recursal/Fanatic-Fandom huggingface dataset:
4-2-2 Iron Duke

The **4-2-2 Iron Duke** is a locomotive in Railroad Tycoon II. It becomes available in 1855, It is by far the fastest and most strongest engine available during this era, but is also rather expensive. It can quite easily pull 3 passenger cars and a dining car or 3 freight cars while maintaining a relatively adequate speed.

As soon as this engine is available, it is recommended that most passenger services are replaced with this engine. This is because it's fast speed and hauling strength should easily counteract the extra running costs with valuable cargo (Passengers, Mail). However, the build and high running costs, combined with Reliability and Acceleration, means that return is much more marginal on freight runs, so it is a good idea to keep the 4-4-0 American-C on those sorts of services. It is probably the best engine at pulling fast passenger trains until the 4-6-0 Ten-Wheeler comes out in 1892, which means it has a long lifespan. However in 1868, the 4-4-0 Eight Wheeler becomes available. With it's comparable top speed and lower running costs, it is a considerable option when you are replacing older Iron Dukes, especially on shorter and medium distance runs. As stated earlier, when the Ten-Wheeler comes out in 1892, you should replace the Iron Dukes with this locomotive, as there no longer a purpose for using the Iron Duke.

## History

The 4-2-2 configuration offered designers eight wheels to spread the weight of a larger locomotive, but prior to the introduction of bogies, created a long rigid wheelbase with limited adhesion. As a result, the type was relatively rare until the 1870s.

The one area where the type proved to be useful was on broad gauge locomotives, where sharp bends were less of an issue. Daniel Gooch built 29 examples of his Iron Duke express locomotive class for the Great Western Railway between 1847 and 1855. They had an 8 ft diameter driving wheel size. Twenty examples of a similar design were built for the Bristol and Exeter Railway after 1849, by Stothert and Slaughter in Bristol. Because both sets of leading wheels are mounted independently in the frames in these classes, they are sometimes described as (2-2)-2-2 rather than 4-2-2.

By the 1870s, improved design of bogies giving more flexibility enabled designers to create fast standard gauge express passenger locomotives of this type. They ran at an average speed of more than 60 mph during the race to the north, and were called *eight-footers* because of the driving wheel, that was more than 8 ft. in diameter.

Iron Dukes were largely used on the then broad-gauge Great Western Railway. However, it was decided that there needed to be standardized gauges in the United Kingdom, so eventually all of the Broad Gauge Tracks were converted by 1892, and the remaining Iron Dukes were scrapped in the process.
Heroes

* Leonidas  (obtained through completing "Battle of Salamis" campaign)
* Alexander  (obtained through completing "Expedition to India" campaign)
* Huo Qubing  (obtained through completing "Threats from the West" campaign)
* Hua Mulan  (obtained from Lyon Tavern; costs 21000 gold)
* Caesar  (obtained from Lyon Tavern; costs 2900 medals)
* Hannibal  (obtained from Lyon Tavern; costs 25000 gold which came from the market in "Battle of Salamis" campaign)
* Xerxes  (obtained from Lyon Tavern; costs 15500 gold)
* Attila  (obtained from Lyon Tavern; costs 2250 medals)
* Cleopatra  (obtained through completing "Threats from the East" campaign)
* Robin Hood  (obtained from London Tavern; no costs, first general to be obtained in the game)
* Pachacuti  (obtained from Lyon Tavern; costs 23000 gold)
* Beowulf (obtained from Lyon Tavern; costs 15000 gold)

**Medieval Age:**

* Henry
* Wallace
* Spartacus
* El Cid
* Jebe (obtained from Lyon Tavern; costs 850 medals)
* Charlemagne
* Richard
* Joan of Arc (obtained from Copenhagen Tavern; costs 8 China per 20%)
* Belisarius
* Suriyothai
* Barbarossa

**Empire Age:**

* Yashimasu
* Yoshitsune
* Saladin
* Shingen
* Yi sun-sin
* Batu Khan
* Columbus
* Edward
* Li Shimin
* Suleiman
* Nobunaga

**Discovery Age:**

* Jhansi
* Peter
* Catherine
* Koxinga

**Gunpowder Age:**

* James Wolfe
* Nelson
* Blucher

**Industrial Age:**

* Petain
* Conrad
* Bismarck
* Li Hongzhang
* Kemal
* Heihachiro

**Transaction:**

* Genghis Khan
* Washington
* Napoleon
List of Industries in Railroad Tycoon II

The original game contained 38 industries. Railroad Tycoon II: The Second Century added a further 11, listed at the bottom.

The following list shows all of the industries that are present in the game Railroad Tycoon II. Here is an explanation for each of the columns:

* Introduction Year - This is the first year in which the industry can appear on any given map if enabled. Industries placed in the editor ignore this.
* Supplied and Demanded Cargos - A brief description of the cargos produced, converted and accepted by the industry. This can change throughout the game depending on the year.
* Industry Cost - The cost for a company to purchase this industry as an industry investment.
* Relative Profitabililty - A hidden modifier that affects how profitable a certain industry is relative to others. Industry Profits are also impacted by Industry Cost.
* Notes - Details any special features of an industry.
Japan Quakes

**Japan Quakes** is the thirteenth campaign mission of Railroad Tycoon 3, as well as the third and final mission of the World room.

## Overview

### Introduction Spiel

> *Oh, that there was quite of dilemma! On June 16th, 1964, an earthquake registering 7.5 hit Niigata, Japan. Luckily, a few people lost their lives, but the damage was quite bad. Help was badly needed if more people weren't going to suffer from lack of supplies. The city was all beat up right bad! Maybe you could lend a hand?*
>
>
E60CP

The **E60CP** is an electric locomotive in the game Railroad Tycoon II. It becomes available in 1973, and is a fairly fast and cheap locomotive that is best used on short to medium distance passenger routes. Though there are other more powerful locomotives available, the E60CP has low enough running costs that it could be used to haul any type of cargo. It can haul a 6 car passenger train at a speed of around 75mph.

## Strategy

When the E60CP comes out, the player can use it to replace the more expensive diesel locomotives such as the F3A+B or Alco PA-1 on passenger runs. Even though electrification of infrastructure may be required to run the E60CP, the savings in running costs makes this sort of investment pay off within a few years. The two other locomotive options to use in this situation would be the Class E111 (1974) or the E656FS (1975). They all have a similar running costs to each other, but the one thing that separates the E60CP is the elite acceleration, which means it performs far better than the other locomotives on shorter lines, and between busy stretches of track and stations. The Class E111 is better with heavier loads and on grades, and the E656FS has a higher top speed, and therefore is better over longer distance routes. Another slight issue with the E60CP is that it does have pretty poor reliability, and as each locomotive gets older it can spiral a bit out of control, which is why if the player can afford the extra initial cost, the Class E111 is a much more rounded choice, breaking down less than half as often as the E60CP. The lifetime of the E60CP if it is used by the player is really until it's retirement in 1998, as there is no direct replacement for it, and the player will be forced to revert to using the Class E111.

## History

The **GE E60** is a family of six-axle 6,000 hp (4.5 MW) C-C electric locomotives made by GE Transportation Systems (GE) between 1972 and 1983. The E60s were produced in several variants for both freight and passenger use in the United States and Mexico. GE designed the locomotive for use on the Black Mesa and Lake Powell Railroad (BM&LP), a dedicated coal-hauling route in Arizona, which began operation in 1973. That same year GE adapted the design for high-speed passenger service on Amtrak's Northeast Corridor. The E60s were successful in the coal-hauling role. They ran on the BM&LP for decades and remain in use on several mining railroads in the Western United States. The passenger variants failed in their intended role. Problems with the truck design caused derailments above 90 miles per hour (140 km/h), rendering the locomotives unusable for high-speed service. By the end of the 1970s Amtrak abandoned the E60 in favor of EMD AEM-7 locomotives manufactured by Electro-Motive Division.
Crossing the Alps

**Crossing the Alps** is the eighth campaign scenario of Railroad Tycoon 3, as well as the third mission of the European room.

## Overview

### Introduction Spiel

> *The Alps... Them's one tough chunk of rocks that's for sure. For centuries, it's been a difficult barrier. It make travel from Italy to Germany too costly for commerce. That's where the train come in. See, getting through and making a connection to the north and south means a whole new world for Europe. Yep! The treasure and commerce must be head by those brave enough to challenge them mountains. Sure is one heck of a rock, though.*
>
>
0-10-0 Class G10

The **0-10-0 Class G10** is a steam locomotive in the game Railroad Tycoon II. It is available in 1910 is a very strong locomotives easily capable of handling any type of cargo. It isn't the most useful locomotive though, because it really lacks a purpose other than pulling Heavy Freight due to it's lack of speed, as well as it's high running costs. However, it is genuinely quite powerful, and it handles grades fairly well too.

When the Class G10 becomes available, it should selectively assigned to freight trains that have a potential to make a good profit. Cargo such as Steel, Cattle, and Alcohol are examples of this. It is advisable also to ensure that the G10 always is hauling 5-6 cars of cargo, because of it's high maintenance, and it's hauling capability. Other types of freight should instead be assigned to the Prairie or the Camelback locomotive types. The lifetime of the Class G10 realistically lasts until 1919, when the Mikado comes out, as that locomotive has superior speed, hauling power, and grade ability, as well as being surprisingly cheaper in maintenance. Overall, it isn't really a locomotive with a great role to play, nor does it have a great lifespan.

## History

The **Prussian G 10** was a German goods train, steam locomotive, whose design was based on a combination of the running and valve gear from the Prussian T 16 and the boiler from the Prussian P 8. The G 10 was intended for heavy goods train duties on main lines, but as a result of its low axle load it could be employed more flexibly than its equally powerful cousin, the Prussian G 8.1. The G 10 was occasionally even used in passenger train service.

The lack of leading and trailing wheels makes this wheel arrangement unstable at speed, and it is a type usually confined to fairly low-speed work, such as switching (shunting), transfer runs, slow-speed drag freight, or running over mountainous terrain.
4-2-0 Prussian

The **4-2-0 Prussian** is a locomotive in the game Railroad Tycoon II. It becomes available in 1837, and at that time is the fastest and most powerful locomotive of the game. It is much faster than both the John Bull and Dewitt Clinton at hauling both passengers and freight.

It is recommended that as soon as this locomotive comes out that you replace all trains with this locomotive. It can comfortably handle three carriages for almost all types of cargo, and it's efficiency and swiftness in delivery will completely outweigh the extra maintenance. The one reason where the DeWitt Clinton might still be better is on higher grades (2-4% grades), as the Dewitt Clinton performs slightly better and is much cheaper to run.

## History

Even though there is no official 'Prussian' locomotive - this name may come from the Bachmann model locomotive of the same name - the 4-2-0 wheel configuration had been fairly common in both the USA and UK since 1830, and the type was known variously as the 'Norris', 'Jervis', or 'Crampton' locomotive. Aside from a low boiler, the crux of the Crampton patent was that the single driving axle was placed behind the firebox, so that the driving wheels could be very large. This helped to give this design a low center of gravity, so that it did not require a very broad-gauge track to travel safely at high speeds.

Crampton locomotives were used by some British railways and speeds of up to 120 km/h (75 mph) were achieved on the LNWR. They were more popular in France, southern Germany and the US. The big wheels however were a problem on windy tracks, and the fact that they were less adept at pulling paying loads than the 4-4-0 meant that 4-2-0 locomotives fell out of favor by 1850.
Class E111

The **Class E111** is an electric locomotive in the game Railroad Tycoon II. Available in 1974, the Class E111 is likely to be the mainstay of most railways that the player will build into the future. This due to the fact that Class E111's good top speed and low costs is useful for short to medium distance lines, and it's amazing hauling ability means it can be used just as effectively on freights as on passengers. It can haul a 6 car coal train at a solid 70mph.

## Strategy

When the Class E111 first becomes available, it isn't the best locomotive available for passenger services, as the E60CP and E656FS are better due to higher acceleration and top speed respectively. However, the Class E111 is an excellent freight locomotive that can be worth using on just about any route that is electrified already, also being a considerable replacement for the GP18 or GP9 on freight. Once locomotives other low-cost passenger locomotives become retired, the Class E111 is really the only choice that's viable. Whenever the Class E111 is running, it really should be hauling 6 cars (for passengers as well as freight) whenever possible, because it's high hauling power means that even it the Class E111 had to wait for extra cargo, it would easily still be making more money in the end; also for the fact that it wouldn't lose much speed as well. However, long distance passengers and freight (80+ tiles) should be left to locomotives such as FP45 or the Shinkansen. As mentioned before, there is never really a need to replace this locomotive, as it should be used for all cargo on short-medium distance routes.
Dilemma Down Under

**Dilemma Down Under** is the seventeenth mission of the Classic campaign of Railroad Tycoon II, and the fifth mission in the Rest of the World act. Australia is lagging in the post WWII economic boom. If you can modernize the rails you'll be doing yourself a great favor...You will not be able to quit as chairman of your company, nor lay track that does not connect to someone else's existing track.

## Overview

### Introduction Spiel

> *Years of neglect and mismanagement have left the Australian lines a mess. How do you modernize an outdated rail system without losing the shirt off your back? That's your problem! Good luck. I'm not sure this can be done.*
>
>

**Victory Conditions**

* **Bronze:** Earn annual profit of $1 million or more for 3 years in a row by 1982
* **Silver:** Do it by 1977
* **Gold:** Do it by 1972

A loss will be triggered if the company is unable to maintain $1 Million in annual revenue for at least 3 years in a row.

### **Available Bonuses**

* **Choice 1:** +1 Credit Rating
* **Choice 2:** -25% Engine Purchase
* **Choice 3:** -20% Fuel Cost

### **Starting Situation**

* **Starting Year:** 1957
* **Player Name:** Sir John Forrest
	+ **Starting Player Cash:** $150K Player cash
	+ **Starting Company:** Barrier Range Railways, $700K
	+ **Starting Scenario:** Stations in Broken Hill, Menindee, Mildura

The player starts with a scattered and disconnected railway system.

### Ending Spiel

> *I'm impressed. And Australia is forever grateful. Now for the impossible.*
>
>

## Strategy

A winning strategy is to serve Broken Hill, Ivanhoe and Milparninka with goods, food, passengers and mail. Menindee will offer unlimited wool for goods and if you get a starting map with textile mills in both Broken Hill and Ivanhoe, the success is close.

Start off by establish an electrified line between Broken Hill and Ivanhoe. If Darnick offers a few houses and a useful industry, connect it with a station as well. Go with Class 1020 engine to keep costs low, speed wont be an issue since you have to let demand grow back. Soon enough you should be able to find a suitable food industry chain as well, either a bakery or a canning factory (the last one best since it gives you more industries to invest in). REMEMBER TO BUY THE INDUSTRIES BEFORE THE AI DOES. Passengers trains gives you i come, but cargo pays off better.

After a while, connect to the great city of Milparninka. Also, some of the small cities with supplied industries will in time grow to 4 houses and can then be served with goods, food and passengers raising your income and industry profit even more.
F9

The **F9** is a diesel locomotive in the game Railroad Tycoon II. It becomes available in the year 1949, and is the fastest diesel locomotive in the entire game. It's great power also means that it can be very useful for both passengers and freight. However, compared to the Alco PA-1 or the F3A+B, the F9 is more expensive to maintain, so shorter/less profitable routes should be handed over to cheaper locomotives. It is one of the few locomotives that can hit 100mph while carrying a heavy load.

The F9 is a great candidate for replacing older steam locomotives running on express passenger or freight duties, due to the fact that the F9 is much faster and more powerful compared to these locomotives while having similar running costs. The F9 is also better performing than all the electric locomotives in the game thus far, including the GG1. However, the GG1 is nearly half cheaper to maintain, so in most situations it's best to stay with the GG1, considering electric infrastructure has already been spent. The F9 can still be considered expensive, and since it is much faster than any other locomotives of it's era, it may be considerate to build purpose-built express tracks, in order to prevent unnecessary congestion that would reduce the F9's efficiency. Grade's are also not a major problem for the F9, as it does a decent job maintaining momentum even when going up the highest grades. The Acceleration is good for a fast locomotive, but the reliability is only satisfactory, as the F9 will travel a long distance throughout it's lifetime. The eventual replacement of the F9 is probably the FP45, which comes out in 1968, as it is a similarly fast locomotive coming at a similar cost, a slightly cheaper alternative being the Class 55 Deltic (1961). However, due to the F9 is probably still the better performing locomotive compared to the FP45, so a second generation of F9's wouldn't be a terrible idea. It's also important to note that for long-distance passenger services, the best replacement is probably the Shinkansen Bullet or TGVx, but this replacement will require electrification of track, and they are also much higher maintenance locomotives. Overall, this locomotive is one of the best locomotives in the game, and is mainstay on most non-electrified railways.
Balance Sheet (Railroad Tycoon II)

In the game Railroad Tycoon II, the Balance Sheet is located in the Company Overview, and is where a record of company assets and their sub-categories are listed. The first page of the Balance Sheet shows the current game year, or in other words, the current situation regardless if the year has passed, then each following page shows the data for each year.

## Assets

### Cash

In the balance sheet, cash refers to the amount of money that is available for the company to spend. It is the same amount that is displayed on the main screen, as well as the value on the company overview. It is this value along with debt that decides the amount of interest that is either added/deducted each month to the company. It is possible for this value to be negative, and therefore will reduce company book value (equity).

### Buildings

Building Assets within a company represent the total value of all stations and station support buildings owned by the company. If there is an event modifying the cost of stations or support buildings, then the cost is included along with equity. So, if station building costs were raised by 20% from an event, then a medium station would contribute $120K to the equity as long as the station exists, even if event was only temporary.

### Land Rights

Land Right Assets are slightly misleading, as they don't refer to territory rights that have been bought, which instead goes under miscellaneous losses. Instead, then row only refers to non-company owned property that has been bulldozed. This mainly includes industries and houses, that have been bulldozed. The value from this type of bulldozing over the company's history is permanently placed as company equity under Land Rights.

### Track

Track Assets are essentially the value of all track that is owned by the company.
F3A+B

The **F3A+B** is a diesel locomotive in the game Railroad Tycoon II. Available in 1945, it is the first diesel locomotive available in the game. It is very quick and powerful, the F3A+B is suitable for both general passenger and freight services. As with most locomotives in this era, it is slightly expensive to maintain, so a good operating efficiency is paramount to ensuring this locomotive stays profitable. It can easily haul 4 or 5 passenger cars at above 80mph.

## Strategy

The F3A+B locomotive is a better choice at handling medium distance passengers and freight than any preceding steam locomotive, because it is much cheaper yet more powerful than both the Hudson or Daylight locomotives. It also has far better reliability (nearly half the breakdown rate), and accelerates at a quick rate as well, meaning it can be used safely on busy railroads. Statistically, the F3A+B is very similar to the Alco PA-1, which becomes available in 1946. Even though the the PA-1 has a higher top speed, it is just about evened out by the F3A having extra free weight. The F3A+B is much better in terms of acceleration and reliability too, but is also slightly more expensive. Based on these facts, the F3A+B is better probably better for longer and heavier loads, while the Alco PA-1 is better with shorter loads, that go on longer routes. Nonetheless, they can easily be used in each other's place with no problem, with their best use being medium distance passengers and freight routes. Other locomotives of this era include the F9 (1949), which should be used for the longer express routes, and the GP9 (1954), which is a cheaper, but less powerful alternative to the F3A+B. The lifespan of the F3A+B really is until it's retirement in 1968, because no other locomotives are able to perform a similar role. After which, you may want to consider using the Alco PA-1 or GP18 instead for both Passengers and Freight.

## History

The **EMD F3** was a 1,500-horsepower (1,100 kW) B-B freight- and passenger-hauling diesel locomotive produced between July 1945 and February 1949 by General Motors’ Electro-Motive Division. Final assembly was at GM-EMD's La Grange, Illinois plant. A total of 1,111 cab-equipped lead A units and 696 cabless booster B units were built.

The F3 was the third model in GM-EMD's highly successful F-unit series of cab unit diesel locomotives, and it was the second most produced of the series. The F3 essentially differed from the EMD F2 in that it used the “new” D12 generator to produce more power, and from the later EMD F7 in electrical equipment. Some late-model F3's had the same D27 traction motors, along with the heavier-duty electrical cables, used in the F7, and were referred to as model **F5** by EMD's Engineering Department.
2-4-0 John Bull (RDX)

The 2-4-0 John Bull is a steam locomotive in the game Sid Meier's Railroad Tycoon Deluxe. It is available from the start on the American maps, replacing the 0-4-0 Grasshopper of the original game as the initial engine. As such, it is very slow and weak, and should only be used for very light passenger trains, and should be immediately replaced with the 4-2-0 Norris once that engine becomes available.

From the manual: Based upon a British Stephenson-type locomotive, the John Bull was modified to handle better in curves and provide more power. The John Bull also represented the first time hat a wedge-shaped cowcatcher was attached at the front of a timber frame.
Rhodes Unfinished

**Rhodes Unfinished** is the twelfth campaign mission of Railroad Tycoon 3, as well as the second mission of the World room.

## Overview

### Introduction Spiel

> *For two decades, the great tycoon Cecil Rhodes, struggled to build the longest, toughest railroad of them all. A railroad that would connect the Cape of Good Hope at the southern tip of Africa, all the way up to Cairo at the northern end of the continent, crossing the plains, jungles and desert. He only got part-way there before dying in 1902. Many have tried to complete this link, but in over 100 years, no one has yet to succeed. Are you sure you got the stomach for this job?*
>
>

Leopold the 2nd of Belgium is personally governing the so-called "Congo Free State" during this period, piles of human hands were collected. Don't do business with the Congo in this scenario, it is a brutal slave economy.
Auurin Cennire

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### Personality

Shy to most. Quite straightforward but can be vague, especially when telling secrets.

One of the first characters to formally appear in Crystalline. She has known Kika-Muki since six years of age. Her notification crystal is a pyrite.

Auurin lives in Kika-Muki City, her home based on Jet Promenade, sixth house down on the left side from the Communication Tower in the center of Kika-Muki. She has a younger brother, also with a Pyrite Notification Crystal.
4-8-0 Mastodon

The **4-8-0 Mastodon** is a locomotive in the game Railroad Tycoon II. It becomes available in 1890, and is a powerful general freight locomotive that is capable of pulling heavy loads at a decent speed. It is slightly faster, stronger, but more expensive than the 2-8-0 Consolidation, the other general freight locomotive of that era. It can quite easily haul 6 cars of any cargo at a decent speed.

This locomotive is actually a slightly upgraded version of the Consolidation, but it is not recommended that you immediately upgrade all your freight services, as the Mastodon is much more expensive than the Consolidation, and the 2-6-0 Mogul (1895) is probably a better replacement choice for older Consolidations. However, the Mastodon is good for higher valued freight such as Steel, Goods or Food. The Mogul Locomotive is much better than the Mastodon, and it really has little usefulness after that date.

## History

The name **Mastodon** for the 4-8-0 wheel arrangement was derived from the unofficial name of the first 4-8-0 locomotive of the Central Pacific Railroad in the United States, the wood-fired CPR no. 229, which was designed and built in 1882 by the railroad's master mechanic, Andrew Jackson (A.J.) Stevens, at the railroad’s Sacramento works in California.

In the United States, the 4-8-0 was essentially a freight locomotive that was a development of the 2-8-0 Consolidation. Most American 4-8-0 locomotives were built in the late 19th or early 20th century. The type never achieved great popularity, although there were five occasions when a 4-8-0 locomotive was considered as the heaviest and/or most powerful in the world upon its introduction. After 1900, they were gradually phased out in favor of the more conventional Consolidation type.
Cape to Cairo

**Cape to Cairo** is the eighteenth and final mission of the classic campaign of Railroad Tycoon II, as well as the final mission in the Rest of the World act. The line from Cape Town to Cairo remains unfinished, and it's your job to complete the route.

## Overview

### Introduction Spiel

> *The beaches of the Cape of Good Hope connected to the pyramids outside of Cairo? It's never been done! The closest anyone came was halfway! And the man died trying. This is gonna be really tough. It's left all before you in ruin. Spanning the African continent with it's jungles and deserts will certainly take its toll. To complete this campaign, the beaches of the Cape must be connected to the pyramids of Cairo.*
>
>

### **Victory Conditions**

* **Bronze:** Connect Cape Town to Cairo and haul 8 loads by 1930
* **Silver:** Do it by 1916
* **Gold:** $Do it by 1902

A loss will be triggered if the player hasn't connected Cape Town to Cairo and hauled 8 loads before 1930.

### **Available Bonuses**

* **Choice 1:** +$70,0000, +1 to Credit Rating
* **Choice 2:** +10% Passenger Revenue, -20% on Station Turnaround time
* **Choice 3:** +15% Train Speed

### **Starting Situation**

* **Starting Year:** 1890
* **Player Name:** Cecil Rhodes (you've heard of a Rhodes Scholar? It's from this guy)
	+ **Starting Company Cash:** $1.5 Million company cash

### Ending Spiel

> *Well... From the first spike to be driven in that sleepy little town of Baltimore to the nightmarish conflicts in Europe to the bustling markets of Cairo, you've managed to wrap the world in one big iron grip. So stand up! Take your place among the legends! You've become more than a mogul! More than an industrial magnate! More than one of the original iron men! You've become a bonified railroad tycoon extraordinaire! Now wipe your nose.*
>
>

## Strategy

Since you have a lot of starting cash and 1 higher credit grade is always more or less useless, Choice 1 is not the way to go. Both 2 and 3 gives you better bonuses.

Start the game by connecting Cape Town and Port Elizabeth, buy two trains and micromanage for a maximized profit. If you are lucky enough to have an iron mine close it will help you build up a profitable industri chain via a port. When cash builds up and bonds become cheaper, expand from Cape Town to Windhoek and find a food chain to supply your South African and Namibian cities.

Quite soon you will have a profitable network with 4-6 cities. Find a manager with track cost reduction and build your way to Cairo. The best path is a short one, for example Cape Town - Windhoek - Livingstone - Kampala - Khartoum and then following the Nile to Cairo. Send passenger trains between the cities you connect for good profit. Be careful not to expand sideways and only use resources accessible from your main line.

Since you don't have a lot of time, start sending 3-4 4-load trains from Cape Town to waypoints before you connect to Cairo. Otherwise it will be difficult to meet the tight time requirement for the gold.
E69

The **E69** is an electric locomotive in the game Railroad Tycoon II. It is a very slow locomotive, with a top speed of just 31mph. However, it's power/speed ratio is easily one of the highest in the game, as it can haul any load up any gradient without losing much speed at all. Granted, it is way too slow for general work, but it can be well-utilized on routes where there isn't very much supply and/or where there are unavoidable extreme gradients. The E69 can handle any load at around 30mph.

## Strategy

Overall, the locomotive is far too slow for regular duties such as passengers, and even most freights, the only job it will perform is clog up your railway. So, it really needs to only used in isolated parts of the railway. A good example, is if the only iron and coal available on the map are on mountains, and you need to transport it to a steel mill. It can be a costly process to do this sort of arrangement, especially in the late game, but since the E69 is such a cheap locomotive, and can haul any load, it can be utilized effectively in this scenario. Previously, locomotives such as the Ae 8/14 would have been used. Even though it is a better locomotive, it's already retired by the end of 1955, and E69 is a cheaper, albeit slower version. This locomotive retires in 1970, and following then, there isn't a direct replacement for it. The only locomotive that can really be used is probably the E111, but it may struggle on the steepest grades, so manual track terraforming is a technique that you may need to use in order to keep your lines profitable.

## History

The E69 was a branch line locomotive class built by the DRG between 1905-30. Only 5 were built, and although relatively powerful, it had a low top speed of just 50km/h, like in the game Railroad Tycoon II. Towards the end of their lives, they were transferred to shunting duties.
Class E18

The **Class E18** is an electric locomotive in the game Railroad Tycoon II. It becomes available in 1936, and is a fast and cheap locomotive that is great for general passenger services of short to medium distances. Although it lacks relative power and grade hauling ability (shouldn't use it for freight), the Class E18 is still useful for time-sensitive freights that aren't too heavy. It can easily handle 3 or 4 cars of passengers at a speed of 80mph.

## Strategy

This locomotive is a solid replacement for non-express passenger services run by older Pacifics or Class B12s, especially if the GG1 is not available in the scenario such as if the scenario is based in Europe. Of course it is important to remember that you'll have electrify these passenger services in the process, and otherwise the player may want to wait until the Hudson comes out in 1937 and use that as the replacement locomotive. Regardless, the Class E18 is still better than the GG1 for passenger routes that are marginal, and don't have the supply or demand that would justify using the faster and more powerful GG1. As mentioned earlier, the Class E18 is not a locomotive that should be used on routes with gradients of more than 2%, as it's speed will deteriorate by far too much, and the GG1 or Mikado should be used instead. The lifetime of the Class E18 perhaps depends, because the next electric locomotive with similar specifications to the E18 is the E60CP and Class E111, which come out in 1973 and 1974 respectively. Therefore, it perhaps is recommended that several generations of this locomotive is used until then, or diesels can be used when they become available. However, the electric infrastructure costs will be wasted if diesels are being used.

## History

The Deutsche Reichsbahn-Gesellschaft (DRG) **Class E 18** is a class of electric locomotives built in Germany and Austria between 1935 and 1955. With exception of Class E 19 it was Deutsche Reichsbahn's fastest electric locomotive. After 1945 most of the surviving locomotives were operated by Deutsche Bundesbahn (DB), although a few passed to Deutsche Reichsbahn (DR) and Österreichische Bundesbahnen (ÖBB). The Class E 18 was capable of operating a 935-tonne (920-long-ton; 1,031-short-ton) train at 140 km/h (87 mph) on level track, and up to 360 tonnes (350 long tons; 400 short tons) at 75 km/h (47 mph) on a 2% gradient. Another innovation was that the Class E 18 was the first electric locomotive with an engineer's seat. Earlier models were operated standing.

Of the 55 Class E 18 locomotives built, six have been preserved. No. E 18 03 is in the DB Museum Koblenz. E 18 08 is owned by the Garmisch *Stiftung Bahn-Sozialwerk* and is stored at Augsburg Railway Park. E 18 19 is privately owned and is kept in the former Bahnbetriebswerk at Glachau. The town of Gemünden am Main is seeking to turn E 18 24 into a worthy monument with its long tradition as a railway hub, but at present it is being restored in Weimar by the *TEV Thüringer Eisenbahn*. E 18 31 (formerly in the DR fleet) belongs to the Dresden Transport Museum and is stored in shed P. No. E 18 47 is owned by the Nuremberg Transport Museum.
Stephenson Rocket

The **Stephenson Rocket** is a steam locomotive in the game Railroad Tycoon II. It is the second locomotive that is available in the game, and has very poor specifications in general. Cheap cost and low top speed means that this locomotive type can be bought in large numbers, and there is likely to still be plenty of supply available.

The Stephenson Rocket is much better than the Trevithick-1, as it is much faster, and overall can haul a lot more. However, it is recommended to stick to light cargoes such as passengers and mail three cars at a time. Grades should also be no higher than 2%, as it will slow down the train prohibitively. When the John Bull becomes available in 1831, there is not really a need for this engine, as the John Bull will be in general a better choice.

## History

Stephenson's Rocket was an early steam locomotive of 0-2-2 wheel arrangement. It was built for, and won, the Rainhill Trials held by the Liverpool & Manchester Railway in 1829 to choose the best design to power the railway. Stephenson's Rocket was designed by Robert Stephenson in 1829, and built at the Forth Street Works of his company in Newcastle upon Tyne.

Though the *Rocket* was not the first steam locomotive, it was the first to bring together several innovations to produce the most advanced locomotive of its day. It is the most famous example of an evolving design of locomotives by Stephenson that became the template for most steam engines in the following 150 years.

The Rocket was used heavily on the Liverpool & Manchester Railway during the 1830's, before better locomotives like the "Planet" and "Pantentee" were introduced. The original locomotive was preserved and is now on display in the Science Museum in London.

## 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.
2-6-0 Camelback

The **2-6-0 Camelback** is a locomotive in the game Railroad Tycoon II. It becomes available in 1905, and while being extremely slow, is a very powerful locomotive that is effective at hauling heavy loads on difficult grades. It also has very low running costs for its era, and this makes up for being rather slow. It can easily maintain a speed of around 24mph when hauling a full 6 cars of any cargo.

Because the Camelback locomotive is cheap, and powerful, it is a very useful locomotive for hauling slow and heavy cargoes such as Coal and Iron. It is important to make sure that this locomotive doesn't appear too much on major trunk routes, because it's slow speed and poor acceleration. While it is possible to use it to make a profit on passengers and fast freights, it would be more effective to use locomotives such as the Atlantic or the Mogul, as those two locomotives are much faster, even if they are more expensive, and will likely generate greater profit, especially on longer flatter routes. However, it should be the preferred locomotive on routes with grades of over 2-3%, regardless of the cargo, due to it's immense grade ability. This locomotive is largely useful until the Class 13H and USRA 0-6-0 comes out in 1917 & 1918 respectively, because those two locomotives are only slightly more expensive, but much faster and also more powerful.

## History

The camel and the camelback design were developed separately by two different railroads in different eras. Though the name is often incorrectly used interchangeably, they had little in common other than the placement of the cab. Unlike the later Camelbacks, Camels had cabs that rode atop the boiler. Camelbacks have a cab that straddles the boiler. While Camelbacks have the same idea of moving the cab forward, they had it for different reasons. Winans wanted to put as much weight on the driving wheels as possible to increase traction. Camelbacks were developed to allow for the use of larger fireboxes, such as the Wooten, which could not be encompassed by a cab. Camelbacks were particularly known for being used on the Central of New Jersey.

The Baltimore and Ohio Railroad began to look into developing high-powered steam locomotives in the early 1840s, and in 1844–1847 built a series of locomotives nicknamed "muddiggers". However, the first camelback, a 4-6-0, was built in early 1877 by the P&R's Reading, Pennsylvania shops. It proved a success; the fuel cost saving was about $2,000 a year (approx. $30,000 now). More were built for many of the railroads operating in the anthracite regions, and some others, of many different wheel arrangements. The largest ones had a 0-8-8-0 arrangement and were the only articulated camelbacks built.
Notification Crystal

**Notification Crystals are** portable crystals held by the people of the Empire, one each. Notification Crystals can be any gemstone, so long as not the same as other's so long as either character are somewhat important in the story. Such gemstones include Auurin Cennire's Pyrite crystal and Shojohi Yoshima's Amethyst crystal.

**Notification Crystals are** all powered by the large tree-like structure of Najek Crystals in the guarded center underground of the capital, Crystal Valley . Notification Crystals themselves are also slightly genetically engineered to be part Najek, which is how they have any power at all.

Some **Notification Crystals can** be liquids and gasses at room temperature, however, these are incredibly rare. The same crystals also can be modified very much, especially when situated in Kika-Muki , the place Notification crystals were developed.
Brenner

The **Brenner** is an electric locomotive in the game Railroad Tycoon II. It becomes available in 1999, and is an extremely fast and powerful locomotive that can literally fit into every type of job. However, it does have the second-highest running costs behind the Mag-Lev TBX-1, and because of this can really only be used on occasions where the poorer performance of other locomotives forces a hand to use this locomotive. It can haul a full coal train (390 tons) at an impressive 110mph.

## Strategy

When the Brenner comes out, it's hard to consider this locomotive for regular use, due to it's ridiculous maintenance costs, and on flat tracks, the Eurostar will always produce the greater profit for passengers. Meanwhile, the Class E111 has better profitably for non-express freight options. However, the Brenner is a decent option for heavy freight that has to be delivered fast, and also for mountain passenger services that requires a fast locomotive that can handle consistent and tough gradients. Even in this situation, the Class E111 is still more profitable on most occasions. Another issue with this locomotive is the extraordinary build cost for a non-express locomotive. Often it's doubtful whether it is possible to pay back the initial cost, considering yearly maintenance is high and constantly rising. A considerable alternative to the Brenner is the DB18 201, which is a steam locomotive, which substitutes the high maintenance for high fuel costs. Even so, usually the DB 18 201 does end up being more effective, due to the fact that fees aren't being paid for electric track (both initial and maintenance), and also it's much lower build cost (just $400K).

## History

The E.412 class (factory name 112E) is a batch of multi-role electric locomotives built for the mountain lines, particularly for the northern Italian lines of the Brenner pass. They are known as *Brenner* or *Brennerlok* locomotives. 28 units from both the groups have been acquired by Trenitalia, as part of a process of unifying the rail networks between Italy, Switzerland, Austria and Germany. The locomotives are qualified for running on French rails, too, making the E.412s a potentially fit for service on most European lines except the high-speed rail lines.

The E.412 class was to be used on the longest, steepest and hardest mountain-crossing line, connecting Verona Porta Nuova and Brennero/Brenner, crowded with cargo and passenger trains and with different electrifications. Before the E.412's were introduced, the route required three locomotive changes. The Italian railroad's goal was for trains to reach Germany without changing locomotives.
Quartz Empire

The **Quartz Empire** is the home of Najek Crystals, Kika-Muki and Crystal Valley. The emperor family is named Opale, with seven children, Everin Opale and his empress (Hikime Opale) rule the Empire, half his body made of Najek Crystals.

## Locations within the Quartz Empire

There are seven main cities other than the Capital itself, which is two large cities overlapping eachother.

1. Kika-Muki
2. Dustke
3. Listren
4. Almbern
5. Hishiko
6. Greike
7. Xeinel
Crystals

Crystals, as you may know already, are quite sought after materials by both peasants and high officials alike. Here we will be explaining what ranks usually go with what type of gemstones. Remember: Harder the gem, higher the power and rank.

## 10 Hardness Level

These are the rarest and expensive crystals to date, they are known for their luster and shiny reflections. They are the most potent in power and usually given to the king and queens of a land. As they are so rare and expensive, they stand for a status of power and wealth.

## 9.5 Hardness Level

These are given to those next in power, commonly princess, and princess. These gems are to prepare them for what they should expect in life and what they should be prepared to get. the powers they usually get with these gems vary between preventable to stupid.
Disney's Chicken Little (Video Game)

AU 30 de novembro de 2005

JP 15 de dezembro de 2005

PAL 10 de fevereiro de 2006

XBOX

NA 18 de outubro de 2005

PAL 10 de fevereiro de 2006

GameCube

NA 20 de outubro de 2005

JP 15 de dezembro de 2005

PAL 10 de fevereiro de 2006

Microsoft Windows

02 de novembro de 2005

Steam

NA 24 de fevereiro de 2015

Game Boy Advance

NA 20 de outubro de 2005

JP 15 de dezembro de 2005

PAL 10 de fevereiro de 2006

Disney's Chicken Little e um jogo baseado no filme O Galinho Chicken Little e foi lancado em 2005 para o PlayStation 2, XBOX, Game Boy Advance, GameCube e PC.

## Historia

A Historia e Baseado no filme O Galinho Chicken Little.

## Gameplay

O jogo é uma ação-aventura com jogabilidade semelhante à da série Tak.

## Download do Jogo

http://www.mediafire.com/file/4cjsn31loizmmz0/chicken+little-LucasGamesR7.rar
Kakoi Momi

Kakoi is an OC made by RumorChan. She is part of the Crystalline Roleplay.

## Appearance

Kakoi has light brown hair with pink tips which she dyes daily. She has a darker shade of pink for her eyes and her clothes are trendy and expensive so she can barely afford to buy new ones.

## Personality

She's light and bubbly most of the time but can be violent and even deadly if pissed off too much. She is also very protective over her close friends and pretty chill with normal friends who she hardly knows.
Crystal Valley Wiki

Welcome to Crystal Valley, a Character Driven RP wiki open to creativity and various forms of story telling. We hope you enjoy your time here and have lots of fun creating an expansive universe of characters, locations, stories, lore, TV channels, etc.

## Crystalline

Crystal Valley, the largest metropolis in the Quartz Empire. The Quartz Empire is a land of magic and technology, where after the discovery of Najek Crystals the empire grew quickly and developed in technology just as fast. Used to power everything from phones to buildings, Najek Crystals have become a foundation of society. However, there are a select few who use these crystals for power. By crafting them in to various accessories, the wearer can use the crystals to manipulate the fabric of reality and grant them supernatural power. On rare occasions they’ll even go as far as to replace their own body parts with entire crystals, granting them untold power. Only very few have managed to do this, some having gone insane from the operation. Unsurprisingly, as fate would have it, these twelve individuals will be center stage to the Apocalypse.