Table A-1. Locomotive Data
Name | A | E | W | First | Last | Cost | Maint. | Fuel | Accel. | Reliab. | 0@0% | 150@0% | 300@0% | 150@4% | 300@4% |
Trevithick-1 |
E |
1800 |
1835 |
$10,000 |
$6,000 |
$7,543 |
Extremely Poor |
Extremely Poor |
10 |
5 |
2 |
1 |
1 |
||
Stephenson Rocket |
A |
E |
W |
1829 |
1851 |
$16,000 |
$6,000 |
$7,992 |
Extremely Poor |
Below Average |
15 |
6 |
3 |
1 |
1 |
2-4-0 John Bull |
A |
E |
W |
1831 |
1853 |
$23,000 |
$7,000 |
$9,256 |
Poor |
Below Average |
25 |
11 |
5 |
1 |
1 |
0-4-0 Dewitt Clinton |
A |
E |
W |
1833 |
1855 |
$18,000 |
$5,000 |
$7,187 |
Extremely Poor |
Poor |
20 |
13 |
8 |
1 |
1 |
4-2-0 Prussian |
A |
E |
W |
1837 |
1857 |
$35,000 |
$8,000 |
$10,622 |
Extremely Poor |
Below Average |
30 |
16 |
8 |
1 |
1 |
4-4-0 American-C |
A |
E |
W |
1848 |
1885 |
$46,000 |
$5,000 |
$12,606 |
Poor |
Above Average |
42 |
26 |
15 |
1 |
1 |
4-2-2 Iron Duke |
A |
E |
W |
1855 |
1895 |
$78,000 |
$9,000 |
$30,736 |
Poor |
Below Average |
54 |
37 |
23 |
3 |
1 |
4-4-0 8-Wheeler |
A |
E |
W |
1868 |
1903 |
$59,000 |
$5,000 |
$17,808 |
Below Average |
Above Average |
48 |
33 |
20 |
3 |
1 |
2-4-0 Vulcan |
A |
E |
W |
1872 |
1900 |
$32,000 |
$4,000 |
$6,393 |
Very Poor |
Below Average |
30 |
20 |
12 |
2 |
1 |
2-8-0 Consolidation |
A |
E |
W |
1877 |
1905 |
$51,000 |
$8,000 |
$19,512 |
Below Average |
Good |
40 |
31 |
22 |
6 |
1 |
3-Truck Shay |
A |
E |
W |
1882 |
1930 |
$43,000 |
$17,000 |
$18,227 |
Poor |
Good |
15 |
14 |
13 |
10 |
7 |
4-8-0 Mastodon |
A |
E |
W |
1890 |
1911 |
$60,000 |
$13,000 |
$22,995 |
Very Poor |
Poor |
45 |
36 |
27 |
9 |
2 |
4-6-0 Ten-Wheeler |
A |
E |
W |
1892 |
1911 |
$66,000 |
$11,000 |
$21,727 |
Below Average |
Below Average |
50 |
38 |
26 |
6 |
1 |
2-6-0 Mogul |
A |
E |
W |
1895 |
1915 |
$83,000 |
$12,000 |
$25,131 |
Average |
Average |
50 |
38 |
27 |
7 |
1 |
1-3 BoBo |
A |
E |
W |
1895 |
1935 |
$85,000 |
$6,000 |
$33,116 |
Poor |
Poor |
55 |
44 |
33 |
13 |
3 |
4-4-2 Atlantic |
A |
E |
W |
1902 |
1929 |
$93,000 |
$18,000 |
$43,556 |
Fast |
Above Average |
80 |
49 |
28 |
3 |
1 |
2-6-0 Camelback |
A |
E |
W |
1905 |
1932 |
$75,000 |
$9,000 |
$15,000 |
Poor |
Very Good |
30 |
27 |
24 |
15 |
9 |
4-6-2 Pacific |
A |
E |
W |
1908 |
1945 |
$119,000 |
$21,000 |
$62,516 |
Above Average |
Average |
95 |
66 |
44 |
8 |
1 |
0-10-0 Class G10 |
E |
W |
1910 |
1939 |
$98,000 |
$38,000 |
$50,521 |
Above Average |
Average |
50 |
47 |
34 |
9 |
2 |
|
2-6-2 Prairie |
A |
E |
W |
1912 |
1953 |
$85,000 |
$11,000 |
$34,157 |
Below Average |
Good |
60 |
49 |
35 |
9 |
2 |
4-4-0 D16sb |
A |
E |
W |
1914 |
1934 |
$65,000 |
$9,000 |
$21,024 |
Poor |
Very Good |
45 |
36 |
27 |
9 |
2 |
2-10-0 Class 13 H |
E |
W |
1917 |
1940 |
$102,000 |
$36,000 |
$46,289 |
Above Average |
Good |
40 |
36 |
32 |
21 |
12 |
|
USRA 0-6-0 |
A |
E |
1918 |
1942 |
$90,000 |
$13,000 |
$29,993 |
Poor |
Good |
40 |
37 |
30 |
12 |
4 |
|
2-8-2 Mikado |
A |
E |
W |
1919 |
1950 |
$133,000 |
$32,000 |
$51,072 |
Above Average |
Good |
55 |
50 |
45 |
31 |
19 |
Be 4/6 II |
E |
W |
1920 |
1950 |
$61,000 |
$11,000 |
$14,701 |
Fast |
Very Good |
35 |
31 |
26 |
14 |
6 |
|
4-6-0 Class B12 |
A |
E |
W |
1923 |
1939 |
$146,000 |
$14,000 |
$32,407 |
Fast |
Above Average |
71 |
51 |
33 |
6 |
1 |
Ee 3/3 |
A |
E |
W |
1923 |
1948 |
$47,000 |
$7,000 |
$11,880 |
Very Poor |
Good |
31 |
29 |
26 |
20 |
14 |
Class 1045 |
A |
E |
W |
1927 |
1950 |
$95,000 |
$6,000 |
$11,636 |
Fast |
Above Average |
40 |
36 |
33 |
23 |
14 |
USRA 0-8-0 |
A |
E |
W |
1930 |
1948 |
$98,000 |
$18,000 |
$32,236 |
Below Average |
Above Average |
45 |
40 |
35 |
20 |
10 |
Class A4 Mallard |
E |
W |
1935 |
1955 |
$200,000 |
$19,000 |
$55,136 |
Above Average |
Below Average |
126 |
92 |
53 |
6 |
1 |
|
GG1 |
A |
W |
1935 |
1970 |
$285,000 |
$19,000 |
$42,721 |
Above Average |
Outstanding |
100 |
87 |
74 |
43 |
20 |
|
Class E18 |
E |
W |
1936 |
1966 |
$97,000 |
$16,000 |
$27,493 |
Fast |
Good |
93 |
66 |
44 |
11 |
1 |
|
4-6-4 Hudson |
A |
E |
W |
1937 |
1953 |
$210,000 |
$25,000 |
$54,017 |
Below Average |
Average |
90 |
76 |
62 |
27 |
10 |
4-8-4 Daylight |
A |
E |
W |
1937 |
1952 |
$230,000 |
$30,000 |
$63,611 |
Average |
Below Average |
80 |
70 |
61 |
33 |
17 |
4-6-4 J3A Streamliner |
A |
E |
W |
1938 |
1955 |
$255,000 |
$28,000 |
$112,234 |
Above Average |
Poor |
103 |
89 |
67 |
23 |
6 |
Ae 8/14 |
E |
W |
1939 |
1955 |
$210,000 |
$24,000 |
$47,906 |
Fast |
Above Average |
68 |
64 |
60 |
46 |
34 |
|
4-8-8-4 Big Boy |
A |
1941 |
1955 |
$375,000 |
$75,000 |
$88,040 |
Above Average |
Poor |
68 |
67 |
62 |
48 |
35 |
||
Class 1020 |
E |
W |
1941 |
1981 |
$119,000 |
$18,000 |
$21,545 |
Fast |
Very Good |
56 |
51 |
45 |
31 |
18 |
|
4-4-4-4 T-1 |
A |
W |
1945 |
9999 |
$284,000 |
$28,000 |
$78,213 |
Fast |
Good |
85 |
73 |
59 |
26 |
10 |
|
F3A+B |
A |
E |
W |
1945 |
1968 |
$265,000 |
$16,000 |
$52,015 |
Fast |
Above Average |
85 |
79 |
65 |
30 |
12 |
Alco PA-1 |
A |
E |
W |
1946 |
1990 |
$210,000 |
$16,000 |
$52,800 |
Average |
Average |
90 |
77 |
64 |
35 |
15 |
F9 |
A |
E |
W |
1949 |
1970 |
$337,000 |
$18,000 |
$63,749 |
Above Average |
Above Average |
110 |
94 |
78 |
43 |
19 |
GP9 |
A |
E |
W |
1954 |
1980 |
$165,000 |
$11,000 |
$48,028 |
Average |
Good |
71 |
64 |
56 |
36 |
20 |
E 69 |
E |
W |
1955 |
1970 |
$86,000 |
$8,000 |
$12,837 |
Fast |
Below Average |
31 |
29 |
28 |
24 |
19 |
|
GP18 |
A |
E |
W |
1958 |
1975 |
$245,000 |
$15,000 |
$55,131 |
Above Average |
Very Good |
83 |
76 |
69 |
50 |
32 |
V200 |
E |
W |
1959 |
1985 |
$160,000 |
$19,000 |
$53,878 |
Above Average |
Below Average |
87 |
77 |
66 |
40 |
20 |
|
Penn. E44 |
A |
E |
W |
1960 |
1985 |
$370,000 |
$22,000 |
$37,971 |
Fast |
Average |
70 |
63 |
56 |
38 |
22 |
Class 55 Deltic |
E |
W |
1961 |
1981 |
$480,000 |
$15,000 |
$52,155 |
Below Average |
Very Good |
100 |
87 |
73 |
41 |
19 |
|
Shinkansen Bullet |
E |
W |
1966 |
2002 |
$650,000 |
$66,000 |
$66,680 |
Virtually Instant |
Average |
130 |
93 |
61 |
16 |
2 |
|
FP45 |
A |
E |
W |
1968 |
9999 |
$366,000 |
$14,000 |
$65,740 |
Above Average |
Above Average |
106 |
82 |
54 |
14 |
2 |
SD45 |
A |
E |
W |
1972 |
1994 |
$360,000 |
$21,000 |
$36,009 |
Average |
Average |
65 |
59 |
53 |
37 |
22 |
SDP40 |
A |
E |
W |
1973 |
1989 |
$292,000 |
$18,000 |
$61,966 |
Above Average |
Poor |
103 |
89 |
75 |
43 |
19 |
E60CP |
A |
1973 |
1998 |
$260,000 |
$19,000 |
$38,043 |
Very Fast |
Average |
85 |
74 |
64 |
38 |
18 |
||
Class E111 |
A |
E |
W |
1974 |
9999 |
$390,000 |
$17,000 |
$38,016 |
Average |
Good |
85 |
79 |
72 |
54 |
37 |
E656 FS |
E |
W |
1975 |
1995 |
$226,000 |
$17,000 |
$37,734 |
Average |
Above Average |
93 |
77 |
60 |
24 |
8 |
|
Dash-9 |
A |
E |
W |
1993 |
9999 |
$478,000 |
$18,000 |
$68,410 |
Above Average |
Good |
70 |
65 |
60 |
46 |
31 |
AMD-103 |
A |
1993 |
9999 |
$425,000 |
$25,000 |
$88,068 |
Very Fast |
Above Average |
105 |
86 |
68 |
32 |
11 |
||
Thalys Bullet |
A |
E |
W |
1994 |
9999 |
$1,000,000 |
$78,000 |
$111,756 |
Virtually Instant |
Below Average |
186 |
133 |
88 |
23 |
3 |
Class 232 |
A |
E |
W |
1997 |
9999 |
$492,000 |
$35,000 |
$72,625 |
Very Fast |
Very Good |
75 |
69 |
62 |
46 |
29 |
Mag-Lev TBX-1 |
A |
E |
W |
2008 |
9999 |
$2,500,000 |
$200,000 |
$274,139 |
Instant |
Above Average |
280 |
192 |
120 |
26 |
3 |
TGV-Prototype |
E |
W |
1955 |
1983 |
$750,000 |
$80,000 |
$70,000 |
Average |
Poor |
155 |
90 |
50 |
8 |
2 |
|
TGV-PSE |
E |
W |
1981 |
9999 |
$875,000 |
$77,000 |
$93,000 |
Fast |
Good |
162 |
109 |
74 |
21 |
3 |
|
E 412 'Brenner' |
A |
E |
W |
1999 |
9999 |
$1,250,000 |
$170,000 |
$85,000 |
Average |
Good |
140 |
128 |
108 |
50 |
30 |
DB 18 201 |
A |
E |
W |
1998 |
9999 |
$400,000 |
$75,000 |
$52,000 |
Above Average |
Average |
120 |
90 |
53 |
20 |
4 |
Eurostar |
E |
W |
1994 |
9999 |
$1,500,000 |
$180,000 |
$100,000 |
Average |
Good |
186 |
160 |
100 |
20 |
3 |
Heres how to read the chart: A = North American Availability; E = European Availability; W = World Availability; (Note: These will not always be available in every scenario) Type = Type of engine; P = Electric Power; D = Diesel Power; S = Steam Power; First = The first time the locomotive will be available for SALE in the game; Last = The last time the locomotive will be available for SALE in the game; Maint(enance) and Fuel = The annual cost for these items; (#@%) = The # is weight in tons of the cargo load, the % is the percent of grade being traversed. Special note: All numbers are base level and can be modified by date, scenario, managers and maps.
Table A-2. Freight Revenue Calculator
Cargo | Base Value | Delivery Time Days | Rot Factor* | By Towns | By Cities | Demand Modifiers** |
ALUMINUM | $35,000 | 1300 | 3 | |||
AUTOMOBILE | $49,000 | 800 | 6 | Yes | ||
BAUXITE | $28,000 | 1600 | 2 | |||
CATTLE | $37,000 | 800 | 5 | |||
CEMENT | $38,000 | 800 | 3 | Yes | ||
CHEMICAL | $37,000 | 800 | 5 | Liquid storage | ||
COAL | $28,000 | 1600 | 2 | Until 1910 | ||
COFFEE | $37,000 | 800 | 5 | Until 1878 | Until 1878 | Grain silo |
COTTON | $36,000 | 1100 | 4 | Warehouse | ||
DIESEL | $39,000 | 1100 | 4 | |||
FERTILIZER | $35,000 | 1300 | 3 | |||
FOOD | $58,000 | 600 | 6 | Yes | Yes | |
GOODS | $42,000 | 800 | 5 | Yes | Yes | Warehouse |
GRAIN | $28,000 | 1600 | 2 | Grain silo | ||
GRAVEL | $28,000 | 1600 | 2 | |||
HAZARDOUS | $46,000 | 800 | 5 | |||
IRON | $28,000 | 1600 | 2 | |||
LOGS | $28,000 | 1600 | 2 | |||
LUMBER | $35,000 | 1300 | 3 | Yes | Yes | |
$70,000 | 300 | 10 | Yes | Yes | Post office | |
MILK | $55,000 | 300 | 5 | Until 1900 | Until 1900 | Refrigerated storage |
OIL | $37,000 | 1100 | 3 | Until 1910 | Liquid storage | |
PAPER | $46,000 | 800 | 5 | Yes | ||
PASSENGER | $60,000 | 500 | 8 | Yes | Yes | |
PRODUCE | $42,000 | 600 | 6 | Until 1878 | Until 1878 | Refrigerated storage |
PULPWOOD | $28,000 | 1600 | 2 | |||
RUBBER | $28,000 | 1600 | 2 |
Table A-3. Demands
Demand Level | Basic | Advanced | Expert |
None | 80% | 50% | 20% |
0 | 100% | 100% | 50% |
1 | 100% | 100% | 60% |
2 | 100% | 100% | 70% |
3 | 100% | 100% | 80% |
4 | 100% | 100% | 90% |
5 | 100% | 100% | 100% |
6 | 100% | 100% | 110% |
7 | 100% | 100% | 120% |
8 | 100% | 100% | 130% |
9 | 100% | 100% | 140% |
FUNCTIONS
Function Name | Parameters | Notes |
Random1To10000 | None | Generates a random number between 1 and 10000 |
GameNumPlayers | None | The number of computer and human players actively in the game. (Basically, the number of players the human chose to have in the game on the setup screen) |
GameNumCompanies | None | The number of active companies in the game. Liquidated companies dont count |
GameExistsCompanyId | Required (ID) | True if the company with the ID specified in the parameter is actively in the game. |
GameExistsPlayerId | Required (ID) | True if the player with the ID specified in the parameter is actively in the game |
GameYearsElapsedSinceStart | None | The number of years elapsed in the game. For the first 12 months, this evaluates to 0, for the next 12 months, to 1, etc. |
GameStartYear | None | The year this game started. |
GameYear | None | The current year the game is in. |
GameMonth | None | The current month the game is in. |
GameYearMonth | None | The current year and month the game is in, handily combined into a single variable if the current date was July, 1865, this would evaluate to 186507 |
GameEconomicState | None | The current game economy, ranges from 0 to 4, with 0 being depression and 4 being boom times |
GameLoadsHauledThisYear | None | The number of car loads hauled by all companies this year. Empty cars dont count. The distance hauled does not matter for the purposes of this and similar functions. |
GameLoadsHauledLifetime | None | The number of car loads hauled by all companies since the beginning of the game. |
GameTrackCells | None | The number of cells of track in existence from all companies. |
GameSingleTrackCells | None | The number of cells of single track. |
GameDoubleTrackCells | None | The number of cells of double track. |
GameElectricTrackCells | None | The number of cells of electric track. |
GameVariable1 | None | A wildcard variable you can set up as a result of one event that can affect the triggers of other events |
GameVariable2 | None | A wildcard variable |
GameVariable3 | None | A wildcard variable |
GameVariable4 | None | A wildcard variable |
CompanyCash | Optional Class | The cash on hand of a company. |
CompanyDebt | Optional Class | The total debt of a company (All bonds, plus negative cash, if cash is negative) For a company with one $500,000 bond and cash of -$34,000, this would evaluate to 534000 |
CompanyTotalAssets | Optional Class | Total assets of a company, including cash (if positive), track, trains, etc.. Debt is not subtracted from this number. To get net assets, subtract CompanyDebt from CompanyTotalAssets |
CompanyBookValue | Optional Class | Company total assets minus debt i.e. the shareholders equity |
CompanyRevenueThisYear | Optional Class | Companys revenue for this year only. |
CompanyRevenueLifetime | Optional Class | Companys revenue for its entire lifetime. |
CompanyNetIncomeThisYear | Optional Class | Companys net income for this year only |
CompanyNetIncomeLifetime | Optional Class | Companys net income for its entire lifetime |
CompanyLoadsHauledThisYear | Optional Class | Number of car loads hauled this year by this company. |
CompanyLoadsHauledLifetime | Optional Class | Number of car loads hauled in lifetime by this company |
CompanyTrackCells | Optional Class | The number of cells of track owned by this company. |
CompanySingleTrackCells | Optional Class | The number of cells of single track owned by this company. |
CompanyDoubleTrackCells | Optional Class | The number of cells of double track owned by this company. |
CompanyElectricTrackCells | Optional Class | The number of cells of electric track owned by this company. |
CompanyGoodwill | Optional Class | The goodwill of this company |
CompanyId | Optional Class | The ID of this company. Each
company has a unique ID that never changes. In the editor, you can see company IDs on the
listbox at the bottom of the main screen. They are the number just to the left of the
company name i.e. for 2) Union Pacific the id of that company is 2. |
CompanyVariable1 | Optional Class | A wildcard variable you can set up as a result of one event that can affect the triggers of other events. A unique set of these variables is saved for each company. |
CompanyVariable2 | Optional Class | A wildcard variable |
CompanyVariable3 | Optional Class | A wildcard variable |
CompanyVariable4 | Optional Class | A wildcard variable |
CompanyTerritoryConnectedToTerritory | Required (ID) | Pass in the ID of the territory you want to test against. True if there is a station controlled by the current company within each territory that can trace a continuous route of track to the other territory. Track ownership does not matter. |
CompanyTerritoryConnectedToCity | Required (ID) | Pass in the ID of the city you want to test against. True if there is a station controlled by the current company within the current territory and the target city that can trace a continuous route of track to the other territory. Track ownership does not matter. |
CompanyTerritoryGoodwill | Optional Class | The goodwill of a company in the current territory. |
CompanyTerritoryHasTrainAccess | Optional Class | True if the company can run trains through the current territory. |
CompanyTerritoryHasTrackAccess | Optional Class | True if the company can lay track through the current territory. |
CompanyTerritoryHasStationAccess | Optional Class | True if the company can build stations in the current territory. |
CompanyTerritoryHasBuildingBuyAccess | Optional Class | True if the company can buy buildings in the current territory. |
CompanyTerritoryHasAnyAccess | Optional Class | True if the company can do any of the above 4 items. |
CompanyTerritoryTrackCells | Optional Class | The number of cells of track the company has in the current territory. |
CompanyTerritoryLoadsHauledThisYear | Optional Class | The number of car loads hauled this year TO (not from) the current territory. |
CompanyTerritoryLoadsHauledLifetimeFromTerritory | Optional Class | The number of car loads hauled lifetime to specified territory from a specified territory. |
CompanyTerritoryLoadsHauledBetweenTerritory | Optional Class | The number of car loads hauled between to specified territories |
CompanyTerritoryLoadsHauledLifetime | Optional Class | The number of car loads hauled lifetime TO (not from) the current territory. |
PlayerCash | Optional Class | Cash for the current player. |
PlayerStockValue | Optional Class | Value of stock holdings for the current player. |
PlayerNetWorth | Optional Class | Total net worth for the current player the sum of the above 2 items. |
PlayerControlsAnyCompany | Optional Class | True if the player is currently chairman of any company |
PlayerControlledCompanyId | Optional Class | Returns the ID of the company the player currently controls (0 if the player controls no company) |
PlayerId | Optional Class | The ID of this player. Each player has a
unique ID that never changes. In the editor, you can see player IDs on the listbox at the
bottom of the main screen. They are the number just to the left of the player name i.e.
for 3) Jay Gould that players ID is 3 |
PlayerVariable1 | Optional Class | A wildcard variable you can set up as a result of one event that can affect the triggers of other events. A unique set of these variables is saved for each player. |
PlayerVariable2 | Optional Class | A wildcard variable |
PlayerVariable3 | Optional Class | A wildcard variable |
PlayerVariable4 | Optional Class | A wildcard variable |
TerritoryTrackCells | Optional Class | The number of cells of track from all companies in the current territory |
TerritoryLoadsHauledThisYear | Optional Class | The number of car loads hauled by all companies TO this territory this year. (Loads hauled FROM the territory dont count) |
TerritoryLoadsHauledLifetime | Optional Class | The number of car loads hauled by all companies TO this territory since the start of the game. (Loads hauled FROM the territory dont count) |
TerritoryConnectedToTerritory | Required (ID) | Pass in the ID of the territory you want to test against. True if there is a station within each territory that can trace a continuous route of track to the other territory, regardless of which company owns the track or stations |
TerritoryConnectedToCity | Required (ID) | Pass in the ID of the city you want to test against. True if there is a station within the current territory and the target city that can trace a continuous route of track to the other territory, regardless of which company owns the track or stations. |
TerritoryId | Optional Class | The ID of this player. Each territory has a
unique ID that never changes. In the editor, you can see territory IDs on the listbox at
the bottom of the main screen, as you paint territories. They are the number just to the
left of the player name i.e. for 3) Germany that territorys ID is 3 |
TerritoryVariable1 | Optional Class | A wildcard variable you can set up as a result of one event that can affect the triggers of other events. A unique set of these variables is saved for each territory. |
TerritoryVariable2 | Optional Class | A wildcard variable |
TerritoryVariable3 | Optional Class | A wildcard variable |
TerritoryVariable4 | Optional Class | A wildcard variable |
True | None | Evaluates to true of course |
False | None | Evaluates to false (False is represented internally as the number 0) |
CampaignChoice1To3 | None | Campaign option identification |
CampaignDifficulty1To3 | None | Campaign difficulty identification |
Appendix B: Effects
EFFECTS
Effect |
Range |
|
Game Over - Win 1 (instant) | on/off | This is the last place finish. |
Game Over - Win 2 (instant) | on/off | This is the second place finish. |
Game Over - Win 3 (instant) | on/off | This is the first place finish. |
Game Over - Loss (instant) | on/off | This is the loss trigger. |
Company Cash (instant) | Variable $ | |
Player Cash (instant) | Variable $ | |
Economic Status (instant) | -4 to +4 levels | 4 being the best, -4 the worst. |
Acceleration | Variable % -99 to +100 | |
Acceleration - Diesel | Variable % -99 to +100 | |
Acceleration - Electric | Variable % -99 to +100 | |
Acceleration -Steam | Variable % -99 to +100 | |
Bridge Building | Variable % -99 to +100 | |
Building Buy Cost | Variable % -99 to +100 | |
Company Overhead | Variable % -99 to +100 | |
Credit Rating | -10 to +10 levels | 10 being the best, -10 the worst. |
Diesel Engine Purchase | Variable % -99 to +100 | |
Electric Engine Purchase | Variable % -99 to +100 | |
Electric Track Building | Variable % -99 to +100 | |
Engine Maintenance | Variable % -99 to +100 | |
Engine Maintenance- Diesel | Variable % -99 to +100 | |
Engine Maintenance- Electric | Variable % -99 to +100 | |
Engine Maintenance- Steam | Variable % -99 to +100 | |
Engine Purchase | Variable % -99 to +100 | |
Fuel Costs | Variable % -99 to +100 | |
Fuel Costs - Diesel | Variable % -99 to +100 | |
Fuel Costs - Electric | Variable % -99 to +100 | |
Fuel Costs - Steam | Variable % -99 to +100 | |
Manager Salaries | Variable % -99 to +100 | |
Merger Premium | Variable % -99 to +100 | |
Mountainous Track Building | Variable % -99 to +100 | |
Political Savvy | Variable % -99 to +100 | |
Prime Rate | -5 to +5 levels | 5 being the best, -5the worst. |
Station Building | Variable % -99 to +100 | |
Station Turnaround | Variable % -99 to +100 | |
Steam Engine Purchase | Variable % -99 to +100 | |
Stock Prices | Variable % -99 to +100 | |
Track Building | Variable % -99 to +100 | |
Track Maintenance | Variable % -99 to +100 | |
Traction | Variable % -99 to +100 | |
Traction - Diesel | Variable % -99 to +100 | |
Traction - Electric | Variable % -99 to +100 | |
Traction - Steam | Variable % -99 to +100 | |
Train Safety | Variable % -99 to +100 | |
Train Speed | Variable % -99 to +100 | |
Train Speed - Diesel | Variable % -99 to +100 | |
Train Speed - Electric | Variable % -99 to +100 | |
Train Speed - Steam | Variable % -99 to +100 | |
Territory Allow all | All or Nothing | |
Territory Allow Track Build | All or Nothing | |
Territory Allow Train Run | All or Nothing | |
Territory Allow Station Build | All or Nothing | |
Territory Allow Building Buy | All or Nothing | |
Territory Confiscate All (instant) | None or All | |
Territory Confiscate Track (instant) | None or All | |
Territory Confiscate Trains (instant) | None or All | |
Territory Confiscate Stations(instant) | None or All | |
Territory Confiscate Buildings (instant) | None or All |
CARGO & ITEMS
Effect |
Range |
|
All Passenger & Cargo Production | Variable % -99 to +100 | All change the number produced each year. |
All Passenger & Cargo Revenue | Variable % -99 to +100 | " " |
Aluminum Revenue | Variable % -99 to +100 | " " |
Aluminum Revenue | Variable % -99 to +100 | " " |
Auto Production | Variable % -99 to +100 | " " |
Auto Revenue | Variable % -99 to +100 | " " |
Bauxite Production | Variable % -99 to +100 | " " |
Bauxite Revenue | Variable % -99 to +100 | " " |
Cattle Production | Variable % -99 to +100 | " " |
Cattle Revenue | Variable % -99 to +100 | " " |
Cement Production | Variable % -99 to +100 | " " |
Cement Revenue | Variable % -99 to +100 | " " |
Chemical Production | Variable % -99 to +100 | " " |
Chemical Revenue | Variable % -99 to +100 | " " |
Coal Revenue | Variable % -99 to +100 | " " |
Coal Revenue | Variable % -99 to +100 | " " |
Coffee Revenue | Variable % -99 to +100 | " " |
Coffee Revenue | Variable % -99 to +100 | " " |
Cotton Production | Variable % -99 to +100 | " " |
Cotton Revenue | Variable % -99 to +100 | " " |
Diesel Production | Variable % -99 to +100 | " " |
Diesel Revenue | Variable % -99 to +100 | " " |
Fertilizer Production | Variable % -99 to +100 | " " |
Fertilizer Revenue | Variable % -99 to +100 | " " |
Food Production | Variable % -99 to +100 | " " |
Food Revenue | Variable % -99 to +100 | " " |
Goods Production | Variable % -99 to +100 | " " |
Goods Revenue | Variable % -99 to +100 | " " |
Grain Revenue | Variable % -99 to +100 | " " |
Grain Revenue | Variable % -99 to +100 | " " |
Gravel Production | Variable % -99 to +100 | " " |
Gravel Revenue | Variable % -99 to +100 | " " |
Iron Production | Variable % -99 to +100 | " " |
Iron Revenue | Variable % -99 to +100 | " " |
Log Production | Variable % -99 to +100 | " " |
Log Revenue | Variable % -99 to +100 | " " |
Lumber Production | Variable % -99 to +100 | " " |
Lumber Revenue | Variable % -99 to +100 | " " |
Mail Production | Variable % -99 to +100 | " " |
Mail Revenue | Variable % -99 to +100 | " " |
Milk Production | Variable % -99 to +100 | " " |
Milk Revenue | Variable % -99 to +100 | " " |
Oil Production | Variable % -99 to +100 | " " |
Oil Revenue | Variable % -99 to +100 | " " |
Paper Production | Variable % -99 to +100 | " " |
Paper Revenue | Variable % -99 to +100 | " " |
Passenger Production | Variable % -99 to +100 | " " |
Passenger Revenue | Variable % -99 to +100 | " " |
Produce Production | Variable % -99 to +100 | " " |
Produce Revenue | Variable % -99 to +100 | " " |
Pulpwood Production | Variable % -99 to +100 | " " |
Pulpwood Revenue | Variable % -99 to +100 | " " |
Rubber Production | Variable % -99 to +100 | " " |
Rubber Revenue | Variable % -99 to +100 | " " |
Station Production | Variable % -99 to +100 | " " |
Station Revenue | Variable % -99 to +100 | " " |
Steel Production | Variable % -99 to +100 | " " |
Steel Revenue | Variable % -99 to +100 | " " |
Sugar Production | Variable % -99 to +100 | " " |
Sugar Revenue | Variable % -99 to +100 | " " |
Tire Production | Variable % -99 to +100 | " " |
Tire Revenue | Variable % -99 to +100 | " " |
Uranium Production | Variable % -99 to +100 | " " |
Uranium Revenue | Variable % -99 to +100 | " " |
Waste Revenue | Variable % -99 to +100 | " " |
Waste Revenue | Variable % -99 to +100 | " " |
Wool Production | Variable % -99 to +100 | " " |
Wool Revenue | Variable % -99 to +100 | " " |
(Locomotive Name) Availability | Normal, IMMEDIATE, NEVER | Any locomotive can be triggered. |
(Manager Name) Availability | Normal, IMMEDIATE, NEVER | Any manager can be triggered. |
VARIABLES
Effect |
Range |
|
Set Global Variable1(GAMEVARIABLE) | Variable # -99 to +100 | Numbers can be used to add and subtract. |
Set Global Variable2 (GAMEVARIABLE) | Variable # -99 to +100 | Numbers can be used to add and subtract. |
Set Global Variable3 (GAMEVARIABLE) | Variable # -99 to +100 | Numbers can be used to add and subtract. |
Set Global Variable4 (GAMEVARIABLE) | Variable # -99 to +100 | Numbers can be used to add and subtract. |
Add To Global Variable1 (GAMEVARIABLE) | Variable # -99 to +100 | Numbers can be used to add and subtract. |
Add To Global Variable2 (GAMEVARIABLE) | Variable # -99 to +100 | Numbers can be used to add and subtract. |
Add To Global Variable3 (GAMEVARIABLE) | Variable # -99 to +100 | Numbers can be used to add and subtract. |
Add To Global Variable4 (GAMEVARIABLE) | Variable # -99 to +100 | Numbers can be used to add and subtract. |
Set Company Variable1 (GAMEVARIABLE) | Variable # -99 to +100 | Numbers can be used to add and subtract. |
Set Company Variable2 (GAMEVARIABLE) | Variable # -99 to +100 | Numbers can be used to add and subtract. |
Set Company Variable3 (GAMEVARIABLE) | Variable # -99 to +100 | Numbers can be used to add and subtract. |
Set Company Variable4 (GAMEVARIABLE) | Variable # -99 to +100 | Numbers can be used to add and subtract. |
Add To Company Variable1 (GAMEVARIABLE) | Variable # -99 to +100 | Numbers can be used to add and subtract. |
Add To Company Variable2 (GAMEVARIABLE) | Variable # -99 to +100 | Numbers can be used to add and subtract. |
Add To Company Variable3 (GAMEVARIABLE) | Variable # -99 to +100 | Numbers can be used to add and subtract. |
Add To Company Variable4 (GAMEVARIABLE) | Variable # -99 to +100 | Numbers can be used to add and subtract. |
Set Player Variable1 (GAMEVARIABLE) | Variable # -99 to +100 | Numbers can be used to add and subtract. |
Set Player Variable2 (GAMEVARIABLE) | Variable # -99 to +100 | Numbers can be used to add and subtract. |
Set Player Variable3 (GAMEVARIABLE) | Variable # -99 to +100 | Numbers can be used to add and subtract. |
Set Player Variable4 (GAMEVARIABLE) | Variable # -99 to +100 | Numbers can be used to add and subtract. |
Add To Player Variable1 (GAMEVARIABLE) | Variable # -99 to +100 | Numbers can be used to add and subtract. |
Add To Player Variable2 (GAMEVARIABLE) | Variable # -99 to +100 | Numbers can be used to add and subtract. |
Add To Player Variable3 (GAMEVARIABLE) | Variable # -99 to +100 | Numbers can be used to add and subtract. |
Add To Player Variable4 (GAMEVARIABLE) | Variable # -99 to +100 | Numbers can be used to add and subtract. |
Set Territory Variable1 (GAMEVARIABLE) | Variable # -99 to +100 | Numbers can be used to add and subtract. |
Set Territory Variable2 (GAMEVARIABLE) | Variable # -99 to +100 | Numbers can be used to add and subtract. |
Set Territory Variable3 (GAMEVARIABLE) | Variable # -99 to +100 | Numbers can be used to add and subtract. |
Set Territory Variable4 (GAMEVARIABLE) | Variable # -99 to +100 | Numbers can be used to add and subtract. |
Add To Territory Variable1 (GAMEVARIABLE) | Variable # -99 to +100 | Numbers can be used to add and subtract. |
Add To Territory Variable2 (GAMEVARIABLE) | Variable # -99 to +100 | Numbers can be used to add and subtract. |
Add To Territory Variable3 (GAMEVARIABLE) | Variable # -99 to +100 | Numbers can be used to add and subtract. |
Add To Territory Variable4 (GAMEVARIABLE) | Variable # -99 to +100 | Numbers can be used to add and subtract. |