Absolutely great work on the Wiki, Sir RedKnight! I have learned soooo much from your researh & articles, TY.RedKnight wrote:Hi folks,
Due to a question by Oddible (check wiki Resources page history), I felt compelled to fill in some of all the stuff I left unsaid, here.
Is any of this General Strat page new to you old hands? I never know if the thoughts I see in a vacuum are common knowledge, or have holes I never saw. Especially since I don't do mp.
RK
P.S. Great to see you folks!
I'm a newbie, not an old hand, but thought I'd answer anyway - hate to see a serious question go by without an answer. I hadn't realized that the Strategies page just went up, everything seems so polished I assumed it had been there for a long time!
I've played a lot lately on the Northeast U.S. scenario, single player at first then included one & two AI's for a bit more interest. They have taught me a few things too, most of them bad, although leaching or claim-jumping is perfectly legal & acceptable!

When a game started to go bad for me, I would back up to an earlier version to try a different tactic, or start over with a new plan, so I've developed a more intuitive feel for what works rather than a strict mathematical proof of concept as you have done - just too much work for that!
My opinion on your General_Strategies:
Trim Your Terminals - excellent advice, worth it's weight in gold. I even linked to it in my track laying article & included a picture! I had seen trains stopping in the center of "loading tracks" at stops, just wasn't sure if short or long was best as both have disadvantages. Most times I agree, short is better! Just take care when connecting to "loading tracks" to avoid "breaking" curved spans into lower speed blocks.
Ping-pong Same Resource - if you mean a train that goes only between 2 stops, a resource & its demand, then I agree, you can almost "set & forget" that train. Downside is 50% of travel is empty. The AI's taught me to leave empty cars in place for speedier loading, that works really well. An outgrowth of this one is later, when the demand stop produces product/goods from the resource, your train can load product after delivering resource and then deliver the product, a "chain train." More time making money & less time moving empty. I usually set 4 res. cars & 4 product cars & leave it that way. While this train will often be on "dedicated track" at the start, it needs to be connected to the grid later.
Weightless Empty Cars - yes, leave them in place for re-use. If you have trouble with a long train blocking, put in more signals (shorter "blocks) to allow them to get closer before stopping. It's easy to install a signal anywhere you want one! Trains usually only "look ahead" one or two blocks at a time.
Monogamous Trains - aka "dedicated track" & "spur line." Okay in the very early game, to get money flowing. But building track takes most of your money early on, you can't really afford not to re-use track by having other trains also operate there! The skill comes in finding ways to do it that don't snarl or tie-up your trains.
The Least-Useless Train - I can't really agree here, the resources grow & output faster so the ARC won't be able to keep up. Your line, "Just as long as it can handle the resource output -" tends to cover this, however.
Falling Off the U-Tube - I'm kinda lost here, so no opinion.
No criticism of you RK, I'm in awe of your take on things. I live near & have often travelled on the NorthEast Corridor, so I try to model the prototype as much as the game program allows -- not easy, but who doesn't enjoy a challenge?
Be sorta nice if a few of the "hard-core gamers" would chip in with some feedback; as you say, working in a vacuum is difficult.
Thanks again for so many thought-provoking articles & posts.
Keo