recursal/Fanatic-Fandom huggingface dataset:
Antarctica Rising

**Antarctica Rising** is the eighteenth and final mission in the Second Century campaign of Railroad Tycoon II, as well as the sixth and final mission of the Future act. The premise is the building of railroads in Antarctica.

## Overview

### Introduction Spiel

> *It seems the world is reeling from all these goings on...literally! As a result of what scientists are calling isostatic rebounding, whatever in the heck that is, Antarctica is being pushed above the new sea levels. With much of its ice gone, that means more land. And that means more opportunities to cover it with steel. Seize the day!*
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### Ending Spiel

> *Absolutely amazing! I can hardly believe you did it! And look at ya, on top of the world! Well, what's left of it anyway. Good job. No one else deserves the place in history that you've managed to carve out for yourself. Go ahead! Revel in the glory! You are the new definition of a railroad tycoon!*
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USRA 0-6-0

The **USRA 0-6-0** is a steam locomotive in the game Railroad Tycoon II. It becomes available in 1918, and is a slow, but comparatively inexpensive locomotive that is most useful for heavy freight routes that don't warrant too much extra power, or are too marginal for more expensive locomotives. However, due to it's slow speed, there are better locomotive options for cargo types that are more time-sensitive.

The USRA 0-6-0, is a locomotive that is relatively cheap, and is powerful enough to handle most loads. It is actually slower than the D16sb, and has similar power capabilities, but the difference is that the USRA 0-6-0 has an extra 80 tons of free weight, meaning it can haul heavy loads, with no loss of top speed (so if the USRA 0-6-0 hauled 110 tons of cargo, it would still have a top speed of 40mph, compared to 38mph achieved by the D16sb). Even if the 0-6-0 is powerful, it isn't great on grades, so stick to the Camelback in those cases. It also has poor acceleration in general, and also lacks speed as well, so it is important not to use it on a busy main line of a railway. The USRA 0-6-0's useful life lasts until 1930, when the USRA 0-8-0 comes out. It becomes obsolete due to the fact that the 0-8-0 has a much better performance for relatively similar costs. The electric locomotives of the 1920's are also a viable replacement for this locomotive, as they add cheapness and reliability to a better performance.

## History

The **USRA 0-6-0** was a USRA standard class of steam locomotive designed under the control of the United States Railroad Administration, the nationalized railroad system in the United States during World War I. This was the standard light switcher of the USRA types, and was of 0-6-0 wheel arrangement in the Whyte notation, or "C" in UIC classification.
Main Page

The Athena Series was a Tumblr Survivor ORG series that ran from May 2016 to fall 2018. It brought together hundreds of iconic players who loved Survivor and wanted to claim the title for themselves! Ultimately the founders decided that the series had run its course and decided to end it, freeing up space for people who wanted to host and play elsewhere. This wiki serves as an archive of all the wild blindsides, dramatic tribals, and life-changing moments that happened during the series.

## Castaways

* S18
* S17
* S16
* S15
* S14
* S13
* S12
* S11
* S10
* S9
* S8
* S7
* S6
* S5
* S4
* S3
* S2
* S1

If you have any questions - whether they’re about playing, hosting, survivor, whatever - feel free to message any of us!
Eastern USA

Campaign Details

**Eastern USA** is a stand alone scenario in *Railroad Tycoon II*. It is a real-world map that represents the Eastern Seaboard of the United States. It is also largely based upon the Eastern USA of the original *Railroad Tycoon*.

## Strategy

### Starting out

There are several *good* places to start, but there are two good locations that are all around *better* places to start:

* Baltimore/Washington to Philadelphia to New York
	+ New York is massive and can be your main supplier of passengers, and Baltimore/Washington can be one station over both of the cities. Philadelphia is also quite a big town, but not as much as the other two. Issue a bond and attempt to connect all three cities, but circumstances mean that that might not be possible. Just stick to New York to Philadelphia in that situation.
	+ You should immediately start making money, so head south towards Richmond and Norfolk/Virginia Beach. Norfolk/Virginia Beach can once again be one giant station and runs from there to New York will make a lot.
	+ There are two ways you can go from here, you can continue to head south via Charlotte to Atlanta, and run long-distance routes between New York and Atlanta.
	+ You can also head West to Detroit and Chicago via Albany and Buffalo. Both are routes that you can earn a lot of money from to get the $40 Million Company Book Value.
* Chicago to St. Louis
	+ These two cities are pretty far apart, but they are large and will generate a lot of profit early.
Waste Not, Want Not

**Waste Not, Want Not** is the ninth mission in the Second Century campaign of Railroad Tycoon II, as well as the third mission of the Modern Era act. The premise is the removal of nuclear waste from Three Mile Island following an accident.

## Overview

### Introduction Spiel

> *Three Mile Island is beginning to glow with excitement...or is that radiation escaping into the air? Though nuclear energy has great many benefits, what do we do with all that nuclear waste? The authorities have contacted you for your routing experience, they just want it gone. You'll need to be quick and sly to navigate all those cities before citizen protests block off the key routes.*
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### Ending Spiel

> *Well, with the East Coast clearing up nicely, it's time to catch the next train to the west again.*
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3-Truck Shay

The **3-Truck Shay** is a locomotive in the game Railroad Tycoon II. It becomes available in 1882, and is one of the slowest locomotives in the game. However, it makes this up for Grade and Hauling ability, by far the best for it's era. It can easily haul 5-6 cars at a decent speed up grades as high as 6-8%.

This is one of the first of the locomotive that are real expert hill climbers, and is useful for connecting industries that are located up in the mountains. However, the 3-Truck Shay has a very high maintenance bill, that is difficult to pay off due to it's very slow speed. It is for this reason that it isn't a great locomotive for passenger services. So, you should only ever use this locomotive for runs that are up and down the hill, and are relatively short if possible. In 1905, the 2-6-0 will most probably be a preferred choice for mountain runs, as it is twice as fast as the Shay on flat ground, yet twice as cheap, and is just as powerful on hills. After that point, there should be very little use for the 3-Truck Shay locomotive.

## History

The **Shay locomotive** was the most widely used geared steam locomotive. The locomotives were built to the patents of Ephraim Shay, who has been credited with the popularization of the concept of a *geared steam locomotive*. Although the design of Ephraim Shay's early locomotives differed from later ones, there is a clear line of development that joins all Shays. In about 1877 he developed the idea of having an engine sit on a flat car with a boiler, gears, and trucks that could pivot. The first Shay only had two cylinders and the front truck was mounted normally while the rear truck was fixed to the frame and could not swivel, much as normal drivers on a locomotive. In 1884, they delivered the first 3-cylinder (Class B) Shay, and in 1885, the first 3-truck (Class C) Shay. The success of the Shay led to a major expansion and reorganization of the Lima company. When Lima first received the Shay idea it was not impressed, until John Carnes influenced the company to use the idea, resulting in the classic Shay design.

The strength of these engines is that all wheels, including, in some engines, those under the tender, are driven so that all the weight develops tractive effort. A high ratio of piston strokes to wheel revolutions allowed them to run at partial slip, where a conventional rod engine would spin its drive wheels and burn rails, losing all traction.
Shay locomotives were often known as *sidewinders* or *stemwinders* for their side-mounted drive shafts. Most were built for use in the United States, but many were exported, to about thirty countries, either by Lima, or after they had reached the end of their usefulness in the US.
4-8-8-4 Big Boy

The **4-8-8-4 Big Boy** is a steam locomotive in the game Railroad Tycoon II. Along with the electric Ae 8/14, it is one of the most powerful locomotives in the game, but also one of the most expensive. When this locomotive is in use, maximum efficiency must be used in order for this locomotive maintain a profit. It can however haul any load up even the most steep grades at speed though.

## Strategy

Even though the Big Boy locomotive can haul any type of load, it really is only useful for hauling heavy loads up a gradient over long-distances. This is because locomotives such as the Hudson or Daylight are probably better at ground level (faster and cheaper), and the Big Boy is far too expensive for regular short runs anyway. If the player does decide to use the 4-8-8-4 Big Boy, they must be sure that there is a consistent supply and demand of commodities that the Big Boy is carrying. The Big Boy must just about always be carrying the full 6 cars, and never be running more than half empty. Apart from it's issues with heavy expenses, it also has very poor reliability for a medium speed locomotive. Eventually, it is recommended that if you decide to use this locomotive, you'll want to replace it with the F9 locomotive, as it is much better specified than the 4-8-8-4 Big Boy, and is also much cheaper to maintain. A largely useless locomotive in general, it is important to note it is only available in North American scenarios.

## History

**Big Boy** is the popular name of the American Locomotive Company 4000-class 4-8-8-4 articulated, coal-fired, steam locomotives manufactured between 1941 and 1944 and operated by the Union Pacific Railroad until 1959.

The Big Boy fleet of twenty five locomotives were used primarily in the Wyoming Division to haul freight over the Wasatch mountains between Green River, Wyoming and Ogden, Utah. They were the only locomotives to use a 4-8-8-4 wheel arrangement consisting of a four-wheel leading truck for stability entering curves, two sets of eight driving wheels and a four-wheel trailing truck to support the large firebox.
According to a Union Pacific executive, the 4-8-8-4 series originally was to have been called "Wasatch". One day while one of the engines was being built an unknown worker scrawled "Big Boy" in chalk on its front. With that, the legendary name was born and has stuck ever since.
4-6-0 Class B12

The **4-6-0 Class B12** is a steam locomotive in the game Railroad Tycoon II. It becomes available in the year 1923, and is a relatively quick locomotive useful for short-medium distance passenger routes. This is because this locomotive has a good top speed, and it's low hauling power means that it wouldn't be very suited to the demands of freight of any sort. It can probably haul a 3 passengers + dining set at a speed of around 55-60mph.

The locomotive is a considerable replacement for older Atlantics that were assigned to medium distance passengers. This is because the Class B12 probably has somewhat better specifications even if the Atlantic has a higher top speed, but it is also far cheaper, and more marginal routes can be much more sustainable with a Class B12 locomotive, compared to an ageing Atlantic. The Class B12, has good acceleration and decent reliability, so it they can be used in bulk on a busy railway. However, it is very important to note that the Class B12 has an awful grading ability, so the B12, should only ever be used on flat stretches of land, and never anything above 1.5-2%. In this case, you're probably better off to use a Prairie or a Mikado to handle the job. If electrification is viable, then the useful life of the Class B12, is probably until the Class E18 comes out in 1936, as the E18 is a solid option for short-medium distance passenger services well into the mid-twentieth century. Otherwise, it may be worth either using locomotives such as the more expensive Hudson as a replacement, or hold on until the advent of diesels.

## History

The Class B12's in real life were originally termed as the S69 Class by the Great Eastern Railway, and were reclassed as the Class B12 by the London & North Eastern Railway. With increasing traffic at the beginning of the 20th Century, the Great Eastern Railway (GER) found it needed a series of locomotives which more powerful than the existing Claud Hamilton 4-4-0s, but with a light axle loading and a short wheelbase suitable for the GER lines. These latter restrictions resulted in S.D. Holden's design being notably smaller than most British 4-6-0s. Officially designated Class S69 by the GER, they quickly became known as the "1500" Class after the first locomotive built. The LNER would give them the classification of B12, and would find the combination of low axle loading and short wheelbase very useful attributes.

Initial allocations of the B12s were to haul expresses on the GER line to Colchester and Norwich. As more locomotives were built, they started to work all of the GER express services to London including the Cambridge services. No. 8572 (BR No. 61572) was the last surviving B12, and survived much of the 1960s as a minor celebrity running rail tours in BR ownership. No. 8572 was purchased by the Midland and Great Northern Joint Railway Society who still own and operate it. Usually based at the North Norfolk Railway, No. 8572 occasionally visits other preserved railways.
List of Cargo in Railroad Tycoon II

The original game contained 32 haulable cargoes, along with 2 special cars. Railroad Tycoon II: The Second Century added a further 4 standard cargoes, as well as 4 metra cargoes.

The table below lists all the different cargo types that are present in Railroad Tycoon II. Here is an explanation for each of the columns:

* Introduction Year - The year in which this cargo first becomes available to haul, if a supplying and a demanding industry is enabled on the map.
* Supplied At: Lists the industries that supply this cargo. Waste only gets produced at Electric Plants after 1960.
* Demanded At: Lists industries that demand the cargo. Towns and Cities also accept certain cargo. The cargo that towns and cities demand can change over time, and this has been indicated accordingly.
* Base Value: The general value of cargo that affects the revenue of a delivery.
* Max Days to Delivery: The number of days in which produced cargo will wait at a station before disappearing. Certain station buildings will increase certain cargoes' delivery days by 50%.

Special Cars
     Dining | 1846
VARU

Depiction of Varu as seen on "Bodega Part Diez [10] - Very Angry Robot Unit"

A robot created by the Shrovians. V.A.R.U. stands for Very Angry Robot Unit. (Diez, Once, Quince)

## Appearance

Varu is a bulky humanoid robot. His surface metal is sleek, like an Horvathian Air Leopard, the color is dark charcoal gray, and so matte it reflects almost no light at all. Its head is a simple, slightly tapered oblong with no extra features or markings. Its body look like someone took a human being and replaced its limbs with old bits of weaponry. He is also capable of crying tears of oil from his eyes. On his neck King Wabu had installed a voice control unit to force him to sound a certain way, the VCU was deactivated by Bodega when he rescued Varu.

## Attitude and Values

He bore a grudge against King Wabu until he killed him. Bodega is one of Varu's friends he also like most, if not all, of the others in the group. He was very attached to the tamagotchi he called his son, when it died Bodega had to reboot Varu's sadness circuits to get him on board.

## History

Varu was created by the Shrovians in their labs, it's unknown why he was created. Somehow Varu managed to escape the Shrovians, then found a life caring for the last existing tamagotchi whom considered his son, he also met Bodega around this time. Later on King Wabu captured him holding his tamogotchi hostage, forcing him to toil and do menial service work. Then Bodega rescued him and recruited him into his posse.

## Weapons

His arms are Light Shrovian Battle Cruiser turrets, and it has shoulder mounted blast cannons. It also has some hands, like normal alien species, except they're super powered. His legs are gigantic, looking like the bones of an ancient war machine. It's torso is sleek and a beautiful.

## Equipment

He is a monolith of efficiency, housing some of the most advanced sensors ever created in the Shrovian labs. He also has a voice changer that can be changed, some of the settings include: Default robot voice and posh voice.

## Trivia

* Varu requested Bodega to change his Voice Control Unit back to its normal Human-like one after King Wabu changed it to a traditional robotic voice. Bodega later reverted it back two weeks before recruiting Rab.
Availability

The Availability of a locomotive in the game Railroad Tycoon II refers to the years in which a locomotive is available during the natural progression of playing a scenario. While playing a scenario, all locomotives become available in June of the year in which they become available. All locomotives also have a retirement date, in which they can no longer be purchased. However, even after this date, existing locomotives of an already retired design can still be in use, however, cannot be purchased outright, nor can they be used as a replacement locomotive. Locomotives are no longer available from the purchase screen at the end (after December) of the listed withdrawn year.

The exceptions to the regular progression of availability dates, is when an event enables or disables a locomotive. When a locomotive is enabled via an event, it remains available forever, until there is a separate event that disables that locomotive.

The following is a table regarding the availability dates of the locomotives in Railroad Tycoon II:
List of Locomotives in Railroad Tycoon II

Below are the listed specifications that can be found in the purchase window for each locomotive in the game Railroad Tycoon II:

* Availability - In which is the locomotive available for purchase under non-scripted circumstances.
* Building Cost - How much the locomotive costs to purchase.
* Maintenance - The annual maintenance payed when the locomotive is in service. Note that the listed value is of a brand new engine.
* Fuel Cost - The cost of fuel for the locomotive. Note that the listed value is an estimate, with distance taken into account. Faster locomotives have higher fuel costs, as they travel further.
* Acceleration - A measure of how fast the locomotive is able to get to it's top speed.
* Reliability - A measure of how often a train will break down, though there are lots of factors that come into this.
* Top Speed - The absolute maximum speed that the locomotive can travel at. It is very difficult for a locomotive to reach this speed.

Note that there are other more discrete specifications for each locomotive, and details about these can be found in the specification pages.
Korea

**Korea** is a scenario included in all releases of *Railroad Tycoon II*. It takes place on the Korean peninsula, which in the scenario has not been divided into North and South Korea. The default start date for the scenario is 1950, whereas the end date is always 1970.

## How to get an easy Silver

***Warning:** severe cheese ahead.*
The scenario always ends in 1970, but the start date can be set way before the default 1950. Altering the start date does allow the scenario to be won relatively easily legitimately as well, but this guide isn't about that at all.

Set the game to begin in ca. 1800–1820. Found a company, but don't do anything – just sit on your $1.1m and let it accumulate interest. If at the start there is a manager available that lowers company overhead, hire them immediately. If not, don't ever bother changing the one you have.

It may initially seem that you are just losing money, but interest rates will increase during an economic downturn, up to four percent. This should cover your minuscule expenses nicely and even allow you to make a profit. Eventually you should start making money even when interest is just one percent.

Don't worry about investors raging at your inaction. The scenario does not allow you to be fired from your position.

Eventually you should have accumulated 20 million dollars in company value, which is the Bronze requirement. If you can't get the sum by 1970, try again – the boom-bust cycle always has some variation to it.

Once you're close to the end date of 1970, build the railway connection on the eastern coast of Korea required for Silver. If you do it late enough, your company value will not have time to dip below 20 million.

Once 1970 is over, you've just earned Silver.

It should come as no surprise that this is an incredibly *boring* way to win the scenario.
Heartland, USA

Heartland USA is a scenario map that is featured in Railroad Tycoon II. This 400 x 400 map relies mostly on building net worth, and depicts the states of Illinois, Indiana, Iowa, Missouri, Wisconsin, Michigan, Ohio, Kentucky, Tennesee, the western parts of New York, Pennsylvania, Virginia, the Carolinas, the northern regions of Mississippi and Alabama, and the eastern part of Minnesota, the Dakotas, and Nebraska. It also features a few provinces of Canada.

This map can be started as early as 1830, and can feature up to 8 AI players.

**Strategy:**

Please be aware that if you should include AI on this map, one of the AI players will connect Chicago and Milwaukee or Chicago and Gary first, and one AI player will almost always start in Omaha and Council Bluffs. If you want to upset the AI's track building in the long run, starting at any point before stone bridges become available wouldn't be a bad idea. The AI is unable to upgrade their bridges, and you have to cross a bridge to get between Omaha and Council Bluffs. The same goes for Chicago if the AI is building North out of Chicago. As faster locomotives like the Atlantic and J3a Streamliner become available, the single track, speed restricted bridges will become bottle necks for traffic, causing the AI to have trouble in the future (and possibly creating hours of entertainment for the player).

Anywhere on the map is good, but there are areas where cities are spaced farther apart than others. Chicago-Milwaukee-Gary-South Bend is a good starting point, and then linking up to Fort Wayne, Toledo, Lansing, and Detroit from there. Starting out Louisville could work, but will involve several grades depending on where you built your station. Chicago to St Louis is a tempting endeavor, but are spaced very far apart. It would not be a good first route if you are starting in 1830, as even the Americans will run out of water before they get to one end or other. It would be a good achievement for later in the game, especially when aluminum becomes available as there is almost always an aluminum mill in St Louis.

Starting in Western Iowa is not a bad idea either.

Since this scenario is not expansion based, you can start anywhere, and expand to your heart's content. However, depending on how many AI players you have on the map, and depending on how ambitious you feel, you may find yourself land locked to which ever region you started in. If any AI are allowed to start in the Midwest around Chicago or Indianapolis, they will expand very quickly and waste no time in getting linked up to other cities.
Orient Express

**Orient Express** is the tenth campaign mission of Railroad Tycoon 3, as well as the fifth and final mission of the European room.

## Overview

### Introduction Spiel

> *Now, this here is the legacy of the Orient Express. This railway was one of the most romantic and celebrated railways in the world. It was started in 1883 and was one of the first European railways to regularly cross national borders. It's most exotic leg of the journey started in Vienna, Austria, and ended in the ancient city of Istanbul, Turkey. Getting the train going on this route was a monumental task of both politics and engineering. Not a job for the casual tycoon.*
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Central Pacific

**Central Pacific** is the third campaign mission of Railroad Tycoon 3, as well as the third mission of the American room.

## Overview

### Introduction Spiel

> *Say, that there is a right interesting story. It was a story about a race. Two companies, the Central Pacific and the Union Pacific railroads, set out to connect the East and the West Coast of the United States by rail. Although at the time, they weren't so "United". However, by the time they finished, everyone was might proud, and none to shy to say so. Half of the journey here was the job of the Central Pacific. Their task was to challenge the Rocky Mountains themselves.*
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Bauxite

**Cargo Type** | Raw Material

Bauxite is a raw material cargo type in the game Railroad Tycoon II. It becomes available to haul for the rest of the game from 1910. Bauxite is produced by a Bauxite Mine, which supplies it at 2 cars per year, with inputs needed. Bauxite is only demanded by an Aluminum Mill, which converts Bauxite directly into Aluminum, which can then be further transported and converted into a variety of Finished Goods.
Dash-9

The **Dash-9** is a diesel locomotive in the game Railroad Tycoon II. Becoming available from 1993 into the future, the Dash-9 is a heavy freight locomotive that is rather slow (too slow for passenger work), but very powerful and can handle all freight jobs very easily. Though it is rather expensive to purchase and operate, it can haul 6 cars of coal at a rather impressive 60mph.

## Strategy

When the Dash-9 comes out in 1993, it is possible to use it as a replacement to the SD45 locomotive. However, due to the Dash-9's higher running costs, a large amount of rearranging work in terms of how freight trains are organized in order for using the Dash-9 to be successful. With the SD45, trains could afford to be a little inefficient and perhaps didn't always have to run full, but with the Dash-9 Trains will just about always have to be full and 6 cars long if possible, and the Dash-9 shouldn't be waiting too long either. A good measure for the former factor is if the train has a weight of 200 tons or less, then the cheaper and faster FP45 should be used instead (the FP45 has less power of course). Sometimes its even worth the Dash-9 picking up 3 cars of one cargo, and then picking up more on the way, and then going to the destination. Remember though that it's rarely worth pulling freight cargo for a distance of more than 100 tiles (finished goods an exception). An alternative if the capital is available is to electrify these kinds of routes, and use the faster, cheaper and similarly powerful Class E111. However, this isn't always a good option, especially at the start when money is tight. Other than the cost factor, the Dash-9 is a fine locomotive, with good enough acceleration and great reliability, most of the locomotives will last at least twenty years without major breakdown issues. The Dash-9 is a locomotive that has a use until eventually the player fully electrifies. Even with regional electric costs high, it is usually still worth persisting with electric locomotives. The Class 232 comes out in 1997, and is a considerable choice for freight. However, the increase in maintenance costs is rarely worth it. The only real advantage of the Class 232 is speed and acceleration, so it really should only be used on routes between busy cities, where the extra speed might make a difference in terms of reducing congestion.

## History

The **Dash 9 Series** is a line of diesel locomotives built by GE Transportation Systems. It replaced the Dash 8 Series in the mid-1990s, and was superseded by the Evolution Series in the mid-2000s. Dash 9 series locomotives are some of the most common in the United States.

The Dash 9 Series is an improved version of the Dash 8 Series. Like that earlier Series, it has a microprocessor-equipped engine control unit, and a modular system of construction of the vehicle body.

All models of the Dash 9 Series are powered by a 16-cylinder, turbocharged, GE 7FDL 4-stroke diesel engine, with electronic fuel injection and split cooling.
Dash 9 Series locomotives also ride on HiAdTM high adhesion trucks, with low weight transfer characteristics and microprocessor controlled wheelslip.
Class A4 Mallard

The **Class A4 Mallard** is a steam locomotive in the game Railroad Tycoon II. It is by far the fastest steam locomotive in the game, with a top speed of 126mph. Therefore, it fantastic for long-distance passenger hauls, especially if there are both flat and straight tracks. Even if the Mallard is fast, it isn't all that powerful, and along with rather high costs, it is prohibitive to use this locomotive on freight duties, or have it dilly-dallying around on mountains or on short runs. It can easily haul a 3 passenger + dining car set at around 100mph.

## Strategy

When the Mallard becomes available, it should be considered as a replacement to any older Pacific locomotives that are hauling express passenger services that are long distance (30+ tiles). As with all express locomotives, routes running the Mallard need to be well taken care of and measures such as building specific express tracks separate from regular lines are necessary in order to maximize the profit of these locomotives. It is also important to ensure that tracks are as straight as possible and as flat as possible, because the Mallard performs appallingly whenever the gradient is more than 2%, and other locomotives such as the 2-8-2 Mikado should be used whenever this situation occurs. While the Mallards acceleration is decent for a fast locomotive, it's reliability, with a below average rating, is made even poorer by the fact that this locomotive will normally be traveling at high speeds. The Mallard's usefulness probably lasts until maybe 1949, when the slightly slower, but stronger F9 comes out, and capably handle all fast trains.

## History

The **Class A4** is a class of streamlined 4-6-2 steam locomotive designed by Nigel Gresley for the London and North Eastern Railway in 1935. Their streamlined design gave them high-speed capability as well as making them instantly recognisable, and one of the class, 4468 *Mallard*, holds the world record as the fastest steam locomotive. The A4 Pacifics were designed for high-speed passenger services. The application of internal streamlining to the steam circuit, higher boiler pressure and the extension of the firebox to form a combustion chamber all contributed to a more efficient locomotive than the A3; consumption of both coal and water were reduced. A further improvement to the design was the fitting of a Kylchap double-chimney first introduced on 4468 *Mallard*, built in March 1938.
4-2-0 Norris

From the manual: William Norris of Philadelphia built the first of his Norris type locomotives for the Philadelphia & Columbia in 1834 and its performance, especially on a steep incline, was sensational. The design was simple, sturdy, and versatile enough to be useful throughout America, and influence European designs as well. The Norris type was noteworthy for its bar frames, outside cylinders at the smokebox, the Bury firebox, and placement of the driving axle in front of the firebox to improve adhesion.

This is the first modem locomotive available in America and the performance of your trains can be substantially improved in both speed and pulling power.
GG1

The **GG1** becomes available in the year 1935, and is the first high-speed electric locomotive useful for passenger services available in the game. Very powerful for it's high speed, and can also be used effectively for most types of freight as well. The GG1 is also the most reliable locomotive in the game, and actually has very reasonable costs for it's great specifications. It is for this reason that most players will tend to use this locomotive for almost all their routes for the majority of the mid 1900's.

## Strategy

By the time this locomotives, the player may have or may not have electrified yet, but the advent of this locomotive makes electrifying much more attractive, as this locomotive can be a massive upgrade from older steam locomotives, and perform their roles at a similar or cheaper prices. Major advantages include this locomotive having good enough acceleration and it also having amazing reliability, so you'll never find this locomotive breaking down, despite it usually going at very high speeds. Even though each individual locomotive is rather expensive, when replacing locomotives with the GG1, most routes should see a major increase in profit within a year. The GG1 is no longer as efficient when it goes on grades higher than 4%, and locomotives such as the Mikado should be used instead.

The useful life of the GG1 probably lasts well after it's game retirement. It's the fastest non-express electric locomotive available in the whole game until the Brenner in 1999, (it also has reasonable costs comparatively as well) and that's why many player's decide to go through many generations of GG1's. Eventually a solid replacement would be the Class E111, which is slightly slower than the GG1, but is probably more powerful, and can perform similar roles to it as well. If the player is fully electrified, it isn't really worth it at all to use diesels, as there are always electric locomotives that will perform a similar job at a cheaper price. Extra electric track maintenance will also be wasted on Diesel locomotives in this case. It is also important to note that the GG1 is not available in most European scenarios. Instead, the Class E18 (available in 1936) can perform your passenger duties, while the player may want to stick to the Class 1020 or non-electrified locomotives for freights.

## History

The **PRR GG1** was a class of electric locomotives built for the Pennsylvania Railroad (PRR), in the northeastern United States. Between 1934 and 1943 General Electric and the PRR's Altoona Works built 139 GG1s. The GG1 entered service with the PRR in 1935 and later ran on successor railroads Penn Central, Conrail and Amtrak. The last GG1 was retired by New Jersey Transit in 1983. Most have been scrapped, but several are in museums. The GG1 appears in Railroad Tycoon Deluxe, Railroad Tycoon II, and Railroad Tycoon III, while its predecessor, the P5a appears in Sid Meier's Railroads!
The New Daylight Express

**The New Daylight Express** is the tenth mission in the Second Century act of Railroad Tycoon II, as well as the fourth mission of the Modern Era act. The premise is solving Amtrak's financial problems in the West Coast.

## Overview

### Introduction Spiel

> *The nation's passenger rail service is suffering major financial setbacks. It's caused mainly by dwindling passenger numbers. Why don't you see what you can do? A much needed line from San Francisco to Los Angeles might be just the ticket. But you better hop to it. You know how those Silicon Valley folks are. Speed is the essential thing on this run.*
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### Ending Spiel

> *Oh, it was shaky going out there in California, but you pulled it off. Good job! I think you're overdue for a European tour.*
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Class 1045

The **Class 1045** is an electric locomotive in the game Railroad Tycoon II. It becomes available in the year 1927, and is the fourth electric locomotive that is available in the game. It is very powerful, but not overly fast, so it's still not quite recommended for passenger duties apart from mountain routes. The major selling factor for this locomotive though is it's extremely low running costs, and it allows even the most marginal of routes to remain profitable. It is can easily handle 6 cars of any type of cargo up grades of up to 4% without losing much speed.

## Strategy

Even if the Class 1045 is faster than both the Be 4/6 II and the Ee 3/3, it is still fairly slow compared to some of the other steam engines available at this time, so time-sensitive freights and passenger services shouldn't be handled by the Class 1045. The exceptions are if the cities being connected are very small, and won't generate enough profit to cover the running costs of a steam locomotive, or if the route would require the Class 1045's great grade handling ability. However, due to the great hauling power and low running costs of the Class 1045, it can be used heavily on all other types of freight. The acceleration and reliability of this locomotive is good enough, so that it can be used on busy railways, although care should be taken that the slower speed of the Class 1045 doesn't hold up too many faster trains. Overall, the useful life of the Class 1045 probably lasts until the advent of the Class 1020 locomotive in 1941, as the Class 1020 is not only faster than the Class 1045, but it is also just as powerful.

## History

The Class 1045 locomotive was electric freight locomotive that was used on the Railways of Germany from 1927, until withdrawal until 1994 (though a couple have been preserved). It could only go at a maximum speed of 60 kph, but it was noted as being very reliable and appeared to be used mainly for shunting and light freight duties. Only 14 were built, and were deployed on the Salzkammergut and Mittenwaldbahn Railways.
2-4-0 Vulcan

The **2-4-0 Vulcan** is a locomotive in Railroad Tycoon II. It becomes available in 1872, It is a very poorly performing locomotive, with a top speed of just 30mph, but is the cheapest locomotive to run in the game. It is not recommended to haul more than 3 cars of any kind at once.

This is a locomotive with a very selective use. It is far too slow for main line use for both freight and passengers. However, it is very useful for runs between a line of smaller towns, as it can afford to have plenty of empty runs while still maintaining a profit. Generally you want to combine these runs with freight, and the Vulcan can very easily turn a profit. Due to the service, these smaller towns will grow very quickly to the state where they will sustain production for larger locomotives. However, it is very important to keep them away from busy stations, due to their terrible acceleration and speed.

## History

The 2-4-0 configuration was developed in the United Kingdom in the late 1830s or early 1840s as an enlargement of the 2-2-0 and 2-2-2 types, with the additional pair of coupled wheels giving better adhesion. The type was initially designed for freight haulage.

The Vulcan was a 2-4-0 locomotive that was Japan's first locomotive and was built by Vulcan Foundry of Britain in 1871 for the opening of Japan's first Railway. This event is recreated in the campaign scenario *Samurai Rides an Iron Horse*. It lived a very long life, serving on the main railway until 1911, before transferring to the Shimabara Railway. It was returned to the JGR in April 1936. It is currently in a non-working condition in the Tokyo Transportation Museum.
The Super Trains

**The Super Trains** is the seventh mission in the Second Century campaign of Railroad Tycoon II. It is also the first scenario of the Modern Era act. The premise is the introduction of the TGV in modern France during the 1960's to 1980's.

## Overview

### Introduction Spiel

> *The French just can't stand still, can they? As the country's wealth grows, so does the need to rush people all over the place. From Paree to Bordeaux, from the Riviera to the Alps. Everybody wants to go everywhere, and the TGV is the right tool for the job. But can you ever afford it? Well, let's see here...I got six dollars and twenty-three cents. How much have you got?*
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### Ending Spiel

> *Nice going in France. An amazing machine, that TGV. Well, now there's an interesting twist waiting for you back in the US.*
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## Strategy - Hard Gold Medal

This strategy is based off the **Dreamcast** version of the level

**Requirements for Gold:**

* Maintain a lifetime avg speed of 60mph
* Connect Paris with Dijon, Lyon, Marseille, and Nice
* Personal Net Worth of $5 million
* Company value of $10 million
* 200 loads of Passengers

### To-Start

Don't worry about buying territories, just build a large station outside of the key areas then buy in a later point. Keep an eye on Personal Worth and buy back stock/keep dividends high at all times/keep buying your own company stock and you should reach $5 million. Do not buy any cheap slow trains, they will only hold you back in the long run by reducing that very important speed average.

1. Straight line track from Paris to Strasbourg with a Diesel train
2. You should not run any trains on the Paris line except the Diesel train. Paris does not produce enough passengers for it to be worth it.
3. Now build a straight line track with a slight bend from Dijon to Lille (North France). Preferably this track will be electrified. Running diesel trains for too long on this scenario gets very expensive.
4. Connect this track to Luxembourg so you have a Y shape track
5. Continue southwards from Dijon to Lyon
	1. You will need to build a large station on the north boundary of Lyon and build track around to the west, then south, then east (so you go around the box) so you can continue your track down south
	2. Later on to cut through Lyon with a straight track, you generally have to bulldoze 1 house but its worth it since Lyon won't be a major station later
6. After Lyon, connect to Montpellier, but don't cross the river, divert the track westwards at this point
	1. This is your big money maker, so make sure you have plenty of trains
7. When you can afford it, build from the central main track downwards across the river this time, then bee-line to Marseille
	1. Another passenger train money maker, Marseille to Lille/Luxembourg
8. Make sure you upgrade all trains to the TGV Black
9. At this point, you'll be running a little low on time, but making great profits to buy the territory's you need. You will need to build a station inside of the territory boundaries for the objective to count.
Class 232

The **Class 232** is a diesel locomotive in the game Railroad Tycoon II. It becomes available in 1997, and is a strong locomotive with a moderate top speed. It is however very expensive to operate, and because of this can really only be used selectively on freights, while being too slow for passenger work. It can haul a 300 ton train at around 65mph.

## Strategy

When the Class 232 becomes available, it is a considerable choice for faster heavy freight services in which the Dash-9 is far too slow. The Class 232 has far better acceleration and amazing reliability compared to the Dash-9, but is nearly twice as expensive in yearly maintenance. On Normal Occasions, it is very hard to justify the use if the Class 232, because of it's high expense, but it can be used when electrification is unfeasible (and therefore the Class E111), and a faster strong locomotive is required. Eventually though, the Class E111 should always eventually be used in the long run.

## History

The DR 130 family of locomotives comprises the DR Class 130 (*DBAG Class 230*), DR Class 131 (*DBAG Class 231*), DR Class 132 (*DBAG Class 232* as well as Classes *233*, *234* and *241* produced through modifications) and DR Class 142 (*DBAG Class 242*).

When electric heating eventually became available for locomotives built in Woroschilowgrad the DR Class 132 were made.

The first two test machines (built in 1972) had a maximum allowable speed of 140 km/h (87 mph) and were therefore considered to be of Class 130 numbers 101 and 102. They were always stationed at the test centre VES-M Halle, and when incorporation into the new Deutsche Bahn came they were classed as the 754 series.
The Class 132s entered service in 1974, 709 locomotives of this class were built. Under the Deutsche Reichsbahn the maximum allowable line speed was limited and so in operation these locomotives had a top speed of 120 km/h (75 mph).
2-6-0 Mogul (RDX)

From the Manual: The mogul engine type was developed to power heavy, fast freight trains that were too much for the American type which it bettered in tractive power by nearly 50%. The wheel arrangement had been tried as early as 1852, but a really successful mogul engine was not built until 1864. The mogul type was on its way to replacing the American as a national type, at least for freight service, but was itself replaced by the 2-8-0 before it was firmly established.

By the time this locomotive comes available, you may be running large or long freight trains. Add a car or two to these trains if the business is there and put Moguls at their head. These trains can then maintain their previous speed, while delivering more cargo. Placing a Mogul on a passenger train, however, is wasting money.
Ich Bin Ein Berliner

**Ich Bin Ein Berliner** is the sixth mission in the Second Century campaign of Railroad Tycoon II, as well as the sixth and final mission of the World War II and Aftermath act. The premise is the railways during the tensions between the Allies and the Soviet Union over control of Berlin.

## Overview

### Introduction Spiel

> *Tensions are rising between Russia and the Western Allies. They're rumors of a blockade. Berlin could be cut off. Walls of every kind are going up. People are scrambling to escape the closing Iron Curtain. Berlin will need all the supplies it can get to outlast the siege. It won't be easy, as borders are tightening everywhere, even as we speak.*
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### Ending Spiel

> *Look at those beauties...the F-Class diesels. They're something, ain't they? Big ol' workhorses. Well, you served the beginning of the second century pretty darn well. I'm impressed. You survived a very dark time in history too. That's all behind you now. A new era awaits you. One filled with new technologies and more cunning competitors. As you enter this new era, it seems your politics haven't been compromised by the Russian experience, because the French are calling your name.*
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