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  • |description=Steel was SRNW and split by flipflops after the steel pickup and mixed with normal traffic. The game ended with about 1.400 trains runni |description=The large TL/CL meant it was convenient to build transfer stations at sidelines with some nice results. Perhaps the challenging nature of ML e
    7 KB (1,066 words) - 11:18, 24 November 2013
  • ...aths invisible to trains. Hence the abundant use of reversers and terminus stations. We ended the game with the main loops having 7 lines and 1100 trains. ...supplies. Apart from that there appeared various primary stations, double-stations for farms, or even clusters of industries. All in all this game was very in
    9 KB (1,355 words) - 21:53, 9 May 2013
  • ...is the Intercity network which interchanges passengers between various ICE stations. ICE is usually based a lot around growing towns and creating local network ...games are generally using many groups of trains which go between each two stations, therefore it is necessary to name and group trains properly.
    5 KB (844 words) - 08:31, 20 July 2018
  • |imagedescription=The food factory drop & pickup}} ...ng different cargo. Overflow also worked as refit area. The game did not pickup much interest from the users. The game was abandoned after having about 14
    7 KB (989 words) - 19:28, 7 June 2015
  • ...one. Do not add signals just yet and don't place any track paralel to the stations. == Stations ==
    9 KB (1,653 words) - 05:46, 7 June 2015
  • '''Strengths:''' Primary pickup stations, overflows, sideline hubs '''Weakness:''' Backbone hubs, main station hubs, main stations, making decisions, SRNW's
    596 B (82 words) - 16:55, 28 October 2016
  • ...find a coal mine making hardly any coal, but close to one of your existing stations? Trains are too expensive for that, at least early on. (Eventually, the ind First find a coal mine close to one of your pickup stations, without much water in between.
    2 KB (297 words) - 01:35, 22 January 2024

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