Don't be too quick to jump on new versions, since I am coming up with new ones every day or so. This is a complicated work in progress. :)
I'll look at the allocation of engines, those were done six months ago, so it could be screwed up.
If you hire the RR cops then average speed is not so much an issue, so I turned off the annual event. Once I get the goals and stuff figured out, I might put something in the ledger for ltd speed.
Wolvy...
1. Even though I chose not to lay track for a year, I was given track pieces. Most of the time I resisted using them, but on occasion.........
- hasn't happened to me so far, but I will check.
2. Sometimes the amount of track allotted was more than it was supposed to be. Don't have specifics, but I see you have "bonus" trackage in your Events.
--- bonuses for track aren't being used right now, so it's not that, weird since all my track has been bang on, I'll check this too.
3. While resources are pretty sparse, even in the east, there's virtually nothing out west. Where are the timber stands in the northwest and Rockies?
----They will come when growth has extended to those areas. Spawning of industry and resources is all based on where trains go. You have to send the trains to the towns and cities, then slowly things will be built and spawned. I'm sure I still have some to add as events.
4. Not much Iron in the Mesabi (not Mesabe) Range. Only two mines, sending their ore to a Port where they're converted to Coal.
----I will add some mines events to increase them, also production related events will be coming.
5. Did you intend the player be able to build Warehouses?
No, if they are possible, then it's a glitch coming over for using a 1.06 map.
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This is a complicated map in every sense of the word, and right now I am trying to lay a good foundation for it's play style. I really appreciate that you folks are checking it out.
I am going to use as many variables as I can for a variety of reasons. Company variables are related to tracks and robberies for the most part, but I am also using game variables for robberies and Indian related stuff. Then the player variables will be used for story changes and luck issues.
I'm still sorting them out, but as an example, it you use civil war vets pv1 will go -1, if you use immigrants, then it goes plus one. Later on, the story will change based on which you use most since pv1 will either be negative or positive.
The idea I am working on with this is that when you make choices, the game will change direction, and luck will be affected. For example, if you choose to have RR cops, not only is your overhead increased, but there is a merger premium added. I'm also going to set some events to allow players to embezzle money from their companies.
Again, thanks for the help.