'Railroads!' Maps

Details of maps supplied with the retail version of 'Railroads!'

SouthWest U.S.


Victory Conditions:
By 1899:
- Connect Flagstaff, Phoenix and Las Vegas
- Ship 5 loads of Gold

By 1930:
- Connect L.A. and Las Vegas
- Attain a net worth of $5 million

By 1950:
- Own a Power Plant in Las Vegas
- Attain a net worth of $10 million
- Achieve Sole Control

( US_Southwest )
1850-1890
This scenario covers the Southwest United States, including Las Vegas, Los Angeles, San Diego, and Phoenix.

It is an extremely easy scenario, suitable for beginners.



NorthEast U.S.


Victory Conditions:
By 1880:
- Connect New York, Philadelphia, and Washington
- Terminals in New York, Philadelphia, and Washington
- 50 loads of immigrants from New York to Washington

By 1930:
- Attain a net worth of $20 million
- Purchase 50% stake in another railroad

By 1970:
- Own a Steel Mill in New York
- Ship 100 loads of Steel from New York

( US_East )
1830-1970
This scenario covers the Northeast United States, an area stretching from New York in the Northeast to Washington, D.C. in the Southwest.

It covers the time period 1830 - 1970, which spans the humble beginnings of the American steam trains through the modern era of diesels.

It is recommended for players of all skill levels.



MidWest U.S.


Victory Conditions:
By 1885:
- Connect Pittsburgh, Fort Wayne, and Chicago.
- Steel Mill in Pittsburgh
- 25 loads of Steel from Pittsburgh

By 1935:
- Stockyard in Chicago.
- Own at least 70% of your own stock.
- Ship 20 loads of food from Chicago to Cincinnati, Toronto, and Detroit.

By 1970:
- Automobile factory in Detroit.
- Grow Indianapolis into a Metropolis.
- 33 loads of cars (racing cars!) from Detroit to Indianapolis.

( US_Midwest )
1840-1970
This scenario covers the Midwest United States, an area stretching from Chicago in the west to Pittsburgh in the east. It covers the time period 1840 - 1970.

This scenario includes a number of difficult tasks to complete, and is not recommended for beginners.



NorthWest U.S.


Victory Conditions:
By 1899:
- Grow any two Villages into Metropolises.
- Paper Mill in any city.
- 50 loads of lumber to your new paper mill.

By 1930:
- Newspaper in Boise.
- 100 loads of Passengers to Seattle, 40 loads of Paper to Boise.
- Attain a net worth of $25 million.

( US_Northwest )
1850-1930
This scenario covers the Northwest United States, an area stretching from Vancouver in the Northwest to Boise in the Southeast.

It covers the time period 1850 - 1930.

In this scenario, all cities begin small and it's your job to grow them.
This presents some unique routing and growth challenges and is recommended for moderate to skilled players.



Great Britain


Victory Conditions:
By 1850:
- Connect Liverpool and Manchester.
- Own at least 70% of your own stock.

By 1922:
- 20% minority stake in every other railway.
- Connect Birmingham, Liverpool, London, and Manchester.

By 1957:
- 20 loads of Passengers from Manchester to London, 20 loads of Mail from Birmingham to London.
- Set a world speed record with the A4 Mallard.
- Attain a net worth of 30 million.

( UK )
1829-1957
This scenario covers the majority of Great Britain and covers the time period 1829-1957.

This scenario begins in the early days of steam technology, starting with Stephenson's Planet, and continuing into the modern era with classic machines like the A4 Mallard and Gresley's Flying Scotsman.

This scenario is of average difficulty, suitable for most players.



France


Victory Conditions:
By 1870:
- Connect Marseille to Lyon and Paris.
- 10% minority stake in every other railway.

By 1914:
- 10 loads of Passengers (troops) to each of Paris and Orleans.
- Grow Orleans into a city.

By 1945:
- Arms Factory in any city.
- 10 loads of Arms to Paris.
- 20 loads of Mail from both Paris and Orleans to Marseilles.

By 1945:
- Attain a net worth of F20 million.
- Eliminate all competition.
- Connect Madrid, Paris and Bern.
( France )
1842-1989
This scenario covers the majority of France and covers the time period 1842-1989.

This scenario begins some 10 years after the world's earliest railways, during the birth of the late-blooming modern French rail system, through the pioneering high-speed TGV.

This scenario is of average difficulty, suitable for most players.



Germany


Victory Conditions:
By 1870:
- Connect Leipzig and Dresden with Berlin.
- 15 loads each of passengers and mail from Berlin to Dresden.
- Attaining a net worth of DM5 million.

By 1920:
- Connect Hamburg to Berlin.
- Build Terminals in Hamburg and Berlin.
- Achieve a speed record transporting passengers from Hamburg to Berlin.

By 1980:
- Connect Berlin, Frankfurt, Munich, and Cologne.
- Steel mills in Frankfurt and Munich.
- Deliver 50 loads of automobiles to any city.

( Germany )
1835-1980
This scenario covers much of Southeast Germany and surrounding lands, including Frankfurt, Hamburg, Nuremberg, Cologne and Berlin.

It covers the time period 1835 - 1980.

The trains of this scenario are slanted towards diesels and electrics, so the late era is recommended for most players.



Island Hopping


Victory Conditions:
By 1900:
- Be the last railroad standing

By 1970:
- Be the last railroad standing

( Multiplayer_01 )
1850-1970
This multiplayer map is designed for four players and involves quite a lot of water for players to contend with.

Players must plan carefully, as early track laying costs can cost you dearly at the beginning of play on this map.

The economy and trains are based on the Northeast US scenario.



Mesa Madness


Victory Conditions:
By 1900:
- Be the last railroad standing

By 1970:
- Be the last railroad standing

( Multiplayer_02 )
1850-1970
This map is designed for 4-player multiplayer play and contains a playfield full of mesas and southwestern-style features.

The economy and trains are based on the Southwest US scenario.



Southeastern Europe


Victory Conditions:
By 1900:
- Be the last railroad standing

By 1970:
- Be the last railroad standing

( Multiplayer_03 )
1850-1970
This map is designed for 4-player multiplayer play and contains much of Southeastern Europe, including parts of Turkey, Romania, and Greece.

The economy and trains are based on the Germany scenario.



Double Cross


Victory Conditions:
By 1900:
- Be the last railroad standing

By 1970:
- Be the last railroad standing

( Multiplayer_04 )
1850-1970
This multiplayer map is designed for four players.

This map is divided by a crisscross of mountains that will keep most players isolated from each other.

The economy and trains are based on the France scenario.



Fiery Axis


Victory Conditions:
By 1900:
- Be the last railroad standing

By 1970:
- Be the last railroad standing

( Multiplayer_05 )
1850-1970
This multiplayer map is designed for four players.

The map is fashioned into the shape of a curious fiery axis.

The economy and trains are based on the Northeast US scenario.



Quad City Lake


Victory Conditions:
By 1900:
- Be the last railroad standing

By 1970:
- Be the last railroad standing

( Multiplayer_06 )
1850-1970
This multiplayer map is designed for four players.

The map features a very large lake at the center of the map with four tributary rivers extending outward, dividing the playfield into four distinct land masses.

The economy and trains are based on the Northeast US scenario.



Rivers' Run


Victory Conditions:
By 1900:
- Be the last railroad standing

By 1970:
- Be the last railroad standing

( Multiplayer_07 )
1850-1970
This multiplayer map is designed for four players.

This map features several intertwined rivers sprawling across the map.

The economy and trains are based on the Great Britain scenario.



Hill Valley Rush


Victory Conditions:
By 1900:
- Be the last railroad standing

By 1970:
- Be the last railroad standing

( Multiplayer_08 )
1850-1970
This multiplayer map is designed for four players.

This map contains very little in the way of hills or valleys, so tracks will be cheap and trains will be fast.

The trains and economy are based on the Northeast US scenario.



... and the bonus 'Holiday scenario' download ...

A Tycoon's Tale


Victory Conditions:
By (ERA1):
- (GOAL1)
- (GOAL2)
- (GOAL3)

By (ERA2):
- (GOAL1)
- (GOAL2)
- (GOAL3)

By (ERA3):
- (GOAL1)
- (GOAL2)
- (GOAL3)

( Santa )
1850-1922
Greedy robber barons are encroaching on Santa's supply chain, taking over local industries, and leeching toys that were to be delivered to Santa's Workshop.

Create and deliver large quanities of toys and supplies to Santa's Workshop while keeping your competition at bay.

Santa and the children of the world are looking to you to save Christmas!