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.
Tracks may be deleted, even if a train is currently using it. Affected trains are set back to their origin city.
This game!! I have put 20 hours in it: loving, hating it. I didn’t know I’d like trains that much but I do. I puzzled out nice railway networks with signals, switches and so on. I can do it for hours. And I did. But as soon as I unpause the game… and watching my little empire moving… the game’s interface’s driving me insane. I just can’t manage 40+ trains with this interface. There is this stupidly scaled list of trains that needs to be scrolled, there are no useful overlays which e.g. show all routes or traffic at once, there is just never a way to get information easily like I need to check cities’ demands for goods one by one. It’s always too many clicks for everything.
And every time I do some major changes within the railway system which lead to connection problems which need to be spotted and fixed… I feel overwhelmed and …literally lose track.
How did those of you who really liked the game get anlong with the UI? Did you setup (good) routes and leave them be? I can’t put my finger on it… but I feel like I’m working against the interface all the time…
Besides the UI… my only real complaint is that it’s possible to just spam tracks and trains and be profitable nevertheless. The game’s not really rewarding/demaning a good network. There should be maintenance costs for the tracks.
I agree with everything you said. Maybe if someone created a mod?
Whoa! New update on beta branch that could address some of the issues @gingerturtle and I have with the game!
Added: New option to disable all newspapers, except historic newspapers.
Added: New options to filter train lists.
Added: New list for stations.
Added: New list for factories, farms and mines.
Added: New icon to mark trains delivering goods to warehouses. They do not show a negative balance/values.
Added: Freight and express research topics are marked in tech-tree.
Added: Employees have European names in France, Germany and Great Britain now.
Fixed: The signal part of the tutorial does not block anymore, if sections of the track are deleted.
Fixed: Stations can be rotated in any case.
Fixed: “I made it, eh”- trophy is now awarded, when taking over a competitor.
Fixed: No more auctions will take place, when all competitors are out of the game.
Fixed: University title and description in town dialog.
Fixed: Some routing issues caused by signal-controlled stations.
Wow, that’s great news! Thanks for the info. Hadn’t seen this one coming. I gave up on the idea that they would be still working on QoL/fundamental UI stuff like this. I’ll try it out soon.
Hey I don’t mind going back there!
That’s what she said?
I’m trying the Mexico scenario for the first time (from the DLC). It starts out easy but ramps up pretty quickly. Not sure if I will be able to expand the requested cities and deliver the weapons quickly enough.
Anyone else play the Mexico scenario yet?
Not yet. I’m kinda torn with the game. It is such a challenge to build a decent network due to the limitations of the 8 cars plus the warehouse’s holding so few individual goods, that I had kinda taken a very long break from it. How are you handling those two issues? Is making a clean network not as horrible now?
The map does feel a bit cramped as far as laying down track, that’s probably the biggest troublesome part. Warehouses can help.
The Mexico scenario is difficult because of the time constraint. It that was more lenient meeting the criteria wouldn’t be such an issue.