I’m starting to wonder if I want to build two double-platform stations in cities at the start (one freight, one passenger) so I can upgrade to 8 available platforms later without as much worry about fitting it on, re-routing tracks, etc.
I just wish doing crossovers and merges was easier.
It’s not particularly tricky these days (it was at release). Have you checked out Adekyn’s videos?
Yes, I’m good with normal ones, I meant when you’re running 2 large stations out of a city and need to go over and around 8 tracks. There’s just not enough room to do it cleanly most of the time if you’re running a central hub kinda place. As horrible as Transport Fever’s interface is, I can do it easier in that game than this one.
Oh god, no, you shouldn’t be going over and around 8 tracks. Half the game is planning your rail networks so you don’t have to cross lines unless there’s no alternative.
I’ve managed to get some more playtime into this. I really enjoy it, so it will earn a spot on my quarterlies list now that I feel I have seen enough of it to make a proper judgement.
The Qt3 game of the year voting thread.
Some nice stuff there.
signaling control for almost all the things!
Wait, I don’t see signaling control for single-track stations… ;-)
I feel like the 2-track signal control station is a sweet spot. It’s barely more expensive than a regular 2-track station and it’s footprint is the same as a regular 2-track station with the crossed-tracks added. A 4-track signal-switching station has 3x as many switches. This adds to footprint and also reduces efficiency since trains traversing those tracks can block a lot of incoming trains. Two double-track signal stations will cost less and still often fit in, and also allow a hard split between passenger and freight networks.
Is there any reason other than aesthetics/space to use a terminal rather than a large station? They seem to cost the same and I cant find any reference to different behaviour (other than not being able to pass through of course).
I think that’s it. Avoiding the switches on the other side can save a lot of space if you don’t need them.
Though it sounds like the devs will be upscaling the space required for the 2-track switching station so it can be upgraded to a 4-track station. Currently you have to delete the existing station to upgrade, which is terrible micro. Not sure why a smaller station couldn’t just check to see if there is enough room, as seems to happen in the non-beta version.
This is down to “consider buying” range on GOG this week ($18). Sorry I haven’t kept up on the whole thread. Is there a consensus on the game?
I love tycoon and building games, and loved Sid’s original RRT. I never totally got a grip on the economics meta-game, especially in RRT2, and mostly prefer these games without very challenging opponents gobbling up the map. I’m not even sure how much of this stuff applies to RWE…
What kind of train game is it, and what does it do well? You guys think it’s worth $18 when I have an enormous backlog already?
I think it makes connecting up cities and hauling cargo very satisfying. How am I going to build my tracks that my trains run efficiently enough? How do I make it so stations don’t get too much traffic? I think that’s the high point.
The research part feels tacked on and points are accumulated too quickly (unless that changed). The AI opponent chatter is annoying. The campaigns are quite good. It’s also a pretty attractive game.
Don’t get it if you aren’t going to play it in the near future. Do you have any other games of it’s kind that you want to play, or would this move into the #1 slot for it’s type?
You can turn off the opponent chatter. The economics metagame is pretty modest - you’re mainly planning routes and signalling and figuring out what to ship where.
AI opponents do gobble up the map to a certain extent, but not as aggressively as in some other train games.
I enjoy the game quite a bit. There is a bit of interaction between the economics and the developing rail network. There is also a factor of trying to guide the location of different factory types to be more rational and fit in better with yours plans for your network. Basically if you leave the factories to be built by the private interests, they will often put up factories very far from their supply sources and markets. Building them yourself can be more efficient, but maybe you don’t have the money to do that at the time.
I agree it is mostly about thinking about how to build and develop an efficient network over time.