Railway Empire Guide

Railway Empire Guide

Feb 6, 2018

Here is the video Part 3 - The early days 2, number 2 of the Guide of Railway Empire. Part 4 - The Mississippi. This is the part 3 of the Railway Empire Walkthrough and Guide, called: Part 4 - The Mississippi. Press on the video twice to open it! Part 5 - The Mississippi 2. Kalypso Media has announced new downloadable content for its rail. Railway Empire: 'France' is now available for PC, PlayStation 4, and Xbox One for US$12.99. A Beginner's Guide to Retro Game Collecting.


There is a lot going on in Railway Empire, but as of now, many features and game elements are not obvious to a new player.This guide is an attempt to lay out the basics of game mechanics as they are in the game.

The AI Competitors


As this topic has been the source of many discussions, let's start with it. Remember, the guide discusses game mechanics as they are, and debate over the merits is for another part of the internet, please!
The player can choose to have AI Competitors in the game, but not other human players. The Campaign and set Scenarios have fixed numbers of Competitors, but the Free mode lets the player pick for themselves, including no Competitors.
The player also chooses their own Track usage mode: Realistic or Easy. In Realistic, only one Train will be on a Section of Track at a time. (Track is divided into sections by Signals - more on that later.) In Easy mode, Trains can pass through each other without incident, and many can occupy the same track at the same time. The result is that the AI will build single Track in general, and run many trains 'on top of' each other. When loading/unloading at a Station, the trains may stack on top of each other, but only as many Trains may load/unload at a time as there are Platforms at the Station.
If the Player chooses Easy mode, the same building and operational rules apply to them as to the AI. If the Player chooses Realistic mode, the AI will still use Easy, but will pay a premium for Track costs to try and compensate.
The developers are currently working on an option to have the AI use Realistic mode when the player does, but the result of that work is yet to be known.
This topic has been a huge source of discussion, so I will include some opinions from those discussions here, contrary to the general guide form.
Many players have been able to enjoy the game as it is. The AI is not generally regarded as terribly difficult to beat, although of course new players will struggle.
Some players are bothered by the visual difference in play mechanics when the Player uses Realistic and the AI is using Easy.
Some have also had very negative reactions to the AI using Easy mode when the Player uses Realistic. As mentioned, the developers are working on this. If you wish to discuss this, please join one of the existing threads on the topic or wait to see how things work out.
There have been a small number of claims that the AI does something other than what is described, but I have seen no evidence posted. Details are difficult to interpret as the game operation is a bit opaque when it comes to Competitors.

Buildings


Going through the Campaign 1 Scenario you will learn the basics: build Stations in Cities and near Rural sources of goods.
Some fine points to consider:

Larger Stations have more Platforms, so more Trains can be loaded/unloaded at a time. This will be important as a City grows, but you can start small and upgrade the Station. Just click on the Station to select it. The icon in the upper right showing a house with an up arrow is the way to upgrade it. It will open a confirmation dialog.
You can also add a Maintenance shed to any of your Stations. Select the Station and then click the icon with the house and a wrench to add one. Your trains will occasionally linger at a Station for maintenance if they have the shed. This costs precious Platform time, but unmaintained trains will sometimes break down showing poor condition as the cause.
Each city can have TWO Stations, each of any size. There is no City 'ownership' so the Player and the AI can each have one Station in the same city, or either may have up to two. Note that two small Stations provide two net Platforms at a lower cost than a single medium Station.
Another building is the Supply Tower. They are placed on tracks to supply trains with water, lubricant, and sand (for traction.) If you select a train, then click the Manage Train button, you get a screen showing the train picture at the center top. To the left are three gages showing the three supply levels on the train. When one is running low (always water!?!) the train stops at a Supply Tower to stock up. If supplies run out, the train will slow down. Testing thus far suggests that the slow down is fairly minor - imagine a steam train running without water! To use these towers, put one on each train route. Longer routes (over half a map long) may require two tours along the route. If you build more than one parallel track, the Supply Tower will automatically resize to cover all the parallel tracks at its location.

Laying Track


Play the first two Campaign Scenarios to get the basics.
The tool is generally easy to use, but can be overly picky. Sometimes you may need to destroy a section of track and try again. To reduce the money lost, use the Bulldozer tool carefully. You can SHIFT Leftclick to set a marker on existing track. The marker will divide the track when using the Bulldozer tool to click and destroy track, so you can trash a small section rather than a long section. The tool highlights the section that will be deleted.
Track has a cost per mile to build. The basic cost in my testing has been in the $550-$575/mile range. If the track is not on level or gently sloped ground, it may need Earthworks (berms built up or trenches/cuts dug,) Bridges, or Tunnels. Earthworks are relatively low cost and can be used to smooth out track and avoid steep (high grade %) sections. Some times, Bridges and Tunnels are unavoidable. They are quite expensive so be careful!
When placing control points building track, you can use the mouse wheel to adjust height at the current point. By default, height is current land height, but you can force it up or down. You can also hover over an existing control point and adjust the height. (One thread shows an autohotkey hack if you don't have a mouse wheel.)
If you build near existing track, you can build parallel track. It looks nice, and you often want double track to run trains both ways efficiently. When placing a control point near existing track, you may see an icon of two pieces of track and the green under construction track segment will snap to the existing track. This indicates formal parallel track construction. Apart from looking nice, parallel track MAY save you money. Up to two parallel tracks can be constructed over Bridges and through Tunnels. You still pay for the track, but the added construction costs are reduced (by 87.5% in my tests.) You can build as many parallel Tracks as you like, but only two for each Bridge or Tunnel.

Setting up a Route


Campaign 1 shows how to set up a simple route.
Some undocumented features are worth knowing.
If you set up a route just by selecting Stations, the game automatically selects the shortest route to the next Station, and picks the nearest Platform at that Station. This has the tendency to result in lots of trains stacked up waiting for the same Platform, while other accessible Platforms sit unused. This takes many players off guard. You need to manually select different Platforms to help distribute the load. While this may surprise or even upset some players, it is the current intended behavior of the game.
When you add a Station to a route, if you SHIFT while clicking on the white circle it will open the dialog box to manage that Station stop for this train. You can click on a Platform to set it as the target, and also manage what to load and how much to load at that Station if you like.
You can also set Waypoints to direct a train to use a particular section of track. Just click on the piece of track you want it to use, making sure to put it in the right order among the Station stops you plan. You can use this, for example, to use a bypass or siding rather than automatically following the shortest route (which the game chooses by default.) This can be valuable to keep trains off of precious Platforms that are used for loading/unloading.
When setting a Waypoint, make sure you pick the exact track section you want to use. If clicking on a double track, don't get the wrong one or your train will take a crazy path!
Warning: for Goals that require delivery of passengers non-stop from one City to another, use of a Waypoint (or any scheduled stop at any Station) will disqualify that load of passengers. (Unscheduled stops due to breakdown, stopping for supplies, or blocked track are ok.)

Train Managment


Click on an individual train to select it for management.
Click on a section of track and a list of all trains using that section will appear on the left of the screen. Clicking on a train in that list selects that train.
As new models of engine become available, or trains get worn out and slow down, you may want to upgrade your trains.
From the Engine Shed (4th icon at the top left) you can scan through the various engine models available. At the top right of that screen you can buy a new engine with the $ button, or upgrade a bunch at once with the =$= button. With the latter, you can either upgrade *all* your engines to a different model, or filter by Age or Suitability (Freight, Express, Mixed - determined by the model) to upgrade all engines in that class. You are refunded the remaining value of the old engine.
You can also select an existing single train and click on the Manage Train button (train with a pencil) to open a detailed individual manager. At the top right is a $ button to 'Buy locomotive.' This new engine will replace the old one, again refunding remaining engine value.
Sometimes you want to manage a train's route. Select a train and click on the little map button above the train information to make changes to the route. Each stop has a box on the left of the screen. Hover over one and click on the pad of paper icon to open the manager for that stop. You can click on individual types of good to cycle through preferred (green) banned (red) and normal (no added icon) pickup of that good at this stop. You can set min and max carloads to be picked up (total.)
While in route management, the right hand box can set the train route to be Automatic, Passengers and Mail Only, Freight Only, or Manual. Automatic is generally pretty good, but experiment! Restricted modes will pick up only those goods. Manual allows the player to set EXACTLY what to pick up and drop off at a Station. Click around, you'll get the hang of it.
Trains will ONLY pick up goods that are in demand at one of their other Stations, and only as many goods as that/those stations have room for. If a train isn't loading the goods you have specified or want it to, this is probably the reason. Cities have limited space for each type of good, and if another train is already on the way, the goods it carries count to that limit.Railway Empire Guide

Warehouses


For a Warehouse to function, you must click on it and specify what it will hold (up to 6 different types of goods.) You also specify the maximum amount of each good - typically clicking on the button at the bottom to set the limit to 99.
You can't stock goods in a Warehouse that are not in demand (yet) anywhere on the map.

Company Stock


If playing against AI competitors, you can buy stock in their Company, and they can buy stock in your Company. Companies may not buy their own stock.
Shares in general do not pay dividends.
If you choose to buy up all of another Company, you have the option to Merge them into your Company, or let them keep operating, giving you their profits. (Details of this are unclear to me.) If you Merge, ALL of their TRAINS are sold, giving you the cash value. You then have the OPTION to either take over all their track and buildings, or sell them off, too. Keep in mind that they will have Easy (single) track, so if you are playing Realistic, there will be some track building to be done to make workable lines.

Signals


There are other guides on the topic, so this will be brief.
Signals divide track into sections. In Realistic mode, only ONE train may use a section of track at a time, the first train to claim a section goes first while the others wait for it to exit the section.
The signals may require some practice and experiment to use effectively. Please play with them while not trying to win a scenario!!!
There are two types of signal: Stop and Directional. Stop signals are represented during construction by a yellow cone, Directional by a yellow cone with a red disc.
Signals will cause trains traveling in the direction of the cone to stop if the section ahead is not clear. Stop signals will have no effect on trains going the other way, but Directional signals will completely prevent trains from going in the other direction. Use them to make an efficient two-track setup.
You can place individual signals, or many at a time. Hitting CTRL will place signals along an entire section of track with one click. They will be spaced roughly a full train length apart.
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No matter the circumstances, there will never be a train crash!The game is designed so that the trains will not move from the station or enter a track, where a collision could occur. The system is very cleverly designed, and makes the trains and signals 'think ahead', in order not to allow dangerous situations. On the other hand, you do not have to place signals densely, because the trains themselves can find secure connections. They need a minimum amount of signalling that will give them a free and safe railway path.

Blocks are sections of track where the train can travel without any obstacles. Each signal, tower or station divides the track. If you set only one entry signal, the block will be long (1). Only one train will travel throughout this entire section. When you put up several signals, the blocks will be shorter and more trains will be able to travel on one route (2). Semaphores (signals) divide routes into so-called blocks.

Each train can move freely in such a block until it reaches the point that separates it, usually another signalling device. Only one train can be travelling within one block. Others will wait until another block/section frees up so that the train can keep going, e.g. The train will leave the station or pass the next signal. Building signals thoughtfully will allow you to divide the route into many blocks.

This way, more trains can travel on the same route without long stops. In Railway Empire, unlike in other games, trains and signalling tend to 'think ahead'. In other games, the train considers every eventuality and doesn't enter the track (if the block is not free), although there is no danger to the train. In Railway Empire, the trains will enter the track if there is no train in front of them, although there may be a different train in the block. If another train would enter during this time, the train would stop and there would be no collision. Instead of putting up signals, you can use towers and stations when dealing with simple connections. The two lines to the left are connected, but the supply tower (1) is located in front of the connection.

This way the trains will resupply, and the signalling will allow access to the station. These are short routes, so the location of the tower doesn't matter much.

On the other hand (2), the train will not leave the station until the next route is free, and the place on the nearest siding will not be available.Sometimes, with thoughtful planning, trains don't need a lot of signalling on their routes. If there is only one train on a given stretch or its route doesn't cross the path of another train, then they can do without additional semaphores, e.g. (as in the picture above) you could create a long route to the station, and connect the two separate routes before the said station. The first train would wait until the second one gets to the station, but when that train starts to head back, passes the intersection and enter its own track, the first train will start moving, although there are no signals on the route (without taking the signalling at the station into account). Of course, adding signals before the intersection and building an additional siding will speed up the movement of both trains.There are three types of signalling:. two-way signalling at stations, warehouses and supply towers.

two-directional signals placed by the player. Praetorians hd remaster. one-directional signals placed by the player (modified from the ordinary ones).Signals from structures are created automatically and cannot be deleted. Each train starts its journey from a station, so if there is no adapted infrastructure (i.e. No additional tracks or signalling), the train will not leave the station. Supply towers can be used for additional signalling, e.g. In sidings or before entering a station that serves several trains. There is only one drawback of this solution: you cannot set one-way semaphores.

Therefore, it is not worth relying solely on this type of signalling. Ordinary signals allow movement in both directions (1), although the train stops only in front of them (before the cone which indicates the direction). If the train comes from the opposite side, it will ignore the signal. The one-way signals work similarly, but block the way for trains coming from the opposite side.

You will not even be able to create a single line with such settings. The trains will start going if you set the traffic on a given track only to one specific direction. The signals put up by the player are free and can be two-directional and one-directional. When the object is placed, a green arrow appears, indicating the direction of movement.

The train will stop behind the signal if it has no free track. When the train arrives from the other side, it will only ignore the signal if it can reach its destination. Sometimes this can lead to a block on a long route because a train has gone 'upstream'. Other trains will wait until it leaves the busy track (often they will not move from the station). Here, one-way signals come in handy.

They will facilitate the construction of more complex railway lines. Normal signals can be built on simple routes, e.g. Where a production center is connected to an access track, which is used by several trains. To build a one-way signal, simply hold down the SHIFT key and select a specific signal.

A stop sign will appear before the mentioned green arrow. From now on, no train will cross the signal if it comes from the opposite direction. This way, you can create one-way or two-way routes (each track in the opposite direction; as on an ordinary road). From now on, a given line will be considered as one-directional. You will see that the route 'flows' in only one direction in the object construction mode.

Thanks to this, it is easier to plan routes for your trains. You can also use the CTRL key and click on a given route to create signalling at even intervals to the nearest intersection, another signal, station or supply tower. In the case of a classic siding, set up one-way semaphores only at the end of each entry (1).

If you decide to use a supply tower, you can set it up at the beginning, but in the second part you have to place a one-directional signal on each of the tracks (2). Sidings. One of the basic types of passages. Thanks to this solution, two trains (or more, if you set up additional sidings) can run on one route. The principle is simple: somewhere in the middle of the line you create a second parallel track for a length slightly longer than the full composition of the trains. On each track you place one-way signals at the end of the section. There is no need to set up additional signals at the beginning of a given section.

The trains will detect the free route themselves. With double-track, remember to set a large number of signals at even intervals, thanks to which the traffic will run more smoothly (1). Set up one-directional signals in front of each station and connect up each track, so that the trains have access to several platforms (2). Double-track. With a large number of trains and a lot of usage of a given route, it is worth to set up a double-track railway line. Set up one-way signals on each side, and place a one-way signal at the beginning and end of each route.

It is worth sticking to the principle of right-hand traffic. This way, after connecting additional lines, routes or exits, the trains will not mix up the direction of travel on other parts of the route. Remember that even if you have more platforms available, trains will automatically set themselves to use the nearest one. Change the platforms that you want them to get on manually. Thanks to this, all of the trains will not stand in the same queue to only one platform.

A simple connection requires you to connect the tracks to the main thread and set signals at each exit (1). If you want to connect a line to a large two-way route, you must connect a separate track to each direction of traffic (2). Blue arrows indicate the directions on the main route, and red arrows the directions of the route that exits/connects to the main track. Exits/connecting smaller lines to the main track. It is very useful to create a connection to the main route, e.g.

When you might want to connect a given company with the main track where there are sidings. It is enough to connect the tracks in such a way, so that the train can enter from both sides and then set the signals to allow movement towards the main thread.

If you want to connect to a double-track route, the rule is similar, although the train will only be able to enter from one side, and will have to cross the entire route in order to return. You have to create connections to both sides, usually by creating a bridge or a tunnel. Place the signals just in front of the point at which the two routes join on the section where the train will enter the route. In the section where the train leaves the main thread, you must place a signal just before the exit, so that other trains do not wait unnecessarily.

With a really large number of trains, you can build several entry routes, but connect each route successively at the exit (1). So in the case of 4 tracks, first connect them up into two tracks, and then into a single track, which will return to the main double-track thread. You can also divide the main track in the same way, in order to be able to use more platforms (2).

At some distance in front of the station, build an additional track(s) to unload traffic in front of the station itself (3). This way, it will take the trains less time to occupy a platform.If the traffic is really dense, consider building several access routes to the station. The thread will be double-track most of the time, but just before the station it will split into several access lines. In this arrangement, you must create an entry point from the other side of the station, so that the recurring trains do not block the entryway for station-bound trains.

The downside of this solution is the inability to use the station from two sides.A dual-track station bypass. This is an effective solution that will improve the throughput of the main thread, and at the same time, will connect the city which is in the path of the railway, without the need to build bridges or tunnels. Blue arrows show the directions of the main thread. The station has two platforms, but each of them is connected only on one side. Thanks to this, the trains will not pass through the station in order to shorten their routes. Red arrows show a route that bypasses the station on one side, and the orange arrows show a one-way bypass on the other side. This way, the trains that want to stop at Redding will not block traffic for the other connections.

If you connect one-way routes at a certain distance from the station, you will create a zone in which the trains will be able to calmly wait for entry or departure from the station. This way, they will not block the movement of other trains.Another important issue is the moment of connecting up side routes to the main thread.

This is useful for every possible signalling system. The main route (1) leads to the city. It is forked into two one-way routes on the left (2) and the right side (3). If the routes were connected just before the station, the trains entering or leaving the platforms would block traffic on the whole route.

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For this reason, the location of the connection is a bit further away. This way, you create a 'waiting room' for your trains (4). In this zone, trains heading to the city already have an available track, where they will be waiting.

However, those that leave the station will not be waiting in the city, but on their own track. Even when a train arrives from the orange route, the engines on the main thread will not block the station. However, on the other side, a train waiting to enter the station will not block a different connection.

Trains on the red route want to avoid the city using the detour on the right. Thanks to this, you will avoid traffic jams and downtime, which will affect the efficiency of your trains.

Railway Empire Guide
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