You don't see the delete option when you click on the edit button?Gumboots wrote:Dud post due to cookie problem. Cannot delete, as delete button not displayed.
I deleted it for you.
![salute :salute:](./images/smilies/salute.gif)
You don't see the delete option when you click on the edit button?Gumboots wrote:Dud post due to cookie problem. Cannot delete, as delete button not displayed.
So, not only was he not testing this on Expert level, but he was using cash cheats too.low_grade wrote:Arrg. Trying to play through a second time with v3 but I got overextended again. Thought to use the bailout cheat but forgot that big increase in revenue would mean increased overhead for a while.
Given that this in-game choice allows the S3 and P8 to get very good or outstanding reliability I decided to run them without a caboose for the entire game, even with trains that were running on the flat and would have no grade penalty. Even these trains can benefit from increased acceleration, and decreased wear, due to lighter load. Again I didn't get greedy with an extra cargo car, and just used the lack of caboose to lighten the load for the same haulage. This also seemed to be fine. Breakdowns seemed to be minimal. Most trains were running 6 car auto consist, or 5 on significant grades.One other major new event I'm going to add is maybe around 1898 you'll have the opportunity to fund a program for railroad technicians at the Universidad Catolica in Santiago, so that you can take maximum advantage of the limited engine options you have. Initial cost of $500K, then two level increase in engine maintenance(or like 50%, I forget if maintenance uses levels), in return for 10% increase in top speed, one level increase in acceleration, and one level increase in reliability.
Although I usually avoid doing this, with this map I did end up using the editor to smooth out any weird track lumps forced by building placement. The terrain is difficult enough as it is, and there's so much other stuff to do, that after a few plays I just CBF'd trying to deal "properly" with stupid things done by the game engine in difficult places. I always made an honest attempt to get away without "earthworks", and succeeded most of the time, but used them when really necessary. This only applied to building placement though, not to general tracklaying. I didn't use "earthworks" tricks for bridges or anything else. If youlre going to use the editor for general tracklaying, you might as well pancake the whole map and be done with it.low_grade wrote:Oh, have to admit, I've used the Editor a few times. Only when wierd stuff happened to make some silly 9 grade after a bridge or placing a station, to adjust the height to level things out to smooth 5's or 4's or whatever. Like when after you go to place a water tower and all the grades change, you know? I'd say slight fixes to keep things smooth are okay on this map...
I agree that the terrain is great, and provides a good balance of challenge and enjoyment. I didn't feel any need to use micromanagement of trains, nor did I run 160 of them. At the end of the game, not counting the trains of the last AI (Great Northern) that I'd just taken over, I had a total of 62 trains on the coastal areas and another 12 in Argentina. Along with a good industry base, and with most maintenance/sand/water done on spurs, these gave good profits without bad congestion. My central network was like this (mostly double tracked).low_grade wrote:I do like this map... demanding terrain, but also very photogenic. And I feel, though I may be wrong, that this is a different kind of scenario. Maybe if you play it and agree you can say why, I have some ideas.
On this same playthough, on hard, in 1904, there's one other company left ($21M+ to offer merger), my income has been in recent strike/recession years $15M, but it's going to be over $20M this year, things looking good, but I'm still micromanaging trains (wish there was an option to pause and look at a train right before it was going to start loading, that's the best time to make micromanaging decisions...)
Here's a screenshot to show how tangled my network has become attempting to avoid congestion... looking at it like this I realize there's some track I could safely bulldoze at this point...
Up to 160+ engines now, and they way the rail is developed is very north-south and bottlenecky in places, this was an attempt to relieve the congestion (painful to watch a stack of 8 trains slowly pull itself apart.)
There's no need to do it over a couple of years, although you could if you wanted to. I think it's probably better to do it all in one year. I'm looking at it from an ROI perspective for your company. From that perspective dropping the target company's price quick and hard is good, since you get a good percentage ROI on the merger and you get it done fast, meaning you can then get on with expansion earlier.If I were to try jumping companies I would probably only sell enough poorer industries over a couple of years to keep company profits below zero. That should be enough to bring the stock considerably down and make takeover a good investment for increasing CBV.
I must admit that I've also been thinking this map could teach me some more about cargo flow. Usually the haulage profits on Expert level aren't as good as in this map, so I tend to play industry-heavy. Next time I play it through I might concentrate more on maximising haulage potential.low_grade wrote:Wow! Seeing some action in here! I've been buried in my own play through of this, still. Now on Very Slow and micromanaging still.
First an aside about micromanaging. I'm not doing it because I think I have to, but oddly, because I'm enjoying it. I never micromanage like this, and I have 220 trains now, after taking over the 3rd AI in 1906. I'm enjoying it because I feel like I'm learning things about cargo flow. Basically, I'm seeing flow management strategies that can turn a profit on any map, coupled with industrial development.
Since writing the post about that, I've played this map again a couple of times and have changed my mind. The northern one isn't too bad for profitability if you get it in early enough. It's not awesome, but it pays for itself reasonably well. The terrain is quite manageable if a couple of tunnels are used.And, I see what you're saying about the connection goals, just track burning. I was trying to force a historical experience on the player. There were light rails that ran up from Argentina into Chuquicamata to deliver produce and supplies. As well as fairly profitable rail over the southern Andes between Puerto Montt and southern Argentina. Yeah, the connection between Santiago and Mendoza was made, but it was never profitable (8% grades), and was mostly just a showcase of Chilean technology and pride, heavily subsidized by the government.
Fair enough.Agree also I wish I had painted the background better, not sure what can be done at this point... And also I can forsee spending 100+ hours on the project if I ever really tried to go back over it and make it look how I wanted, and I'm not sure I want to spend 100 hours on this...
Should be possible on Medium.But I also want a map a casual gamer can win, on Medium anyway.
Just for fun I took a look at this in the editor yesterday. There are some things that could be tweaked easily. Most of the map is pretty good (the Andes look great) but about half the rivers flow uphill and they just end short of the coast. They also stop quite sharply up in the mountains.low_grade wrote:Agree also I wish I had painted the background better, not sure what can be done at this point... And also I can forsee spending 100+ hours on the project if I ever really tried to go back over it and make it look how I wanted, and I'm not sure I want to spend 100 hours on this....
BTW, about your Ecuador map: I did take a look at that one but I couldn't bring myself to play it. It's just too, umm, green. I mean that thing has some serious greenness going on, at least on my monitor, and my monitor is set up very well for colour accuracy. I suspect the one you had when you made the map wasn't that good with colours.Special Conditions:
Engines cost 25% more since they have to be imported. Track building in the Andes costs 50% more since many small tunnels, rack sections, and bridges were necessary which the grade penalty alone can't account for.
Yeah that thing is like a Neon Sign. I might try fixing it myself and if permission is granted i'll upload it here.Gumboots wrote:BTW, about your Ecuador map: I did take a look at that one but I couldn't bring myself to play it. It's just too, umm, green. I mean that thing has some serious greenness going on, at least on my monitor, and my monitor is set up very well for colour accuracy. I suspect the one you had when you made the map wasn't that good with colours.
That's interesting. I have always had a good increase in Nitrate price by putting a large station right on top of the ridge that forms the basin around Chuquicatama. I always did this to catch any escaping cargo as close to Chuquicatama as possible without having a station with a stop/start on a severe grade. If done right it can also level out the top of the ridge, another win. I never paid attention to whether or not the station was inside the Nitrate territory or not. Also, I never did this in such a fashion that both stations were touching or overlapping boundaries. I frankly don't think it matters.Gumboots wrote:So, tried it again with the same large station just outside the border of the mine territory, plus the usual large station at the mines. This time the two capture areas didn't overlap, but their edges were against each other. I ran two trains from the mines to the intermediate station, and four trains from the intermediate station to the coast. This was starting in January 1902. Later that year, prices at the mines were going up fast. Looks like that's the way to kick off mine profits.