Posts by T e r r e


    This contribution is limited to a variation of the game dynamics, which can be applied to any scenario but for new versions.

    Such new versions of the game could be called: "Classic Associations", "USA Associations", "SoE Associations" and etc.

    It probably only works for 1x and 2x speed versions.

    It is only a matter of introducing a couple of changes: Employees, that is, Positions and the way to earn PPs for Associations.

    I. Positions:

    Employees are the people who make everything work. Each player hires them freely. Some will be hired for the player and others for the association.

    The salaries of the employees of each position (salaries that vary depending on the Position and that the RN-Team will decide), are automatically paid twice per Era, in the middle and at the end of each Era.

    At any time the player can fire one or more employees to reduce expenses.

    1.1 Motormen (machine operator):
    Every train will require a certain number of motormen. The number of employees may depend on the train or the Era, so that less and less are required to run the train, but they will increasingly charge more. No train will run without hiring a Machinist at least. New trains may use old Machinists, but their salary will be updated to that of the train.

    1.2 Workers:

    The Workers will be those who build the roads. Once a road is built, all members can use it forever. This position is hired for the association, that is, each player decides how many Workers he wants to hire, but once he hires them, they will be employed by the Association. The cost of each new route depends proportionally on the number of members, but not on the number of routes built. The construction time of each new route will be inversely proportional to the number of members of the Association. This means that for small associations, the cost is minimal, but it will take a long time to build the new route. Similarly, the cost skyrockets for associations with many members, but the roads will be built much more quickly.

    Worker's effect on the Construction of Routes: As the same routes are for all members, the majority (50% ... 60%?) of members must contribute on each new route to build. Only active players at the time of starting construction must contribute. Anyone can start the construction by contributing his "cash" percentage. Then, when each player logs in, he will contribute his own route quota in order to continue. Eg if the route costs $ 1,000,000 and there are 10 players, 5 players must contribute $ 200,000 each to build the new route. Each player who contributes will receive a prestige equivalent to the number of routes built, if it is route No. 15 they build, each player who contributes will receive 15 PPs. If 5 players are needed, but they contribute more than 5, the construction time is decreased, but still, everyone will receive the same 15 PPs.

    1.3 Mechanics: It is not required to delete the current item "Mechanic" but it is complemented by a permanent charge. By hiring Mechanics, maintenance will not be immediate, but the train must be "parked" in the Train Depot for repair. The cost of maintenance will depend on the type of train. And the time will be inversely proportional to the number of Mechanics: The more mechanics are hired, the faster each train will be repaired. The Museum could be used for maintenance, but it is not as consistent and realistic as doing it in the Depot. Even better, a new Building could be created: "Hangar" or 'Workshop' which will only serve for Maintenance. When taking out the 100% repaired Train, no time will be expected (as it happens in the Museum). That is, this charge eliminates the option to Magically Repair Trains.

    1.4 Staff chief:

    In order to receive a new member of the Association, this position in charge of the employees, will charge the Membership to each new member. The cost of the right to belong to the Association is proportional to the amount of investment made by the former members of the association that directly benefit the group: Routes, investments in industries, donations to Headquarters, etc.

    The more former members have invested, the more each future member must pay. Obviously, the amount is very low and can be deferred (optional) in "installments" (5 to 10?) That are automatically discounted to the new member every new game day, obviously with interest.

    1.5 Professionals:

    Optionally, each of the 3 Bonus buildings (Restaurant, Shopping Center and Hotel) may house a Professional. The role of the professional is twofold: Decrease the cost of level improvement of the respective building, as well as increase (x2 ... x3?) The probability of obtaining a specific prize (of each player's choice) after watching a video of each Association members building.

    1.6 Auxiliaries: Various offices will require Auxiliaries. Auxiliaries can only be hired / fired on the 1st day of each Era.

    1.6.1 Museum Assistant: Hiring 1 Auxiliary halves the waiting time to reactivate 1 train. If you want to reactivate 7 trains in half the time, you should hire 7 Auxiliaries.

    1.6.2. Auxiliary of Central Station: The cost of the passage (if Passengers are included) or the Ton of ONE product (which can be changed when desired), will be increased by 1% per Auxiliary hired. Maximum 25 Auxiliaries may be hired for the Central Station. That is, when hiring 12 C.S. Auxiliaries the value received for the delivery of the chosen product / ticket is increased by 12%.

    1.6.3. Banking Assistant: The Bank will allow a single assistant, who will work 8 hours a day (working hours defined by each player). During that time, a player-defined percentage (30 to 90%?) Of all their money accumulated in the Bank will be "invested" by the Bank; of course such amount will not be available to the player until the Auxiliary finishes his turn (8h). Such "investment" will generate an unpredictable, but always positive and variable return, which will be defined by RN-Team, but which should depend at least on the % invested. The amount chosen for the bank investment does not temporarily release the Bank's balance, you simply cannot use it until the end of the shift.

    1.6.4. HeadQuarter Auxiliaries: Each member may contract with Gold (10 for 24h?) an Auxiliary so that the cost of membership decreases by 3%. Thus, if the 24 members of an Association contribute to 24 Venue Assistants, the cost of membership of member # 25 will be reduced by 72%. If they are not hired, the cost of membership goes up a lot and it will be more difficult for applicants to join the Association.

    II. Prestige:

    - The PPs for investments in industries will also be delivered to the Association and not only to the players who invested in that level of industry.

    - Final bonus for each player directly proportional to: 1) The time in days that he has belonged to the Association and 2) The Association PPs obtained at the end of the game.

    - Building routes will give direct prestige to the Association.

    As this approach strengthens the Association, the prestige that each player receives for the joint work must be increased substantially, so, at the end of the Round, the more PPs the Association has, the more Bonuses each player will win.

    I hope all this proposal can be used or at least can be considered the mayority of it .

    Thanks for reading.


    T e r r e


    Certainly naiked, but my proposal is "A train of each Era", and I add now: with all upgrades, Era by Era: 6 Medals = 7th.

    But anyway, is just an idea ;)

    It is true what several stand out: using gold implies buying it and thus being able to keep the game free for those who, like me, never buy gold (although I do not deny, sometimes, it makes me want. XD)

    However, the abuse cannot be consented no matter how much the existence and use of gold is defended.

    3 interesting procedure that gives more balance could something like this:

    1st option: 2 simultaneous changes:

    - First, prevent trains from being repaired in the museum, that is, the engines can only be maintained if they are active.

    - Second, when you decide to reactivate the train waiting for 10 minutes, the train will be repaired for free. If the waiting time is skipped with an immediate reactivation coupon, you must pay the maintenance (later, when engine be active). I know... this does not balance the use or abuse or not of coupons for this purpose, but it does "reward" those who do not have them and must wait 10 minutes, since "at least" will not spend money to repair them.

    2nd Option (independent of the previous one, but both can be presented).

    - When entering a train to the Museum, the time when this is "sleeping" begins to be counted. Let's call that new variable: "Vigil Time" (VT), which is calculated with 50 percent of the total time the Train remains parked in the Museum.

    - This time continues to accumulate each time the same train returns to the Museum.

    - When you want to reactivate a train and do not want to wait for 10 minutes, you can use an Immediate Reactivation voucher, provided that the "Vigil Time" of this train is longer than 10 minutes. When taking it out, 10 minutes of VT will be disscount. But, if VT <10 min and still want to reactivate immediately, an additional ticket must be paid. Thus, it can be reactivated to 3 Gold and 10 minutes accumulated in the VT, or for 6 gold.

    3rd option: (independent of the previous).

    Another possibility is that "apprentices" (1 star or none) in the daily loto, will be awarded ONLY whit Instant Dispatch, Engine Boost or Mechanic vouchers (among others) and NEVER money prizes.


    The most viable could be the 1st and 3rd options.

    Sorry by text length and my english ;)



    You must pass from one corner to the other of the maze (green circles in opposite corners) going through each of the trains in any order.

    The next Labyrinth, will be solved in order according to the train of each Era.

    Sorry for the extension of the text (and for my english).

    Although I have played on all stages and I love them all, lately I have dedicated myself only to USA Express (without passengers, without monuments). I try to reach equilibrium, that is, I prefer to do everything relatively well (gain prestige, $ and gold, while helping my hometown).

    But of course... if it's about making money... it's very easy: one trick is to have licenses of everything you carry... massively carry few products and have licenses for each of the products you carry (in chain), and eventually you earn titles. Of course, to do it right, you must expand the routes to find the most profitable and good... what you taste better than me. That works if you don't have much time.

    So, the ease of earning money is proportional to your career level (experience) and perhaps the gold you invest. It is not easy to win without a Plus account and without investing gold... but it is not impossible either.

    But making money is not the objective of the game... making titles neither... or buying licenses or hiring workers... all that is the "decoration" used to achieve the goal: to make more Prestige Points.

    And that is the 'fault' of the game: Great that the current scenarios exist, and their internal and exclusive variants... but a fourth type is missing: "The collaborative way": a map where you gain a lot of prestige by taking the city beyond it of others, not to hunt a little of PP in each city or megacity. If the central axis of the game, if the "excuse" to play is to transport goods to a city and so level up it, that is the real competition... and then there will be more wars for the majority... and there will be more alliances and enemity between associations.

    Why do I propose it like this? Because individual winners do not even know about the growth of one city or another, they only go for their prestige-hunting and competitions, and even give them the same in which city they start. If many people like that type of game, there are those who prefer one where the city / association is their priority and, therefore, where they really gain prestige for fulfilling the objective "excuse" of the game: Make your city the best!

    There are many options to motivate we not to change our hometown (HT).

    For example:

    - Double prize (PP and $) in competitions in our HT.

    - Bonus-workers only apply in HT

    - Double profit license delivering RGs in HT

    - 10% (and not only 5%) of daily bonus for deliveries the 4 RGs in HT if you have Plus (this is: not 10% for all deliveries, but only for the 4 RGs in the HT , the rest of deliveries either from other products, or in other cities it stays at 5%).

    I like... modifying ;)

    Server: Express

    Map: Classic (no PAX no Monuments)

    RG by Era: No 8-limit.

    Engines per era: No limit. When the hook is achieved, you can begin to investigate the next Era. At the beginning of the new Era (7 days per Era), you can buy new engines, but from before you can investigate them in the Lab.

    Hook: The utility of the hook becomes effective only when the new Era begins. So, if your city grows to level 9 in Era 1 (by ex.) you can transport the Era 2 RGs only with Career and special engines, until Era 2 begins.

    PAX: NO

    Buildings levels: limit to 20 * #Era, so in 1st Era, you can improve 20 levels (not each, but all) the buildings you want. In Era 2, 40 levels... and so.

    WareHouse: YES.

    Choosing a home city: NO (Random!!!)

    Home city change: YES, 3 times, only available in Eras 1 to 5.

    Pre-registration: YES Pay 500 Gold for 1st time... after, pre-registrer at EG for new Round. Always Pre-Reg cost 500 Gold. 500 Gold will get 7 days PLUS Account. You can win more days of PLUS only in competitions.

    New Players: Only in Era 1. When Era 2 begins, no more New Players.

    Prestige for Cargo: Home city only.

    $$$ for Cargo: All places until Era 6.

    Prestige for Cargo in EG: Home Megacity only

    $$$ for Cargo in EG: Home Megacity only

    48 RGs in EG: Each 12 RGs ending delivery, the 2 Megacities with less RG delivered, will be eliminated from the EG.

    Competitions: Every city. Competitions in Home City: double prize ($$$ and Prestige) for the first three. No Gold as prizes, but +24h Plus: yes.

    Cities competitions: As always.

    Association Change: YES: Freely all the time (not in EG, as always). All members of each association must be connected to the home city of Assoc before be accepted in Assoc.

    Home City for Assoc - Change: NO.

    Workers: 1 h for make the Bid. Random time for new Bid (1 to 4 hours, with hours, minutes and seconds randomly).

    Licenses: No purchase, only when you win at auctions. The winner of the auction will get the license for 48 hours. The 2nd most bid: you can choose if you buy the license for 24 hours, but adding the difference with the winner's bid. If you do not want it, the $ will be returned and the 3rd can access the license for 18 hours paying the same as the winner ... and repeat until 4th place, for 12h only.

    All other rules: Unchanged or adapted to these rules.

    For all players with any stars

    I suggest the entry price is 500 gold (paid from any server)

    All receive 0 gold in the game. (Without the option to buy gold). NOBODY WILL HAVE GOLD IN THIS SERVER. BUT PAID IT FOR REGISTERING IN EACH ROUND.

    W/O Gold, we have the same chances. 5k or 100000k of free--Gold for each player, don't make difference. But 0 Gold for all: ¡YES! NO Gold as prizes, only Prestige Points. You need work in other servers for paid the 500 Gold to play in it crazy server.

    It would be better to have several exhibition halls instead of only various types of museums. These rooms can be used for one or another exhibition (permanent throughout the Round).

    At the beginning, each player has the Museum on level 1, so we have only one room (showroom). That room will be used throughout the Round explicitly to the train hangar (in case it is in the Museum where the unused trains will continue to be housed, although it would be better to have a Hangar inside the 'Engine House').

    For every 5 levels of the Museum, an additional Exhibition Hall will be available.

    Ideas about possible exhibition hall:

    Hall 1. Train collection. A kind of photographic album of trains that everyone wants to collect. The dynamic to add a new train to the album would simply consist of having at least one such train in the Museum / Hangar. You can only add a new photo if you change the skins of the same train. When you have photos of all the skins of all the trains of an Era (only those that are investigated in the Laboratory, without the special ones), you win a medal (1 per Era). Upon completing all 6 medals in the same round (one photo for each skin of all trains), you will earn an additional medal. In each round, it restarts.

    Hall 2. Table of records: A place to publish our records. Each record will be an image that each user wishes to add in which a new record is reported. The records can be: for each round, for this server or global. The system can help create a standard tab, (maybe customizable in some details), in which records are registered.

    Hall 3. Historical development of the game: In this room the player can combine an exhibition that the system already provides, in which you can appreciate the historical development of the game. In addition, the user can complement the exhibition with his own historical development: servers and rounds played, positions, career points, diamonds, global score, etc. It remains round after round and on each server.

    Hall 4. Museum Café: Guest comments and own contributions room. In this room, the visit of friends or members of the association can be reflected. You can also create content related to the game or the trains: a screenshot of the game or, for example, a didactic activity that the user wants to provide (puzzle, riddle, joke, word puzzle challenge, maze, curious facts .. about trains and/or RN).

    ¡We need more showrooms ideas!

    A new series of medals could be created with respect to the diversity of trains, not only for the quantity, as now.

    Medals would be awarded to those who keep in the Museum a Train of each type of each Era, bought in the respective Era, of course.

    By Example, (for non-Passenger server) : There are 6 trains for 6 Eras = 36 different engines. Whoever buy the 6 trains of the respective Era, wins a medal; who accumulates the 6 Medals, gets a 7th.

    When reading KezLine, it occurs to me that the idea of a Museum is that it is a building to visit, thus, it should generate a bonus or Medal for accumulating visits to the Museum of friends and members of the Association.

    Therefore, when visiting the Museum of another player, you can see the profile of the player, both the accumulated of all Rounds / Servers and the current performance.

    It would even be great if it could be decorated or configured, just like there are train series, that there are Museum Styles.

    The Museum is an element of the game that is wasted.

    Its only current utility is to exchange trains.

    Therefore, I consider that certain modifications could be implemented, such as:

    1. Convert into a Building, with presence in the Player Station.

    The objective of this building is still the same: Save trains that we do not want to use.

    But now, because it is a building, it must have levels. The maximum level of the Museum will depend on half of the sum of the 3 Buildings that will be Bonus: Restaurant, Shopping Center and Hotel. Thus, the maximum level that can be reached in the Museum will be 48. The one that depends on the level of other buildings, alters the game dynamics forcing the player to develop these three buildings as well. Thus, the Museum will become a Building with more importance even than the Engine House.

    In addition and this is important: It is limited to 8 levels per Era.

    Likewise, the level of the Museum determines the amount of trains that can be housed in it (Regardless to the number of trains in service, which determines the Engine House). This amount of trains that the Museum can accommodate could be determined by:

    (100% + (nEra * 10)) * (lvlMuseum +1)

    Thus, for example for Era 1, with Museum level 4, the total of Trains that can be stored in the Museum destined to:

    (100% + (1 * 10)) * (4 +1) = (100% + 10) * (5) = 110% * 5 = 5.5.

    In this case, so that the player can save one more train in the Museum, this building may rise +1 level.

    As an example, I provide the progression, for Era 1 and next, for Era 6:

    Museum Level Total Engines
    1 2,2 = 2
    2 3,3 = 3
    3 4,4 = 4
    4 5,5 = 6
    5 6,6 = 7
    6 7,7 = 8
    7 8,8 = 9
    8 9,9 = 10
    Museum Level Total Engines
    41 67,2 = 67
    42 68,8 = 69
    43 70,4 = 70
    44 72 = 72
    45 73,6 = 74
    46 75,2 = 75
    47 76,8 = 77
    48 78,4 = 78

    In total 78 Trains with this formula would be housed.

    Of course, improving the Museum implies a cost and a prize in Prestige Points, like any Building.

    Using the Museum as a Building energizes several things:

    - There is more to invest in money, slightly altering the simple dynamics of the current Museum.

    - More Prestige Points are generated.

    - The amount of money that the player can hold is much more limited.

    2. Museum fixed in a city: That the museum is always fixed in a single city, of course where what happened was built. Thus, the dynamics of Reactivating a train of the Museum are altered and that "dynamically" in another city different from the Base city of the player. That is, if I have the Museum in city X and I want to reactivate my trains, it will be in that city that I start. The magic not even with gold ;)

    Although if administrators prefer to leave that dummy variable, then it costs gold (additional to "Instant Reactivation").

    Perhaps for an experienced player this does not cause too much inconvenience... but it does give a little more difficulty to those who usually exchange trains for competitions and jump from city to city. If in all ways the option of appearing in another city be kept, it should costs gold at a rate of 5 per train, I say. So who wants to jump from one city to another and also not wait 10 minutes, need to pay 8 gold for each train.

    1 + 2: It would be much more interesting combining the two proposals: That the Museum be Building and be built in a specific city.

    Yes... maybe grouping by color of engines.

    I have 25 Medusas, 12 green and 13 red. Then when I want to select the greens, need make click by click on 12 green... maybe one checkbox simplify the select process.

    Good (and old) idea!

    I propose a New Strategic Worker:

    The characteristic of this worker would be to improve the quality of products processed in factories that require raw materials (such as cattle that require grain), so when an association hires this worker, for 48 hours a higher delivery price will be obtained in the cities of processed goods, but at the same time, in order to increase the quality of the process, the waiting time will be slightly increased.

    It is interesting to make the delivery more profitable, thus reducing the amount of tons delivered. It serves to make more cash but not to make the city grow faster.

    Maybe: +25% in delivery price, and +10% in waiting time.