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Railway Empire 2 Cheats

Railway Empire 2

Cheat Codes:
------------
Submitted by: David K.

Warehouse Strategy:
-------------------
I prefer to connect 2 city for the express goods. 

Which means that the express train goes:

* City A Passengers station (Restaurant+Market)
* City B Passengers station (Restaurant+Market)
* City A Mail station (Post office + Maintenance)
* City B Mail station (Post office + Maintenance)

I always start with 2 trains on those lines, but it require 
4 quite fast.

The only cases where I connect 3 cities in the same express line is 
when the line is too short to get the express status.

I also make more tracks to keep them split from each others.

There will generally be 8 tracks (4 in each direction).

* 1 pair for express
* 1 pair for manufacturer goods (which use the “Mail” station at first)
* 2 pairs for the import of raw goods from rural station.

Then 1 rural station will have a warehouse with 6 goods (+ the good in t
he station to reach 7) and deliver to the cities in the area through their 
own line.

I tried to make the line from the warehouse -> City wait until max cargo 
(7 cars), but this only work if I have enough platforms so that each of 
them has 1 (with generally 2 for the unloading of goods into the warehouse).

I try to balance the amount of trains in the 2 pairs of tracks for raw 
goods, as this is where there’s the most traffic.



Medium Level Hints and Tips:
----------------------------
Written by Highlander

- Express lines are for cash flow and freight lines are for city growth. Even 
well optimised freight lines are never as profitable as average express lines.

– Use separate stations for express and freight to maximise express bonuses. 
Express is more profitable than the first game. I spend all my initial capital, 
including all available loans, on express to begin with, connecting all cities 
with at least one express train. Once the cash is rolling in then I set up 
freight next. It’s about return on investment.

– Warehouses work best in two or three city clusters (beer-meat-cloth trading 
partners) with low city demand. They are useful for growing three cities up to 
100k population each. Once over 100k things get difficult due to higher demand. 
A network redesign is often needed with direct supply lines.

– Deliver high demand goods direct to a city/industry, if possible, on a 
dedicated line and platform. These goods don’t work well through a warehouse 
unless city demand is low. The common high demand good are: grain, wood, corn, 
beer and meat. The raw goods like wool and cattle are best on separate lines as 
well, not in a warehouse.

– Build a brewery near grain, a meat industry near cattle and cloth near wool. 
Keep in mind which cities will trade with each other as part of the organised 
city clusters. This seems like basic stuff, but the AI often builds the city 
industries in stupid places. Buy it, destroy it, then build the correct industry 
for that location and cluster. This will often solve potential network problems 
later. You don’t want to transport high demand goods halfway across the map 
because an industry is in the wrong location to begin with. This usually applies 
more to the second and third industry slot in each city but check anyway.

– Like above, build a second tier industry next to the 1st tier. Example: Build 
a Fashion Industry next to a Cloth Industry in the same city. Build the wood/
timber based industries in the same city if possible. This will reduce congestion 
on your network.

– Don’t connect warehouses up to many cities in a wider network. The way that 
good demand and good prioritisation works will overwhelm the warehouse and 
network.

– Higher demand cities and industries will tie up your trains requiring many more 
trains to get the other goods moving again. If you see a warehouse filling up to 
a high level, you either don’t have enough trains or you need a separate direct 
line.

– Good priority by train can be frustrating. Trains can continue picking up some 
goods until demand is completely satisfied before picking up the next priority 
good. This gets ludicrous when there’s a large city/industry stockpile that needs 
filling up before the next priority is addressed. A very high number of trains 
can eventually solve this but it’s not efficient. Create a separate line for 
this good (wood and grain are the worst).

– Rural trains direct to city or warehouse are best set to full load, and on 
their own platform. Let them sit there idle at the rural business until needed 
again. You don’t want these trains charging around with part or empty loads. Look 
for ways to reduce network congestion whenever possible.

– Warehouses don’t work well if there’s a good being transported away from its 
destination then back towards it in a V type line. You want it transported in a 
more direct line and if a warehouse doesn’t make sense, then deliver it directly. 
This rule is important to understand.

- Warehouses are effective for the lower demand goods like veges, fruit, milk, sugar 
etc to get cities growing quickly. Once a city has higher demand; like from a dairy 
factory for example, the milk is better on a separate line direct to the city industry. 
A warehouse supply line that was once working well at low demand completely fails at 
higher demand and the increased number of trains needed to fix it will often break 
the network.

-=Building Blocks=-
The basic game mechanics and principles are the building blocks for developing medium 
and advanced strategies. I’ve spent hours just in sandbox mode learning the basic 
game mechanics. This is a good tycoon puzzle game but not a great railway simulation. 
Building a clever and complex railway network seems cool, and I’ve tried it, but 
this game rewards simple play. A to B lines work best.

Direct separate lines with separate platforms work best. Point to point rail 
connections keep things simple. The more complex you make your network the higher 
the chance something will break because of the way the game engine has been 
programmed. Many decisions I make are focused on reducing network congestion.
 
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