![]() AI - AI now takes industry potential into consideration when making route decisions. #Sid meiers railroads steam Patch#This patch includes some new features like a free camera, a "use all trains" command in the traintable mode, a Terrain Editor and plenty of new graphics and functionality. Civ V is getting better and better though if you ask me.Upgrade Sid Meier's Railroads! to v1.10 with this patch. Rumors are its canceled though, hope they don’t prove right. I was hoping for a Civ Rev 2 to get more people into the Civ community. Some progress still to be made there, although I doubt you’ll see many, ehm what we see as “gamers games” I guess, there. FB has some nasty limits though to make decent games as far as I can see. A social game was a logical step if you look at it that way. I hear Sid did involve himself a loot with it though, same as with Civ Rev, because he enjoys playing with the new tech that’s around. Might well make them some decent money though. Maybe social gaming if Sid’s new game is an indicator.Īt E3 we will hear of a Civ V expansion I think.Ĭiv World isn’t Sid next big thing. ), I wonder what the future of the studio is. In the aftermath of Civ5 (interesting how we haven’t heard a peep about an expansion. One of the bigger gaming disappointments ever, given my love of the original and trust that Sid simply couldn’t screw this up, could he? And worse yet, the constant CTDs whenver you were having some fun despite all the other crap. The multiplayer, quick game focus that probably led to the tiny maps. The lack of attention to detail, meaning you were shipping Autos in the 1850s. The pathing “logic” such as it was that broke the game on the higher levels unless you had ridiculous looking track configs, and even then an AI train would go some whacky direction and get stuck. The tiny maps instead of the epic scale of it’s predecessors. I did buy it and 2 again during a Steam sale, and need to give both a new chance.īut Railroads - my God, what a disaster. Again looking back this was probably a misguided opinion. RRT3 I passed altogether, due to “auto-consist” bit that seemed to take away one of the key RRT mechanics. I should have played it more than I did, looking back. It also seemed more geared toward the financial side over the railroad side than the original. I never could get into RRT2, since they dumped the bit of micromanagement with signals that I liked, and went to scenarios rather than the open-ended 100-year games of the original. #Sid meiers railroads steam update#RRT1 was a helluva game which I played for years, and a true update would be heaven. Day one purchase without having to think about it at all. Seeing this thread pop up made me remember the utter disappointment that was Railroads! Sid had just done a faithful remake of Pirates! that was quite successful, and I assumed Railroads! would be a similar project. I’d kill for the simplicity of RRT2 and the economics of RRT3. The saving grace of RRT3 was the economic model. After 20 years, I can have a fairly large rail empire in RRT2, that really does seem like the sweet spot. Maybe the reason why it lost part of that rail magnate charm is because the game didn’t go for 100 years, most scenarios were finished by the time 20 or 30 years had elapsed. I have to also agree, (and disagree with rezaf) that RRT2 was quite faithful to RRT1. Though thinking now, maybe I should have had run branching sections off the main line to allow trains needing water to pass through there. I also got a bit annoyed with the sand/water towers and the maintenance sheds. Is that train hauling clothes or is it hauling meat? I have to get right down to ground level and look at the little logo on the side of the wagon to find out. The train consists don’t stand out as well. In RRT3, everything looks drab to start with. The beauty of it is being able to easily identify buildings, trains and the map terrain. I can fire up RR2 today, and I regularly do play it on occasion. RRT1 had a host of problems related to freight that RRT3 pretty much solved.įor whatever reason, though, most players found RRT3 too dry compared to RRT2, and it was never as successful. The supply / demand pricing and slow movement by abstract alternate transport (wagons or trucks, presumably) opened up things like transshipment, and made low-volume suppliers like farms viable, where they were usually not worth the cost of a depot in RRT1. RRT3 has a much more complex and interesting economic model. RRT2 removed a few things I liked, like signal towers, but made few other changes. In both games, the optimal strategy was to build a single, long main line, and run passengers as far along that line as you could manage. That was its greatest failing, since the passenger revenue in RRT1 was broken. Cities did flourish based on traffic, and the economic model was nearly identical. Honestly, RRT2 was awfully close to RRT1 in most respects. ![]()
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