Apr. Hier ein paar Tipps, welche man unbedingt beachten sollte, um in RT3 erfolgreich zu sein: Railroad Tycoon 3 > Guides > Bex_X's Guides. Deutsche Version, Englische Version, Wirkung. FETTE BEUTE, BIG DOG, 10 Millionen Dollar dazu. MASSIG MÄUSE, FAT CAT, 1 Million Dollar dazu. Railroad Tycoon 3 Cheats und Tipps: Cheats, Trainer, Kurztipps.
I tried to merge with 1 company a year. I found it a bit profitable, but it could've been better. First, I let the companies build up Which took a while and waited until about I started in Those guys don't have a chance!!
Had to try that next year. Why do you have to wait another slow year after you fail to merge? Won it next year. So, if you have a lot of time you can try running a company like this.
For example, if you have to complete a connection requirement where trains do not matter, you should most likely build single, unelectrified track for connecting long distances.
This type of track is specifically named ' Burn Track'. It is not meant to be run on, but built only to satisfy a connection requirement.
Another example is an average speed requirement. The best way to satisfy this requirement is to use double track and the fastest engine possible for the time period.
Also, don't overload the trains. Overloading usually more than 4 heavy freight, 5 freight, or 6 express can cause your average speed to drop, even with the fastest engine.
If you need to overload trains for more money, use a engine with more horsepower check the engine's speed chart. Be careful, however, as your average speed may drop and you could fail the objective if you don't watch and act accordingly.
Industries are the key. Buy up industries that make lots of money on their own, and supply them with their demanded cargo, and you'll make even more, or buy a unprofitable industry and service it with its demanded cargo, and you'll see the revenues rise.
Servicing industries make you money, plus what you're already hauling into cities makes you even more money, and you're on your way to financial freedom!
Buy up farms and industries that are in a "chain". For example, if you bought coal mines, iron mines, steel mills, and automobile factories, then you'd own all the industries to make very profitable automobiles!
Connect all the industries, then connect the auto factory to big cities, and you'll be making a lot of money in no time flat. If Fresno is producing a surplus of Fruit Produce , hauling fruit to Fresno will be unprofitable and in some cases, the train won't leave the station because of the lack of profit!
Usually, carrying raw materials to a production facility is a good example of this method. Alternately, you can also purchase raw material facil- ities and production facilities and make money on the direct usage of goods.
Some players get extremely good mileage from just transporting cargoes, and it may be best to use this strategy as well if you are a beginner.
Just remember that profits can be made in many different avenues! Railroad Tycoon 3 is very steeped in economics, even more so than both Railroad Tycoon 1 and 2.
Therefore, the below is a bit of an essay which encompasses differences between gameplay of Railroad Ty- coon 2 and 3, explains general economic models, and attempts to apply them to Railroad Tycoon 3.
For those who have not played Railroad Ty- coon 2, my apologies; just try to ignore parts where I bring up differ- ences, as it may become confusing.
There are a few areas that need to be introduced and explained in this discussion. They are as follows: Economics is intertwined, so if you don't find your answer in one general topic, please go on through the rest of the essay, as your an- swer may be related to a different topic.
Any questions you may have will also be gratefully accepted and answered if possible, and posted on the FAQ even if an answer does not exist so that feedback can be re- quested and generated.
Additionally, "Tycoonatrons" is the general term I use for the in- visible "people" of Railroad Tycoon 3. For those who remember the SimCity games, just think of them as Sims.
For those who played "The Sims", you can't buy them a new refrigerator. Before delving into the above topics, a deeper explanation of the game may be necessary.
Some people do read the documentation that comes with a game, and some don't. For those who have already read the game's documentation or are familiar with Railroad Tycoon, please skip to the next topic below.
The economy in Railroad Tycoon encompasses many different items. Some are supply items, such as logs or cattle.
In order for these items to be useful to most people, they need to be processed at a pro- cessing plant, such as a lumber mill or a meat packing plant.
In Rail- road Tycoon, you can build a transportation network made up of trains which can bring raw materials to processing plants and hopefully earn your company a profit.
The processing plants will use these raw mater- ials to produce finished goods, like lumber cut boards used for build- ing from logs or meat from cattle.
And the more houses a town has, the more that this town needs stuff - New York City needs far more paper than Schenectady, for instance.
And just re- member, one finished good may be a raw material for another process - rubber can be processed to tires, but tires are used as a raw material for automobiles.
Clicking on every building and clicking the little square button will show you what every building produces and demands.
Hooking up buildings which produce a certain good with buildings that demand a certain good will be supplying a demand, and this is how you get money in the game.
Additionally, there are also passengers and mail in Railroad Tycoon 3. Sometimes these can be the most lucrative deliveries.
Both types of "cargo" go from house to house, in essence. Most of our discussion can also be applied to passenger and mail traffic, but just remember that there's no processing of passengers - the game designers didn't make a Soylent Green factory.
The key to earning money by hauling cargo is to haul it from a place which supplies cargo to a place which demands cargo.
That's all there is to it. It's a bit more difficult than that? Okay, then check out a few topics below. There's more than one bank, more than one grocery store, more than one hotel.
It's a fact of life, and in Railroad Tycoon 3 it's no different. Of course, you could be competing against other railroads in this game, as in Railroad Tycoon 2.
But now, you're also competing against boats, trucks, and other methods of conveyance too. The game's eco- nomic model will place prices on everything, and if there is a profit to be made by shipping a material over a small amount of land or a long amount of water, then the invisible Tycoonatrons will ship it them- selves.
There is a benefit to this as well. Some industries may already be producing their finished goods because the Tycoonatrons are already supplying the industries.
And usually finished goods provide a higher amount of profit as well. Be sure to click on all industry buildings to see a list of their profitability; they will usually have a record of "units consumed" at the top which will show you how well-supplied the industry is, and if it is near capacity then you can practically count on this industry providing finished goods if connected to your rail empire.
This also provides you with additional assistance in the form of building stations. While you do still have the option of putting small stations in some areas to capture a certain raw material build- ing, your cities can benefit from the surrounding countryside as the local farms and raw material producers will ship their goods to your station if it is close.
Just be sure to understand that if you buy these industries, they may not be as profitable due to the transpor- tation costs they have to pay in order to enter into your system.
Your stations also serve as an "instant transport"; if a cattle farm pro- duces cattle, it may take a month or two to get to a nearby station by Tycoonatron, but if you build a station which captures the cattle farm puts the cattle farm in its green highlight area , the production will instantly be inside your station.
It'll just cost money to buy the station. Last note, the Tycoonatrons will follow the paths of least resist- ance. They will ship by rivers rather easily and also coastal parts of oceans.
I watched some goods go from one side of the map all the way to the other because of coastal squares. Mountains are far more daunt- ing though.
You can compare this to your track-laying and ease in transport; laying a track parallel to a river is usually pretty easy, cheap, and results in very little grade, and therefore the trains will move quickly.
Laying track over a mountain or THROUGH a mountain is highly expensive, and takes a long time, so you will be rewarded for your premium if you made a wise decision.
To sum up, goods WILL move by themselves in some limited ways without your trains to take them. Check the globe icon and click on the spe- cific commodity for additional information, and to find out if a cer- tain facility is utilizing some other form of transport to get their goods to market.
Al- ready discussed are the facts that some industries may already be sup- plied without your efforts.
Now, purchasing them as well as industry consumption are different as well. In RRT2, you had to depend on other people buying the property and erecting the facility before you could swoop down and purchase it from them.
Not only do you get some of the passenger revenue-enhancing buildings from RRT2, you also get a list of production buildings you may purchase.
This can be classified as the permits and property cost, I suppose. And on any map, there will be old and new industries. The buildings now act with the economy, unlike RRT2.
Now, you have to remember the maxim, "Buy low, sell high! If you see a factory that is productive and profitable, then it will go for a higher cost than will an unprof- itable factory.
You can buy an unprofitable factory for a discount, sometimes a profoundly deep discount. This game teaches in a very profound way another business maxim, "Time equals money.
Buy infra- structure to support the facility though -- tracks to hold trains which can transport goods, and stations to capture goods -- and give it some time.
A small investment could turn into a cash cow. Conversely, if you find yourself needing industry profit to finish a game, buy a profitable industry at a premium.
In this fashion, while you get far less of a percentage of your investment as profit, you are also spending far less time as well and obtaining a facility that gives you instant profits.
Ultimately, the tradeoff between buying and supplying an unprofit- able facility versus a profitable one is made up of two things. Time, as mentioned above, and the cost of infrastructure -- you WILL be lay- ing track, building stations, and buying trains to supply your new fa- cility, right?
It will take time for the new facility to start produc- ing once you supply it with raw materials. By spending money on infra- structure instead of buying a more expensive and profitable facility, you can use that same infrastructure to move other cargoes and obtain more profits.
To summarize, you can buy industries or even build them from the ground up. Some will be already profitable, and those are usually the most expensive to buy.
Some may not be producing anything, and they are the cheapest to buy. It will take time and possibly more invest- ment in track, station, and trains to turn an unprofitable facility into a profitable facility, but sometimes it uses your resources better than purchasing an already-profitable facility.
In RRT3, you cannot choose to ship a half-carload, it is purely dependent on the cargo levels at your station. And remember the Railroad Tycoon 2 flags?
Green for "sell all car- goes", yellow for "keep cargoes on the train", and red for "keep car- goes at station, don't sell"? They don't apply here anymore, due in part to the pricing scheme and also the fill percentages from above.
Every town will now have a price for everything, and the amount that is consumed will also depend on the price.
For instance, you may have three towns. The one on the west sup- plies cattle. The one in the middle is a small consuming town.
The town to the east has a meat packaging plant. They may look like this: This is because of the flow of goods, the Tycoonatrons.
The closer you get to a demanding facility, the meat packaging plant, the higher the price will be for the cattle.
By taking the cattle at least part of the way, you will get at least part of the money realized from shipping the cargo, and the Tycoon- atrons may take some or even all of the cattle you supplied Centre- ville to East Eastie because of the profit they could realize from the shipment.
And here's the fun part. Say you did take two loads of cattle from Westerham to Centreville, and you also have a train coming to Centre- ville and going to East Eastie in two months.
While the Tycoonatrons may have taken some of the cattle, there may be some cattle left that the Tycoonatrons couldn't ship at a profit to them still in Centreville that you may be able to ship for a profit.
So your East Eastie train might pick up, say, 1. In this case you may miss out on some of the profit, but in effect the game automatically caused you to flag the cargo red so that another train could pick it up, and you were penalized accordingly though slightly for making the cargo sit.
A visual retelling of the above may look like this: Special note - the price may change slightly too, but this is pure- ly a simplification This is why the automatic choosing of cargo is the best way to run your trains.
You may not know from one shipment to the next what car- go would be best to place on a train, especially if you consider the next scenario: WesterhamCentrevilleEast Eastie Notrackville Grain Farm Brewery In this example, there is a grain farm near Centreville which pro- vides grain to your station to ship, and a brewery which processes grain into alcohol, a finished good in this game in Notrackville.
As Notrackville indicates, your track doesn't run all the way there; it stops at East Eastie. Example costs of goods: But because grain is far more demanded in Notrackville, where they can supply their brewery with it, the Tycoon- atrons will endeavor to ship some of the grain from East Eastie to No- trackville.
And that amount of grain will be fed into the brewery, where alcohol will be brewed. East Eastie will still have alcohol for loading, though not as much as if you connected Notrackville to begin with.
But as you notice, the profit is a slight profit compared to connecting Notrackville. And this is where you, the Railroad Baron, have to make your deci- sion.
Would connecting Notrackville be worth the money invested in more track, another station, and more trains? Or would it be suffi- cient to let the Tycoonatrons supply your station down the line, so that you can then supply the stations in your current railroad network?
Now this discussion leads us to consumption. There are a multitude of ways that any amount of anything goods, food, raw materials, etc. They are provided so that you are aware that if numbers drop, it may be due to other reasons rather than your trains or the Tycoonatrons' shipping capabilities.
We covered 4 already above with the Tycoonatrons. In Railroad Ty- coon 3, towns will now use the production that factories will provide.
In RRT2, if you have a meat packing plant in a city, taking cattle to the facility created food. But this food had to GO somewhere else, it was not demanded at all in the town where it was produced.
In this game, towns WILL consume goods, and it is not a bad thing. Take the following scenario: Labor are the Ty- oonatrons running the brewery, working inside.
If the brewery doesn't run, then fewer Tycoonatrons are needed, and the cost will go down but not disappear; you can't have a completely empty facility and call it "open".
One of the numbers doesn't fluctuate as much - overhead. Overhead refers to the electricity used to make the factory run, the taxes on the land and assets, and to some extent the wages of the management of the factory.
Overhead will also always exist, and there's only so much you can dispense with. But with the numbers above, we can understand the following: Brewery - Consumption 2.
But imagine the Tycoonatrons. One or another enterprising Tycoon- atron may take a. If he can haul. However, Notrackville's price for alcohol is still worth the brewery in Notrackville to sell alcohol to the general public, given limited options.
Now we get into basic supply and demand, in the next section below! Just remember, consumption is JUST like production in this game in one key way: We used the numbers above to provide an "average" price.
Prices can go up and down and af- fect the purchase price of any commodity - just look at your local pe- trol station for an illustration! Another note to remember in this game is to follow the train cars!
When you click on the station that your facility is served by, the list of cargoes will appear. In this list, you can find out both if your facility is being supplied and also if your facility is able to sell finished goods.
You can tell this both the same way. If for instance you own a brewery, this means that you need grain as an input.
The houses serviced by your station will ALSO demand grain too. Therefore, click on the station and click the grain car to see what is happening!
Your brewery, as long as you zoom out far enough, should have a down- ward pointing triangle. If there is grain to be input to the brewery, then little black railcars of grain will appear UNDER the triangle's point.
If so, you have a supply, and your factory should be outputting alcohol at this very second. Then, you can find out if your alcohol is being bought or not by clicking on the alcohol car in the station list.
If there are black cars around the town but not in the station, then your alcohol is also being bought. Congratulations, you are likely turning a profit!
If the black cars are sitting at the station though, you'd better get a train to transport them somewhere else. All that needs to happen is for them to be loaded on a train for them to be bought.
So therefore, if you have an alcohol factory yet prices are pretty stagnant for alco- hol, find the nearest location that you can ship it even for a few pen- nies extra and ship it there, as you will earn the profit through the revenue your brewery just made in selling the alcohol to your train to ship.
This is how I understand the revenue model for supply and production buildings in RRT3. I then realized that the two tool and die factories were not only upgraded, but operating at maximum capacity and likely purchasing the steel as soon as it gets turned out.
As I honestly don't know any other way that you can possibly book revenue on a product that seems to not be getting sold, and if anyone else has any ideas in regards to this topic I would be happy to hear them.
So this is what is happening behind the scenes constantly. You have Tycoonatrons trying to get ahead in life, much like you may be unless of course, you're at university.
If you still are at university, go ask your economics professor about some of this stuff, and s he'll be glad to help.
Alternately, send an email to the address at the top of the FAQ for any questions. It will focus on how the game deals with supply and demand going forward though.
Let's go back to Westerham and East Eastie, and give a date of East Eastie has a meat packaging plant which needs raw materials, the live- stock, in order to process into meat.
That's the new price you see on the list above. At this point, there's a reason that meat costs a lot in Westerham; they have very little, so people are willing to pay more for the small amounts of meat that local butchers may be able to pro- duce.
Cattle in East Eastie are the same way, since it costs such a large amount for the Tycoonatrons to be able to move what little live- stock they can the long distance all the way from Westerham to East Eastie - some may die, some may get lost, et cetera.
So, your train comes to the rescue! At first, you can just do a short trip from Westerham to Centreville, and that will get the cattle moving toward the direction of East Eastie.
But you may also notice that profits for the cattle you pick up in Westerham are far better in East Eastie, and they also will hopefully have meat for you to sell after their meat packaging plant starts producing.
As a rule of thumb, your best profit will come from the first few shipments you undertake. Because since you're fulfilling a need, then costs will stabilize across the board: Check out what may happen by When you filled the need for cattle to be sent from Westerham to East Eastie, you caused prices to rise slightly in Westerham - the local butcher who can still make a profit by slaughtering his own meat won't be able to find as many cattle as he used to.
At the same time the ranchers will realize that there are fewer and fewer cattle, so therefore they will raise prices in order to capture more money from their service.
Cattle won't be in as great of supply as before, so the ranchers can be more choosy in the prices they charge! East Eastie still needs cattle, but check out the livestock supply exampled above.
If the meat packaging plant can only process about 3. Where might those 4. The meat packing plant can't just let them go free and then go find them when they're needed These costs now show up in the lowered price of this cattle.
Now that Westerham is being supplied with meat, the rich aren't the only ones who can afford it. Remember, if a good isn't sold, it isn't worth anything; it's currency that runs everything.
Now would be a good time to inform you that everything in Railroad Tycoon 3 is treated as a commodity. This term means that the quality of an item is not considered in its pricing.
Therefore, a McDonald's hamburger is the exact same meat as the steak you may buy from an Out- back Steakhouse. Obviously, in the real world this isn't the case, but the same 2.
So, on a microeconomic scale, your trains serve to balance prices. Prices will never be truly equal, as your trains do not transport goods instantaneously nor are they always at the station.
East Eastie's large supply of meat isn't all getting taken out of town unless you have a fleet of trains just waiting for it which would probably cost too much to support , so East Eastie's prices will still be lower.
As more and more meat is taken from East Eastie, the price will rise slow- ly. Please note that this will make the meat packaging plant as well as the cattle farm more and more profit as they go along, which make them attractive investments provided the costs were low enough.
As a wrapup, supply prices are low and demand prices are high. Your company will make profit by buying at supply prices and selling at de- mand prices.
Obviously, the farther apart these prices are, the more profit you will make. But remember that once you start supplying de- mand that prices will start to equalize over time, making you less and less profit each time you supply the same demand constantly.
This section will connect with the opportunity costs discussion in section 3. Obviously, not only did you earn money with the two cattle cars, you also will earn money by haul- ing the food cars.
In Railroad Tycoon 3, this aspect is completely neutralized. Now, each facility not only has a limit to how much they can process, they also will not process these items immediately.
I do not have a complete guide to the times that it takes for materials to be processed, but if anyone has figured this information I would be glad to add it to this guide.
Ultimately, for the facility to produce, it needs to be profitable to produce. The main point here is that you can't expect to sit your train for the cargo to be processed.
You have to provide ample supply to an in- dustry in order to have any expectation that the finished goods will be available. As long as there is a year or two of constant supply, the industry in question will probably have finished goods waiting for transport.
This isn't to say that "instant" production doesn't exist anymore. One of the most important parts of the game still happens instantly, which is building.
Track, station, and even bought production facili- ties are all erected immediately, with no lag in time. If you had to wait eight years for engineers to build a bridge over a long river ra- ther than to hear the "clink-a-clink" of them constructing it immed- iately, it'd certainly change the game.
Why should I bother even building a train? It'd be an extremely boring game if the Tycoonatrons did everything, wouldn't it?
Remember the above examples? The Tycoonatrons could ship materials over short distances themselves. But the Tycoonatrons have two major problems.
The other is capacity. These issues become things that the railroad can do well; in economic terms, they are "strategic advantages". The Tycoonatrons are slow for the most part.
Rivers and other bodies of water will speed them up and increase their capacity, but check out your trains. In the s, you routinely see speeds around 60MPH and faster.
In the s, you have trains that can go MPH and faster. Think back to history Could cars match train speeds in the s and s, considering the fact that trains have the right-of-way?
Consider even the fact that trains can usually climb hills better than horses even if they are slow and can also move faster than boats on the water.
Building a rail, two stations, and placing a train on it is the fast -est way to get from station A to station B in this game. Your trains will effectively reduce spoilage to miniscule.
The poor Tycoonatrons can't compete with your speed though, and you only have to click on the globe to notice that while the little train cars of supply radiate some way, many times they don't radiate very far.
You can only walk a case of beer so far before you start drinking it. Capacity is your other strategic advantage. You may notice that it's hard for a person to carry more than four cases of beer.
Put it on a train though, and it's easy as pie. If you already made the investment of a train and track, putting five cases of beer on the same train changes the cost minutely.
As a matter of fact, it costs pretty much the same to haul cases of beer compared to 4 cases. This is how the economy runs here.
Tycoonatrons can only take so much because their capacities are extremely limited. But they will try to maximize their small capacities just like you will try to maxi- mize your large capacity.
Your goal in this game is to figure out how to make your trains profitable, and the way to do that is to make sure that they are hauling cargoes that can be sold for a high premium at another station down the line.
Remember the overhead discussion above? In most cases, overhead is the purchasing of capacity. If you deliver only 5.
But if you deliver And the best part is that as far as the station goes, there is no change in cost be- tween offloading 5. The things that are variable in this game are your trains.
The more trains that you run, the more cost that will be incurred purchase price, fuel, and maintenance as well as lost opportunity for other trains that have to stop for congestion.
So by all means, maximize the profit of each of your trains. Capacity does also apply to factories as well.
A factory that has a large supply of raw materials may be best served in increasing capa- city. More capacity is again an increase in overhead, as more property is bought, a larger facility implies more building materials, and all other costs.
It will also be an increase in labor, as more people are needed to be hired in order to convert more raw materials. Addition- ally, if you increase supply of your finished good, you may see your purchase prices drop as increased supply of the good will result in de- creased demand.
But if the demand is high enough and the facility is profitable enough, by all means increase the capacity! As in the above examples, 3.
So you do have competitive advantage over almost everything else in the game as far as speed and capactiy are concerned. What do you do with that competitive advantage?
In true Bill Cosby fashion, I tell you that story to tell you this one: Opportunity cost is everywhere too! You make decisions every day on how best to use your money, and these decisions may change on a daily basis.
In this game, you invest money in order to make money. Imagine you connected Westerham with Centerville, like this: What kind of profit is that?
That's not making money, right? But in this game, track you lay tends to stay there permanently, and the trains you place can make ma- ny shipments.
So the profit you re- ceived from this transaction may look like this: So, you would make more profit quicker if you built the connection between Centreville and East Eastie first.
Keep in mind though that in our example, it did cost more as well. If you first waited a year for your credit rating to rise to offer a bond, you might be able to then make the connection!
So the analysis may look like this: You didn't make a profit! Everyone in the world makes opportunity cost evaluations constantly, so it's not a new principle.
In the world of economics in Railroad Ty- coon 3, you may notice that opportunity costs exist everywhere - just look at all the towns you can connect!
And here's one last concept for this section. The above illustration is a good way to show the time value of money. Remember waiting one year to build the Centreville to East Eastie connection?
It costed a bit more to build one year later, and cut one year of revenue stream from the final total.
All of the scenarios have a time frame added to it, so make sure that if you are waiting to build a connection it is because raising the money is either impossible or too expensive, or that there are no profitable connections to make at the present time.
Making these decisions is definitely not as cut-and-dried as I showed above; oftentimes, you don't know how well one of your decisions panned out until possibly two years of game-time has elapsed, and sometimes even longer.
But be sure that you're always thinking about the oppor- tunity costs of any decision you make in Railroad Tycoon 3, including possible missed opportunity elsewhere.
In the real world, depressions and economic booms are overall condi- tions. These conditions are based on growth for the most part - if a economy is shrinking, then it will be in a depression.
An economy shrinks when the amount of resources entering it grows smaller, in es- sence. And cash can certainly be one of those resources.
Conversely, if an economy is expanding, it is because the available resources are increasing. In the normal world, growth rates fluctuate but generally stay posi- tive.
This is because human industry and work becomes more and more productive, plus population increases which grow the labor pool.
Re- member when you connected the meat packaging plant to Westerham? The Tycoonatrons didn't have to spend as much on meat, and that left them able to use their money in different ways.
Being able to spend their money elsewhere allows for growth to happen. This is also the normal condition of the game - when the economy is normal, it is growing at a modest rate.
From there though, increases in production or decreases in prices may trigger "prosperity", or an economic "boom". Additionally, because cash becomes more available in a prosperous economy, fuel costs and labor costs may rise because the demand for both items will be stretched.
Raw materials costs can rise too, and as the chief officer of a railroad, you may want to pay attention when laying track in a boom time - it will cost more.
A prosperous economy is an inflationary economy - ALL prices will rise. But sometimes, problems happen that interrupt production on a wide- scale basis, or prices increase too much to be explained by inflation and prosperity.
At this point, people make do with less, and spend less too. And when cash doesn't flow as easily, growth rates may stag- nate. This can lead to economic "slowdowns", recessions, and depres- sions.
In this situation, labor and raw materials cost less. Stock prices also trend downward, as discretionary income isn't available to use to invest - it is needed for necessities for the majority of peo- ple.
Turning a profit in a depression is not easy, but it still can happen; even if more than half of the people aren't getting by well, there are still some people who are earning a profit and able to still purchase items.
Prices may decrease in these times due to the fact that the demand does not exist, and production may also go away. The economic condition in Railroad Tycoon 3 is a good indicator of what may happen in the future.
Any system will attempt to reach equi- librium, including economies. A slowdown may indicate that your rail- road may not be as profitable through the next while.
While you may need to change your strategy a bit due to this issue, just remember the discussion on opportunity costs - make sure that you're either obtain- ing profit immediately or on your way to obtaining profit, and no mat- ter what economic condition you're in you'll be able to succeed.
Just for your information, there is absolutely nothing that you can do about macroeconomic conditions. If a depression hits, you can't buy more trains to try to transport more cargo to get out of it; the game will randomly change the macroeconomic state by itself.
Just be sure that whereever you are in the game, you're tailoring your strategies to what is happening around you; in other words, buying a lot of stocks on margin may hurt you if the game randomly goes into a recession.
There are advantages to both conditions of economic activity though. In depressions, the cost for new investment is lowered - you can usu- ally lay track for less, and fuel and labor costs are lower.
Supply costs usually dip lower during this time until such time that labor costs will dip to match supply costs.
And of course, demand costs will also lower, probably more than the amount that the supply costs will drop. There will be less cargo available and less passengers and mail, as the money to afford more of all of these items isn't available to all people.
Stocks in the stock market will go lower, as people can't spend their discretionary income on stocks when they have to purchase necessities.
This is the perfect time to engage in half the maxim of "Buy low! In this game, bond interest rates will rise higher during depressions. I previously wrote that bond premiums should be lower in times of de- pression, but the game has since proved my wrongness.
From further research, the market forces of banks and other lending organizations are far more reluctant to lend money during times of short money supply like a depression.
So they will drive bond premiums higher. The market pressure was far greater in the s and early s due to the fact that back in those days, currency was tied to the gold standard.
The same conditions may not exist today, but the game attempts to be true to the time period in which it exists by portraying these market forces as being a deterrant to new investments.
In prosperous or "boom" times, fuel and labor costs go up. Demand goes up, as there is a lot of money, but supply costs tend to remain static because while more money is in the economy, most supply facil- ities also increase production demand does too if supplied.
Stocks in the stock market will gain value because discretionary income can be used to speculate with, and these times are usually the times to prac- tice "sell high!
The bond market in prosperous times will result in lower prime rates. Again, this is more likely to happen when money has to be pegged to a gold standard and the variable levels of money in an economy cannot be as easily controlled.
Because more money exists in the economy, this money is chasing a shorter and shorter supply of investment instruments thereby lowering the percentages that companies have to pay to offer new instruments of investment.
As a last note to this section, much of personal net value in this game will always be tied up in stocks. Therefore, keep a very close eye on the economic indicators to know if you need to ramp up your buy- ing or to possibly even cash in a few stocks for short-term use.
Since many scenarios have a personal net value restriction, my best sugges- tion for these is to try to complete all the other restrictions, wait for economic indications to get better, and try to create as much wealth as possible to get up and over the NPV restrictions.
After all, it's nothing more than a paper value regardless As soon as you have enough to buy another farm do so. You can look for concentrations of grain farms.
When you have enough money later, you can build a Brewery close to them. I sold some bonds and bought a meat packer in the stream of cattle flowing down the Hudson near Albany.
Keep plowing money into industries for a number of years. You can get a yearly income of several million. When you feel you have enough try to string burn track from Boston to Albany.
From Albany it's pretty hard to go along the Mohawk to Buffalo. I tried several ways. I eventually went as far as the northern edge of the board and came back down along the shore of lake Erie.
I tried this map again in the release version and I was able to lay track down southern side of the Mohawk valley so maybe I'm getting better at laying track or some cliffs have been smoothed down.
Use industry to gain wealth. Look around map for cattle farms and dairies. Issue stock each year because this is not about PNW. You might be able to lay track over Sierras as the troops only go one way - down, but I went to the north end of the central valley and went near the northern part of the map to Salt Lake.
Once you have the connection start sending trains from Salt Lake. You might want to zoom in on the train and take the ride too.
You can get a taste of oil in this map. Oil wells are even better than dairies if there are refineries on the map.
Keep looking around each year as new ones pop up all the time. Watch out for Mexico. Bad things happen to trains there.
You have to go there but don't spend too much on track. Connect to AI rails and make some money hauling to their cities.
They will use your rails as well. You have to take over the AI railroads so you watch them closely. Usually the one that connects to Madison does quite well.
Invest you own money in that one. Sometimes one additional one will do fairly well too. The others are likely to go bankrupt.
However, if they can join together they tend to survive. For your own company stay with industry. Use profits from there to invest more and merge with weak AI's.
You might try making money by first shorting the stock of weaker AI s. Then when cheap buy lots of the stock and have your railroad merge with them while paying exorbitant amounts of money.
Use the money from this to leverage a majority position in the best AI roads.
The best railway to take over is the one that hasn't bought much of its own stock - 20, shares at the most. Buy-outs mean you have to be very fast and alert.
Call your broker and buy 10, shares of your target's stock. Depending on the level of play you can take out 2 or 3 other railroads.
When you have done all of this you should be offered the top job for your theatre. In the unlikely event that this doesn't happen, you should start to make new railroads, build new stations and make union stations between your railroad and the railroads you have taken over.
On the Right Tracks Here are a few things to keep on your mind as you build your line: The cost of building bridges and the danger of washouts is significant.
New York is a difficult location on the map, due largely to the layout of the rivers. Rivers are less troublesome in the Western US since they tend to flow east-west more than north-south.
England is least affected by rivers. Build the ferry line around the blocking position, then run down to a city 'behind enemy lines'.
Build a station with an engine house and you're ready to start a second railroad. Don't forget to tear up the ferry line to get a lot of your construction money back.
In the eastern US you have to deal with the mountains early on about one-third of the way across the map. Since you reach the mountains early, you tend to have weaker locomotives, which makes the mountains more of a problem.
How you deal with the mountain question in the eastern US is often a make or break decision especially as you're building on the northern half of the map.
In the western US you dont hit the mountains until you are two-thirds across assuming you're playing an east-to-west game.
You have more time to build up cash for assaulting the mountains than in the eastern US. Since the exact shape of the mountainous region varies from game to game, the location of optimal mountain passes changes each game.
The outlines of the land, the rivers and the locations of cities remain the same in all four scenarios.
Track Building Techniques When laying track into a specific area such as a city or a river that has to be bridged, it's important to plan each square in advance so you gain the best combination of efficiency and econemy with those builds.
Consequently, it's best to pause your track laying as you approaching the area and study the lay of the land.
What we can do is make Boston a hub city. A hub city should have direct short connections between it and the smaller cities that surround it, the spokes.
The benefit of this is that we can get smaller cities indirectly connected to larger ones and increase the number of passener cars transported.
When it arrives in Boston, the one car that wants to go to Lowell will transfer to the next train heading to Lowell, and the one that wants to go to Worcester will transfer to the next train going to Worcester.
Hub cities also help the tycoon concentrate passenger traffic. If a passenger wants to go to a small city, he will transfer trains at one or more hubs on his way.
Hub cities should be prepared for this with Hotels and Restaurants. Hotels make money on transfers because the passenger has to stay somewhere until the next train arrives.
Restaurants make money the more passengers that visit them, regardless of whether a transfer is needed or not.
By concentrating traffic through these large hub cities, amenities like Hotels and Restaurants will make a killing.
You may also want to consider building a Tavern in the hub cities, but only if the hub produces enough passengers on its own as a Tavern only makes money when a passenger boards the train.
You may also want to consider building a Post Office if you're allowing express trains to carry mail through hub cities.
Like passengers, mail also has a specific destination. Post Offices do not make money, but they slow down the rate at which you lose mail by sitting too long in one station.
Freight has benefits from the hub as well. Cargo moves on its own over land, just much slower than if moved by train.
A hub setup helps distribute needed fright. Freight transported between hubs gets stored in the hub until it's moved again or used.
Any short trains that visit the hub can take some of this cargo back to the small cities. Short trains also help move raw materials into the hubs automatically.
Remember, cargo tries to move to the nearest rail station or waterway for transport. By moving raw goods from outlying stretches of nothingness closer to a small city just by building a small station, your rail network gets the advantages of picking up these materials in the small cities and getting them to the hubs so they can be used in the manufacturing process.
Once you have all your spokes connected to a hub, it's wise to see what freight your spokes have access to, and then buy the appropriate manufacturing buildings in the hub to process them and turn out finished goods for the other hubs and spokes.
A long connection between hubs usually has two trains. You may modify this setup to suit your needs. One train carries only express cars passengers or mail and is designated as an express in order to give it priority over freight trains.
The second train carries only freight and is designated as the slow train. As you build your network up, you should see a pattern.
One hub city is usually connected to three to five small cities with short connections and two to three hub cities with long connections.
This helps ensure that passengers, mail, and freight in your rail empire can get anywhere it needs to go while avoiding long connections between small cities as much as possible.
Most cargo in Railroad Tycoon 3 is time dependent. As time passes, the cargo becomes less valuable.
Once enough time is passed, the cargo no longer has any value and disappears. The rate of decay is different among the cargo types.
Perishable freight has a faster decay rate until it "spoils" than steel or finished goods. Passengers only wait around so long until they give up and no longer wish to purchase a ticket.
Mail only has so many days to get to its destination before the news contained within is old and worthless. The decay rate while within a station's influence area is slower than when it's loaded on a train.
This presents the interesting of problem of what to do about servicing the trains. When a train is getting serviced, it stops entirely until service is complete.
The cargo on the train still decays, though. What if there was a way to keep the cargo inside a station and off the train until service is complete?
Enter the maintenance building setup. The tutorial recommends that players place a roundhouse and water tower between major cities, about halfway.
This results in many fully-loaded trains decaying their cargo while getting serviced. Instead, use your hub and spoke setup to keep service buildings off the main line so that trains can load, travel to the next hub, and unload without needing service.
New York and Boston are the main hub cities in my network. Each one is connected to three spokes and there is one long connection between the hubs.
A train can make the run from New York to Boston without needing service between the two hubs. Inside of each hub, I have a small fork in the track that dead-ends at a roundhouse.
There is a water tower just before the roundhouse. The route I have setup for the express train between the two hubs is such: New York - Load 2. Boston - Unload 3.
Boston Maintenance Shed - Empty 4. Boston - Load 5. The advantage is that each time it gets serviced, it is empty and not letting cargo decay at an accelerated rate.
Passengers stay safely with the station and its influence zone with a slower decay rate. When building a short spoke connection to a small city, you will have to analyze the distance.
Most spoke connections require no services, as the train gets serviced each time it visits the major hub. Here is an example using Boston hub and Lowell spoke.
Lowell - Unload and Load. Boston Maintenance Shed - Empty. Again, the train is always moving when loaded, and only serviced when empty.You may need to set up specific supply or customize ninja casino on your general routes' return to the hub to keep other higher priced cargoes from blocking out the supply because the revenue on running the goods to the hub will be nearly nothing. You may need 2 trains if the city is a decent distance from the hub. From there, you will see TONS of cars all around the map. The profits that you can kostenlos book of ra spielen demo from the transfers gladbach mill can be reinvested to any tool and die shops you may be able to locate and supply. Build a train tor 100 one mail and one passenger car. Welcome to Railroad Tycoon 3! If you want to poach on an existing industry, build your factory upstream in the cargo stream a few cells from the other one. In the s, you have trains that can go MPH and faster. Beste Spielothek in Friedenhain finden None Y 7. Spiel für dein land the first station at the town you are most likely to build from bet at home paypal in the future. Railroad tycoon 3 tipps do NOT the slotfather spielen to connect Chisinau to Vienna or any other track you may have; you can build track anywhere you want in this map! You borussia dortmund leverkusen not have Meat in your system, so do not specify a load slot for Meat for example. Going north from Verona will be a direct path to Munich but not to Zurich, but it really is the best path. Wenn railroad tycoon 3 tipps der Zeitung steht, dass der Automatenspiele ohne anmeldung eines anderen Unternehmens gefeurt wurde, ist die Firma sehr billig zu übernehmen. Allerdings erst nach einer gewissen Zeit. D1GP Specialist 29 May, 7: Mehr Wheelspins und Super-Wheelspins bekommen Eine weitere Geldquelle bildet die Industrie. Achte aber darauf, dass die Konkurrenz nicht schon dieselbe Idee hatte bzw. Leider muss ich zugeben das ich das Wirtschaftssystem noch nicht ganz durchblicke. Inquisition - Multiplayer Dragon Age: LS 17 - Tiere züchten: Des Weiteren ist es sinnvoll, anfangs die Fracht an sizzling hot deutschland taktik Bahnhöfen automatisch auswählen zu lassen, dann werden einfach Güter angehängt, die der Zielbahnhof benötigt, unabhängig vom Gewinn. Newsletter Mit diesem Formular kannst du den Spieletipps. Nicht zu viele Zwischenstationen anfahren, am besten sind Strecken die etwas länger sind und keinen Zwischenstop haben. Ninja casino kommt es Schlag auf Schlag: