Comment by legitster

Comment by legitster 6 days ago

3 replies

> Strategy-wise, RTII is pretty simple still - a simple line between two reasonably sized cities will be profitable

I would disagree. On hard enough difficulties intercity traffic is too seasonal. Also, continued traffic to the same city decreases the value of goods shipped there. So you still have to do some fussy industry routing as well to usually succeed. You're also racing against opponents to beat them to connecting to major cities.

It's not necessarily rocket science, but it's an enjoyable enough puzzle in it's own right.

iggldiggl 6 days ago

> You're also racing against opponents to beat them to connecting to major cities.

Although the AI players have some interesting limitations – they'll never connect a city you've already connected to, and they'll never build a line that crosses one of your own lines. To be fair, I don't know how important those fudges are for balancing the game, and if so, how the playing strength of the AI players could be balanced in a more realistic fashion (plus considering that the game is from almost thirty years ago)…

mywittyname 6 days ago

For most cities, the first few loads often have enough profit to cover like 10-15% of the build costs, with the first year usually covering 25-35% of the build costs. After two years or so, with no other expansion, cargo trade will be dramatically reduced and the bulk the cargo will be passenger/mail cargo, but so long as you don't allow empty shipments, the line should remain profitable.

The fun comes from trying expand as fast as possible. But it's pretty difficult to actually fail.

  • sevensor 4 days ago

    The trade model in RT2 is broken in ways that make it fun, but also kind of predictable. You get paid a whole lot more for long hauls than for short ones, and you’re less likely to satiate demand that way. In most maps it makes more sense to deliver coal to a steel mill from 500 miles away than it does to haul it from the mine next door. This pushes you to build massive, sprawling rail networks rather than tight, efficient local ones. Which is clearly tuned for fun over realism. RT3 turns the knob toward realism in a way that sucks a lot of the fun out.