Railroad Tycoon II

Railroad Tycoon II

Developer(s) PopTop Software
Publisher(s) Gathering of Developers, Take-Two Interactive
Series Railroad Tycoon
Platform(s) Windows, Linux (PowerPC/x86), Mac OS, Dreamcast, PlayStation
Release date(s) Windows
  • NA October 31, 1998
  • EU 1998
PlayStation
  • NA January 31, 2000
  • EU 2000
Dreamcast
  • NA June 30, 2000
  • EU June 30, 2000
Genre(s) Business simulation game
Mode(s) Single-player, Multi-player
Screenshot from Railroad Tycoon II.

Railroad Tycoon II is a game for the PC, Macintosh, PlayStation and Dreamcast in the Railroad Tycoon series. The Dreamcast version is a Gold Edition with improved graphics and gameplay. Railroad Tycoon II: Gold Edition was ported to Linux by Loki Software.

Gameplay is displayed in dimetric view, contrary to the top-down view of Railroad Tycoon.

Gameplay

Railroad Tycoon II is a railroad simulation that covers the entire history of railroads from inception to the present day (and beyond). The player chooses a map (scenario) and assumes the role of chairman of a railroad company. The player tries to make profits for investors (usually including the player) and completes various other objectives while being hindered by rivals, random events (train breakdowns, train robbers, economic swings) and scripted events particular to the scenario.

Most of the gameplay consists of building tracks, stations and trains, which are used for hauling passengers and freight from one station to another. Delivery revenue can vary by time, distance, demand, cargo type, economic state, station improvements and difficulty level. Companies can connect to and use each other's track and stations, so revenue can be split. Expenses include the fuel, track and engine maintenance and management fee. The fuel cost depends on the cargo weight and the distance each engine runs. Engine maintenance depends on engine age and the engine's type (some locomotives cost more to maintain than others). The elder engines cost more to keep them on the line. The track maintenance is solely calculated from track mileage.

The player will determine what kind of cargo(es) to put on/off at each station that the player adds to its routing. Way-points may also be inserted to override default track selection where multiple paths are possible.

There are many industries in the game, and each can produce and/or convert specific cargoes. For example, coal mines produce coal, iron mines produce iron, and, in the advanced game, a steel mill can convert 1 load of iron plus 1 load of coal into 2 loads of steel. The players are encouraged to find a chain of production to make new cargo by hauling the right type of cargo to each step of the industries. By doing this right, the player can haul raw materials one way, "create" manufactured return cargo, and make even more money hauling finished products back the other way.

Trains and Industry

One the key elements of game play relates to the player purchasing an operating a variety of trains, each of which possesses different attributes relating to speed, fuel type, preferred cargo, and the ability to traverse hills and steep track grades. In general, the player should balance the cost of operating a train and the time required to transport cargo, with the balance being that the profit from cargo delivery outweighs train operating costs. The player also may purchase various industrial plants to earn extra money based on amount of cargo received and delivered. Basic industry, such as bakeries, textile mills, and tool and die factories earn less profit than advanced factories such as canneries, steel mills and automobile plants, although the latter requires multiple goods delivered to produce one final product. Furthermore, idle industry which do not produce goods will generate a negative profit, thus increasing overall operating costs and overhead.

Train List

The following trains are available for game play; certain trains are only seen in specific time periods and scenarios. In addition to the statistics listed below, trains are subject to "mechanical reliability" which is a randomly generated factor influencing how often a train will break down. All trains begin their operational lives with a set chance of mechanical failure, with some engine types more prone to breakdowns than others. Breakdown percentage chance increases the older an engine becomes; a train may also suffer a "train wreck" which completely destroys the engine and all present cargo.

Train Fuel Available Top Speed Incline Ability Preferred Cargo
Trevithick Steam 1804 8 mph Very poor Passenger & Freight
John Bull 1831 20 mph
DeWitt Clinton 1833 17 mph
Prussian 1837 26 mph Poor
American C 1848 26 mph
Iron Duke 1855 50 mph
8 Wheeler 1868 45 mph Very poor
Vulcan 1872 45 mph
Consolidation 1877 39 mph Fair
Truck Shay 1882 15 mph Freight
Mastodon 1890 43 mph Poor Passenger & Freight
10 Wheeler 1892 49 mph
Mogul 1895 47 mph Fair
Bobo Electric 53 mph
Atlantic Steam 1902 71 mph Poor Passenger
Camelback 1905 29 mph Good Freight
Pacific 1908 87 mph Fair Passenger & Freight
Class G10 1910 50 mph Good
Prairie 1912 43 mph Poor
D16sb American 1914
Class 13 H 1917 39 mph Good Freight
USRA 1918 39 mph Fair Passenger & Freight
Mikado 1919 54 mph Good
Be 4/6 II Electric 1920 35 mph Very Good
Class B12 Steam 1923 67 mph Good
USRA 0-8-0 1930 45 mph
Class A4 Mallard 1935 126 mph Poor Passenger
2-Co-Co-2 GG1 Electric 97 mph Good Passenger & Freight
1-Do-1 Class E18 1936 88 mph Poor Passenger
Hudson Steam 1937 87 mph Very Good Passenger & Freight
Daylight 78 mph Fair
Train Fuel Available Top Speed Incline Ability Preferred Cargo
Streamliner Steam 1938 103 mph Poor Passenger
Landi-Lok Electric 1939 67 mph Good Passenger & Freight
Co-Co Class 1020 1941 55 mph
Big Boy Steam 68 mph
4-4-4-4 T1 1945 83 mph Poor
F3 Diesel 1945 85 mph Fair Passenger & Freight
PA-1 1946 87 mph Good
F9 1949 106 mph Very Good
GP9 1954 87 mph Good
E69 Electric 1955 30 mph Very Good Passenger
TGVx Bullet Train 1957 155 mph Poor
GP18 Diesel 1958 155 mph Very Good Freight
V200 1959 85 mph Good Passenger
Penn E44 Electric 1960 68 mph Passenger & Freight
Class 55 Deltic Diesel 1961 97 mph Fair Passenger
Shinkansen Bullet Electric 1966 123 mph Poor
FP45 Diesel 1968 106 mph
SD45 1972 64 mph Fair Freight
SDP40 1973 100 mph Very Good Passenger & Freight
EE60CP Electric 83 mph Fair
TGV Bullet Train 145 mph Poor Passenger
Class E111 1974 84 mph Good Passenger & Freight
E656 Camino-FS 1975 90 mph Fair
Dash 9 Diesel 1993 69 mph Very good
AMD-103 101 mph Fair Passenger
Thalys Bullet Train Electric 1994 186 mph Poor
Eurostar Bullet Train 145 mph
Class 232 Diesel 1997 74 mph Good Passenger & Freight
DR 18 201 Steam 1998 120 mph
E-412 Brenner Electric 1999 137 mph Very Good
Mag-Lev TBX-1 2008 280 mph Poor Passenger

Economics

Game play also includes financial manipulation of companies, issuing bonds, share repurchases, stock issues, manipulating dividends, merging with other companies and declaring bankruptcy. These features are required in some scenarios and may be used for either great financial gain or total fiscal disaster.

In normal financial mode, the player may buy or sell any companies' stocks at various prices depending upon the economy. On advanced settings, the broker may allow the player to buy on margin or short sell stocks if he has enough value of stocks or cash to rely on. The computer players may also engage in these practices and will attempt to bankrupt the player when he is heavily in debt.

The economy may fluctuate during the game play with five economic states: Booming, Prosperity, Normal, Recession and Depression. When the economy is good, the revenue of the hauled goods and the stock prices will be higher. Bond interest rate will also be adjusted with the economy level, including the interest received from cash and the interest paid for the bonds.

Campaigns and Scenarios

The original game features eighteen missions, divided between North America, Europe and the rest of the world. The missions can be played on three difficulty levels, and each also includes three listed objectives. Completing only the first objective awards the player a bronze medal, the first two a silver medal, and all three a gold medal. The player may play any mission in each set as many times as they wish; they may also continue even though a mission has been failed. The final score for the whole 18 mission campaign is calculated by the difficulty level and the number of each type of medal achieved.

In addition to the campaign, Railroad Tycoon II features many single scenarios. As with the campaign, each scenario is based on a geographical location, which may be fictional. Most scenarios also have a medal system similar to that of the campaign, although any scenario may be played in sandbox mode as well. Many scenarios constrain the player to some specific point on the timeline and feature scripted events: for example, the Korean map presents an alternative history as the player is informed about the averted Korean civil war.

Additional single scenarios may be created using the map editor included. Maps may be imported, drawn from scratch, or edited from existing maps and saved under new names. Many fan creations have been shared on various fan sites. Most have only a dozen or so events, but there doesn't appear to be an upper limit. The educational US History Scenario, with over 400 events spanning 200 years, is like a campaign all on its own.

Soundtrack

The soundtrack of Railroad Tycoon II consist mostly of classical "railroad" blues and bluegrass genre from the era the game revolves around. These pieces were not, unlike most contemporary games, midi files, but rather high quality studio recordings; some even with vocals. This fact has contributed to the solid ratings this game has received. The soundtrack consists of the following tracks:

# Title Length # Title Length
1 1AIntro 2:27 27 Mississippi Chateu 2:40
2 Another Blues Song 2:01 28 Mountain Valley Roll 2:49
3 Burnin' Boogies 2:54 29 No Time To Lose 2:43
4 Chi-Town Blues 2:24 30 Old Flame 2:40
5 Clickity-Clack 1:01 31 Pickin' in D 2:51
6 Coal Mountain Fog 2:52 32 Production 1:41
7 Cross Roads 3:16 33 Riches Steel 2:13
8 Dark Day 2:35 34 Rockin' Blues 2:21
9 Deep Blue 3:06 35 Skippin' Harp 1:11
10 Down Home 2:14 36 Slow Slidin' 2:40
11 Foot Stomp 3:21 37 St. Louis Slide 2:17
12 Freedom 2:36 38 Stranded 2:38
13 Goin' Places 2:13 39 Sunset and Lonely 2:46
14 Grit 3:27 40 The Grind 2:40
15 Happy Go Lucky 2:40 41 The Third Blues 2:34
16 Harp Attack 2:10 42 Tired Ole Blues w/ Harp 2:39
17 Harp How-Down 0:41 43 Tired Ole Blues w/o Harp 2:25
18 How Now 2:33 44 Torchered Blues in G 2:40
19 Humpn' Cars 2:31 45 Train Derail 4:17
20 I am the Pourch 2:49 46 Train-O-Monica 0:51
21 I Missid my Train 2:40 47 Tricky 2:36
22 It's So Easy 2:40 48 Wicked Blues 2:52
23 Kentucky Pluck 2:49 49 When Am I Goin' Home 2:02
24 Lazy Slide Pickin 2:41 50 Wiskey 2:43
25 Lonely Cowboy 0:56 51 When Am I Goin' Home (bonus jam track) 2:02
26 Main Theme 4:26

Editions

Railroad Tycoon 2: Gold

This is a collection of Railroad Tycoon 2 and Railroad Tycoon 2: The Second Century, in one package.

Railroad Tycoon 2: Platinum

This is equivalent to the Gold Edition plus over 50 community-made maps added and enhanced mouse-wheel support. Maps (scenarios) developed specifically for the platinum edition may not function in some earlier versions. The last official patch to Railroad Tycoon 2 was platinum v1.56 on 19-Feb-2003.[1] After that, further development proceeded to Railroad Tycoon 3.

References

  1. http://www.philsteinmeyer.com/55/the-missing-railroad-tycoon-2-map/