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#91 | |
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Hustle
Join Date: Feb 2003
Posts: 370
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Quote:
For a company like Firaxis there really is no execuse for having modern industry available in early scenarios. Who knew that power plants, automobile factories, and pharmaceuticals were available in the the 1830s. So many of the elements in the original RRT were dummy down that I am really surpised. E.g. station upgrade from depot, to station, to Terminal, but there are no extra structures to buy hotels, post office, cold storage etc. The economic model seems very simple indeed, no priority cargo. The stock model is very simple, and no bonds. In someways track laying is too easy but in many ways it is too hard. I hate there is no undo key, nor is there even a bulldoze key. What if I don't want to maintain a line or more likely I really need to change my layout. Actually I'd be more encouraged about the game if if the double tracking mechanism wasn't so hard to construct. I think this is just user error on my part some maybe somebody can help me. Let say I have the following stations A-----B-----C-----D I decide to double track the segement between B and C A----xB=====Cx-----D Where X is the cross over track. I then want to double track the entire line. I can't for the life of me figure out how to do it cause the crossover track is still around Any help would be appreciated. |
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#92 | |
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How To Go
Join Date: Jan 2005
Location: Seattle, WA, USA
Posts: 10,226
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Quote:
One thing I'm experiencing is really bad slowdowns on higher graphics settings. Considering my system is well above recommended specs, I shouldn't have to drop my graphics to "medium" to maintain decent game speed. The small maps also leads to crowding with the AI players. I'm playing the NE map on normal difficulty and all three of us are resorting to really ridiculous looking bridges and tressels (sp?) to get into cities someone else got into first. I've got NY to DC connected but it's the most convoluted route in history, including a bridge across the Chesapeake from Delaware into DC. That's realistic for 1870 or whenever I built it. |
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#93 |
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Spinning Toe
Join Date: Jan 2006
Location: A Chicagoan transplanted to AZ: It really *IS* a dry heat!!
Posts: 552
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I've had quite a few crashes too. By contrast, I had zero crash problems with Civ 4 and Pirates!.
On the one hand, I enjoyed it enough to stay up playing all night, which at my age is hard to get me to do. On the other, it's left me somehow feeling like it's missing .... something. |
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#94 | |
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Mad Chester
Join Date: May 2003
Location: Sparks, MD
Posts: 1,056
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Quote:
-Scott- |
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#95 | ||
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Mad Chester
Join Date: May 2003
Location: Sparks, MD
Posts: 1,056
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Quote:
Deleting track is a bit tricky because we prevent you from deleting track that a train is currently on or is planning on using. A bulldozer and a more complete "undo" feature are certainly things we are considering for the patch. Quote:
-Scott- Last edited by DeathMonkey; 10-18-2006 at 04:50 AM.. |
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#96 |
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Mad Chester
Join Date: May 2003
Location: Sparks, MD
Posts: 1,056
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For those suffering from crashes, please send me a personal message and I'll sync up with you and see what can be done. The answer, unfortunately, may be "we'll have to address it in the patch," but if there's any immediate action that can be taken to avoid the problems we'll let you know.
Thanks! -Scott- |
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#97 |
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Hustle
Join Date: Sep 2004
Posts: 420
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"...cities are too close together for the scale of the map."
I feel that way too, and I don't like the look of the "freeway interchanges" that seem to grow up in big cities. Re doubletracking: Is there a way to get more than 3 tracks serviced by a single station? If not, is there a way to get 2 stations into a big city? I have ended up making lots of triple-track and crossovers,but sometimes it seems as if the AI running the switches doesn't make good use of it-can anyone offer tips on what sorts of layouts work in congested areas? The manual at one point mentioned a subsequent section on "Advanced track laying," but I can't find it, would someone point me to it please? On game play, I like patents, and that using a plant can make it grow; I miss the abilitities to issue debt and new shares. Identifying the RR's wealth with the tycoon's wealth feels odd to me, and it makes the little bios of the historical tycoons feel out of place. I've been having CTD's too, my machine is just below the "recommended" level (ok on RAM, Nvidia 6600 instead of the recommended 6800). |
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#98 | |
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Mad Chester
Join Date: May 2003
Location: Sparks, MD
Posts: 1,056
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Quote:
Currently the only way to get 2 stations in the same city is to buyout an opponent who has a station in the same city as well. -Scott- Last edited by DeathMonkey; 10-18-2006 at 06:02 AM.. |
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#99 |
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New Romantic
Join Date: Sep 2005
Posts: 6,626
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[3) Maps are too small - no transcontinental, not even eastern versus western US. Instead we get maps like Southwest, which consists of the bottom third of CA, a bit of Nevada, and maybe the western half of AZ.
.[/QUOTE] I was thinking the exact same thing last night while reading the manual. I would have love to have seen a race to connect the east to the west first. Also with all the historical background involving the trains and patients, something similar to the civpedia would have been good as well. Also in that context I would have liked to have seen a complete map of the US, and go from the beginning of the industry to modern day. It's too early for me to praise/hate the game, I only finshed the southwest map on the easiest setting with no AI. |
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#100 |
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Hustle
Join Date: Sep 2004
Posts: 420
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Thanks for the information, Scott,and for the suggestion about buyouts. In some cases a buy-out would do the trick, but in others I find my "hub cities" uncontested but congested; it would be nice to be able to have two terminals in a city, maybe one for freight and one for passengers. Is the "currently" an indication that this might be possible in a patch or expansion?
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#101 | |
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Mad Chester
Join Date: May 2003
Location: Sparks, MD
Posts: 1,056
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Quote:
I sometimes use the phrase "currently" to be vague and ambiguous and not get myself in trouble. :) There are features that we have planned and functionality that we're changing that we're excited about, but I don't want to promise something and not deliver. I will say that every technical problem that we get a report for will be scrutinized and fixing those issues are the highest priority tasks for the patch. -Scott- |
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#102 |
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Keeper of the Frop Bog
New Romantic
Join Date: Sep 2004
Location: Enceladus, Saturn
Posts: 7,064
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Features/items to hopefully be changed:
* Camera zoom. I want to zoom out further. * Flatten cities only. I'd like the option to flatten the cities, leaving trees and other objects up. * Map Editor. Is that coming later? I'm disappointed the maps are so small. Sure it may be good for multiplay and for ADD kids that need "stuff going on all the time in the screen"... but I like wide open prairies with a track running through it - a true sense of scale. When I have time (in the future), I'd like to be able to re-do all the scenarios to fit this more grandiose vision. * What's up with automobile factories in the mid-1800's? For goodness sake make industries time sensitive! * I'm glad I can edit the patents. I think they're current values are too unbalancing. Great start and wonderful game... but hopefully you'll continue developing this game (and maybe it as a series for further expansions). |
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#103 |
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Social Worker
Join Date: Oct 2004
Posts: 4,344
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So, this is basically a faster, more focused version of Railroad Tycoon? That sounds like it could be really fun, done by the right person. And I believe Firaxis is full of those kinds of right people. I'm going to have to check this out.
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#104 | |
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World's End Supernova
Join Date: Jun 2002
Location: Boletaria, Gamertag: Ben Sones PSN: bsones
Posts: 16,949
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Quote:
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#105 |
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Mad Chester
Join Date: Sep 2005
Posts: 1,433
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I don't mean to be rude, as it appears that a Firaxis person is here but I am terribly disappointed with the game. I was fairly hyped to read about Railroads! shipping yesterday, as it had been somewhat beneath my radar. The original was the first game I purchased for my new "PC" (a Zeos 386SX/16! 4mb of ram!) back in '90, and what a love affair that was. I was like a kid in a candy store when I was actually able to pick it up and rush home.
The manual was good, but not as good as I was expecting, as I had read reports of it and was expecting a 136 page tome, not the big-text normal manual that was in the box. Very servicable and nice enough in itself; much like the game, however, it didn't meet my heightened expectations. Tutorial went well (other than my confused time trying to buy the lumber as opposed to the paper mill). Graphically, the game is gorgeous. It simply looks fantastic. It better, though, as you are forced to press your nose against the glass the entire time you play. The zoom level is just entirely far too close. I don't know if this is a function of the 3d engine (Is the Pirates! or CivIV engine?) or a conscious design choice but either way the consequences that flow from it cascade in such a way as to dash the hopes I had for the game. I think the small maps are a result of this: when the camera forces you take the map in such small pieces, how could a map covering the whole U.S. work? All the maps will have to be the same size, so that while you conceivably could make an all U.S. map, it will essentially be a sectional map with the cities redone as to fit the scenario. At one point in my NE game, Reading, Allentown, and Eaton occupied the whole screen. If one tiny corner of PA is all that one can see, how could conceivably look at a whole U.S. map without going insane? Other than the small maps and horridly close zoom level, I enjoyed the game for what its worth, at least in the beginning. The simplified mechanics worked for me, as I connected a few cities in the NE U.S. scenario. The reduced cost and easier laying of track soon came back to bite me hard, as competition with my "investor" opponents made some *insane* tracking to both keep me out of cities and reach my markets. It degenerated into a parody of the former game as the tracks began to resemble "Rollercoaster Tycoon" much more than any railroad game. At a later stage in the game, I built an almost entirely elevated route between New York and Washington, D.C., double-tracked, for not a lot of money. It also appeared that the game mixed the stone and steel elements, stone as I layed the first track and then steel when I double-tracked it, such that they were mixed together on the rail-line onscreen. I don't know if was intentional or not but looked odd nonetheless. Time also seemed to flow entirely too fast, although I found the controls towards the end of my game. It seemed that the faster default pace was intentional, as part of the simplification. I also had a couple of points where despite building enormous cyclopean elevated bridges, I could not make trains run between two stations. I assumed that there had to be some track reason but for the life of me I couldn't figure it out. Even tearing it all down and doing it again in a more reasonable fashion wouldn't allow me to set the route up. Its not so much that I couldn't, as I am sure it was my own inexperience that prevented me from doing so, some flaw in my track layout, but that I couldn't get the game to tell me what I was doing wrong, when there was nothing obviously in error. The interface was nice, although I couldn't help but feeling there was some functionality with the trains on the screen in the original that wasn't replicated here. The new supply/demand system worked well, although it seemed in my game "Food" was hard to get away from, as it popped up incessantly. It also seemed that emphasis in this game was completely away from passengers and mail as the most profitable cargo, although I just draw that conclusion based upon the price per load in the "Goods" window. I loved the representaion of what a station offered and demanded. I think the industries system here is a big improvement over the original, although I missed having the resources out on the map raw, having to find them, and then place the station for maximum coverage. Watching cities grow and develop new needs, and being able to set up new input/output relationships was nice. Not having the cities change with the times was another letdown, as well as having the industries all be present from the beginning. Perhaps it was me, but run it past me again how big was the auto demand in the 1840's? I loved being able to customize the trains. Making the "Philadelphia Express" look special was awesome. The individuality of the trains and routes was buried pretty far into the interface, though. Again, here let me say that the graphics are very, very nice, as watching the grain and coal cars fill up is almost a pleasure unto itself. This was mitigated by the fact that on some small runs, with eight cars the train was as long as the run itself. The train would fill up and then run just a touch (it seems there was a tiny minimum distance the engine had to go for any run) and then the money would rack up onscreen. I know that everyone had the best of intentions with this game. Sid's name is almost a must-buy for a game, even if its not a genre I am particularly interested in. I was pleased with the Pirates remake (I even came to enjoy the Dance Dance portions, or not hate them) and Civ IV was a winner as well. It is entirely possible that most of these faults are all mine, and there are options to rectify many if not all of these things. I spent an evening with it; perhaps more time would allow me to work out some of these details on my own. Unless you can patch in larger maps, more realistic tracking, and a much, much wider zoom-out and feel, this effort will remain on my shelf as opposed to on my hard drive. I will have to wait for the reviews before dive into another of Sid-branded games sight-unseen. Last edited by rhinohelix; 10-18-2006 at 11:42 AM.. |
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#106 |
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Social Worker
Join Date: Jun 2002
Location: Woodstock, VT
Posts: 3,173
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Thanks for the considered breakdown, rhino -- I think I'll be passing on this one. I can certainly see why Firaxis would want to broaden the game's appeal, given the popularity of the subject matter, but the changes they've made -- making crazy track layouts the norm, reducing realism, reducing scale -- all push the game out of my field of interest. I hope it sells like crazy for them, though, so they can finally remake Covert Action. Which they're going to do next. Right, DeathMonkey? Right?
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#107 |
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New Romantic
Join Date: Sep 2004
Location: Pasadena, Ca
Posts: 7,113
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I'd like to hear of folks' experience with the higher difficulty levels. Saying the game is too easy when you are playing on investor difficulty strikes me as a bit hypocritical (no offense meant here; it just doesn't make a lot of sense to me).
Lorini |
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#108 |
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Mad Chester
Join Date: Oct 2004
Location: BFMN, IL
Posts: 1,230
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I don't think I can take anything but great in a Railroad Tycoon game. I think RRT3 is great, even with all the criticisms made of the game, so I'll just keep playing that for my railroad fix.
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#109 |
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New Romantic
Join Date: Sep 2004
Location: Pasadena, Ca
Posts: 7,113
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But Eduardo, you note that you like RRT3 despite the criticisms of the game, why would you necessarily not like Railroads! despite the criticisms of it?? There's supposed to be a demo soon, I'd recommend at least trying that.
Lorini |
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#110 | |
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Keeper of the Frop Bog
New Romantic
Join Date: Sep 2004
Location: Enceladus, Saturn
Posts: 7,064
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Quote:
There are a few "realism" options... but they're more like turning off cheats. DeathMonkey - I sure hope you can comment on my notes further up. Lots of potential in the game... but you guys had to know how us longtime RRT players would feel about this incarnation. That's why I'm desparately hoping you're planning on adding to the game to help satiate those of us that like more realism... and the first release is to placate the younger players and those that wanted multiplayer. Last edited by jpinard; 10-18-2006 at 11:31 AM.. |
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#111 |
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New Romantic
Join Date: Oct 2003
Location: Madison, AL PSN&Live:BobJustBob
Posts: 8,370
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Realism. Ugh.
Keep the impressions coming, though. I'm much more interested in this game than I was yesterday. |
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#112 | |
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How To Go
Join Date: Jan 2005
Location: Seattle, WA, USA
Posts: 10,226
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Quote:
The small maps are really beginning to annoy me. I'm playing the NE US map on normal difficulty and after 70 years the map is absolutely crowded with rail lines. Anything worth connecting to is connected by at least one of the three rail companies and many cities are connected to at least two rail companies. Like earlier RRT games, the second connection looks rather convoluted. As Rhinohelix suggested, it does start to resemble a "rollercoaster effect" after a while as lines bridge over each other, over the tops of mountains, across large bodies of water, etc. Finally, I found easy difficulty super easy - bought out all my competitors after 20 years. Now I'm on normal and it's harder, but only in the sense that the AI protected itself by buying it's own stock and is a bit more aggressive on patent and industry auctions. I'm still well ahead in overall value of my company and it's really just a question of having the patience to save up enough cash to buy out my rivals to end it all. |
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#113 | |
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Mad Chester
Join Date: Oct 2004
Location: BFMN, IL
Posts: 1,230
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Quote:
To be honest, I don't know what it is about RRT3 I like so much. I suck at it. I guess I really like seeing my rail empire work itself out, but once the AI gets competative I find myself losing quick. However, the sandbox modes bore me. |
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#114 |
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Social Worker
Join Date: Sep 2004
Location: Boston
Posts: 3,871
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The RRT series was one of the deepest economic games around yet remained very approachable. Dumbing down and simplifying the game just strikes me as an assine viewpoint. What is the purpose of this? Are sales numbers like that of Railroad Tycoon II just not enough? A game that was highly regarded for it's educational value, depth of gameplay, and popularity, needed to be simplified? Is the next step to dumb down Civ?
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#115 | |||
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Mad Chester
Join Date: May 2003
Location: Sparks, MD
Posts: 1,056
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Quote:
Quote:
Quote:
-Scott- Last edited by DeathMonkey; 10-18-2006 at 12:26 PM.. |
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#116 | |
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Social Worker
Join Date: Oct 2003
Location: Somewhere, PA Gamertag: fuzzyslug
Posts: 4,688
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#117 | |
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Broad Band
Join Date: May 2006
Posts: 208
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Quote:
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#118 |
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New Romantic
Join Date: Sep 2005
Posts: 6,626
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Ok I think there is something wrong with the autosave option. When I go to load a game, there is no autosave even though the game tells me every 5 minutes that it autosaves. Which is annoying as I just lost a hour of gaming because the game crashed and I didn't do a hard save.
Also I think I reached an impass, I had 2 ai guys on and I was at least 6 million ahead of each. Yet to buy them out I have to pay 21 million a stock since they're all bought out. How can I raise enough money when I'm at around 6 million of cash? |
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#119 |
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Social Worker
Join Date: Oct 2004
Posts: 4,344
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This game has really small maps, surprisingly so. It's tough to wrap my head around what strategies I'd use when I'm used to such huge, sprawling maps from previous incarnations.
However, I'm willing to give Firaxis the benefit of the doubt and not approach this game as RRT4, but as a new game altogether. |
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#120 | |
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World's End Supernova
Join Date: Jun 2002
Location: Boletaria, Gamertag: Ben Sones PSN: bsones
Posts: 16,949
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Quote:
I think I've gone from "day one purchase" to "wait and see" with this game. Last edited by Ben Sones; 10-18-2006 at 03:40 PM.. |
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Will! Sid! Meier's! Railroads! be! Good!?!
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