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MaglevForever

Fedaykin
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MaglevForever last won the day on January 20 2020

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About MaglevForever

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  1. The game makes some simplifications. The term "profits" is used for revenue less operating expenses, before investment on any new infrastructure/upgrades. The way you described profits here doesn't quite match the game's usage. We figured it out, but specifying no debt and $1.5M cash, would be clearer. I was always playing this without dozing any track. So maybe I'm not playing "as intended". I gave it a couple runs over the weekend. My strategy relies on some industry profits, I connect to Allentown with 5 Oil Wells, then buy them and the Oil Refinery. If you are
  2. Hello, there. I stop by every now and then these days. Lately I have been playing some Railroad Corporation. Your post brings back some nice memories. To honor this I will play this again soon. You may see me grumble about some of the game's failures especially that corners act like a +2% grade. This breaks train classification of Express-Mixed-Freight. Also the ideal track layouts end up being a bunch of straight lines, this is quite stale, there is not much room for innovation. Thankfully with pre-built track, this map is largely immune. Any comment on this?
  3. My observation here: Volume matters more than delivery price. All production must be hauled away fairly quickly. The most profitable industries I ever owned have been getting ALL the output from two or more resources. And I was delivering all resources to a nearby city at a low, 1 or 0, demand. PS. I'm not familiar with the "relative profitability" factor mentioned on the fandom page. Some of the figures don't correlate with my observations. Especially, Coal, Cattle, and Bakeries are at least above average for profits in an actual game.
  4. I wouldn't know for sure without looking at that specific map in the editor, but there is a possibility that this town uses a hidden territory to track this connection. Such a connection is a different case. It depends on what the map maker chose, and if he decided to use hidden territories it was his/her call on the size, aka how close to town center you need to place your station. Connections to hidden territories are commonly used for tracking haulage targets. As a player, the safe strategy for required connections is to place as close to the town center as possible.
  5. More info is often helpful. In hindsight your first post did have "clues" that I feel I should have seen. You are right, in that case you built what game thinks is a "rural" station and those are automatically named according to nearby towns, but with a mandatory suffix. For them the list starts with "XXX junction" onwards. Maybe you noticed already, but there is an easy clue if your station "connects" a town. If it is close enough you will see the town name turn white and under the name: (CONNECTED). This is useful when placing stations, but anytime later you also can put the curs
  6. "x Junction" is an example of a suffix the game adds to a city that has been previously connected in the game. The purpose is to prevent two stations from having an identical name. There are more suffixes and if we keep placing stations at one city we see this: 1st Chicago 2nd Chicago Junction 3rd Chicago Crossing 4th Chicago Place 5th Chicago Depot 6th Chicago Adjunct >6 Chiacgo Adjunct........ Further stations are called Chicago Adjunct. This is the automatic naming system. We are free later to set our own names howeve
  7. In the lower center of screen is the "list box". The most common use in a real game is probably for the train list. There is a list of players too. When in the editor, there is a special button on the end of the player list "<<switch control to the next player>>". You can tell which player you are controlling by the green outline around him.
  8. Hi Richard, Good luck for Heartland Secret Gold! Things you might want to know: You might have seen them already. The 1st and 2nd are in my view the most imbalanced parts of the game, but of course they define gameplay. 1. Passengers and mail are your cash cow. Their distance computation is bugged. You receive insane revenue for hauling them as far as possible. And of course they have no specific destination in mind making the standard play to haul them about as far as you practically can. 2. Corners are treated like grades. It was awhile since I l
  9. I agree, most maps are cluttered with resources and as I hinted in the micro- thread, the sane and more profitable way to play is to ignore a lot of resources. Part of the reason why I like this type of game is that I think about optimization. This ignore-stuff is at odds with that. An interesting note is that Railroad Tycoon 3 represents all production on the map directly, usage doesn't hinge upon a rail connection/delivery. Map making therefore required a certain sense to carefully balance the economy. Skill didn't necessarily transfer across from RTII. Look for maps of sparsely populat
  10. Micro- can give best profits, I played for years that way. But, finally I managed to relax my play a bit more and dabble in automation. Simplification was how I went about it. For express traffic I look for pairs of cities. These should be of about equal size and as far apart as practically possible, connected by as straight track as practically possible with no grades on the turns. I will go for max carriages, mix of mail and passengers. Wait to fill 4. For 4-house towns it will be wait for 3 out of 5. For freight, it's better not to mix cargoes. Highest revenue is ac
  11. Lots of the strategy stuff was made long ago. With more maps and slowly more information over time, those are more or less outdated in terms of specific accuracy. As a general idea for someone struggling any idea can be a good one. The GG1 is a super engine as noted above. But the earlier diesel engines have reasonable running costs and can also go up grades. In fact, diesels on a non-electrified system do in fact win out for a CBV race. For example to get the secret gold on the Heartland, USA map without stock tricks. Electric track on Expert seems to cost $6k per section for single
  12. . Very nice. Thanks for this. Will test it later. 😀
  13. I have the GoG version. Just to confirm that Silverback is correct. It reports as 1.56. I still see the bugs with Milk demand, ports etc.. I know GoG has been known to do updates that will help a game run with current generation PCs, I don't have a PC that was difficult to run the original disc version, so I have no experience whether there has been some improvements in that regard or not. I'm not a programmer. I don't know this hex stuff. I do have a simplistic free hex program. I tried a compare, but it doesn't give me a report on the % difference. The files appear to be similar length but t
  14. Sorry, I missed your post. 1. In the later version of EXE data included with his US History map, this column isn't called "Rot factor" but rather "Distance Factor." Actually, these numbers don't line up with either set of values you mentioned in the official documentation. For example Mail's Rot Factor in the table is 10, Passengers 8 and Milk 5. The file shows: 0.54, 0.45 and 0.32. Ship data has only two freight values 0.1 or 0.2. The data in the file has a wide range of values across all cargoes. This is confusing to say the least. Some people have said that it appeared that
  15. A picture will probably be best. These trains can pass through one another without conflict. PS. I don't know the correct naming. I just had to refer to it somehow.
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