Just wanted to post a few things about the way TM was designed, and the effect on map making and scenario writing. Please nobody take this as criticism because it is just general information.
As much as the cargo chain is different than RT3, the bigger difference you may find with TM is in the map making and scenario writing, because that is what drove this, and most of the other stuff could be considered cosmetic in a sense.
Trainmaster is designed for big maps. The smallest dimension shouldn't be less than 640. It is also designed for a longer play, in the 40+ years range, but more importantly in the 50-100 year range. The industrial base, especially the agri-communities lend themselves very well to making actual historic maps. When I get back to the Black Diamonds map I have to redo because it was an alpha 1 version map, it will show how the map is relatively accurate for the Wyoming Valley in Pennsylvania in 1845. I even have the actual mines plotted out according to that time period.
The Persian Electric map will lend itself to more development as far as geography, and I will most like revisit this map in the future, perhaps in a different time period.
But that isn't to say that some limited scenarios can't be created on small maps, however, a lot more care should be taken or it can not work out.
I keep saying that TM doesn't lend itself well to spawning industries, or agri-communities. Spawn if you must, but it totally detracts from the design of TM which is more intentional detail. Natural Resources can be spawned in regions, and so too for landfills and incinerators.
Something to also keep in mind is the effect of production and pricing. The agri-cultural comminities are designed to be shaped to your needs by star up event, where cargo can be disabled with a -200% reduction in production for cargo. So if you wanted to keep hemp from being produced, just put that as a startup event effect. Ranches could have their wool removed by the same means, and at the other side, livestock or grain could be increased.
Some industries will gush cash, others will barely break even. This too can be controlled by adjusting the prices of the inputs. There is a balance across the industry chain that is the starting point, but this can be altered. And just because it was brought up to me, some industries can be difficult to get going. The bakery is an example. They are cheap at $375K, but getting them to produce is very hard....this is intentional, and some others are the same way. This is where map design comes into play, and specific challenges can be derived from this.
With computer a lot faster now than when RT3 came out in 2003, it's now possible to have giant maps and lots of events without affecting game performance. I've been able to test a map with over 250 events, and it worked fine. So the potential is there.
Anyways...these are just my thoughts from the overall design perspective of TM. It was essentially created out of a desire to make a scenario based in the 1950s all about spies, slush funds and the cold war. A scenario with a number of possible outcomes based on how the player plays.
