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About letsdance

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  1. i've tested the prime rate modifier that comes from events long enough and maglev posted the proof in his last reply (3 posts above this one). there may be a general prime rate, but it's without any doubt possible to change it for certain companies or players only. none of the existing managers can change the prime rate, but it's possible to give them that ability by hex-editing (and i've done so, which is why there is such a manager in my map).
  2. also the chairman changes prime rate only for the company which uses him
  3. yes that should work, but i don't like monthly event checks. i had a yearly event that takes cash out of AI companies if they have much (a simple cash > 30 Mio -> lose 1 Mio) but ultimately removed it, i think. i considered doing something similar for human players (call it inflation) but then figured, if you get to save that much money you somehow deserve it.
  4. i don't play with bonds alot after the initial 10 years or so. maybe that's why i'm underestimating wooten. but i think i'll keep him for now as he is. it's a choice you have. i left the 8-wheeler as it is and took its availability stats from an excel file, and never checked if they are correct. will have to look into that one when i make v8. camelback seems to have a wrong date in the readme, it's ony available until 1930. i've changed this one back and forth alot. gonna add a warning in the download site for now. thx for finding those. i thought about killing interest when the play
  5. well, you certainly did deeper analysis to the map than i ;-) in my last game my shares trippled before i could buy any and it took me a long time until i had 75%, the rest was held by the AI. that game i also noticed they like buying your shares if you have a -share price manager. it took me until 1940 or maybe even later until i had all territory rights. with such a good start in your game i can't imagine anything going wrong later. the golden times are usually around 1860-1900. just save up 100M until 1900 and then interest alone will keep you alive if all else fails and remember, in
  6. uploaded version 7 which includes a modded exe. it should be possible to use the modded exe with saves of version 6 games. that does make it a bit easier, but i think i'd do it. the only possible problem i see is that your manager may change. i copied details into the first reply in this thread. the OP has the link to the download section of the map. i don't expect any more updates this year.
  7. but in that time it was not possible to build such tunnels, especially not within reasonable costs (and time!). at least if playing on a map with the scale of eastern USA. small tunnels are so small that they are not shown in the game and part of mountain tracks anyways, in my oppinion.
  8. you get out of boston over the sea to allentown. i just loaded my last game, i also have a track through the N.Y. area, with no grade higher than 3.5, but it does have some corners. since the boston area is likely your main source for rubber you'll have to find a way out of there. though in my last game i solved it differently: the best usable tire plant was in burlington and i had different stations for rubber delivery (on top of the mountains) and even 2 for tires pickup (downhill across the river). not sure if that was cheating, but there was no way to do it with less stations. i don't
  9. yes i'm aware how revenue modifiers influence your profits. but multiple stations for higher demands work the same way - they increase your revenues. so does cutting through mountains because you can deliver more cargos within the same time (or reduce costs by needing less engines, fuel and track maintenance). i'm confident, these issues contribute more than 5%. i just finished my game. i was playtesting v7 with some changes (especially removed +100% auto revenues that v6 still has), but it's still pretty much the same scenario. early 20th century until 1950 was hard. 1950+ is quite easy
  10. unfortunately, even with hex editing, it is not possible to retire multiple trains with a single event. i'll solve it by further lowering engine purchase price for the AI.
  11. yes the AI gets engine cost reductions later on to keep them from going bankrupt, or at least from going bankrupt too fast sometimes an AI survives til the end (in test games), but usually you merge the big ones anyways. i did not counterbalance the reduced cost with higher upkeep. the yearly engine replacements work as upkeep anyways. but it's an unsolved issue in v6. it's not breaking the map, because in the late game you play mostly against the car shipping and value goals. but it means the AI companies usually struggle for survival in the 20th century. in my current game i seem to get div
  12. yes i know they can be. but they aren't in my map. and my map does not have any events that make anyone lose territory rights. that's why i said they can't =)
  13. yes i do many long runs. chigaco-montreal and atlanta-new york are good ones. chigaco-new york works too, later. i like the fact that you need different trains for different routes. 30% ownership right from start is extremely good. i usually start with 700k outside investments, maybe i should also try 600k next time. in my current game, my shares trippled before i could buy any and i failed the 1899 passenger event
  14. yes i just looked, its expert. if you use tricks like levelling and multiple stations, the 5% won't kill you. i'm usually quite lazy as soon as i have more than 4 stations. with some micromanagement you can make up more than 5% easily, too. of course, so far i never got a gold medal in my own scenario *lol* i know i can do some levelling, but it feels like cheating (same as multiple stations for higher demand) so i never bothered how it really works. like i mentioned above, i just use it to flatten single pieces of especially annoying track. besides, the Eastern USA map is quite flat anyw
  15. yes v6 has had more fixes and changes than expected. the problem with retiring AI trains is that the editor does not support mass-retiring and i don't want to add 100 events for that. but it could be possible to hex-edit the event in the map to achieve the desired result. gonna look into that, sometimes.
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