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Apart from that it would be a very hard job to get the railway map in the game. As far as I know there is only one good digital railway map that you could use: the Open Railway Map. It is based on Open Streetmap. But it isn't perfect. Sometimes you'll find only the main tracks, sometimes you'll find some tracks extra, sometimes you find almost every track. And, due to the way it is made, it's hard to tell if the map on the spot you are using is up to date or not. You can look at Google Earth, but also that can give allready historical information.
I think OSM uses polygons so the shapes wouldn't work with the current building system.
If this is early access I think the developer should be open to the needs/wants/ideas of their customer rather than telling people exactly what the game is about and forcing opinions on people. I'm sure that's not of interest to anybody creating a game. Making their game come to life is important but I'm sure flexibility and choice play a part too.
There is a big difference between incorporating an image layer (just some color lines as in ORM, that would show against another color background that already exists) and having actual pre-built lines. The former would simply show as guides and you would still need to build all track, e.g. right on top of the existing track.
Doing actual pre-built lines matching real track is probably not realistic. Probably good 90% of the world's rail track at stations is freight use only. This is what I realized laying my thousands of miles. A station has 40 tracks, and of those only 5 are for passenger trains, plus say a few tracks for train layover or maintenance. There is no way to tell what is where, unless you study how trains operate at this particular station. Also, ORM is not always accurate with crossovers (I find many are missing in various areas, especially between main line tracks).
May be if there is a line-only layer there could be a function to select a particular area (e.g. a rectangle) and convert any lines inside it into track of a particular type. Then you would still need to do plenty of finetuning, but at least the base is there.
One practical trick I will share that I am using now when laying track over long distances is this. This helps deal with the lack of a track layer by making the process more streamlined.
People want to build railroads as straight as possible. So real railroads tend to be long stretches of straights, connected by curves as needed. Of course, in the mountains etc. the straight stretches may be relatively short, but I find they are still there most of the time (in other words, not many true S-curves without a straight stretch).
So I replicate this when laying track, and I find this makes the process easier. My first pass is to lay straights only (single or double track as applicable), the entire distance that can be a few hundred miles long. Laying straights is very easy.
Then I go back to the start and my second pass is add curves to connect the straights. For most connections you need no or just one additional spot for a smooth curve connection. (More will be required for longer curves.) This is also fairly easy. I also add spots as needed to convert track to bridges or tunnels during this second pass. This part has become a lot easier with 1.6 functionality.
I typically add platforms in a separate process as well, made a lot easier with 1.6.