*If there's a good not being used, when you have the money, creating a completely new industry chain can be lots of fun. I ended up laying new tracks to make better routes for those trains so they could each supply another city. *When playing, be careful how many goods are sent to one city (you'll just have to watch the cities.) In my last game I flooded Munich, which was only a city, with beer (2 trains with 8 cars a trip for 5 years and no other goods) and they stopped demanding it. *When laying the track there are 2 important things: the grade keys (-,+) to reduce the grade of the track (Reignking, this is what will create your tunnels) and holding the mouse buttom down instead of just clicking, as this will let you determine the approach angle the tracks will take up to that point. Sometimes its just more beneficial for you to never have two tracks cross paths. You can scrap track and get some resources back if you mess up, so keep trying.
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I'm finding Sid's R!'s track laying system to be much more indepth. *Remember when you double track that you need to click on single track and create a cross over rails. *As Shylock stated, every senario can be played in 'Train Table Mode', even the none adjective ones. *On the train routing pop-up it tells you exactly what path the train is taking, I found this immensly helpful in modifying tracks so they took the path I wanted. Overall though, I like this installment just as much as RT2, even though a few things have changed. With no pause in mutliplayer, then it would take the player away from their tracks and planning. I used to spend a lot of time playing and toying with it in RT2.
![sid meier railroads full version sid meier railroads full version](https://cdn.mos.cms.futurecdn.net/85125a31a859d1b2f494fc2a32111f12-1200-80.jpg)
Looking at it that way, I understand why the stockmarket was simplified, because as someone stated it is a game in and all of itself. As I see it, this game was built for multiplayer, much more than the RT series.