![Very Happy :-D](./images/smilies/icon_biggrin.gif)
MOstly looking for feedback with how well and how fast you did.
BETA reMoved
Nope, I was wondering how it got n there. Turns out 'maps' is 4th down on the list. B Tri is the forth map down also.Hawk wrote:Was there a reason to include the Bermuda Triangle map in this zip?
RoR you smashed this one as expected. I thought about moving gold to 18 years or less and making the Sabah connection even ealier for gold.( or move object cargos to Sabah!) The AI builds between those to cities every time. Looks like I need to bring back the National Forrest Territories to stop it! The co. check is to discourage the player from starting 2 companies. Also if "disable Players from starting multiple cos." is checked does that stop the AI from doing it?RulerofRails wrote:
Gave it a play starting in 1990. Didn't issue stock. Focused more on......
Yes. They can then only start one company. But I don't think it makes a difference if he builds the tunnel because he probably wont have the PNW to start one anyway. Without price islands he would surely have done a bit better, so maybe he could then.Cash on Wheels wrote:Also if "disable Players from starting multiple cos." is checked does that stop the AI from doing it?
RulerofRails wrote:
I certainly made use of the tunnel he built. It's not an ugly thing and probably one of the most sensible tunnels I've ever seen the AI build. One solution would be to make an event to test if the AI connects those two cities and give him some cash so he isn't in debt because of that. I always feel sorry for the AI, they could use some hand-outs.
I had to do some serious landshaping to this island. If it were as is, cargo would be everywhere or stuck on islands. Sabah will be fixed and national parks will be extend. I've got better maps to work on!low_grade wrote:Fairly lazy first attempt, starting with all the Dairies and a few other resources. Spent 1993 just saving up, had $8M in Boom and ran the line down to Davoas or whatever. Got autos going down there to increase Electronics demand (still not much of a gradient even after bulldozing all the Retails up north...) $15M in burn track to get gold on Expert in March 2003, Malaysia never came into play until I'd saved up the last year and made my electronics quota. Interesting puzzle maps you make, for sure! But very easy. Went with the 200k diesel to begin and upgraded to the Genesis when it became available, had loads of cash to spare.
Can probably remove wool and textiles, as they never came into play, not enough wool. Did make some decent profit on poorly supplied Lumber Mills, and bought a couple furniture factories once I had them supplied. Bought the Steel Mill once I had it supplied. Did do Alcohol from the Sugar farms (2) way up north. Wasted $5M+ bulldozing newly seeded industries which annoyed me, that's how flush with cash I was. Economy climbed to Boom within 3 or 4 years, back to Normal by year 7 or 8, back to Boom for the end.
So, what can you do to make Malaysia relevant? One thought was another quarry. Then boost goals to 100 Steel+60 Electronics. Should make it a 15-18 year game then. And sprinkle in a few events to tank the economy, it'll reward getting a solid setup with cheap railbuilding, while still keeping profits from getting too high. Might be interesting to boost waste production, if that's possible? It's funny to watch it floating on the ocean, where so much of it actually is... But also it's not an easy map for profitable recycling as is, so probably either boost or get rid of waste.
Maybe increase loco prices to reflect the need to import, or reduce options?
and @RoR he used blank Ports just to get cargo flowing into the ocean, and looks like you spotted one seeded as a warehouse. Also on that subject, water flow of cargo didn't really come into play I don't think, not too much.
I had a play that did not seed a furnace anywhere. So for fun, i put one on the quarry island. It made money for a few years then prices for ceramics collapsed because it only had a rail connection. (no land or port connection). Pulling ceramics out of there was big $$$. No real effect on the game. Once I plopped an electronics plant on the same island, same result. Over time Electronics prices collapsed. So every electronics train leaving was making $1M+. The solution is to increase building prices on that island. No one will build an EP for $6M!RulerofRails wrote:If there were no ports, prices in some places would collapse. This would mean higher rail profits in general and somewhat lower conversion industry profits. For sure they aren't critical to the task at hand like they were in Bermuda Triangle.
It's build, upgrade, watch the price, then sell the building as it starts to lose its profits. The plan is 150%.This inculedes stations.RulerofRails wrote:The obvious reason to build on the quarry islands is that the quarry will output 2-3x (boost events exaggerate the effect) the amount of Rock and/or Crystals at full/high price than at very low prices. This may be possible to achieve with very frequent train service as well. Didn't happen for me, didn't try very hard. Thought about building a Furnace there, but was cautious.
Bumping the price should discourage this play. Although to really shut the door I would do more than +100% on build cost. One could still build a Furnace at $2.4M there simply to boost production, hauling away the Rock to another location. Then they would be able to run an extra Furnace as well as upgrade the existing one on the additional output.