Jump to content

jeffryfisher

Fedaykin
  • Content Count

    873
  • Joined

  • Last visited

  • Days Won

    3

jeffryfisher last won the day on January 17

jeffryfisher had the most liked content!

Community Reputation

30 Neutral

2 Followers

About jeffryfisher

  • Rank
    Game Developer
  • Birthday January 1

Profile Information

  • Gender
    Male
  • Location
    Vancouver WA
  • Interests
    History, Business, Computer Programming

Recent Profile Visitors

8,520 profile views
  1. 1) In the map options, I activated townhouses (but forget their start-year), so they should grow again, just give them time. Even villages can grow into cities in time. A village / town / city will grow sooner/faster if its demands are satisfied. 2) Micro-managing is for when you first start and have only a handful (or dozen) trains. Once you get to the stage where all your mainline track is double-tracked and your new builds are double-tracked without worrying about money, it's time to let go. Scan your train list maybe once or twice per year to spot problems, but otherwise set your routes and forget them. I think that town growth benefits from receiving any of the town-specific loads. I don't know if a station must be placed so that the <name> connected status happens, but that might be the case (I say that based on reading maps in the editor -- each town has its own map cells with its own economy). I expect (but haven't proved) that small amounts of many needs delivered each year or two is more productive than a flood of one thing delivered once. In other words, the ideal supply would be 2 food, 2 lumber, 2 etc once each 2 years. Unraveling rail webs is a nightmare, especially since one may not blast track where trains are, and a bottleneck can have a lot of trains caught. Gain experience from the nightmare and then start the game again, this time planning from the beginning for the long-haul you know is to come. 3) I actually don't know for sure which discounts pay well enough. I just do enough to earn them all because I enjoy the challenge and the success messages (i.e. game within a game). I included as many game-within-a-game event sets as I could think of in order to keep the map interesting over the course of 2+ centuries. Speaking of centuries, the 20th C has WWI, the Great Depression, taxes, WWII, airmail, NAFTA... and a series of optional track improvements standing between you and the high-speed rail needed to woo passengers back from the airlines.
  2. Looking at the pictures, I had trouble getting a sense of scale. The rail layout looked very tactical (close up), but the text described spanning a continent. Is it a collection of local city/town maps connected by abstract long-distance lines not shown?
  3. You could also ask how economic cycles increase or decrease production by 10% increments. I think that rather than loads-per-year, the game tracks months-between-loads. So all those production bonuses and penalties are really implemented as inverse adjustments to how many months you must wait for each new load.
  4. I think it is 1 per receiving property. When a station covers multiple properties, incoming bonus material is randomly assigned among them (but nobody get a 2nd before every one gets its 1st).
  5. Try this: Find the actual campaign map, make a backup copy somewhere, and then load the starting map into the editor. Fix whatever needs fixing, save it, and then start the map all over again (choosing difficulty, economy etc).
  6. Something not well documented in the game is how your company's reputation affects the prices of territory rights purchases. In my experience, the big no-no is bulldozing, including bulldozing your own track. The 2nd negative is having a wreck, which lasts for a year or two. If there's a positive, it is serving your stations well, hauling away all freight and selling it somewhere (anywhere regardless of demand, just don't allow it to rot). When I need to buy territory rights, I buy at the first good opportunity before something can happen to triple the price. If I know that I'll need to buy territory rights in the near future, it limits my track-building (terrain-leveling) tactics by taking away my bulldozer.
  7. You need to find where GoG installed the game. Then look for a maps folder.
  8. Nuts, that's not what I was hoping. Let me look... Wait, I see it in the zip: "EXE Data.ods", 91.2 kb. Go here: forum.dune2k.com/topic/27325-us-history/
  9. The date when canneries accept steel is data inside the exe. It can be edited with a hex editor. I think my US History upload zip has my spreadsheet bundled in with the map and my modded game files. My spreadsheet fits v1.56 of the game.
  10. Agreed; I haven't played this map, so I don't know what grades there are. I just know that the Atlantic has great overall power. Based on other comments, I surmise that there are no routes that avoid 3+% grades. Oh well... If I had built the track, then the Atlantic would have been the runaway best choice.
  11. Those long ocean viaducts represent ferries. True bridges cross rivers, and they (steel and stone) can be double-tracked.
  12. I've never played it, but I'd try the speedy Atlantic and then try to find a route with tolerable grades.
  13. Lesson: Don't issue stock. Issue bonds instead. Two approaches: 1) If your nemesis holds any stocks on margin, then suck the life out of his largest such company until its price is in the toilet. Then launch a "bear raid" by selling short until he gets a margin call, forcing him to sell everything he has. It helps to run down the price of your own company at the same time. Of course, such a warpath is ruinous for everyone. 2) Start a new company from personal cash, owning 100%. Then do a merger with your earlier company, using your majority stake to vote it through. I haven't done one of those from the outside (because I never relinquish 100% ownership after having acquired it), so there may be bumps in the road. Both of these approaches needs the map to allow various actions. If the map doesn't allow a key feature, then you could be stuck.
  14. Indeed, this is the first way that a qualifier will be added to a station name: Only the first "connected" station gets the town/city name by default peripheral stations and later stations get those a those annex names. The pax and mail (and other freight) collected by a station depend on coverage only, not naming. However, if another station covers some of the buildings, then it sees their same loads (loads originate in buildings until picked up). If you sense fewer loads, then a competitor's train may have snuck in and hauled "your" loads away.
  15. Personal cash is subject to interest -- both gains and losses, the rate depending on economic state. Based on your self-described preferences, I knew you would Personal cash is problematic, but corp cash is handled well. Therefore, keep the bulk of your cash in your corp. Ignore the net-worth overflow. That's just a calculation. When the income tax hits in 1916, your personal cash will start down. When the inheritance tax hits, your personal cash will be mostly wiped out.
×
×
  • Create New...