Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You can rename stations anyway, so that last point doesn't matter.
I agree with the above, but also connected stations also impact city growth. A city in which a station is 'not connected' will not grow as fast as a city with a proper connected station. City growth is dependent on the number of loads/revenue hauled to and from a city relative to the rest of the map, and thus the station must be connected for it to count. A city with a non-connected station would grow as if there was no train service. Of course, this a long-term effect, but it is definitely worth it to 'connect' stations to cities.
Servicing industries within map regions also grows those regions (but slower).
Both of these facts can be verified by looking at the included html file "Strategy Guide".
Connect where you can, but if you can create a megalopolis by building a large station that encompasses two cities (like Houston and Beaumont) it might pay off in passenger/rail revenue.
I did a lot of this recently when I finally decided to play the campaigns. Incredibly I had played the game for thousands of hours with scenarios and sandbox customs, sometimes on max difficulty with many computer opponents, and had made dozens if not hundreds of maps... but I had never even started either built-in campaign! I know it sounds incredible, but I did exactly the same thing with the other classic games released by this developer using the same engine and in the same game style, e.g. Tropico 1/2. Thousands of hours, all spent in custom maps and sandboxes.
Well I've now golded the majority of the campaign maps in RRT2 and I can't really say I missed anything by ignoring them for so long. There isn't really much there, and some of them were really, really stupid, annoying, and pointless (all those gimmicky maps like Whistle Stops and Battle of Britain).
But I did have a lot of fun on several of them (Edelweiss, Capetown-Cairo, and China, to name a few), and am going to use the editor to re-tool a bunch for better standalone play.
Ahh Poptop, you are sorely missed. <3
I've been addicted to Civ since my very first load of Civ1 in DOS (with EGA!) and RoM : AND 1/2 is the best Civilization experience that currently exists. Yes, including all the CTPs and all other Civ IV mods.
If you loved Alpha Centauri you might also check out Civ IV mod Planetfall. It can't replace AC, but it's good. One fan to another. ;-)
If you have a CONNECTED station, you are interacting with the things pre-definied for city radius. If the town grows, buildings are picked from the list of possible things the city can have.
If you are simply using pre-existing, city-related buildings (houses & industries generated at map start), but it is NOT connected, you are instead interacting with the area surrounding the city and can only get buildings related with that area.
I will give example from my favourite map, Cascadia:
City of Albany has a chance to get following industries: dairy processor (10%), bakery (3%) and distillery (also 3%). There is also a military base right next to it and one of your mission objectives is to deliver goods (type and quantity) to said base.
Surrounding area, Willamette Valley, has a chance to get following buildings: dairy farm (8%), grain silo (8%), cattle yard (5%), sheep farm (5%), gravel pit (4%), produce orchard (2%) and logging camp (1%).
As you can see, those buildings are completely different, which is why it makes a good example.
So you generate a map and Albany is almost guaranteed to get a dairy processor and most likely a grain silo, dairy farm and a cattle yard nearby.
Example 1
So you build your station in designated spot in Albany (maps have areas where nothing generates, to make it possible to always get a clear path through cities without having to demolish anything). You are now interacting with Albany as a city, since it is CONNECTED. If the city grows, it will gain new houses (it starts with 4-6) and from the list of city industries listed above, a new industry will be rolled out. So you will gain a bakery or distillery, maybe even both (they have lower value as a buildings than a dairy processor, since they are smaller, thus taking up less space, thus making it easier to gain them on city growth).
Example 2
Say you ignore Albany entirely and focus on the military base you have to service to win this map. You build the station close enough to still get it named Albany and it even has all the houses and the dairy processor in the station radius. However, as you will service that station and it will eventually gain growth, you will NOT roll buildings from Albany city radius, BUT instead use the Willamette Valley area to decide what buildings you gain within the radius of the city.
Another important thing to understand is that city radius and station radius are separate from each other. Again, that Albany case. Even if you get it CONNECTED, but the radius of the city (the center of which is always where the name is written) isn't overlapping with the radius of the station, you can get a situation where the city itself grows under your care, BUT the building is generated outside of the station radius. For comparison, if you are instead using a general area rather than city area for your station, the growth will always happen within station radius, as it is fully within the area (and were interesting things can happen if your station is in two separate areas, as you can gain access to resources that normally wouldn't be so close to each other).
Is it all a bit more clearer now?
EDIT
Something that came to my mind as I was commuting back home:
If the station isn't servicing any city (so nothing is "Connected") and thus it is operating on buildings generated in given area instead, once the station grows, the industries that grow in it will NOT BE RANDOM. Instead, they will be only rolled from the buildings that are already in the radius of the station and if they are profitable.
Let's use "Next Stop the 20th Century" map from the campaign. That's the one set in France, where you need to generate profits from industries to win.
Example 1
You have a station having 3 coal mines and 2 iron mines (lucky you). Since you are shipping both like crazy to the Toulouse steel mill, the station is super-profitable. Once growth is achieved, you will roll either a coal mine or iron mine (or maybe both, if you are really lucky), further growing your amount of raw materials for imputs
Example 2
You decide to build a station in Toulouse in this map, but don't Connect it. You still have the steel mill in the radius of your station. Since you are shipping that steel like crazy, too, you are going to achieve growth. However, since you DIDN'T Connect Toulouse, you are not going to roll from Toulouse city industries, but instead from the industries that already were in the radius of your station (so a Steel Mill). However, since Steel Mill is "big value" you can't roll that, as the growth isn't big enough. Instead, you gain randomly picked industry from the general area of that particular region of France
tl;dr
1) Connected DOES affect how the city behaves once expansion is achieved
2) Buildings within station radius affect what new buildings will show up if NOT Connected
3) You should be connecting cities for the "factories" they generate, as on most maps non-city zones aren't generating "factories", only raw material depos.
4) If you are playing the game solely for passenger traffic and mail, all of this is entirely ignorable and Connected only counts for objectives in such situation
I've never been personally keen on doing that.
I make and modify maps all the time and knowing the exact info for whatever map I'm playing makes the game less enjoyable for me. I like a bit of "learn by doing" even if victory takes more effort. That effort is enjoyable and makes me a better player.
My point is more about the fact how massive the difference between "industries in the city area" and "industries in the map zone" are and how proper placement of stations matters a lot. The percentages are given simply to better illustrate it, rather than some sort of harebrained idea people should be digging in map files (since that's basically cheating). And how "connected" isn't exactly the same as "lies within the radius of the city itself".
As far as learning by doing goes, all people need to know is observing the placement of the buildings in the city and know that the middle of the city's name is the middle area of the city itself, but that's just common sense.