Railway Empire 2

Railway Empire 2

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How to enjoy this game, for strategists
By gardlt
What if our decisions mattered? That might actually be possible with these self-imposed "rules."
   
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Why normal gameplay is weak
The hand-crafted campaign and scenarios, do not have any way to adjust difficulty. The ease to gather money is absurd. We end up snowballing forward, able to do everything, and therefore the game requires us to build-out most of the map to have any satisfaction that we did a "decent" job of management. Once you build-out the map once or twice, things get repetitive.

Normal gameplay boils down to finding marginal gains with tactics that feel like hacks and exploits, for example: teleport, insta-switching industries, and many forms of full refund exploitation. These appear to be the only way to find some strategic advantage while on a predictable snowball towards build-out.

In my opinion the fundamental issue is that funds come in so fast that spending it becomes a literally chore. In Custom Game mode there are some settings that allow us to moderate this some. However, 90% of the time, at least one task requires massive build-out of the map. Such as achieve $15M a quarter in passenger revenue. The settings might slow our journey, but the destination is the same: map build-out.
The idea
The main part of the idea is a "voluntary rule" to set employee costs at the maximum level. 6 hour days, and 200% efficiency across the board for all departments. The result is to put our focus on engine efficiency.

This should be combined with another voluntary rule: once we buy an engine we will keep it running on the map without abusing the refunds to reset it's route to avoid dead-heading. We will want to adjust it's route much more often. Try to do it legitimately. It's a battle against the game's reset mechanics. But after the train does stupid, then it's ok to reset the route for him. (Normal way is take train off the line, then re-add it.)

The next rule: don't use special cars such as Dining Car, or station add-ons that increase revenue.

The final rule is no bonds. This is mainly to avoid strategies that rely too heavily on industrial profits.

Other exploits exist in the game and more will probably be found in the future. Don't use them. The whole idea of this is to have as realistic a railway as practically possible. Everything should be connected together, maintain your locos instead of frequently replacing them, etc..
A better game
Employee wages climb about 240% from maximal efficiency to maximum cost. In combination with no bonds, this has a significant impact on expansion speed in the early game when cities are small. Expansion options are one of the best decision points in the game increasing strategic value a lot. Also choosing which towns to grow will be far more important.

In earlier eras the effect will be more pronounced than in later ones, thanks to a plethora of legacy research effects, which increase revenue, decrease employee wages etc..

In custom games, we can select Barti Shiloh for the additional 30% higher track/bridge/tunnel cost. We might start in 1830 and do no research except what is required for engines. With up to 5 day refunds we can also negate any connection bonuses. A fun challenge is to try to build the Transcontinental on hardest settings with these additional restrictions.

Happy Tycooning!
7 Comments
gardlt  [author] 13 Aug, 2024 @ 10:08pm 
Building isn't fun for me. It's repetitive, and has very little practical creativity or mental interest. All cities are created equal, and require many products to grow dictating that the map should be built-out with virtually everything connected. This is "work." Of course there are many types of work, and if that's a type of work you enjoy fair enough. But it's not for me. This guide is my "Do it yourself" way to make the game more interesting than work.

A cap on spending isn't interesting for me. Such an idea doesn't have the premise of rags-to-riches, a company that grows by re-investing in itself. This is slightly exponential, and tests your optimization and decision-making skills all along the way. In a good train game you can explore pure efficiency without moral dilemmas.
caseyas435943 13 Aug, 2024 @ 12:02pm 
Trouble is by design they want it to have fun. No money means you can't build and there is no fun. If you had to watch the game run for let's say a year of game time just to get a little cash where's the fun? Is money to easy? Is the AI brain dead? Yes and yes. But the game is designed around fun. Being broke and having to wait years to build wouldn't be fun. If that's fun to yes than set a cap on what you can spend. In a year I can spend X. Or never spend more than X in a month. You can have billions but you can't spend them. Why should the game be changed so you can't spend. Do it yourself.
lakerebg 16 Jun, 2024 @ 2:04pm 
So, my latest game I started in Chicago with $1 million and one medium bond and I bought the industry in Rock Island and the coal mine. Then, I trashed them. This left me with $66,000. So, of course another bond and bonuses became a necessity. This game lasted 9 enjoyable years of actually running a railroad, before I finally got overwhelmed with cash.

What this game really needs is a steep income tax, or forced dividend payment that accumulates at interest and is counted in your final score.
gardlt  [author] 24 Feb, 2024 @ 6:56pm 
I see your view, perhaps this paragraph is unnecessary. However, "exploit" is a bit of a loose term, the devs are aware of these tactics from RE1 and have decided to retain them for RE2. This suggests that they don't "break" the game from their view.

The rules of the game are very simple, it's a sandbox, thinking-outside-the-box is a trademark of a good strategist; it doesn't take much of this to start playing unrealistically, for example the behaviors I mentioned. Player opinion will vary of course. I'm interested in a list of what you consider "exploits."
Ellye 23 Feb, 2024 @ 5:49pm 
I don't understand why you think you need to use obvious exploits in this game as part of normal gameplay.

Much less why you propose that "don't use obvious exploits" is some kind of house rule; I thought that was just common sense.

I mean, if your normal way of playing the game is to abuse exploits, obviously the whole thing breaks down.
Dragon's Kin 2 Feb, 2024 @ 9:35am 
Came here curious to find what you think makes the game "harder." Find out it's a lot of things I do... just cuz that's how I play....
Damgam 7 Sep, 2023 @ 1:00pm 
So you basically explained how you can crank the difficulty to the absolute max...
Tbh, cool, I'm gonna try playing like this since i find even the hardest difficulties too easy. Even without the cheesy exploits.