So far, no sequel to the Railroad Tycoon series has been announced. But we can always hope for more.
Railroad Tycoon 1, 2 and 3 are among my favorite games.
RT3 is close to perfect, and still keeps up with contemporary games. Sadly, there is not much action in the gaming community. I have only played the Railroads demo, and it was a bit of a disappointment. The economic model is a step backwards, and the scenery is far from realistic.
The Railroad Pioneer demo is also innovative, as the player needed to explore the map in real-time strategy. However, it is a micro-management disaster.
I would prefer RT4 before Railroads 2. Here are some wishes:
What would you like to see in a Railroad sequel?
Railroad Tycoon 1, 2 and 3 are among my favorite games.
RT3 is close to perfect, and still keeps up with contemporary games. Sadly, there is not much action in the gaming community. I have only played the Railroads demo, and it was a bit of a disappointment. The economic model is a step backwards, and the scenery is far from realistic.
The Railroad Pioneer demo is also innovative, as the player needed to explore the map in real-time strategy. However, it is a micro-management disaster.
I would prefer RT4 before Railroads 2. Here are some wishes:
- An engine shop interface, where the player can customize your own locomotives, by combining power plants, wheel arrangements, tenders, aerodynamic casings and of course paintjobs.
- The build mode should be a free planning mode, until the player presses the "confirm" button.
- Bring back robberies! (In RT3 you can use events to destroy trains in certain areas, but this seems lame.)
- Scenarios for large military operations, which last around a year, and military progress depends on performance (like the Soviet scenario in RT2, but deeper)
- Each station outside a named city should get a unique name from a list. Realistic, since completely new settlements grew up around stations in unsettled land.
- A refined version of the RT3 economic model:
- Industries should be more difficult to run with a profit. Textile mills should be dependent on a large workforce. Aluminum mills should be dependent on cheap electricity. (In RT3, one can often make much more profit from industries than from trains, just by placing an industry right by a raw material source. Some scenarios can even be beaten without running a single train - just make a fortune on industries, and build the required rail lines before deadline.)
- Goods should not necessarily be transformed at a 1-to-1 ratio. (In steelmaking, it is closer to 3-to-1, and in brewing, it is closer to 1-to-4.) This will make industrial placement even more critical; a brewery by a bunch of grain farms far out in the countryside should not be profitable.
- Mines should produce enough cargo to fill trains, and motivate the player to build a station at the spot. (In RT3, stations outside cities are rarely useful, since a single mine or farm cannot fill a train.)
- Secondary demands; for instance, breweries could consume some aluminum, if there is enough grain.
- Properties of goods and buildings should be open for modding.
- Station size should not affect range; all kind of cargo without demand nearby should flow to the nearest station. However, station size should limit cargo capacity. (In RT3, you always build large stations even in small villages, to capture a maximum of cargo and passengers.)
What would you like to see in a Railroad sequel?