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

Here’s 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  
MAIL $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 don’t 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 don’t 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 shareholder’s equity
CompanyRevenueThisYear Optional – Class Company’s revenue for this year only.
CompanyRevenueLifetime Optional – Class Company’s revenue for its entire lifetime.
CompanyNetIncomeThisYear Optional – Class Company’s net income for this year only
CompanyNetIncomeLifetime Optional – Class Company’s 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 player’s 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 don’t 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 don’t 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 territory’s 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.