, now they gotta get resettled out there on that island.*
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Sid Meier's Railroads!

A **Sid Meier's Railroads!** marks the return of the milestone of simulator / strategy games, the launcher of the popular "tycoon" genre that inspired a new generation of games. A Sid Meier's Railroads! gets back into the hands of its original creator, the legendary Sid Meier, who, along with the development team at **Firaxis Games**, takes the game to a new level of fun!

The greatest train-building game of all time has returned with a vibrant 3D world, exciting multiplayer options, a simplified interface, and an unparalleled gameplay that is easy to learn yet challenging to perfect. Sid Meier and the creators of **Firaxis Games**, the world’s best strategy game, Civilization IV, entrust you with the task of building the nation’s largest railroad company; you oversee trains, transportation, and finances as you fight economically with your rivals, cunning entrepreneurs, and robber princes!

## About the Game

**Sid Meier's Railroads!** was released in October 2006. It was the first game in the **Railroad Tycoon** series since the original to have direct input from Sid Meier himself. **Railroads!** features a variety of scenarios and trains from both North America and Europe. **Railroads!,** compared to previous games, is more simplifed and beginner friendly. Changes include it being less industry-focused, having less industries in general, and having a simpler user interface for track laying. **Railroads!** also has many gameplay changes, such as full 3D graphics and real time gameplay. These changes do make it harder for single play use.

## Gameplay

#### Tracks

**Railroads's** tracks are pretty different from older games. The rails are more straight and with less earthworks and bridges, so terrain,(mountains,hills,lakes,rivers) is more important than in previous games.

#### Trains

**Railroads!** has a variety of trains from the earliest trains to trains in the 60s and the 70s. There are American, British, and German trains. The American trains are in all the US maps and fictional maps. The British trains are in the maps Great Britain and France, and the German trains are in the maps Germany and Southwestern Europe.

#### Industries

There are smaller kinds of industries because the game is more focused on economics than industries. *Check the list of industries here*
2-8-0 Consolidation

The **2-8-0 Consolidation** is a locomotive in Railroad Tycoon II. It becomes available in 1877, and is the strongest locomotive available during its era. It is very useful for both light and heavy freight work, as it has both a high hauling and grade index, while also being cheap enough as well. It can quite easily haul 6 cars of any cargo, while maintaining a decent speed.

As soon as this engine becomes available, all freight services should be assumed by this locomotive. It is cheap, it is strong and it is reliable, all vital attributes for a freight locomotive. It is recommended to put as many cars on your train as possible, but also remain considerate of the amount of traffic that is seen on the route, and also it is recommended to not haul too many empty cars unnecessarily. It is the best freight locomotive until probably the 2-6-0 Mogul comes out in 1895, which while more expensive, is better performing in general. After that, there is little purpose for this locomotive.

## History

Of all the locomotive types that were created and experimented with in the 19th century, the 2-8-0 was a relative latecomer.

The first locomotive of this wheel arrangement was possibly built by the Pennsylvania Railroad (PRR). Like the first 2-6-0s, this first 2-8-0 had a leading axle that was rigidly attached to the locomotive's frame, rather than on a separate truck or bogie. To create this 2-8-0, PRR master mechanic John P. Laird modified an existing 0-8-0, the *Bedford*, between 1864 and 1865.
The 2-6-0 Mogul type, first created in the early 1860s, is often considered as the logical forerunner to the 2-8-0. However, a claim is made that the first true 2-8-0 engine evolved from the 0-8-0 and was ordered by the United States' Lehigh and Mahanoy Railroad, which named all its engines. The name given to the new locomotive was *Consolidation*, the name that was later almost globally adopted for the type. According to this viewpoint, the first 2-8-0 order by Lehigh dates to 1866 and antedates the adoption of the type by other railways and coal and mountain freight haulers.[2]

From its introduction in 1866 and well into the early 20th century, the 2-8-0 design was considered to be the ultimate heavy-freight locomotive. The 2-8-0's forte was starting and moving "impressive loads at unimpressive speeds" and its versatility gave the type its longevity. The practical limit of the design was reached in 1915, when it was realised that no further development was possible with a locomotive of this wheel arrangement.
Ae 8/14

The **Ae 8/14** is an electric locomotive in the game Railroad Tycoon II. It becomes available in 1939, and along with the 4-8-8-4 Big Boy, is one of the strongest locomotives in the entire game. It also isn't overly expensive either, so it can be used for the majority of freight services. Even though the Ae 8/14 can go only at a moderate speed of 68mph, it can easily sustain relative speed on the most challenging of grades, even while hauling a heavy load.

## Strategy

The Ae 8/14 is effectively a load monster, but is highly limited by it's lack of speed (shouldn't be used for passengers). Based on this, it is a great replacement for older Mikado locomotives that are assigned to heavy freight roles, because it not only can the Ae 8/14 perform much better, but it is also far cheaper than the Mikado. The Ae 8/14 can perform well on most types of freight, but it still has relatively high running costs compared to a locomotive such as the USRA 0-8-0, so it isn't preferred as much on marginal routes, as it's extra power would be very much wasted. This locomotive's acceleration and reliability is also good enough for a mid-speed locomotive, so it can be used in busy railways. It is important to note that this locomotive is not available on North American maps, and the player will have to settle for the excessively expensive 4-8-8-4 Big Boy. It's somewhat irritating that the lifespan of this locomotive only lasts until 1955, because it really is useful for many years after this point. The diesel locomotives of the late-1940's aren't bad at replacing this locomotive, but a true successor would probably be the Penn. E44 (available 1960), as it performs similarly to the Ae 8/14, and is also slightly cheaper. Another considerablely slower option for replacement is the Class 1020, which does a good job, as it is a very cheap and powerful locomotive, but it only has a top speed of 56mph.

## History

The **SBB-CFF-FFS Ae 8/14** is a class of electric locomotives built for Swiss Federal Railways to be used on the Gotthard railway. Only three prototype engines were built between 1931 and 1938, each of them in a different design.

The steep 2.7% grades of the Gotthard Railway are challenging for the railroad operation. In the 1920s the trains became so heavy that the power and the traction of one locomotive became insufficient and so costly double-heading or splitting of the train over the mountain was required. The Multiple-unit train control was at that time emerging and not yet a reliable working system.
The idea was to introduce double-locomotives with eight axles and a weight of 250 tons. These locomotives could pull the trains directly from Zurich or Lucern over the Gotthard and Monte Ceneri to Chiasso. This eliminated the stops for adding and removing additional locomotives in Erstfeld or Biasca, so that shorter travel times would be possible.
Go West!

**Go West!** is the first campaign mission of Railroad Tycoon 3, as well as the first mission of the American Room.

## Overview

### Introduction Spiel

> *This here's about the American West...well, west of New York City, anyhow. You see, the nation hadn't been able to use much of the land west of the Appalachian mountains, 'cuz it was just too difficult to move goods to and from those markets. Now, the trains changed all that. Now, the nation had a quick and reliable form of transportation. "Go west" the man said. And so they did...by the train load.*
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Island of Hope

**Island of Hope** is the sixteenth mission in the Second Century campaign of Railroad Tycoon II, as well as the fourth mission of the Future act. The premise is the building of railways in Africa following the floods.

## Overview

### Introduction Spiel

> *The water has risen and Africa has become the Island of Hope. Displaced populations now crowd the shrunken land mass. Food is in short supply. You'll need to salvage surviving rail and build new lines to supply the shocked population with food and goods as the waters rise even higher. Your resourcefulness has never been more valuable.*
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### Ending Spiel

> *If you hurry, you can catch a boat to the Appalachian for another robber baron opportunity.*
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The Third Republic

**The Third Republic** is the ninth campaign scenario of Railroad Tycoon 3, as well as the fourth mission of the European room.

## Overview

### Introduction Spiel

> *It was after France's defeat in the Franco-Prussian War that the French citizens once again demanded political change. The result was a new government known as The New Republic. It was a fragile start, though, like a scared little rabbit. They needed to prove this government was strong and resourceful. So they took to building up the country's infrastructure. I think you'll see it weren't so easy.*
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4-4-0 Eight Wheeler

The **4-4-0 Eight Wheeler** is a locomotive in Railroad Tycoon II. It becomes available in 1868, and is a general purpose locomotive with a good top speed and hauling ability, and is much cheaper to run than the 4-2-2 Iron Duke. It can haul three or four cars of both passengers and freight at a good speed, which makes it a good general purpose locomotive.

This locomotive is essentially an upgrade for the 4-4-0 American-C, so it is viable to replace them with the Eight Wheeler. It is also an alternative to the expensive Iron Duke for passenger, as it is more reliable, cheaper, but is slightly slower. It is also the best locomotive on grades for that era. The Iron Duke is still far better for longer express passenger runs, so keep them on that. It is the best locomotive for freight runs until the 2-8-0 Consolidation comes out in 1882. For shorter passenger runs, it is the best choice until the 4-6-0 Ten Wheeler in 1892, and after which, there is little use for this locomotive.

## History

The 4-4-0 type locomotive was definitely the most common railway locomotive type used in the second half of the 19th century, and this is represented in-game with the American-C, and it's 'successor', the Eight Wheeler being good engines in-game right up until the turn of 1900. In real life, they were quick, strong, and suitable for almost any work, and very cheap to maintain, so they became almost a standard design, especially in the USA. By 1900, the 4-4-0 was considered obsolete in United States locomotive manufacture, although they continued to serve on branch lines and in private industry into the mid-20th century. However, in the UK, they were still used in main line service even well after nationalization in 1947. Most of them were replaced with more powerful locomotives like the 4-6-0, and 2-8-0
Munich Metra

**Munich Metra** is the eleventh mission of the Second Century campaign of Railroad Tycoon II, as well as the fifth mission of the Modern Era act. The premise is the construction of a metro transit system in Munich.

## Overview

### Introduction Spiel

> *Well... The burgermeisters of Munich saw your success in Seattle and want you to outdo yourself using their latest technologies and designs. The trick will be navigating around ancient villages, potential archeological treasures. The money is right if you can design the most streamlined passage. So, grab your lederhosen and get going.*
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Strategy:

Much like the previous Seattle Metra scenario, this one requires construction of a rapid transit system. However, the Munich map offers significantly less building density with much higher variety in developments. As with other metra scenarios, the priority is to create valuable residential commuter cargo, which is the product of moving industrial or commercial commuters to appropriate areas. Trains tend to prioritize commercial commuters first followed by industrial commuters. Once those are depleted, trains will then load residential. For this reason your network may require unprofitable shorter haul trains to produce high value loads for longer runs. In addition, airport commuters exist as a bonus cargo with higher value than commercial and industrial, but lower value than residential. Using the airport as the anchor of your starting network is often the best strategy to win this scenario.

### Ending Spiel

> *Now that the bratwurst and beer have run out in Munich- \*burps\* Excuse me. It's back to work on a unique project to link England and France.*
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Class 1020

The **Class 1020** is an electric locomotive in the game Railroad Tycoon II. It becomes available in the year 1941, and is a slow, but cheap locomotive that is useful for hauling low-value freights at a decent speed. Therefore, it can be used to operate on freight routes that are more marginal, and don't require the speed or power of a larger locomotive. It can easily haul 3-4 cars of any cargo at around 50mph.

## Strategy

The Class 1020 is the ideal replacement for locomotives such as the USRA 0-8-0 (if you decide to electrify), that haul on routes that haul low-value or short-distance freight. It is better than the 0-8-0 because it is not only faster and more powerful, but it is also comparatively cheaper. The Class 1020 also performs relatively well on grades, so it can be a replacement for Class 1045 locomotives that are hauling mountain traffic, though it is slightly more expensive. This locomotive also has excellent acceleration and reliability, meaning it can be used safely on busy routes, though by this stage, it may be considerate to quadruple track important routes, so that faster locomotives are not blocked up by locomotives such as the Class 1020. The lifespan of the Class 1020 is fairly long, as most of the locomotives from this point onward are more powerful, but also much more expensive, so this locomotive can always be used on routes that don't have huge supply or demand. Eventually, the Class 1020 should be replaced by the Class E111, because it is a locomotive that is slightly more expensive, but it is much faster than the Class 1020, so it maintains a similar cost-effectiveness overall.

## History

The **DRG Class E94** is an electric heavy freight locomotive built for Deutsche Reichsbahn since 1940, with the bulk of deliveries taking place in the same year. It is a major evolution of the DRG Class E 93. Railway aficionados still call the Type "Grünes Krokodil" (Green Crocodile) because of the resemblance to the Swiss crocodile.

After World War II, new units were ordered and delivered as late as 1957.
After the war, 44 units were placed under the authority of the Austrian Federal Railways (ÖBB). In 1952, the ÖBB ordered three complementary locos. In 1954, they were classified as class 1020.
China

Campaign Details

China is one of the original twelve stand alone scenarios found in the Railroad Tycoon II base game. It is a real-world map that represents Eastern China.

## Strategy

There are many ways you can play the game, but the best start is by far Beijing, Tianjin and Tangshan. You can start elsewhere, but here there are no gradient troubles, plenty of supply and demand, and industry is plentiful. Start by laying a triangle between those three cities and start with 3 trains running in a triangle. Immediately the money should be rolling in, so when you can extend south to Shijiazhuang. The important junction is Zhengzhou, as it is a central location for all your traffic to go through. If you have added AI, and they started in Hefei and Huinan, their next stop will be Zhengzhou, so you'll need to act relatively quickly to secure the area. Zhengzhou can be a junction for trains to Xi'an, Wuhan, and Hefei as well as Beijing, so restart if you can't reach it in time.

There is plenty of time to get the personal net worth that is required. Just keep your dividend relatively high, and continue to expand as much as possible. A good way to get the personal net worth is mergers and if you are shrewd you can really get a lot of cash from these deals. Continue expanding south, to Wuhan, Changsha, and the final connection to Zhanjiang. Try your best to go as flat as possible, but you don't have to run trains through it to win. Beijing to Zhanjiang is a route that can yield over $1,500K per trip, so it is a good idea to run trains through, and eventually you should get the PNW you need.

Runaway AI's can be a problem on this map, because cities tend to be large, and there is money to be made. Keep a watch (buy their stocks early, prevent expansion) on AI's that start on the following routes:

* Hefei to Huinan
* Wuhan to Changsha
* Beijing to Tianjin (if you don't start there)
* Shanghai to Changzhou or Hangzhou (or in that region)

## Trivia

* This scenario starts way before the advent of Chinese railways, as the Qing Dynasty of the 1800's was heavily hostile towards Railways. The first line was built in 1876, but was dismantled a year later. It was only until after 1900 that railways begin to expand rapidly.
China

**China** is available on the Conquest map.

China is also necessary to build. It is used in the cities below on the conquest map,

 Moscow | 60,000
 Constantinople | 40,000
 Dublin | 35,000

### Princesses and Heroes

Joan of Arc can be found in Copenhagen. She costs 5 Artwork, 5 China or 5 Ivory to active for 8 hours and work towards earning him.