What Video Games Have You Been Playing? #23: Lost in Shalebridge Cradle

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@EgonSpengler I made it to Maps today. The first T1 map I did (as a blue magic map) (Desert Spring) had 6 terrible lantern mods and very freaky new monsters running about. Top off your resists to 75+ and boost your armor as much as you can. I suggest getting the third lab before you start maps.
My Resistances are at 78% right now, but I'm only in Act 8, so they're going to take another hit before I reach the Maps. Unbreakable made a noticeable difference. Of course I've outleveled the content anyway, so I'd be wading through enemies even without it, but I'm hardly taking any damage at all, now. My Boneshatter DPS is about 14,000 - so, not counting my minions' contributions - which is more than enough for the content I'm in, but I'm going to have to find some things to raise that dramatically before I reach the Maps. I'm already worrying that I've built a character who blows through the Acts like a hot knife through butter and then runs into a concrete wall in the Maps. My 'increased item rarity' modifier is about +85% right now, so I'm finding a lot of Rare and Unique items. None of them has been what I ideally want for this character, though, but maybe I'll strike gold in the last few Acts.
 
My Resistances are at 78% right now, but I'm only in Act 8, so they're going to take another hit before I reach the Maps. Unbreakable made a noticeable difference. Of course I've outleveled the content anyway, so I'd be wading through enemies even without it, but I'm hardly taking any damage at all, now. My Boneshatter DPS is about 14,000 - so, not counting my minions' contributions - which is more than enough for the content I'm in, but I'm going to have to find some things to raise that dramatically before I reach the Maps. I'm already worrying that I've built a character who blows through the Acts like a hot knife through butter and then runs into a concrete wall in the Maps. My 'increased item rarity' modifier is about +85% right now, so I'm finding a lot of Rare and Unique items. None of them has been what I ideally want for this character, though, but maybe I'll strike gold in the last few Acts.
Do you use either awakened POE in game to see the dps of weapons or POB to check your character's full dps? I added impale from the passive tree and it adds substantial dps. And yes, getting lucky with a nice high dps ax drop will be a huge help. The map will will be coming.
 
I have been playing a bit of Banished lately. Such a simple game, but I keep returning to it. I now play with a mod that combines what used to be called the Colonial Charter mod with some other popular mods to give you even more options on what to build. This gives you a lot more options for housing, for industries to set up in your city, for food types, processed foods, etc. I forget what this uber mod is called, but it's fairly popular, it should be easy to figure out what it is.

I always go with an Adam & Eve start when I play, meaning that you start with a male, a female, a cart of supplies, and that's it. Your initial job is to build all the basics two people would need to survive (a home, a food source, a way to create tools, and a way to create firewood) and have your Adam & Eve survive long enough to produce enough offspring who can then.. pair up themselves and slowly but surely produce enough children to start building up a colony. Which seems kind of sketchy, but I've played this game enough to now NEED that Adam & Eve start. Otherwise it's just too easy.

Once I have a stable colony going I basically focus on unlocking as many of the food types available via the trader as possible. Each time the trader shows up, I like to buy 1 type of seed or 1 type of animal, and then put a farmer to work on whatever I bought. So if I buy tomato seeds, I build a tomato field and assign a farmer to that, so that my food supply becomes even more varied. When I trade for a seed or animal that produces food that can be further refined, I like to set up that industry almost right away. So, if I get apple trees, I build an apple orchard, get a farmer to work on it, and then produce apple jam or apple cider or what have you. My goal is always to unlock all of the food types, but I never get that far before I get bored with my colony. It usually seems to happen once I've reached a population of 250-300 or so. I always want to keep playing beyond that and unlock everything, but other aspects of life take over, I get bored with the save, and then.. I eventually one day start a new Adam & Eve save. Those first 20-30 years are just the most interesting ones to me, I guess.

When you have a complex colony going it can also be a bit annoying to keep track of all the production chains you've already set up. You also have to make sure your colony grows at a reasonable pace, and keep an eye out on how much food, tools, and firewood are being consumed VS how much you produce. When you get to the stage where you have to basically build a whole new Smithy for tool production.. and some of the other associated building that are needed, such as for instance a coal mine, a fuel refinery, a place to convert iron ore to ore.. and so on.. The problem for me is that you then create a second set of buildings, so you can ramp up production.. but the way your colony evolved over time usually means that the new buildings end up in a different part of town.. So.. as your colony grows, you end up with all these production chains that involve buildings that are all over the place. It can be a bit messy to keep track of it all.. which is probably one reason why I abandon saves and eventually start over.

It's a great game though! Each time I play I try to build something I haven't built before and have a crack at a new production chain. The more interesting stuff you can produce, the more stuff you have that you could sell to the trader as well.. more refined products tend to be more expensive as well.. which leads you to more and more complex production chains.. but for the first little while I usually rely on selling firewood to the trader. It's just a lot easier.. Once I'm producing lamps, building supplies, and other stuff, I tend to mix it up a bit and have a variety of products ready at the trading house, to trade for seeds and farm animals once the trader arrives.
 
I have been playing a bit of Banished lately. Such a simple game, but I keep returning to it. I now play with a mod that combines what used to be called the Colonial Charter mod with some other popular mods to give you even more options on what to build. This gives you a lot more options for housing, for industries to set up in your city, for food types, processed foods, etc. I forget what this uber mod is called, but it's fairly popular, it should be easy to figure out what it is.

I always go with an Adam & Eve start when I play, meaning that you start with a male, a female, a cart of supplies, and that's it. Your initial job is to build all the basics two people would need to survive (a home, a food source, a way to create tools, and a way to create firewood) and have your Adam & Eve survive long enough to produce enough offspring who can then.. pair up themselves and slowly but surely produce enough children to start building up a colony. Which seems kind of sketchy, but I've played this game enough to now NEED that Adam & Eve start. Otherwise it's just too easy.

Once I have a stable colony going I basically focus on unlocking as many of the food types available via the trader as possible. Each time the trader shows up, I like to buy 1 type of seed or 1 type of animal, and then put a farmer to work on whatever I bought. So if I buy tomato seeds, I build a tomato field and assign a farmer to that, so that my food supply becomes even more varied. When I trade for a seed or animal that produces food that can be further refined, I like to set up that industry almost right away. So, if I get apple trees, I build an apple orchard, get a farmer to work on it, and then produce apple jam or apple cider or what have you. My goal is always to unlock all of the food types, but I never get that far before I get bored with my colony. It usually seems to happen once I've reached a population of 250-300 or so. I always want to keep playing beyond that and unlock everything, but other aspects of life take over, I get bored with the save, and then.. I eventually one day start a new Adam & Eve save. Those first 20-30 years are just the most interesting ones to me, I guess.

When you have a complex colony going it can also be a bit annoying to keep track of all the production chains you've already set up. You also have to make sure your colony grows at a reasonable pace, and keep an eye out on how much food, tools, and firewood are being consumed VS how much you produce. When you get to the stage where you have to basically build a whole new Smithy for tool production.. and some of the other associated building that are needed, such as for instance a coal mine, a fuel refinery, a place to convert iron ore to ore.. and so on.. The problem for me is that you then create a second set of buildings, so you can ramp up production.. but the way your colony evolved over time usually means that the new buildings end up in a different part of town.. So.. as your colony grows, you end up with all these production chains that involve buildings that are all over the place. It can be a bit messy to keep track of it all.. which is probably one reason why I abandon saves and eventually start over.

It's a great game though! Each time I play I try to build something I haven't built before and have a crack at a new production chain. The more interesting stuff you can produce, the more stuff you have that you could sell to the trader as well.. more refined products tend to be more expensive as well.. which leads you to more and more complex production chains.. but for the first little while I usually rely on selling firewood to the trader. It's just a lot easier.. Once I'm producing lamps, building supplies, and other stuff, I tend to mix it up a bit and have a variety of products ready at the trading house, to trade for seeds and farm animals once the trader arrives.
The issue with Banished is (at least in non-mods) severe lack of automation. Can you even automate how many would go work the fields each season without just leaving them be "farmers" during the winter? (when the fields don't produce anything).
But yes, it is a very charming game.

Then again, it might be part of its charm, that makes it feel like you are running a community and not robots - unlike in Factorio or even Dwarf Fortress.
 
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The issue with Banished is (at least in non-mods) severe lack of automation. Can you even automate how many would go work the fields each season without just leaving them be "farmers" during the winter? (when the fields don't produce anything).

If your farmers don't have anything to do they become temporary workers who take on generic tasks like moving products around or chopping down trees. I leave them as farmers forever, and during the winter when there's no farming to be done, they look after other tasks.

I've never played Dwarf Fortress, although I always sort of wanted to give it a shot.. What sort of automation does it allow for that Banished doesn't? Can you for instance say: "If it's winter, this guy is a farmer, otherwise he's a baker" ?
 
If your farmers don't have anything to do they become temporary workers who take on generic tasks like moving products around or chopping down trees. I leave them as farmers forever, and during the winter when there's no farming to be done, they look after other tasks.

I've never played Dwarf Fortress, although I always sort of wanted to give it a shot.. What sort of automation does it allow for that Banished doesn't? Can you for instance say: "If it's winter, this guy is a farmer, otherwise he's a baker" ?
In DF you can automate using lists of tasks, with the usual formal logic parameters - x >=< not [value] then [do stuff]. For most commodities, the parameters are of various types, so the "and" command is also usable.
The only prerequisite for setting up lists is to have a manager and an office for the manager, but both of those can be done (literally) in the first minute of the game.

As to the example you used, with farmer/baker: In DF no dwarf is (by default) only doing x, although you can set specific jobs as "only done by [x] dwarves" and also "only job [x] dwarf does is this". They simply by default do the job they have the higher skill at - if they are a good miner, they will mine, if they are a stone-cutter, they will do that (but only if there is a stone workshop task running; otherwise they will do random stuff). Typically most workshops will be running for almost the entire time, so the dwarf working there will just be doing the tasks at the workshop (taking breaks to sleep/drink).

The default setting for (developed for a bit) colony population is at around 200, so comparable to Banished.
 
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Do you use either awakened POE in game to see the dps of weapons or POB to check your character's full dps? I added impale from the passive tree and it adds substantial dps. And yes, getting lucky with a nice high dps ax drop will be a huge help. The map will will be coming.
I use Path of Building.
 
Over the past 5 weeks or so, Beamdog's Axis and Allies Online.

The original board game was 30 or 40 years ago. It looks like there were some revisions to make the game more balanced and therefore playable. It is kind of like Risk in that there is a world map, but the setup resembles the world some time in 1942. So far I am 5 ranked games, 4 as allies, 1 as axis.
 
I always go with an Adam & Eve start when I play, meaning that you start with a male, a female, a cart of supplies, and that's it. Your initial job is to build all the basics two people would need to survive (a home, a food source, a way to create tools, and a way to create firewood) and have your Adam & Eve survive long enough to produce enough offspring who can then.. pair up themselves and slowly but surely produce enough children to start building up a colony. Which seems kind of sketchy, but I've played this game enough to now NEED that Adam & Eve start. Otherwise it's just too easy.
This could be interesting. My issue with Banished is that once you figure out the early game, the rest is trivial.
 
Banished is great. I go back to it every few years and play a similar amount to what warpus described. A very relaxing game. Except when my villagers aren't able to find enough food or are freezing in the winter. But most of the time.
I think I'll pass
Oh, I was not expecting that much of a morale difference! Yeah, the Teutons and I were at least on par with tactics and morale.
I'm seeing a -10 modifier with France
Interesting. Could be a flaw in the migration of my mod from 1.35 to 1.36. It doesn't help in diagnosing it that it also varies based on government - monarchies are -20 for heretics, but theocracies are -40, for example. But I can compare knowing that it's not always so severe in 1.36.

Update: Confirmed! Tag-switching to a monarchy shows a -10 modifier. I think is the first time I've played as a Theocracy, so it's something new!

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I played a few more decades as the Livonians. Circa 1460, the Danzig-revolts-from-the-Teutonic-Order-and-seeks-Polish-protection event fired, later than I usually see it. This is when we had the great Holy Orders vs Poland-Lithuania-Danzig showdown, being outnumbered 2.5-to-one, and still 2-to-one after a highly successful first year. Poland-Lithuania was overconfident, and split their army up, and we had just enough forces and generalship to deal them a series of stinging defeats. The decisive victory was at Konigsberg, where a bridge problem had been keeping out forces on opposite sides of the city. Combining a Livonian attack from the east with a Teutonic one from the west, we were able to win and secure a partial victory - half of the revolting Danzigian territory (including Danzig, but not Konigsberg) was returned to the Teutons. Which still left us weaker than before, but was better than how it usually ends for the Teutons.

Around 1470, I fought Poland-Lithuania again, this time with Hungarian help. This was an Insignificant Victory, netting one province, and prompting Poland-Lithuania to buff their army to about 50,000 combined - enough to deter our future plans.

All the while, I was pursuing a policy of detente with Muscovy, who was hostile, but not making any territorial claims. I also won a diplomatic coup when Sweden left the Kalmar union, and allied with the us instead of with Muscovy or England. This despite our alliance with their arch-nemesis, the Danes. I suspect the only reason that they haven't fought a vicious war is that they're both allied with us, so we're essentially their moderator insuring that their flaming of each other is limited to scornful insults and not actual armed conflict.

The big move came around in the early 1490s, when I was able to convince all of my allies - the Teutonic Order, Hungary, Mecklenburg, Lubeck, Denmark-Norway, and Sweden, to team up against Poland-Lithuania at the same time. The latter tried to knock Hungary out, but failed, and our victory was so decisive that the Ottomans and Muscovites decided to invade Poland as well. We took all of the Lithuanian homeland, the city of Riga, restored all the lands the Teutons had lost, and demanded reparations from Poland for all the grief they'd caused the Orders earlier. Sadly, freeing Mazovia would have required more than 100% war score, but I secretly have ambitions of making Mazovia our future non-coastal ally. We have little motivation to try to conquer all of Poland, but a more friendly regime would be nice to have.

With that victory, we quickly swung around to invade Muscovy while they were invading Lithuania. This was a success as well, taking four provinces (including Novgorod and the Neva estuary), and securing the release of Perm, Beloozero, and Sapmi as free states. Unfortunately the first two are heretical theocracies, but Sapmi is Catholic, and Perm will still effectively block Muscovy from colonizing all across Asia. The Hordes loved our anti-Muscovy actions as well, and both Kazan and the Great Horde sent us substantial gifts - likely an economically sound policy, considering Muscovy had been forming claims against their territory, and while still dangerous, is now somewhat reduced.

Thus, with both Poland-Lithuania and Muscovy having suffered setbacks, I finally feel secure in my position as Landmeister. True, our army remains an entirely mercenary force, but with control of the Daugava estuary in Riga, our economy is picking up, our military potential has increased, and our alliance system, considered one of the best ten in the world, has proven to be worth its substantial (2 diplo points/month) cost.

1712871373559.png

1497. Not visible in this map mode is the highly concerning Ottoman-Bohemian alliance.

To the west, Burgundy is the standout story, having defeated France under Marie de Bourgogne's leadership, at the time when they usually collapse, and gained HRE membership.

Livonia is now at a crossroads. Of their two branching mission trees - crusading and converting Ruthenia and Russia, or colonizing in the style of the Duchy of Courland, I have chosen the latter, seeking to explore the Random New World. But some local expansion may yet occur. The Teutons could be great allies, and will remain so at least until Poland-Lithuania is knocked down another peg, but they've allied with the bothersome Gotlandic pirates, and direct control of more of the Baltic ports would secure our economic standing. Meanwhile, Sweden has its own Baltic ambitions, and whether they will continue to stand by while we control the Neva and are also allied to Denmark remains to be seen. If not, we may seek a closer bond with the Finns, Sapmi, and/or Karelians, either as part of Livonia, or as allies.

To the south and east, I'm also seeking our potential friends. It occurs to me that perhaps the severe diplomatic penalties for religion are because Livonia is a Holy Order, and reforming to a secular monarchy may help with that. The Horde would be ideally positioned as a long-term friend, but our diplomats' ears are open to all.
 
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This could be interesting. My issue with Banished is that once you figure out the early game, the rest is trivial.

That's why I like that mod.. which is... MegaMod by BlackLiquid Team. It contains 95 of the more popular mods, now that I look at it in more detail. It adds a lot of new content to try out in the game, like a lot of new foods, new materials, new houses, new types of buildings, multiple versions of buildings, new production chains, etc. It's a bit overwhelming at times with how many options you have tbh, but it really does make the later stages of the game a lot more interesting. I basically stopped playing Banished after a bunch of years being obsessed with it.. I always played vanilla.. Then I came back one day, tried this mod, and I've been playing on the regular ever since. It's basically allowed me to enjoy the game again

And the thing is.. there is a point at which you know that your colony will survive almost no matter what, so aside from keeping an eye on production & consumption amounts.. as well as your growth rate.. technically you don't really have to do much else. I like to focus on keeping my colony running smoothly, which takes some administrative work... building new houses occasionally so that babies don't end up being born in waves.. tweaking things here and there.. But yeah, there isn't really a ton to do, aside from expanding your town, which can get tedious.. I think I have the most fun just building out a cool looking town (at that point), with cool bridge connections, coastal areas, i like seeing it bursting with activity, etc. This mod makes that more exciting with all the new options, just for looks' sake. Trying out new buildings and production chains is fun too, so there's some focus on that too. Overall I wouldn't recommend this mod to newcomers to the game, but definitely to a veteran who got bored of what Banished vanilla had to offer.

The mod does make some things easier as well, if you choose to use certain buildings.. You get a couple market sizes and types for instance.. So you have more flexibility there. There's also different types of merchant buildings that focus on specific items like seeds & farm animals, which is very useful..

Adam & Eve makes the start more interesting as well. It's obv more challenging, but I find it also connects you more with the little people you assign to tasks. There's only 2 of them for quite a while, so you sort of get more attached to them and their offspring. What I like most about it I think is that it feels more "frontier" and real. You don't start a civ game with an already built city, that just seems wrong. It's that kind of energy. But I mean, I'll totally admit that I just got mainly bored of the easier start. I tried this one a couple years ago and haven't gone back.
 
I was inspired by Egon to pick up my old ATS (American Truck Simulator) game. Driving around Washington state, initially hauling buttermilk from Tacoma to Spokane. Still getting used to the truck again, thank goodness I'm not that bad of a driver in real life. The truck seemed to be a bit underpowered for the load, barely made it over the mountains, and then got some severe range anxiety after I turned an exit too early for the gas station, was stuck going south, and nearly ran out of diesel by the time I made it to the next one. Had 6 miles of range remaining, versus about 660 on a full tank. Fuel goes down way more quickly on a 20:1 scale map than it does in real life!

Did another route from Spokane to Yakima, which mostly went smoothly, aside from accidentally going the wrong way down a one way street while leaving Spokane. They should really make the "no left turn" signs larger out in Washington.
After playing ATS I find myself checking passing trucks irl to see what kind they are. :lol: Yesterday on the way to work, I passed a line of 8 of them going into a construction site. A lot of Peterbilts, a couple of Macks, one Freightliner. No Kenworths, no Western Stars. They were mostly the old-style "traditional" looks. Only the Freightliner had the more modern, sloped hood. I guess the old-style cabs are popular, because Peterbilt's 579 from 2012 uses the 'aerodynamic hood', but the 589 was introduced only last year, and that one went back to the extended hood. I get it. I think the older style looks better, too. If I had a real truck, I'd want one of those. The 589 has new features around the cab to comply with current EPA regulations for aerodynamics, while retaining the classic American 'long nose' look.

Keep your foot hard on the pedal
Son, never mind them brakes
Let it all hang out 'cause we got a run to make
The boys are thirsty in Atlanta
And there's beer in Texarkana
And we'll bring it back, no matter what it takes
East bound and down, loaded up and truckin'
A-we gonna do what they say can't be done
We've got a long way to go, and a short time to get there
I'm east bound, just watch ol' Bandit run


 
After playing ATS I find myself checking passing trucks irl to see what kind they are. :lol: Yesterday on the way to work, I passed a line of 8 of them going into a construction site. A lot of Peterbilts, a couple of Macks, one Freightliner. No Kenworths, no Western Stars. They were mostly the old-style "traditional" looks. Only the Freightliner had the more modern, sloped hood. I guess the old-style cabs are popular, because Peterbilt's 579 from 2012 uses the 'aerodynamic hood', but the 589 was introduced only last year, and that one went back to the extended hood. I get it. I think the older style looks better, too. If I had a real truck, I'd want one of those. The 589 has new features around the cab to comply with current EPA regulations for aerodynamics, while retaining the classic American 'long nose' look.
Yeah, I also became more attuned to the trucks on the road beside me after I started playing ATS. Before I picked up a truck simulator, I'd never heard of Western Star.

According to this article, the 389/589 account for about 20% of Peterbilt's sales. Popular, but not the majority. They note that not all markets are high-mileage, aerodynamics-are-a-top-priority markets. It makes sense to me that construction trucks would be less likely to have sloped hoods than long-haul highway trucks. A lot less of their day is spent burning fuel at 70 mph.

And yeah, I see why they're popular, too. They've got style. And if it's not going to have a significant impact on the bottom line, why not go for style?

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I played some Railroad Tycoon II. Tried the Poland 1945 map for the Hawk and Badger railroad; it is both fun and challenging. It's one of my favorite time periods to play as it's right at the transition between steam, diesel, and electric, and the trains are fast but also mostly fairly expensive. In this scenario, the USSR mandates electrification rather than dieselization, and I'd forgotten how high the upfront costs for electric track are in the game (though it almost always saves money long-term). So I spend the first few years chasing profits with 2-6-2 Prairie and 4-6-4 Hudson steam locomotives, keeping capital costs low, and try to build up enough of a profit to continue expanding at a decent clip while electrifying. The scenario has five goals, a 25-year time frame, and it's very difficult to accomplish all five goals, which end up requiring building all over Poland.
 
Finally finished RDR2. 132 hours, 91.8%. I had dreams of 100%ing it but I immediately lost all motivation when I reached the last couple gambling challenges, which are designed to be RNG hell. Strange game. It took me multiple tries to get into it, and even then I had to ask someone how long the prologue lasts so I could just force myself through it. Beginning stages after the prologue are very awkward, and I often felt frustrated with the controls. But it grows on you, and there are some great narratives in the game. You find yourself having a vested interest in what is happening and having opinions about it, which, at least for me, is fairly uncommon.

Too bad Rockstar will never ever remaster RDR1 and release it on PC.

Now I kind of feel listless with gaming. My online group are all collectively having computer issues, so I've been stuck with solo play the past month. RDR2 had become a fairly reliable component of my day where I'd boot it up once or twice and play for 30-90 minutes. Nothing else currently seems worth the effort to get into. I played an indie FPS called Industria for a little bit, but I'm unconvinced by it.
 
I have finally won the gold medal (and Order of Lenin) in Poland in Railroad Tycoon II. Took five tries, and I was pulling every lever to win on the last try, with only one month (out of 26 years) to spare.

I did a few things differently, starting with the initial area of building, focusing on Silesia and the area around Katowice. Hauling coal for power generation, logs for timber, and wool for textiles, along with a dense population base for passenger trains, provided a highly profitable start, and I bought up industries to set myself up for the industrial profit goal. Some of the other areas I'd tried (Gdansk, Bydogoczsz, Warsaw) had their own benefits, but none proved quite as profitable as Silesia.

I also pursued one and a half of the goals - passenger traffic from Warsaw to Szczecin, and importing rubber for tires to Lodz - with old steam locomotives, saving the expense of electrifying the track. This was risky as these locomotives were at high risk of failure due to their age and less-than-stellar reliability, and one of them crashed, but I had assigned a spare, and had just enough to meet the Party's goals.

Finally, the last lever was the most literal one - adjusting the throttle of the trains exporting automobiles to Berlin, and having them operate beyond their stated specifications, giving an extra 10-20% speed at the cost of drastically higher breakdown risk. Thankfully these were new locomotives, so the risk wasn't outrageous, but it was the only way to guarantee the trains arrived on time - assuming they didn't break down.

With the Order of Lenin on my mantel, I then played ahead into the 70s, 80s, and early '90s, electrifying the still-steam northern routes, connecting more cities and industries, and improving operational efficiency. TGVs were imported to serve the Gdansk to Vilnius and Warsaw to East Berlin routes, although due to their maintenance costs, their profitability was marginal. Northern Poland and then northern Silesia (Opole/Legnica) received service, and a connection to the Zakopane ski area was made. Starting in 1987, I embarked on a six-year modernization programme, which reduced annual locomotive maintenance costs by 44% thanks to a refreshed fleet, increased average speeds from 46 mph to 54 mph (without even adding any more TGVs! just improved locomotives and rail on regional routes), and increased revenue through a combination of faster trains and investing in station-area real estate (restaurants, taverns, and the occasional hotel). There are still areas that are lacking service, notably in the east, but for the majority of the country, rail infrastructure is in good shape.

A fun map. The balance of industries is just about perfect - enough to be profitable, a mix of local, medium-haul, and long-haul routes, but not so much as to cause a bonanza of cash. The goals are well-balanced: tough, but seemingly achievable even when the first run is unsuccessful. And there's just enough terrain variation to make rail placement interesting, yet not tedious. A shining example of what's possible with the best railroad management game of 1999.
 
That sounds like a fun save! I can't remember the last time I played Railroad Tycoon II, and I never tried a Poland map in that game I don't think.. but I have tried it in other similar games, like Transport Fever 1 & 2.

@Quintillus Have you played Railroad Tycoon 3 or Sid Meier's Railroads? is RTII considered superior?
 
I'm trying the Beach farm on Stardew Valley. Since sprinklers aren't an option, my plan is to have one cash crop field and then explore things like fish ponds for revenue.
 
@Quintillus Have you played Railroad Tycoon 3 or Sid Meier's Railroads? is RTII considered superior?
I've played RT3 quite a bit as well; my most recent attempt to play Sid Meier's Railroads (Steam version) resulted in a crash on launch.

I'd liken RTII and RT3 to like Civ III and Civ IV. RT3 has a deeper economic model, with goods slowly moving across the map on their own, simulating boats/cars/wagons, and the prices depending on the oversupply or shortage of those goods. Lots of sheep farms? The price of wool is low - but if you haul it to an area without sheep farms but lots of textile manufactories, you can make a nice profit (although that also will lower the price differential). I find that in general, it's more necessary to own some of the industry to make money from freight in RT3. Passengers also have a destination, you can't just haul them anywhere. This tends to result in more profits with a wide network, but few to no profits on a small network. It also means that connecting up with your rivals' networks is quite valuable in RT3, as it extends the combined network and thus passenger demand.

RT3 also has more flexible track laying, not so grid-based, and tunnels. Though it can be a bit persnickety about placing rails near water.

Finally, RT3 is 3D. This has its advantages and disadvantages, notably it thinks modern GPUs are too low-RAM and thus lowers its settings unnecessarily if you don't set up dgVoodoo (IIRC?). It also allows the addition of custom rolling stock in mods.

So you wind up with a situation where RT3 is theoretically superior due to its deeper economic model and track laying, but you also have a wide variety of scenarios in RT2 that are quite well done, and the economic model there is often good enough. RTII has the nostalgia factor for me, but I also picked it up because I haven't configured RT3 to run in a shiny manner on my new laptop yet - RT2 is just install, optionally download additional maps, and fire it up. But they're definitely both great games, and while some may prefer one or the other, it's rare to see a fan of one say the other is not also a good game.

Sid Meier's Railroads doesn't share the same sterling reputation. Its reputation is as having smaller, cramped maps, and not as much depth. Whether that's true, I'm not sure, due to the crash-at-launch issues. But I haven't been highly motivated to solve that with as much content as its two predecessors have.
 
I bought 11 new games yesterday:

Sovietpunk - Promising adventure game
Wacky Wheels - 90s nostalgia mariokart clone
Mystic Towers - Looks interesting but I have no idea what this is
Hero Defense - Tower defense RPG, combining two genres I like, so we'll see
Giga Wrecker - Interesting looking platformer
Gorogoa - Puzzle game with an eye-catching art direction that made me want to buy it
Hocus Pocus - 90s nostalgia platformer I never played in the 90s
Major Stryker - 90s nostalgia scroller, destroy everything in your path game, I need a joystick for this
Paganitzu - Retro RPG-like puzzle game?
Realms of Chaos - Arcade platformer/slasher game from the 90s
SPACECOM - This is not as fun as I thought it'd be, but I don't regret buying it. Will give another shot

I paid under $20 CAD for everything. Kinda got bored and started looking at games on sale.. Scoured through a lot of garbage (there's a lot of weird stuff that's 98% off) and these are the games that made the final cut. It's a mix of games from the 90s and modern indie games.

I already installed & played Major Stryker, Paganitzu, and SPACECOM. What should I play next?
 
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