
So Casey's trains that were once mine weren't making him any money in fact, they were actually losing money because he had to pay maintenance on all of them while I (a "dead player") was taking all the revenue. It turns out when a buyout occurred, the trains change owners but the train cars did not. When you buy out a player you get ownership of all their tracks, trains, and stations, but somehow I was still making money even though I was out of the game. Casey was having a good game and I was having a bad one, and he bought me out pretty early on. GameSpy: During testing, what were your favorite multiplayer moments? Lewis: Casey, Don, and I were playing a game one Friday afternoon. There are a number of truly devious strategies to uncover. The industry and patent auctions make it one of the best economic strategy games I've played. Lewis: It's amazing how much fun Railroads! is in multiplayer. Internally, even a single player game runs like a multiplayer game.
Sid meiers railroads online code#
Were you building multiplayer into the game from the very outset? Magaha: Absolutely! One of the great lessons we learned from making Civ III and IV was that multiplayer games are a great way to plan how your single player game is going to work because human players will come up with a bunch of different strategies, often unintended ones ) Wuenshell: Multiplayer was part of the game from the beginning not only for the reasons that Dan mentioned, but also because the code has to be built a certain way. GameSpy: Multiplayer! Obviously we're big multiplayer junkies here at GameSpy.
