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IDG I never grew up with toy trains. In fact, where I grew up, there
werent any trains at all. Hence, I could not understand the fascination
of some other kids with toy trains and railway sets. It is possible,
however, that this particular fascination has been lurking dormant in
my psyche since childhood and has been awakened now that Ive come
across Railroad Tycoon.
October 7, 1999
Web posted at: 10:51 a.m. EDT (1451 GMT)
by Rawn Shah
(IDG) -- I never grew up with toy trains. In fact, where I grew up,
there weren't any trains at all. Hence, I could not understand the
fascination of some other kids with toy trains and railway sets. It is
possible, however, that this particular fascination has been lurking
dormant in my psyche since childhood -- and has been awakened now that
I've come across Railroad Tycoon.
I saw Sid Meier's original version in action probably six or seven
years ago, but in spite of my intense fervor for strategy games like
SimCity and Civilization, it never quite caught my attention. Years
later, on first trying Railroad Tycoon II on a Windows machine, I was
hooked. I didn't buy the full version and only tried the demo, but that
still made for hours of fun. Now I'm overjoyed that Loki's come out
with a Linux version as well, allowing me to fully explore not just the
original game but the latest Gold version, which isn't even out on
Windows yet.
I had a friendly chat with Scott Draeker, CEO of Loki Software, at the
LinuxWorld Expo. In front of Loki's booth, where the company was
demonstrating several of its games, (thanks for the T-shirt, Scott and
Kate!), we talked about Loki's raging success in the business, and the
intensity of its game-release schedule. Loki's first-year plan is to
put out eight titles either previously or simultaneously released for
the Windows platform. On track this year is the third and latest title:
Railroad Tycoon II Gold Edition (RT2GE). Others also demonstrated at
the show included a beta of Eric's Ultimate Solitaire. My T-shirt also
says that the Armored Mech-style game Heavy Gear II is forthcoming in
the fall. If Loki keeps to its schedule -- which it has managed to do
almost perfectly so far -- we should expect a few more titles to be on
shelves by the Christmas season. Scott rather ambitiously declared that
Loki would do sixteen new game titles next year.
Playing the Game
RT2GE is a game that J.P. Morgan
would have assigned as homework for his executive staff, had he had the
capability at the time. It is a strategic simulation of running a
railroad company, and it presents both the track-laying perspective and
the Wall Street scene. You build a railroad company in a certain area
of the map and compete with one to eight other computer players in a
bid to build up your personal wealth to the maximum. This is a
financial game, although there is the cool part of watching the trains
go around as well. (For those who like the train simulations more than
the stock market wheeling and dealing, there's a sandbox mode that
allows your empire to expand without competition.)
I must say
I enjoy hearing the ching-ching-ching sound of money going in the bank
each time my trains successfully carry a load between stations. It's a
game about money, involving not only the run of a railroad business but
also watching the company finances and stock. You have to understand
that there are two separate entities involved in your railroad company:
the company's wealth/stock portfolio, and your own wealth/stock
portfolio. You start out with a basic salary of around $10,000 a year,
plus whatever amount you did not spend initially when creating the
game. A healthy company will give you bonuses every so often and raise
your salary. An ailing company will reduce your salary until you earn
so little, you can't afford to play anymore or get fired.
The
basic goal of the game is to achieve a certain personal wealth by a
given date. When you start the game, you have a small amount of cash of
your own as well as the public investment in your company. Depending
upon the difficulty level at which you begin, the odds are stacked
financially for or against you as compared to the other computer
players. At lower difficulty ratings the trains generate more revenue
per trip and you don't have to worry about the stock market or running
industries. I think you lose half the fun that way, which is why I
always play a hard or custom game (with stock market and industries
included but with no bonuses per player).
Game Scenarios
In the basic scenario, you have to build a railroad that can
successfully carry passengers and cargo between two cities and generate
a healthy revenue. You do this by building the stations and tracks, and
buying the engines to run the trains. Each train can carry up to six
cars behind it, but I recommend a maximum of four, or you'll wear out
the trains too easily. Each station also has different resources that
generate income (hotels, saloons, restaurants), speed the exchange of
cargo (post offices, telephone wires, grain silos), or help maintain
the train (sanding towers, water towers, roundhouses). Not every
station needs all of the buildings, but placing them intelligently will
help smooth your routes and speed your shipments.
More
advanced scenarios require you to carry a certain amount of cargo
between two cities by a particular deadline, such as From Cape to
Cairo, in which you have to build a track between Cairo, Egypt, and
Capetown, South Africa. You have to buy into territories of other
countries as you go along, and build more track.
De train! De train! Eets de train, boss!
Watching the trains go around your tracks, busily carrying all the
cargo and passengers, is pleasantly relaxing. Each train in the game is
based upon a real engine that was produced in the US or another
country, from the early days of railroading up to the present time.
Starting in the steam engine-generation, you will see all the famous
trains of the past, into the diesel era, and then the electric era. You
can run a three-truck Shay, like the classic choo-choo trains, or zoom
around in the latest, greatest French TGV, made even more famous by
that scene in Mission: Impossible in which Tom Cruise hangs off the end
for dear life.
Every train has a purchase price, an annual
maintenance cost, and a fuel cost. Each train can run at different
speeds, depending upon the number of cars it tows and the grade or
steepness of the track. You will probably pick a different engine to
pull the train in each scenario. A scenario in which there are mostly
flat lands, such as those of the American Midwest or the French
countryside, calls for an engine that can run very fast in low grades
of 2 percent or less, even if it runs at ridculously slowly at grades
of 6 percent. On the other hand, if you have hilly country, you need an
engine that can perform well at high grades, as well as one with a high
acceleration rating because of all the twists and turns.
Speed
is the overall factor when it comes to delivering a payload, but don't
sacrifice speed for reliability or cost. If you have to replace the
engine every few years or so, it won't be worth it. In general, look
for an engine that is rated above average, good, or better when it
comes to reliability, even if it's not quite as quick as the fastest
thing on the market. The maintenance and fuel consumption of the train
are an annual expense, so try to pick one which will have a cost lower
than the revenue you generate from the load it carries. That's where
your profit comes from.
Remember too that there is no such
thing as an all-purpose train. Each train has its own attributes that
make it good or bad. However, a few of my favorites are the 2-6-0
Mogul, GP-9 (diesel), and GG1 (electric). They aren't the fastest
trains, but they give the best bang for the buck in their respective
time periods. The types of trains you can choose from depend upon the
time period and the country in which you play. For example, in England,
you won't find the GG1 available at any time, since its an
American-made engine.
Working on the railroad
When you first start the game, finding a suitable location to place
your stations and build your tracks is crucial. You cannot build two
different sets of tracks which are not connected together. Thus, you
must grow outward from your starting location. You will have enough
money to build two stations, track between them, and a train or two,
depending upon your company's starting cash.
The best
locations for a station will have five to twenty houses, and some
industry that produces -- and not converts -- resources that will be
needed in another city nearby of equal status. For example, in the
Heartland, USA scenario (see Figure 1), Omaha has a medium number of
houses, a chemical plant or two, a meat packing plant, and an oil
refinery, while Lincoln has a small population with a fertilizer plant
and a bakery. This is great, because there is enough population to move
back and forth between the cities; what's more, the chemical plant in
Omaha will generate two carloads of chemicals that can be sold to the
fertilizer plant in Lincoln. If you look nearby, there are other
resources (farms, cattle yards, oil fields) that could supply the other
industries (see Figures 2 and 3). This way, you don't have to depend
upon passenger revenue alone.
In the very beginning, moving
people and mail around will generate the most revenue, especially if
the economy is healthy. As soon as you hit a recession, however, fewer
people travel, and your company's revenues fall. A game usually starts
with a normal economy and goes up, so set up passenger and mail train
routes first, preferably between cities that are next to each other.
Look for an advantage of sending industry cargo next, preferably the
most profitable ones like food and oil.
You can borrow money
to build more tracks, stations, and trains by issuing bonds, but you
should do this only when the economy is healthy. This way, you pay less
interest, and the new routes should be able to generate enough cash to
pay off the bonds fairly quickly. In some cases, it is definitely worth
it to get a bond to finance some high-value cargo transfers between
towns and cities. It may even pay off by the second trip it takes, and
boost your revenues at the same time.
Playing the stock market
The second challenge of the game is keeping a healthy stock value for
your fictional company. In scenarios with multiple computer or human
players, you need to beat others by achieving the most financial
success, in both personal and corporate earnings. When you first start
the game, you are issued some amount of stock and normally have $0 or
less in cash. The basic rules of the stock market always apply: buy a
stock when it's low and sell it when it's high.
If you expect
a stock to drop in value, you can sell shares you don't own on margin
when the price is high, planning to buy them back later at a lower
price. Some scenarios do not allow you to buy and sell on margin, and
in those you have to do your best to keep raising your company's value
until you get enough to buy into other companies.
For each
company, there are usually two pairs of graphs shown, one indicating
the current share value, and the second indicating the earnings per
share. You can also display several other graphs, but these two are
enough for most purposes. The share value goes up and down based upon
the amount of revenue that the company is generating at any given time.
The higher the earnings per share, the higher your share value goes.
Your share value should always be below the earnings per share for the
best results. If the share value (in blue) goes above the earnings per
share (in brown), you can expect the shares to fall in the future, thus
lowering your own personal purchasing power and total value. If the
share value is far below the revenues per share, then buy as much as
possible, since the shares will soon shoot up in value. The best
situation is to have the two graphs, with blue below brown, in
parallel, in a steady to sharp incline. This means that the share value
and your own purchasing power is going up, rapidly.
At the
very start of the game, as players are just starting up their
companies, you want to buy stock whenever possible. Since most of the
companies attempt to reach a share value high enough to cause a stock
split, player shares can double fairly quickly from the outset. It is
common to see a 2-for-1 split (you get two shares for every one you
own, at half the price) within the first six to nine months of the
game. Sometimes you can even get a 3-for-1 split, which is even better.
The most amazing thing I have seen is a 6-for-1 split by a computer
player.
The more the stock splits, the higher the overall
value of the company, and the greater your ability to buy into other
companies. Say each player gets 2,000 shares and Player A reaches a
2-for-1 split before Player B. This means that at that point, Player A
will have 4,000 shares while Player B still has only 2,000. Player A
thus has the advantage and might be able to sell 1,000 of his own
shares to buy into Player B's company. Thus, when Player B's company
reaches a 2-for-1 split, Player A has 3,000 of his own shares and 2,000
of Player B's shares, while Player B has only 4,000.
This may
not matter much if Player A's shares are not worth as much as Player
B's; but it gives an early advantage to Player A, which can later help
in an attempt to take over Player B's company. Diversifying your stock
portfolio is key. You do not want to restrict yourself to keeping
shares in only one company, since the more your holdings are
distributed across several companies, the less likely a cash flow
problem in one company will cause a drop in your overall purchasing
power.
Do not be afraid of keeping a high negative cash level,
as long as you can maintain a high overall purchasing power. The
purchasing power is your cash level plus the values of all the shares
that you own. Thus if your share value is $7,000K ($7 million), while
your cash level is -$5,500K (minus $5.5 million), your purchasing power
is about $1,500K, giving you lots of room to buy more shares. Keep a
watchful eye on your stocks, though. A small change of a dollar or two
in the share value can mean a huge change in your purchasing power if
you have 100,000 shares. It may even be enough to drop into negative
amounts, thus requiring you to sell shares until you have a positive
purchasing power again.
Mergers
Mergers, or,
more correctly, takeovers, are hard to pull off initially, but get
progressively easier over time. If the scenario does not allow buying
or selling on margin, you might as well forget attempting a takeover,
since you need this ability to buy into others. The idea is for you to
personally acquire as much of the target company's stock as possible,
and then have your company attempt to merge with the other at a higher
share price, thus making a profit for your personal account.
Attempting a merger requires your company to have a significant amount
of cash, usually several million. You should not attempt a merger
unless your company is in perfect health with high profit margins and a
big bank account. Pay off all of your debts if you've issued bonds, and
make sure that all your trains are running fine, since you will need to
ignore them for a while and let them run themselves. You have to be
able to depend on the votes of more than 50 percent of the target
company's shares to pull it off. In some cases, particularly those in
which the target company has been failing for a while, other
shareholders may also side with you and aid the merger, but you
shouldn't count on that. If the target company is still successful when
you are attempting to merge, you have to own 50 percent or more, or the
shareholders will vote against the merger.
The best targets
are those that have a small positive or negative cash level and a small
but continuous negative profit line. After you spend your company's
money to buy out all the shares of the other company, you will incur
all of its debt. If your recent acquisition has a negative cash level,
it will be deducted from that of your company's. If it has a negative
profit line, then your own profits have to be high enough to result in
positive profits when the two are added together.
After your
merger, you should look through the company's books carefully, paying
particular attention to where all the expenses are going. If the
acquired company has bonds that have not been paid off, keep an eye on
them with a view towards paying them off as soon as possible,
eliminating those bonds with the highest interest rates first. The
acquired company is usually failing because of inefficient management
of the trains, especially if it was a computer opponent. Even at the
hardest level, the computer isn't too smart about how it builds its
rail lines, or what loads the train carry. It relies more on its 10 to
25 percent cash advantage at the hard and expert level to beat you.
Thus, to increase efficiency, you can make the train loads distribute
better, upgrade facilities in some locations, or replace older trains.
When you retire or replace a train, you will take a penalty of several
hundred thousand in the profit line, so don't run rampant selling off
all the trains and replacing them until your company can manage it.
Increasing the overall profitability of the company is your first
priority because your earnings per share value will most likely
nosedive after an acquisition. And with that goes your share price and
your own purchasing power. You don't have try a takeover immediately,
but it's better to do it in the first few years than waiting until your
competitors are more powerful.
Do I like it?
This game is one of the best strategy titles out there that involves
financial greed rather than heavy bloodshed. The Linux port is no
different than the Windows version, although the beta version I tested
did have an annoying bug that suddenly dropped you to $6.5 billion in
the hole for no apparent reason. Loki has fixed this division by zero
problem in the release version. I played this game on a VA Research
StartX SP with a 400 MHz Celeron and 64 MB of RAM. The game ran just as
well as on a Windows machine with a similar configuration, but with 96
MB of RAM, even on the scenarios with large maps. The scrolling wasn't
as fast as the Windows version, but the game played just as quickly.
For all you budding entrepreneurs and train fans out there, Railroad
Tycoon II Gold Edition will provide many, many hours of entertainment.
Even with the information I have given here, it is a good challenge for
all.
Rawn
Shah is an independent consultant in Tucson, AZ. He has worked with and
written about multiplatform issues for years, and is constantly
surprised at how few people know about useful system tools.
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