RAILGRADE Cheats and Tips


RAILGRADE Cheats and Tips


  • Exporting something and delivering it to a consumer yields the same money reward. So given a choice, you should never export. The only exception is if you don’t possibly have enough money to get rid of the produced goods, stalling out, but with loans this should never happen.

  • Cities have a storage display (e.g. 0/16) for growth materials, which might make you think they stop accepting goods above that, but no, cities always accept all growth quantity like the Zeppelin Dock. Does not apply to catalysts. Also does not apply to “deliver n to construction site” – those stop accepting additional goods. Make sure to reroute to the Zeppelin Dock or demolish the industries and trains to free up workers.

  • The production/consumption ratios shown in menus can be misleading, because most buildings work in a 16 sec clock but some oddbally have an 8 sec turnaround. CAUTION.

  • If a bonus mission seems too hard to get S, just play the campaign, you unlock buildings, upgrades, train engines which are also useful for earlier maps. For example the “alternating” (load balancing) rail switch is a campaign unlock. Also, Mission 20 unlocks an upgrade that increases all your station loading speeds!

  • Most train engines are terrible at climbing steep inclines. But if you stagger the incline (go up 1 level, then straight a couple blocks, then another level) they manage much better.

  • Rails are cheap, even Rails on supports. If given a choice between building strange shit or using more rail, use more rail.

  • The single biggest strategy i found for high volumes: Do not re-use rails. Do not make trains for different resources use the same rail. The ideal shape appears to be either a single rail upon which a single train goes back and forth, or if its too long or you need more throughput, a closed loop upon which multiple trains for the same resource circle. This also makes it easier to check and control supply and demand, you can add trains or make them longer without stalling anything else. If you need even more throughput, add another separate loop next to the existing one. Branches and joins lead to collisions and slowdowns!

  • Having different trains use the same rail inevitably led to them interfering with each other, and stopping/starting mid track is quite catastrophic in terms of speed. Your trains should never affect each other.

  • Another added benefit of resource pure loops is that re-wiring them to a new destination (e.g. from city to factory) is quick and easy.

  • Catalyst distribution is no exception to this rule. As catalysts are consumed very slowly, basically you want a dedicated catalyst loop that has many stations for dropping off, and only one for pickup.

  • Each Station block costs upkeep, which can really add up and sneak up on you. Start with 1 block stations and only increase if throughput demands it. With the alternating switches, having 2 parallel stations is better than having one with twice the station blocks. Having too many stations can impair your net income which you might need to expand.

  • Remember you can stack rails and stations. Avoid reuse. You can build high over buildings and stations still connect, the range is very generous. Buildings can frequently be built in locations you would not expect. Station connections are an amazing way to get past cliffs – a factory can be on top of a mountain and the stations far below in either valley.