zx1111 said:
Please let us to have trial track build mode.
In this mode, we can try to build rail to check or measure its cost or viability *without* or *before* our actual track rail reach to the trial track and we have money to build it...
I like the idea, but then it has a cost! It is a Feasability Study, and it should be an option, with different qualities of Studies, the most expansive reducing the risk of error in the Study, as costs simulated by the Studies can not be 100% sure!!! The game is about"business" is not it? So then we should have business tools...
Otherwise, my ideas would be to have another RAILROAD game, excatly at the opposite of this one. In the game, we consider building the tracks and bridges as granted. In "my" game, this would be the main part!
- first having huge maps, Civ4 style.
- then having to design and think about a path
- have to get the authorisations, land, etc, for crossing various places
- find the differnt types of labor, support them (food, health, tools, bring salaries to them without being lost/stolen) with increased difficulties when you are further and further from your base(s)
- gather the building equipments (with upgrades possible), and have to maintain, warehouse, etc...
- gathering resources (wood, stones), buy or build your one rails, ...
- have lots of random events (or not so random...), such as earthquackes, strikes, robberies, attack by local unrest tribes, geological problems (rocky parts, underground water, etc...), weather, desease, key staff hired by your concurrents, political turmoils, etc,....
- having the choice between various type of bridges, track support, etc...
Building is the hardest part, as the success of the game will stand on a track that is well built, and will allow better evolution in the future.
Example, you take ages for building your track while the AI will do it quick and dirty. The AI will gather quickly more business/money, but, at the first problem (ex: heavy rain making underground unstable, and part of the tracks are gone or limit the weight/speed of transports), it will slow down, and perhaps your better quality track will gain a boost...
Later on, the path choice can be essential also for better growing (double tracks, larger bridges... if teh original location allows it!...)
Also, as the game grows, so is doing the civilizations around! Your tracks once on open land are now surrounded more and more by buildings or roads, and your expansion becomes much more difficut in some areas, up to a point where you have to consider making a distinct track for allowing higher speeds and avoiding bottlenecks!...
The logistical part, which is 95% of the current game, would just be part of the game, for generating money for barely sustaining the evolution of the network. No more million dollars falling within minutes into your pocket like in the current game.