[HN Gopher] Railroad Tycoon II
       ___________________________________________________________________
        
       Railroad Tycoon II
        
       Author : doppp
       Score  : 212 points
       Date   : 2025-01-10 17:15 UTC (3 days ago)
        
 (HTM) web link (www.filfre.net)
 (TXT) w3m dump (www.filfre.net)
        
       | legitster wrote:
       | > In this reviewer's opinion, it was a sparkling creative success
       | as well as a commercial one, making it all the more deserving of
       | remembrance. We've seen a fair number of train games built on
       | similar premises in the years since 1998, but I don't know that
       | we've ever seen a comprehensively better one.
       | 
       | RRT2 is my all time favorite game, and has yet to find a
       | spiritual successor in my heart. Alongside Anno 1602, it may be
       | the oldest PC game I regularly open up and play for fun.
       | 
       | The gameplay is still so good. The fact that the game is so open-
       | ended and also so cutthroat, combined with the procedurally
       | generated maps means it always feels fresh to play, even all
       | these years later. The UI has aged but has not gotten in the way.
       | 
       | And yes, as reviewer describes, it absolutely nails the theme.
       | The sound design, the visuals, the music, the historical setting.
       | Things feel gritty and real and tough. Just like the game's
       | treatment of Robber Barons, the game perfectly balances
       | romanticism with cynicism. The game made me love trains.
       | 
       | I still remember learning as a child how stock trading on the
       | margin worked when I simultaneously made and then lost a massive
       | fortune attempting to buy out a rival.
        
         | infecto wrote:
         | I need to load this one up again and see how it plays. One of
         | my complaints in most of the train and tycoon style games these
         | days is they are too darn easy from a strategy perspective or
         | they require casts amount of micro managing.
        
           | Cthulhu_ wrote:
           | I've played a railroad game that felt reminiscent of RRT, but
           | after a while it just felt tedious, more like a slow
           | incremental game than a decent train game.
        
           | mywittyname wrote:
           | The stock management portion of the game adds a lot of depth.
           | Strategy-wise, RTII is pretty simple still - a simple line
           | between two reasonably sized cities will be profitable, so
           | long as you keep the number of lines between the two low
           | enough. But they can be _more_ profitable if you 're smart
           | about which cities are connected.
           | 
           | But trying to acquire the entire company is actually pretty
           | difficult. You can buy stock on margin, but the rates are
           | oppressively high, so it only makes sense to do so in short
           | burst between expansion phases. But there's still risk, the
           | economy can go south or the expansion may not be as
           | profitable as expected, and if that happens, there's the risk
           | of loans being called and your stock being liquidated.
           | 
           | I'd say most of my enjoyment of the game stems from the
           | effort to amass a personal fortune. Eventually, you do learn
           | how to execute various securities frauds, which is pretty
           | entertaining itself.
        
             | legitster wrote:
             | > Strategy-wise, RTII is pretty simple still - a simple
             | line between two reasonably sized cities will be profitable
             | 
             | I would disagree. On hard enough difficulties intercity
             | traffic is too seasonal. Also, continued traffic to the
             | same city decreases the value of goods shipped there. So
             | you still have to do some fussy industry routing as well to
             | usually succeed. You're also racing against opponents to
             | beat them to connecting to major cities.
             | 
             | It's not necessarily rocket science, but it's an enjoyable
             | enough puzzle in it's own right.
        
               | iggldiggl wrote:
               | > You're also racing against opponents to beat them to
               | connecting to major cities.
               | 
               | Although the AI players have some interesting limitations
               | - they'll never connect a city you've already connected
               | to, and they'll never build a line that crosses one of
               | your own lines. To be fair, I don't know how important
               | those fudges are for balancing the game, and if so, how
               | the playing strength of the AI players could be balanced
               | in a more realistic fashion (plus considering that the
               | game is from almost thirty years ago)...
        
               | mywittyname wrote:
               | For most cities, the first few loads often have enough
               | profit to cover like 10-15% of the build costs, with the
               | first year usually covering 25-35% of the build costs.
               | After two years or so, with no other expansion, cargo
               | trade will be dramatically reduced and the bulk the cargo
               | will be passenger/mail cargo, but so long as you don't
               | allow empty shipments, the line should remain profitable.
               | 
               | The fun comes from trying expand as fast as possible. But
               | it's pretty difficult to actually fail.
        
         | kuon wrote:
         | It is a widely different game and theme, but manor lords is
         | very good and has some innovations that reminded me of RRT when
         | it came out. If you like this kind of games I suggest you look
         | at it.
        
           | legitster wrote:
           | I like Manor Lords. Yeah, I'm a big fan of all of the
           | survivalist city-builders that have come out since Banished
           | (Planetbase, Frostpunk, Timberborn). They don't remind me
           | anything of RRT, lol. But I definitely think they appeal to
           | the same type of gamer.
        
             | zem wrote:
             | 'against the storm' is an interesting twist on the genre,
             | if you haven't checked that one out yet
        
             | kuon wrote:
             | > definitely think they appeal to the same type of gamer.
             | 
             | That is what I meant by "it remind me of RRT". I feel "at
             | home" when playing them.
        
         | rrr_oh_man wrote:
         | _> and has yet to find a spiritual successor in my heart _
         | 
         | OpenTTD, Simutrans?
        
           | ta1243 wrote:
           | RRT2 leaned heavily into the financial aspects, it was quite
           | different to the original railroad tycoon.
           | 
           | Personally I preferred railroad tycoon 1 to transport tycoon,
           | but either way railroad tycoon 2 was different.
           | 
           | I miss A-Train.
        
           | legitster wrote:
           | RRT2 focused much more on business and economics and less on
           | routing puzzles and micromanagement. OpenTTD is good but
           | very... sterile.
        
         | throaway2501 wrote:
         | it's super easy though. i had a hard time getting into rrt
         | games.
        
         | kimiahk wrote:
         | Anno 1602 was my favorite game when I was young, I wonder what
         | game type do you usually play? Official single player missons?
         | Community custom missions or multiplayer?
        
           | legitster wrote:
           | I usually just open up a random map and fart around. It's
           | just a fun, chill city builder for me.
           | 
           | The subsequent Anno games are amazing as well, but Anno 1602
           | scratches the same itch and can run on an ancient laptop when
           | travelling. Also, it's not locked behind Ubisoft's cancerous
           | PC launcher.
        
         | zem wrote:
         | one of my all time favourite games too. for me the best aspect
         | was that I felt I was playing out the story of how railroads
         | helped settle a continent, so its spiritual peers were
         | civilisations and to a lesser extent simcity. the closest
         | modern game I've found that captures that same sort of evolving
         | story + open ended management aspect is stellaris.
        
           | BlueTemplar wrote:
           | You might want to look into Shadow Empire (2020), which,
           | among things like wargaming, planetary simulation,
           | roleplaying and leader management, also features a complex
           | logistics system (with also railroads), as well as stock
           | market like trading !
        
             | zem wrote:
             | thanks, that does look excellent!
        
         | jcranmer wrote:
         | Speaking of older games that never had a successor that quite
         | managed to capture what they did well, there's also SimTower,
         | where the main successors are Yoot Tower (which never really
         | made it out of Japan) and Project Highrise, which just doesn't
         | scratch the same itch.
        
           | legitster wrote:
           | There were not a lot of published games, but I seem to
           | remember there being a handful of flash game derivatives. I
           | played the heck out of Corporation Inc on Armorgames back in
           | the day.
        
       | oneeyedpigeon wrote:
       | > Where to Get It: Railroad Tycoon Platinum is available as a
       | digital purchase on Steam and GOG.com.
       | 
       | Sadly, for Windows only :(
        
         | red_trumpet wrote:
         | If you are running Linux, it seems to work well with Proton,
         | though I didn't check it myself:
         | https://www.protondb.com/app/7620
        
           | leg wrote:
           | I've played 100s of hours of if under Proton on Linux. Works
           | great.
        
           | jcranmer wrote:
           | I've recently been running it via Proton on Linux, and it
           | runs quite smoothly.
           | 
           | (Haven't tried any multiplayer on it though; the game is old
           | enough that networking doesn't automatically mean "use
           | TCP/UDP/IP," so I can see that stumbling bad on modern OSes.)
        
             | BlueTemplar wrote:
             | What would it be ? IPX ?
             | 
             | Didn't that have TCP/UDP/IP emulation already in the DOS
             | era ?
        
               | jcranmer wrote:
               | I don't have the game or the manual in front of me, but
               | my recollection is that there are actually four separate
               | networking options, of which TCP/IP and IPX were two.
        
         | Asooka wrote:
         | The Linux version would almost certainly not run on any current
         | Linux. I have a vague memory of trying to run the demo nearly
         | 20 years ago and it failing due to requiring some now-
         | deprecated X11 extension. If you want to try, the Internet
         | Archive does have a Loki software demo CD, which includes
         | Railroad Tycoon 2: https://archive.org/details/linux-games-cd
        
       | squeedles wrote:
       | Still keep this on my box and crack it open now and again. I also
       | pulled the music out of the distro and put it into my listening
       | rotation while working. You have to add your own hawk screech
       | sounds though :-)
       | 
       | I'm a total sucker for network optimization train games though.
       | Love the crayon rails games which I wrote about here:
       | 
       | https://dave.org/posts/20221206_trains/
        
       | ylee wrote:
       | I played the Linux version the article mentions while at Goldman
       | Sachs; a colleague on the Red Hat coverage team gave me a boxed
       | copy of Corel Linux including the game. The port ran very well on
       | my Red Hat Linux box at home.
       | 
       | In retrospect it was part of a brief flurry of Linux ports of
       | major games. I also got to play _Return to Castle Wolfenstein_
       | and _Neverwinter Nights_ ; in both cases the publishers made
       | Linux clients available for download that use the retail
       | version's assets. Despite the valiant efforts of Wine and related
       | projects, the world would have to wait 15 more years before
       | Proton leveraged Wine technology to bring quasi-native games to
       | Linux, and 20 years before Steam Deck made it the norm or close
       | to it.
        
         | linsomniac wrote:
         | That reminds me of 1999, where I threw a party to help my
         | friends modify their Celeron 300A CPUs so they could run dual-
         | socket. My dual 300A running at 450MHz would run Starcraft
         | under WINE faster than Windows could run it because at the time
         | Windows couldn't do multi-core. Under Linux one processor would
         | run the graphics (in X) and the other would run the game
         | mechanics, and it would blaze.
        
           | bbarnett wrote:
           | I hate you.
           | 
           | Well, just envy hate and just momentarily. Back then, such
           | hacks were harder to find/discover. I would have loved to do
           | that hack, I yearned for true multicpu.
        
             | bombcar wrote:
             | That stuff was all over Slashdot at the time, where I heard
             | about it; even got one and ran it for awhile, eventually
             | relegating it to a Linux server.
        
           | runlevel1 wrote:
           | Was that the period of time when you got more bang for your
           | buck building a PC with dual-socket Celerons than one high-
           | end Pentium?
           | 
           | EDIT: An excellent retrospective on it here:
           | https://www.youtube.com/watch?v=UE-k4hYHIDE
        
             | linsomniac wrote:
             | Yes, the dual Celeron 300As, if you could take advantage of
             | multiple cores, were faster than the higher end CPUs,
             | particularly if you overclocked to 450MHz. My box was
             | stable at 450MHz for around a year, then I had to gradually
             | down-clock it, eventually back to 300. Never really did
             | much to track down why that was, just rolled with it and
             | figured I should be grateful for the overclocking I had.
        
               | giobox wrote:
               | I also ran a dual Celeron system overclocked to 450mhz -
               | it was great value in 1999. Abit even launched a
               | motherboard that let you run dual Celerons without
               | modifying the processors, the legendary BP6:
               | 
               | https://en.wikipedia.org/wiki/ABIT_BP6
               | 
               | This was first board to let you use _unmodified_
               | Celerons, the  "hack" to let dual CPUs work with those
               | chips was performed at the motherboard level, no CPU pin
               | modifications needed.
        
               | olyjohn wrote:
               | The real problem with this setup was that a vanilla
               | Pentium 3 would run circles around the dual Celerons. I
               | had my Celerons clocked to something ridiculous at one
               | point like 600MHz and still could not beat the Pentium.
        
               | giobox wrote:
               | You are forgetting the massive price difference though.
               | For sure a P3 was great if you had an unlimited budget,
               | but a quick look at pricing sheets for September 1999
               | shows a 600mhz P3 at ~650 dollars.
               | 
               | The 300mhz celerons, easily over-clockable to 450/500mhz,
               | where only ~150 dollars each. These prices are in 1999
               | dollars too, I haven't adjusted for inflation.
               | 
               | It was the value proposition, not the outright
               | performance that made dual celeron builds attractive,
               | especially in an age where we were having to upgrade far
               | more often than we do today to keep up with latest
               | trends.
               | 
               | In 1999 I vividly remember not being able to afford a P3
               | build, was largely why I ended up with the BP6. The P3
               | also had significant supply issues throughout its
               | lifespan, which didn't help pricing at retail either.
        
               | vanjajaja1 wrote:
               | iirc those overclocks needed thermal paste to be
               | reapplied, plus dust in case probably crushed airflow
        
         | pjmlp wrote:
         | I feel relying on WINE and Proton instead of building a proper
         | GNU/Linux ecosystem will eventually backfire, it didn't happen
         | already because thus far Microsoft chosen to ignore it.
         | 
         | However as Steam vs XBox slowly escalates, Microsoft might
         | eventually change their stance on the matter, forcing devs to
         | rely on APIs not easier to copy, free licenses for handhelds,
         | taking all Microsoft owned studios out of Steam, see which
         | company has bigger budget to spend on lawyers, whatever.
        
           | baq wrote:
           | WINE and Proton piggyback on Microsoft's guarantees of Win32
           | stability. As long as that remains in place (which should be
           | for all intents and purposes forever given MS's customers)
           | they can't really do anything about it.
           | 
           | So, next time you hear the joke about Win32 ABI being the
           | only stable ABI on Linux, remember it's funny because it's
           | true!
        
             | pjmlp wrote:
             | If all one wants it to run games that use the Win32 API as
             | defined today, surely.
             | 
             | If all one wants it to run games that use the Win32 API as
             | defined tomrrow, anyone's guess.
        
               | baq wrote:
               | Note this is a huge improvement from 'binary is
               | guaranteed to not work in the future, probably not too
               | distant' of the standard model of Linux distributions.
        
             | Dalewyn wrote:
             | Don't forget Windows finally made _Year of the Linux
             | Desktop(tm)_ a reality, Windows is the best desktop Linux
             | distro (Android gets the mobile Linux distro crown).
        
               | pxc wrote:
               | Windows' desktop environment is much too lackluster for
               | that. It's uniquely inconsistent (many distinct toolkits
               | with irreconcilable look-and-feel, even in the base
               | system), has poorly organized system configuration apps
               | that are not very capable, takes a long time to start up
               | so that the desktop becomes usable, is full of nasty dark
               | patterns, suffers an infestation of ads in many versions.
               | 
               | Besides the many issues with the desktop itself, Windows
               | offers piss poor filesystem performance for common
               | developer tools, plus leaves users to contend with the
               | complexity of a split world thanks to the (very slow)
               | 9pfs shares used to present host filesystems to guest and
               | vice-versa.
               | 
               | And then there's the many nasty and long-lived bugs, from
               | showstopping memory leaks to data loss on the virtual
               | disks of the guests to broken cursor tracking for GUI
               | apps in WSLg...
        
           | mschuster91 wrote:
           | > I feel relying on WINE and Proton instead of building a
           | proper GNU/Linux ecosystem will eventually backfire, it
           | didn't happen already because thus far Microsoft chosen to
           | ignore it.
           | 
           | Microsoft can't do shit against WINE/Proton legally, as long
           | as either project steers clear of misappropriated source code
           | and some forms of reverse engineering (Europe's regulations
           | are much more relaxed than in the US).
           | 
           | The problem at the core is that Linux (or to be more
           | accurately, the ecosystem around it) lacks a stable set of
           | APIs, or even commonly agreed-upon standards in the first
           | place, as every distribution has "their" way of doing things
           | and only the kernel has an explicit "we don't break
           | userspace" commitment. I distinctly remember a glibc upgrade
           | that went wrong about a decade and a half ago where I had to
           | spend a whole night getting my server even back to usable
           | (thank God I had eventually managed to coerce the system into
           | downloading a statically compiled busybox...).
        
             | pjmlp wrote:
             | They surely can, and Valve got lucky UWP didn't took off as
             | they feared.
             | 
             | Microsoft can easily do another go at it.
             | 
             | That is the problem building castles on other vendor
             | platforms.
             | 
             | As reminder,
             | 
             | https://www.extremetech.com/gaming/127475-valve-confirms-
             | ste...
        
               | lukevp wrote:
               | Games aren't going to suddenly start targeting only
               | updated copies of windows 11 though... if they target
               | even win 10 then they need to be API compatible with
               | what's currently there in windows. It doesn't matter what
               | new stuff comes out. Just like how we had to keep using
               | ie6 compatible code for ages for the 5% of people still
               | on windows xp even though it kept us from using modern
               | web tech for everyone else.
        
               | pjmlp wrote:
               | Depends on how much Microsoft decides Windows Store and
               | XBox App are relevant for game developers targeting the
               | PC going forward.
        
               | PittleyDunkin wrote:
               | They can't stop publishers from targeting steam/proton,
               | though. The publishers will go to where the market is.
               | Sure maybe they can restrict the version published to
               | whatever store windows has but they can't prevent the one
               | distributed with steam targeting an older version.
        
               | frankchn wrote:
               | Right now, they are not even making their own games
               | exclusive to Windows Store or the XBox App (see MSFS
               | 2024, Age of Empires series, Forza, etc...).
        
               | jwcooper wrote:
               | Microsoft is going the opposite of what you're
               | suggesting. Their games are coming to Steam, Playstation
               | and Switch. Also, their game division isn't exactly
               | thriving right now. They have a ton of studios, but they
               | are not selling hardware very well right now.
               | 
               | The more that time goes on, and the more entrenched
               | steamOS/Proton becomes, they will not have any sort of
               | easy time trying to lock-in to Windows. Even now in the
               | earliest days of steamOS, there is blow-back when a game
               | does not support the Steam Deck (which means Proton).
        
           | InsideOutSanta wrote:
           | There's a good chance that if that if Microsoft doesn't act
           | soon enough, and a lot more devices running Steam OS are
           | released, Proton might become the de-facto platform against
           | which many new games are developed, and which engines target.
           | 
           | At that point, there is nothing Microsoft can do.
        
             | freedomben wrote:
             | Agreed. I actually think it might be too late at this point
             | since it takes so long to turn the aircraft carrier.
             | 
             | Microsoft can't realistically deprecate/remove Win32, so
             | all they could do is entice with new APIs. That will work
             | for some games, but especially with the frameworks in
             | place, they'll have to be _really_ good to get people to
             | abandon Steam Deck compatibility to use them.
        
               | pjmlp wrote:
               | They already control enough studios, PC and XBox market.
               | 
               | SteckDeck compatibility relies on "emulating" Windows
               | ecosystem.
               | 
               | Remember DR-DOS, OS/2 and EEE PC.
        
               | BlueTemplar wrote:
               | EEE PC was tiny, IBM (OS/2) were full of hubris, what
               | happened to DR-DOS ?
               | 
               | Valve is neither tiny, nor does seem to be under the
               | thrall of hubris. Also Microsoft seems complacent so far,
               | though that might change.
        
               | kbolino wrote:
               | They bought a lot of companies and are doing their level
               | best at running them into the ground. Xbox is a dying
               | platform. They may try some things that they've tried
               | before (GFWL) but they're not going to succeed this time
               | either.
               | 
               | Kernel-level anti-cheat is a bigger threat to gaming on
               | Linux than anything Microsoft has directly done, but even
               | that is fixable.
        
             | pjmlp wrote:
             | Microsoft controls Windows and DirectX, Valve only gets to
             | play until Windows landlord allows it.
             | 
             | DR-DOS, OS/2 and EEE PC.
             | 
             | Lets see if SteamOS makes the list as well, this is after
             | all round two, Steam Machines didn't go that well.
        
               | Yeul wrote:
               | Microsoft tried to put their games on their own store but
               | they crawled back to Steam.
               | 
               | Honestly Windows is more open than MS haters give it
               | credit for.
        
               | kbolino wrote:
               | Yeah, GFWL was a debacle that has thankfully been largely
               | forgotten. If Microsoft couldn't pull it off back then,
               | they're not going to today.
        
               | jwcooper wrote:
               | The Steam Deck is basically the successor to the Steam
               | Machines. The actual hardware didn't go that well, but
               | they laid the foundation in software for what we have
               | now.
               | 
               | So, in a way, the Steam Machines were a great success.
               | 
               | Also, Valve has (for better and worse) far more power and
               | control in the gaming ecosystem than most companies
               | Microsoft has to deal with.
        
           | jandrese wrote:
           | On the other hand building Linux binaries and keeping them
           | running for years without maintenance has proven far more
           | difficult than emulating Windows.
           | 
           | For an example track down the ports Loki games did many years
           | ago and try to get them running on a modern machine. The most
           | reliable way for me has been to install a very old version of
           | Linux (Redhat 8, note: Not RHEL 8) on a VM and run them in
           | there.
        
             | pjmlp wrote:
             | Naturally it means GNU/Linux will never improve until being
             | forced upon.
        
               | jandrese wrote:
               | It just means Microsoft has put more emphasis on ABI
               | compatibility. This makes sense. In the open source world
               | ABI compatibility is less of an issue because you can
               | just recompile if there are breaking changes. ABI
               | compatibility is far more important in a commercial
               | closed source context where the source may be lost
               | forever when a company shuts down or discontinues a
               | product line.
        
               | BlueTemplar wrote:
               | It would be really nice to see open source being more
               | widespread in games, though of course it's harder because
               | they are more art than software.
               | 
               | Splitting code and audiovisual assets might work ?
        
               | jandrese wrote:
               | Even then the rights get dicey when they include third
               | party libraries and development systems. Doom famously
               | had issues with the sound library they used.
               | 
               | Plus, with commercial software it often happens that the
               | code only builds cleanly on one specific ancient version
               | of a closed source compiler in a specifically tweaked
               | build environment that has been lost to the ages. Having
               | the source helps a lot, but it is not a panacea.
        
               | BlueTemplar wrote:
               | Yet both of these issues seem to plague closed source
               | software more than open source ?
               | 
               | Doom wasn't developed with open source in mind, was it ?
               | 
               | What open source software "only builds cleanly on one
               | specific ancient version of a closed source compiler in a
               | specifically tweaked build environment that has been lost
               | to the ages" ?
        
               | jandrese wrote:
               | On opens source projects the build system needs to be
               | reasonable enough that anybody can set it up. There are
               | lots of conventions and even tools to help people. On
               | closed source projects it is just Joe the sysadmin who
               | sets up the machines for everybody working on it. Also,
               | open source projects rarely include requirements like
               | "buy a license of this specific version of this
               | proprietary library and install it on your machine".
               | 
               | Doom had the advantage that it was written by a really
               | excellent team with some standout programmers, and it has
               | had plenty of people maintaining the codebase over the
               | years.
        
         | freedomben wrote:
         | What a shame, GOG only has the Windows version :-(
         | 
         | I'd love to buy the linux native version.
        
           | pantalaimon wrote:
           | You probably don't, the old linux binaries are notoriously
           | hard to get to function properly on a modern distribution.
           | 
           | While the kernel interface remained stable across all those
           | years, user space libraries have changed quite a lot, so it's
           | much easier to run the Windows version with wine.
        
             | freedomben wrote:
             | ah, that makes a ton of sense actually. Thanks!
        
         | thatjoeoverthr wrote:
         | I had the box set, it was the first Linux game I bought. The
         | flurry was Loki Games, a porting house. They let me help as a
         | beta tester! I got to test Descent III and Mindrover. Next
         | would have been Deus Ex, but they flamed out. One of them, Sam
         | Latinga, built SDL and I believe is still active.
        
           | Patrick_Devine wrote:
           | I still have my boxed copy (along with everything Loki
           | produced) in a big box in the garage.
        
           | sho_hn wrote:
           | I think Loki also originated OpenAL, which is still around as
           | well.
        
         | sho_hn wrote:
         | I remember Corel Linux!
         | 
         | It was the first Linux I ever used, from a PC magazine CD in
         | 1999. A significantly hacked-up KDE 1.1 w/ integrated Wine. To
         | this day, you can find Corel in the copyright dialogs of a few
         | notable KDE apps, e.g. the file archiver Ark.
         | 
         | I'm now looking back on 25 years of Linux use, 19 of them as a
         | KDE developer, including writing large parts of the Plasma 5/6
         | shell, 6-7 years on the KDE board, and working on the Steam
         | Deck (which ships with KDE Plasma) at a contractor for a hot
         | minute to bring gaming back as well. At least on the personal
         | level it was an impactful product :-)
        
           | luismedel wrote:
           | Same here. The Spanish edition of PC Mag included Core Linux.
           | It was the most pleasant install experience in much, much
           | time (next, next, next, finish)
        
       | Neil44 wrote:
       | I've been playing a bit of Open Transport Tycoon recently, the
       | trains are by far my favourite aspect and probably the most
       | detailed in the game too. Getting all the track layouts and
       | signalling to be efficient is a challenge under ever increasing
       | demand. https://www.openttd.org/
        
       | cprayingmantis wrote:
       | I'm so glad to see this game getting some love. It's been a
       | constant for me ever since I found it at Dollar General when I
       | was a kid.
        
       | esafak wrote:
       | Is there a board game equivalent? I'd like to play with my kid,
       | without us staring at a screen.
        
         | giarc wrote:
         | Ticket to Ride. Has a kids version that I play with my kids
         | from time to time. There's also a very popular adult version
         | plus lots of add-ons I believe.
        
         | yread wrote:
         | There is also 1830 and few others
         | 
         | https://www.dicebreaker.com/themes/train-game/best-games/bes...
        
         | v-erne wrote:
         | And for something between Ticket to ride and 18XX games you can
         | try Age of steam - this is a lot better for when you really
         | feel the need to build some railroads and just move stuff and
         | not to have to learn how stock exchange works.
        
         | jader201 wrote:
         | In order of complexity:
         | 
         | - Thicket to Ride series:
         | https://boardgamegeek.com/boardgamefamily/17/game-ticket-to-...
         | 
         | - Crayon Rails series:
         | https://boardgamegeek.com/boardgamemechanic/2010/crayon-rail...
         | 
         | - Cube Rails series:
         | https://boardgamegeek.com/boardgamefamily/18979/series-cube-...
         | 
         | - Age of Steam (with hundreds of print-n-play maps available):
         | https://boardgamegeek.com/boardgamefamily/86/game-age-of-ste...
         | 
         | - 18xx:
         | https://boardgamegeek.com/boardgamefamily/19/series-18xx
         | 
         | There are (several) other "train games" that are mostly one-off
         | implementations with a train theme (often route/network
         | building and/or tile placement, but sometimes not), but all of
         | the above are families of several games that share a common
         | system (components) and board game mechanisms, so once you play
         | one, it's often easy to understand/pick up on others in the
         | same family.
         | 
         | The first, Ticket to Ride is probably the most accessible, and
         | therefore one of the more popular options. But the others
         | definitely offer a deeper experience, if you can handle the
         | (increasing) complexity.
        
       | yxhuvud wrote:
       | So many words and not even mentioning RRT3. The successor was a
       | departure in some ways, but so great and dynamic in other ways.
        
         | avereveard wrote:
         | RRT3 economy was great with the addition of the moving of goods
         | outside the rail system it made everything much more organic
         | and realistic as you couldn't just gauge prices anymore
        
           | jdhawk wrote:
           | Also runs well under Wine!
        
       | zeristor wrote:
       | Was it Railroad Tycoon II which played Robert Johnson music in
       | the background.
       | 
       | Playing the game I developed an appreciation of it. At least I
       | think it was this game that I can't forget...
        
       | mrighele wrote:
       | > Indeed, in some of the most difficult scenarios, the efficient
       | operation of your railroad provides no more than the seed capital
       | for the real key to victory, your shenanigans on the stock
       | market.
       | 
       | This is in fact what I don't like about RR2. The stock market had
       | too much of a big part in my opinion, and I never enjoyed it.
       | 
       | I liked much more Transport Tycoon (and its open source version
       | OpenTTD) which had much more focus on the mechanics of
       | transportation. Too bad, because I really loved the graphics and
       | some of the mechanics of the game.
        
         | jncfhnb wrote:
         | I've never played this game but it reminds me of some railroad
         | game I did play where you could put all of your money into a
         | commodity, and that would raise the price of the commodity...
         | which would start causing the overall value of your assets to
         | explode exponentially... which allowed you to justify absurd
         | loans from the bank... which compounded in a loop where you
         | could start to break the math of the game as the price of coal
         | detached from reality and your market cap soared into the
         | quadrillions and beyond...
         | 
         | Good times
        
         | mapt wrote:
         | It may not be enjoyable, but for about a century, railroad
         | schemes were often as much about entrepreneurial fundraising,
         | land rights, and corruption as about actually delivering
         | infrastructure - it's thematically correct.
         | 
         | Colm Meaney delivers an entertaining performance with regards
         | to this in 'Hell on Wheels'.
         | 
         | There are parts of Pennsylvania that briefly got violent with
         | each other over gauge changes (and thus, which town had a rest
         | stop, and no doubt, which investment would prove profitable).
         | The "Erie Gauge War".
        
           | bluGill wrote:
           | Depends on the rail road. Most were as much about what
           | government subsidies they could get (federal, state and
           | cities all did various things as they saw any railroad as key
           | to their success).
           | 
           | A couple railroads started because there was money to be had
           | in transporting things. They picked routes that made a lot
           | more sense (a compromise of geography and the cities served)
           | even today when we don't have to refill the steam engine with
           | water ever few miles. These are the exception though. Most
           | were trying to get the upfront money and not thinking about
           | the long term success.
        
         | ryandrake wrote:
         | This is the same problem with the more recent _Offworld Trading
         | Company_ game. You can take a half an hour building a great
         | colony, harvesting all the resources, building all of the
         | goods, and so on, but none of it really matters. The end game
         | takes about 60-120 seconds and it 's all trading on the in-game
         | stock market, resulting in a sudden "you lost" screen popping
         | up even if you did everything else right in the first 29
         | minutes. Kind of a let down.
        
           | mywittyname wrote:
           | > even if you did everything else right in the first 29
           | minutes.
           | 
           | But you didn't do everything right. What makes OWTC different
           | from most economics sims is that the goal is to _quickly_
           | establish monopolies on the various planets. So unless you
           | starved the competition of resources, pivoted to producing
           | high-value products from cheap commodities, or speed run to
           | offworld shipments, with an eye towards buying out everyone
           | else, you 're not playing to win.
           | 
           | The matches are sprints, not marathons. And faction abilities
           | are critical to victory. You really have to chose matches
           | that favor your faction if you want the upper hand.
        
             | ryandrake wrote:
             | Yea, it's entirely possible that I'm simply expecting a
             | different game and just don't find the current one's
             | endgame fun or satisfying. I played it a few times, chugged
             | along building a nice colony, and then suddenly the big
             | full-screen "Haha you lose, your opponent bought you out on
             | the stock market (which you can't prevent)".
             | 
             | I'm trying to think of any games that try to include an in-
             | game stock market, where the gameplay doesn't eventually
             | utterly hinge on playing the in-game stock market instead
             | of whatever else the game was about. Looks like we've
             | discovered a rule: "Take any game about anything, in any
             | genre, and if you add a stock market, the game eventually
             | becomes a stock market simulator instead."
        
           | legitster wrote:
           | I would argue that OTC without a stock market is barely a
           | game - it would just a race for resources.
           | 
           | IMHO the problem with OTC is that there is not _enough_
           | opportunity for financial shenanigans. If someone
           | successfully corners the market on the right commodity, there
           | 's a runaway leader problem with not much you can do. The
           | game wrapping up early is a grace in those situations.
        
         | bongodongobob wrote:
         | Huh, I've always just ignored the stock market and haven't had
         | any issues.
        
         | BlueTemplar wrote:
         | Yeah, that reminded me how too easy diplomacy (in particular
         | tech trading) can make almost everything else pointless in some
         | strategy games...
        
       | acjohnson55 wrote:
       | I absolutely loved this game growing up. It scratched a similar
       | itch for me as SimCity. The corporate layer wasn't particularly
       | sophisticated, but it did give me some early insight into
       | finance.
       | 
       | The soundtrack was also incredible, and I wish it were available
       | independently.
        
         | iggldiggl wrote:
         | > The soundtrack was also incredible, and I wish it were
         | available independently.
         | 
         | For a few euros (and less if you happen to catch a sale), the
         | GOG version is worth it for the soundtrack alone. But yeah,
         | 7-Zip doesn't seem to recognise the installer used by GOG, so
         | you actually have to install the game to get at the soundtrack
         | files.
        
       | _joel wrote:
       | Must have spent an exorbitant amount of time playing Transport
       | Tycoon and Railroad Tycoon back in the day.
        
       | wodenokoto wrote:
       | The way the author talked about the feeling of if a sequel could
       | live up to the original, and how it had been mostly forgotten,
       | reminded me of Warlords, which together with civilization and
       | rail road tycoon was the main turn based strategy games of my
       | youth. I remember there was a sequel, but it would always freeze
       | up on our computer.
       | 
       | ... And I don't think I've stumbled on anyone on the internet
       | talk its praise.
       | 
       | Was it just an oddity in my games library, or did other people
       | place it along side the classic turn based strategy games of the
       | 90s?
        
       | flohofwoe wrote:
       | About the only game from the 90s which I still play regularly,
       | IMHO it's pretty close to the perfect computer game since it
       | strikes just the right balance between simulation and 'arcade-y'
       | fun - and all the modern 're-enactments' I tried so far somehow
       | don't manage to capture the essential of what makes Railroad
       | Tycoon 2 so much fun (the Platinum version runs great on modern
       | computers btw:
       | https://store.steampowered.com/app/7620/Railroad_Tycoon_II_P...).
        
       | Lammy wrote:
       | I also really love this game. It's what originally taught me a
       | lot about the workings of trains, different capabilities of
       | locomotives, the need for sidings due to monetary cost of double-
       | tracking everywhere, etc.
       | 
       | The article mentions the existence of the PSX and Dreamcast ports
       | but does not mention that the DC version is actually re-done in a
       | fully-3D engine as opposed to the traditional approach of the PC
       | version where the 3D models were pre-rendered to 2D graphics
       | covering the multiple angles of rotation. It's one of the Windows
       | CE based Dreamcast games! https://segaretro.org/Windows_CE
       | 
       | Here's a longplay where you can see it:
       | https://youtu.be/a7tgccUpPAc
        
       | suresk wrote:
       | So many fond memories of this game - it was a really fun blend of
       | railroad sim and economic sim that I haven't really found since.
       | I'll never forget the "ding ding ding" sound that goes off when a
       | train pulls into a station and earns you a bit of cash!
        
       | tdrz wrote:
       | One of the best games I have ever played! I still open it
       | sometimes and wonder why I could never find another strategy game
       | that would hook me just as much.
       | 
       | Also learned as a kid about stock and dividends, which proved
       | quite useful later on. There was a bit o geography and history in
       | it as well, plus the music! Why were our parents complaining
       | about us gaming so much!?
        
       | ge96 wrote:
       | So cool to have that small beginning (photo of him at the booth)
       | to hitting success
        
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