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Timerover51's Daily Thoughts Blog Tools Rate This Blog
Creation Date: October 28th, 2017 08:28 PM
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My Daily (sort of) Thoughts on Various Topics. Not Politically Correct.
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In Moot Member Blogs Russian Rails and Planet Trade Goods Entry Tools Rate This Entry
  #124 New April 10th, 2019 01:39 AM
We played Russian Rails at church on Monday night, but put in one of the optional rules of having the slower trains run at 12 mileposts per move, and the fast trains run at 16 mileposts per move. That definitely helped the game work better. However, the first game I started out in the middle of the board, which meant that the cities were a bit far apart, so that making contracts took both more time in the sense of moves, and more cost for the longer track runs. It did not work out very well. Then in the second game, I started in the eastern area of the board, as that is where my contracts were. The same problem showed up. To have a chance at winning the game, you need to get started in the western part of Russia. Australian Rails is similar as you need to start in eastern Australia and work west, and Empire Builder for the U.S. is the same way. Some of the other games do not end up working that way.

However, while playing Russian Rails, I got to thinking about planetary trade goods. A long-g-g-g-g time ago, I worked up a list of planetary trade goods for that part of the Spinward Main covered in Twilight's Peak. I determined what trade goods did each planet likely have to offer, and what goods would they be most interested in getting. I went with a combination of planetary characteristics and population, with only limited government involvement, unless is seemed likely. Tech Level played a role in it as well. I am not sure if I want to try doing that for an entire sector, but I need to think about doing that for some of the planets. I have already pretty well figured out what El Paso has to sell and is interested in buying, for a starter.
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