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Ah, hopeful mankind!
I tend to play slowly, but think during construction so the game time is paused, but for people with good mousing skills, Trainiac seems to work with practice. With my slow play style, you just need to outpace the AI growth, which isn't too hard. Issue bonds, spend on profitable new lines, win.
Ok, here's an actual contribution to the AI debate. I have tried to do some testing to see what the AI pays for track when the player is set to Realistic. (Devs have suggested the AI pays the same as the player when the player uses Easy track. I don't know why they won't tell us the Realistic mode compensation.)
The data are pretty opaque, but it seems be be 2X what the player pays. There was some indication that it started higher and was dropping but data is hard to compile with high precision. I think with what I've learned I might give it another try with more confidence.
If anyone else wants to try, here's a leg up: each Platform adds 11.7 miles to the total track figure, and the AI seemed to pay the same as the player for railroad buildings and engines from what I could track. Earthwork/Bridge/Tunnel costs matter, so look for an AI in flat territory. At the start of the game it is easier to gather data. Once they have a lot of trains the income clutters the data pretty badly. I have not seen any of the anomolies others have reported (discounts buying businesses etc.)
In my testing, I also observed that the AI was building Maintenance at EVERY Station, and did occasionally upgrade City Stations from small to medium. It built a small Station at a single Rural good location, and a large Station when it could pick up a pair of Rural goods.
Everyone wants the AI to play with the same rules you've set and play at the same skill level you do. It doesn't, and it can't. You already know all that, so why do people continue to beat a dead horse to a pulp?
Why can't it? I haven't seen a persuasive argument yet for why the AI needs to operate using a totally different ruleset then the player.
I have a lot of fun optimizing and experimenting. I'm more focused on the tasks (most of them are very easy), rather than my competitors. If it was for me, we could get rid of the competitors alltogether and instead give the player really difficult tasks to master.
Of course it would be great if there was a competent AI using "normal" track-mode. I have my doubts that this is very realistic though. Laying tracks can get insanely complicated. And if it is complicated even for a player, then it's pretty much impossible for the AI. It's the same with all "deep" games: usually, you have to go multiplayer to have a real challenge. Alas, there is no multiplayer in Railway Empire, but then again I don't think it's the kind of game I'd like to play online.
Therefore, the aspect I enjoy most is the logistics part and making my own railsystem work. For this I don't need competitors, but challenges. For example, I might limit myself to a certain amount of platforms per city, a certain amount of rails in between cities, I declare one station a terminal station (tracks may enter the station only on one side) etc. etc.
Those challanges sounds like a great change.
I think you underestimate how difficult it must be to program an AI that can create a good rail system in normal mode. There are so many variables. How many stations & platforms are needed in a town? What is the function of each station/platform? Are the platforms accessed by both sides or only one? Evasion lanes? Two tracks or one? If two tracks: differentiated by good type (freight/express) or directional? Each poses its own problems if you want to split off a track. If several tracks need to converge onto one platform, in what order do you join them together? How many trains can be sustained on individual track-sections? Do you go for a circular or linear system, or a mix of both? Are your systems joined together or do you keep them seperated? Do you use empty locomotives (unload all?) - if so, you can lay down tracks very differently (short evasion tracks). Also, the maximum curve-radius of tracks is quite an intricate topic.
To be honest I don't know of many games that pose such complicated challenges to their AI. There are so many decisions to be made. I doubt that an AI could make decisions as efficient or clever as a player.
For me counts that the endresult anjoyable is, and RE gives me a pretty fun time.