Producer Dan Magaha explains that since the game is intended to take the approach of modeling the kind of idealized version of history you'd see reflected in a model railroad kit, you won't have to worry about major real-world events like the American Great Depression or either of the two World Wars. These events will mostly be generalized and kept focused on individual goods, rather than being tied to specific historic events. For instance, if the price of beef is getting out of hand, a random event that includes a news report about scandalously unsanitary practices at slaughterhouses will drop those prices in a hurry. These random events will also affect the prices of goods they'll be powerful forces that can either equalize or skew markets. In some cases, you may even end up bidding on technologies you yourself don't need, because you'll want to deny them to your financial rivals for the next two decades. Different inventions will come into play through a series of random events that will pop up over time once a more-powerful steam engine is discovered, you'll have the option to enter into a bidding war to patent it, and if you succeed, you'll hold the exclusive rights to it for 20 years of game time before it becomes public domain. You'll also need to monopolize patents on better train-related technology. To get ahead, you'll need to be the first to chart out the best routes to out-of-the-way villages that will eventually advance through five stages of development to become booming cities. You'll want to have the fastest trains in the land, but they'll also need to be the best suited to carrying their particular cargo, and you'll need to keep them well maintained. Like most great strategy games, Railroads! will have different layers to it. You'll need to build the best railways, corner the market, and eventually buy out your rivals. The game's artists didn't attempt to painstakingly create exact replicas of real-world locations but instead created abstracted versions of each territory, taking the same approach as a hobbyist train modeler would to building out sandy deserts outside of Santa Fe or leagues of limpid ocean off the coast of Cornwall. Though all of the game's terrain has a colorful, pastoral look to it provided by completely separate rendering technology that the Firaxis team has developed for use with the GameBryo 3D engine (an engine that also powers Firaxis' outstanding 2005 strategy game, Civilization IV), each of the different territories has a different look and feel. So, if you want to hunker down and carve a railway empire out of the American Northwest from 1831 all the way to 1970, you can, though you can just as easily play through only 30 years or so of a certain time period, which can take about 30 to 45 minutes of playing time. Each of them can be played during different time periods that can be adjusted easily at the start of each game with a slider. The game's scenarios will take place in the four corners of the USA, as well as in Great Britain, France, and Germany. Railroads! will offer multiple lengthy scenarios that will let you build up a railway empire by purchasing the fastest trains for the job of transporting mail, freight, and passengers by being the first to lay out tracks into new territory by controlling the flow of expensive goods throughout the land and even by doing a little corporate raiding as you attempt to buy out your competitors in the stock market. Sid Meier's Railroads! will let you build your very own railway empire. This new game from developer Firaxis and publisher 2K Games promises even more in-depth economic strategy and an even more picturesque tableaux to use as a giant virtual model kit. Much of the same talent behind that classic game is back at work on an all-new project, Sid Meier's Railroads!. As it turns out, these model trains are a really good subject for computer games, too-consider the original and well-loved 1990 MicroProse strategy game Railroad Tycoon, for instance. Then, some time later, a bunch of guys started using die-cast metals and plastic trees to make tiny train sets that reproduced these noble scenes in miniature. There was a time in the world when captains of industry tamed the frontier, carving prosperous towns out of unspoiled wilderness with the aid of the iron horse.
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