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Игра: 1830 Railroads & Robber Barons
Тип документа : FAQ Всего страниц : Текущая : full

830 Railroads & Robber Barons Frequently Asked Questions


Author/Editor : Michael Carlton

Version: 1.0 - June 24 1995
Version 1.01 - July 4, 1995
Version 1.02 - July 9, 1995
Version 1.03 - July 13, 1995
Version 1.10 - July 21, 1995
Version 1.20 - August 8,1995
Mod 1.01 - Added link to my homepage additional comments from Steve Thomas
Mod 1.02 - Added additional comments from contributors. Keep them coming. Added random map replay and a random map game.
Mod 1.03 - Added many comments from Nigel Buckle.
Mod 1.10 - Added 18xx Article info from David Reed. Many thanks to him for allowing me to use his article. Stuart Dagger, Chris Farrell, and Bill Dixon thanks as well..
Mod 1.20 - Added The General Articles index, New July patch location!
Mod 1.21 - Add comments from Russ Williams and some other ideas I had.
---------------------------------------------------------------------------------------------------------------------------------------------
Welcome to the 1830 FAQ. This is a rough draft. I will preface this
FAQ by saying I have only played 1830 - the board game once so I am not a
veteran here. Most all my experience lies with the computer version. Also
I have played most of my games with 3 opponents. I need some input about
other opponent numbers.
Naturally, if you find a mistake, or have some information to add, send it
to me and I'll add it in for the next version. This document has been created
as a HTML and the text form will be created from that. I would like to thank
some of the contributors:

Jim Cox (JAC) cox@unx.sas.com
Richard Irving (RRI) rri1@pge.com
Christian Goetze (CFG) c-goetze@u-aizu.ac.jp
Steve Thomas (ST) Steve.Thomas@isltd.insignia.com
Erik Hilsdale (EH) ehilsdal@cs.indiana.edu
Nigel Buckle (NB) bucklen@westminster.ac.uk
David Reed (DMR) dmreed@bihs.net
Dave Mitton (DM) dmitton@tiac.net
Russ Williams (RW) russw@io.com
to this FAQ, as well as other snippets from usenet posters, it was much
appreciated. I did not always quote the contributors. Many times I grabbed
the essence or combined with other input.
---------------------------------------------------------------------------
TABLE OF CONTENTS

1) Introduction
This section introduces 1830, and provides basic information, such as where to
get the latest patch.
-----------------------------------------------------------------------------

1.1) What is 1830 Robbers and Rail Barons?
In 1830 you play the role of a rail baron that will buy, sell and operate
railroad corporations. The emphasis is more on creating a huge fiscal empire
more than creating train routes and running trains.
The game is a straight conversion of the boardgame designed by Francis
Tresham that Avalon Hill released in 1982. Bruce Shelly was one of the
principal designers of the board game and later (amongst other things)
designed Railroad Tycoon with Sid Meier (Microprose 1990).
It was written by SIMTEX (Master of Magic, Master of Orion, and the upcoming
Metal Lords) and published by Avalon Hill.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1.2) What is the latest patch? Where can I get it?
The latest patch is version Jul 18, 1995.
There has only been two first of which is about 500k of just an 1830.exe.
It was released in early May.

This patched fixed 2 bugs and both very minor :

Now you only need 2700K EMS instead of 2900K. This makes the game useable for those who have 4MB machines.
The game won't crash if you click on buy train and none are available.

New Patch (July 18 1995). They don't seem to go by Version Numbers just date.
Type 1830 v (v for version) to check what version you have.
The July 18th patch added/fixed:
1. Speeds up train buying AI considerably.
2. Makes "easy" level somewhat easier.
3. Adds hotkeys to toggle city values and hexgrid on map.
4. Fixes miscellaneous rare bugs including the crash when buying a train when bank has sold all trains and you have no other railroad with trains, and the double left-shift with C&SL special ability under certain cases, etc.
5. Plus a few minor odds-n-ends.
(RW)

CompuServe in Game Publishers C (GO GAMCPUB) in Avalon Hill's library.
(including the july update!)
Also ftp: ftp.cdrom.com pub/dresden/games/patches/1830jul.zip
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1.3) How can I contact / e-mail Avalon Hill?
Internet 72662.1207@compuserve.com
AHGAMES@aol.com
CompuServe 72662,1207 or GAMCPUB
Customer Support M-F 8:30am-5pm EST (410) 426-9600
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1.4) How can I get the 1830 strategy guide?
None exist, or planned, as far as I know, there may have been a few articles
in The General (see section 8)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1.5) Where can I get the latest version of this FAQ?
WWW: <URL: http://www.mcs.net/~mcarlton/home.html
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1.6) Anyway to play 1830 multi-user?
There is no network or modem play but you can play hotseat and this seems
to work real well since you have nothing to hide in this game.
-------------------------------------------------------------------------------
1.7) How can I replay a random map?
Regenerating the same random map:
Whenever a random map is generated (by starting a game with the
random map option on), a file called LASTSEED is created in your
1830 directory. If you like a random map and would like to
play it again, execute the DOS command:
COPY LASTSEED READSEED
and then rerun 1830. The program will read the random seed from
the file READSEED if it exists, thus repeating the same map again
for you instead of making a new random map. You may save several
seed files with whatever other name you like, or write down the
seeds (you can TYPE LASTSEED; it's a plain text file) and create
READSEED yourself with a text editor. (readme)

******************************************************************************

2) Strategies
2.1) What are Private Companies and which ones should I bid ?
These are what you are bidding for in the beginning:
Schuykill Valley Navigation & Railroad (SVRR)
Champlain & St. Lawrence (C&SL)
Delaware & Hudson (D&H)
Mohawk & Hudson (M&H)
Camden & Amboy (C&A)
Baltimore & Ohio (B&O)
By purchasing them it allows you to prevent anyone from building a rail line into those designated hexes. They also return a dividend as long as they have not been sold to a corporation or the first 5 train has been purchased.
I find that the C&A or the B&O are the most interesting. C&A has a great dividend plus it gives you one share of Pennsylvania RR. B&O is my other favorite since this gives you the presidents share of the B&O. So if you want to run either one of thes═ before they expire, and the second and third will be of use to that corporation. Trade the fourth one, if you get it, for a share of NYC, just before the companie═ acce

s expire. In the early going, your return for companies will be a lot higher than for corporation stock. (JAC)
While the SVR and CS&L have the best cost/dividend ratio, they are unquestionably the worst private companies to buy. Private companies, in my experience (which isn't amazing, but I've played the game more than a few times) are used to get a large c═ acce

ash inflow in the _player's_treasury in the stock round after the first 3 train is gone, often allowing a quick company float. Since a player's corporation can buy his or her privates for double the original price, the C&A becomes the best private (═ acce

undervalued by the computer opponents, btw), for not only does it give a PRR share (not necessarily used to take control of the PRR corp, but worth money later) but it also is worth the most ``fast cash''. (EH)
The main benefit of buying a Private Company is the option of buying it with a Corporation. The idea is that you can lend yourself money this way. Because money in your pocket makes money, this way you can really make a killing. This factor makes th═ acce

e M&H and C&A more valuable than they would otherwise be. The fact that the C&A comes with a free PRR share does not mean that the C&A owner ought to go for the PRR himself. Anyone can do it. The free B&O President's share does mean that the B&O pri═ acce

vate owner can defend the B&O corp if he has the money. (ST)
If you've been forced to take B&0, and you've NOT got enough cash to float it at $100, the PC WON'T help you (unlike the board game with humans), so still set a par price at $100, then wait until the other players have started buying shares (remembe═). бr

r they CAN'T sell shares in the first round), once it is safe (ie. no-one can afford to buy 3 shares in B&0, i.e. no one has any shares and < $300, if they buy shares - fine, you'll be able to float it!), don't buy any more B&O shares, just invest i═$100,

n THEIR companies instead - that way you'll get the $30 income from the private, which is MORE that B&O makes in the first turn(s) anyway! Then next turn (or better, as soon as someone else buys a B&O share) dump enough of the lowest paying company(═$100,

s) shares you have to give you the capital to float B&O (and retain control). (NB)
-----------------------------------------------------------------------------------------------------------------------
2.2) Railroad Corporations
You have 8 (9 if you played the reading variant) Railroads to buy stock on.
You will notice the Presidents share of B&O is gone and 1 share of
Pennsylvania is gone as well. A quick rundown on each.

1. Pennsylvania Railroad (PRR) is one of the best companies to run(IMHO).
It gives you 4 railheads to thwart your opponents and usually will get a
clear shot at New York City for the big bucks. If it can't go to NY it always
has the back do to get to Chicago or north up to Erie RR territory. This is
usually my first choice. Also If you get your hands on a diesel this RR can
make it shine.

2. Baltimore & Ohio (B&O) is a big money maker in the early going and the
stock seems to be one of the highest by end game. In first few rounds you can
make 150-200 easily with the right railhead placement. In an interview of
Steven Barcia (the designer of 1830 PC) said this was his favorite. The stock
usually is one of the tops as well.
3. New York Central Railroad (NYC) sits in upstate NY and can run well with a
diesel but it usually doesn't end up high on the stock market. It has 3
railheads which is good to keep the diesel running well but I the way I play
this is definitely a second round of start ups type railroad.

4. Canadian Pacific Railroad (CanPac) is up in Canada and usually won't be
bothered by its competitors much but as a start up I never go four it at least
initially. This railroad is tough to make very profitable without at least a
4 or better train. 2 and 3's is rather lack luster because of station values
that are lower.
5. Chesapeake & Ohio (C&O) is out on the western front by itself with quick
access to Chicago. I do like running this one. You don't have the early money
runs of B&O but it can be impressive with bigger trains. You usually get shut
out of NYC but you can go up northeast towards Erie and possibly sneak into
NYC from the Northern end later in the game. The stock usually doesn't end up
to high but it can be a leader at times.

6. Erie Railroad is a late starter as well, because until green tiles are
available you can place a track out of the initial railhead. The stock can
swing high to low and is a generally OK railroad is started later.

7. New York, New Haven, & Hartford (NYNHH) starts out in NYC which an excellent
spot to start. The down side is that it only has one extra railhead. The
computer tends to place it on the hex between NYC and the B&M main hex. So as
you guessed the Diesel runs won't be extensive. But this is a powerful RR in
that with any size train it will run well and a 5 or 5 & 6 train at end game
can clean up some revenue. This usually is a first start RR and worthy of
purchasing.

8. Boston & Maine (B&M) is limited in that it does not have but one extra
railhead and it is placed up in Boston. It needs to either get to NYC or
Albany (NYNHH or NYC railhead sites respectively) right away before it gets
boxed out. The stock price at least for me ends up middle of the field but
occasionally it is the leader in the $300 range.

9. Reading Railroad is only available if the reading option is selected. I've
only tried this option a few times as a second start up and with pretty good
success. Reading has the advantage of getting the president's share equaling
30% instead of 20%. When this railroad is in play early it can shut out B&O
from NY and help PRR early with longer runs. Anyone has other experiences????

PRR:
Start up a company, preferably PRR, immediately. The advantage of PRR is that
you only need to buy five shares, since one is already out. A good second
choice on the default map (if PRR is already taken) is NYNC. Set the par value
to be the maximum that you can afford to actually start up the company this
stock round. (JAC)

Buy only the stock needed to start up that company this round. If you do not
have enough money to start a company this round, buy no stock. All stock will
have negative return (since they generate no revenue) the first round, so you
are going to be taking a loss. In general, never buy stock in any opponent
startup the same round it is started, since it will generate negative return.
(JAC)
It's all very well holding back, but you should be aware that in the second
round good stock may not be available in the desired quantity, and that having
a cash mountain at the end of SDR1 will cause the priority for the 3rd round to
be, probably, to your left. This is the wrong place for it! Also, stock
probably won't be any cheaper to buy in SDR2 than it was in SDR1. (ST)

Don't count on help floating a company - you WON'T get it! (NB)

C&SL is a bit of a turkey - if you float it early, you need to have C&L
private to have any chance, but the station markers it gets are nice so it is
quite viable later, play it aggressively - break into an existing route and
slap down some station markers (NB)

B&M is similar, NYC & NYNH can effectively shut it out of the nice routes, the
lack of station markers is also part of the problem, it is only viable as a
'support' company for another (floated late for $100) or supported by NYC or
NYNH. (NB)

When buying companies, try to get ones that 'link up' so track building etc.
is faster. E.g. C&O and PPR, C&O and Erie, NYNH & NYC, etc (NB)

Our gaming group considers CPR & B&M to be the worst startups. But as is
frequently discussed on rec.games.board, these perceptions among 1830 groups
have a self-fulfilling nature. (RW)

----------------------------------------------------------------------------------------------------------
2.3) What par value should I pick?
I usually pick 76-90 on the first round and always 100 on the second round of
start ups. I always want the 100 so I can buy trains for the first corporation
that I floated. I find it best to pick the highest par that you can still
afford to float the corporation that round.
When starting a 2nd railroad, definitely set a high par value; only consider
$100 if 5 trains are coming out soon, I'd say. Certainly only $100 if 5's have
already been bought. (RW)
----------------------------------------------------------------------------------------------------------
2.4) How do I use the railheads?
Many hexes have two station holders. One thing I have found effective is to
have two profitable corporations, and have them each buy a station at a couple
of crucial hexes. This can "shut out" the opposition pretty effectively, while
allowing you free reign. (JAC)

Don't build track that will help an opponent railroad owned by the leading
baron. (JAC)
Rarely pay to build track. Usually the computer will for you, saving you the
cash. (JAC)
If you have problems spotting which tiles have station markers (or not), try
turning the 'tile values' off. (NB)
I could use more strategies here!!!!!!!
-----------------------------------------------------------------------------------------------------------
2.5) Pay Dividends or Keep?
When in doubt always Pay Dividends. This raises the stock value and is one of
the most important things to do. You may find that you will have to keep from
time to time if you can't get another corporation. To fund your 1st RR
permanent trains. Also in order to lay a railhead.

Withholding should be done *very* infrequently. About the only times to do it
are to be able to buy a permanent train this time, or to keep a share price
down in the yellow/orange/brown. (ST)
-----------------------------------------------------------------------------------------------------------
2.6) Why do I always seem to have no trains and no money?
5 and higher are the permanent trains, all the others get obsolete at one time
or another. The scramble is always on to get the permanent trains. I like to
buy only one 4 so I can trade in for a Diesel. But always jockey yourself so
you can get those 5 trains. Float that second RR up to buy trains for the
first one.
------------------------------------------------------------------------------------------------------------
2.7) How many players should I play with?
The number of players changes the game by an amazing amount. I usually play
with 3 opponents but I think I will try some of the other combos. It should
get tougher as you add more opponents. As you add the additional opponents,
your amount of starting cash dwindles and therefore makes it harder to float
a corporation.
-------------------------------------------------------------------------------
2.8) Personalities of the Computer Players
I cant be sure if there actually is any difference in the programming for the
robber barons but this is what I have noticed:
Gould is a share thrasher, a good robber baron. I find that he will sometimes
not start up a railroad in the first stock round. I may have some prejudice
against him since he was a real robber baron in Railroad Tycoon.

Fisk usually does not win

Vanderbilt and Westinghouse seem to win the most if I don't. Make it easier on
yourself and pick one of their portraits and take out a tough competitor.

-------------------------------------------------------------------------------
2.9) Train Buying / Swapping

The double whammy is my favorite. It requires you to have one 4 train and
usually a 3 as well, by your primary corporation. You start up you second (or
third) corporation with par value 100. You buy a 3 train from your primary
line for as much bucks as you can while still allowing the company to buy a 6
train as well. The six will eliminate the 3 you just bought off your primary.
Then you must strike immediately with your primary to trade in the 4 train for
the diesel ($800 - the good price). This will knock all you opponents out of
trains (3 and 4 trains are now obsolete). Since they have no trains, their
stock will take a hit without paying a dividend and make them yank money out
of their treasury to buy trains as well.

This strategy is kind of tough to work out. It can't be done each game but I
always try to jockey myself into position for it. A couple of tips :
after you buy the 6, another six is available. If a corporation does not have
enough money to buy any of the remaining trains it must buy the lowest train.
i.e. (can't buy a diesel)
In the same vein, if any corporation(s) between the 2 of your lines has a 4
train but doesn't have $800 it can't trade in. Those corporations with 2
trains (their allotment) can't trade in either ?????? I think.... I need a
ruling. The average level is not big on pushing for diesels. A corp with a 4
and a 6 can trade either to a Diesel for $800. (ST)

The corporation can only raid the barons treasury if he has no trains.
Look at the stock screen to fine the order of the operating round. Remember if
this is over 2 rounds, the order may change for the beginning of the next round.
(JAC adds): One way to combine the two strategies above is to create three
corporations. Right after your third corporation is created, have it buy a
three train from each of the other corporations for high prices. Hold off
until the next stock round, and then dump the third corporation. At the
beginning of the next round, implement the 6-train and diesel strategy.

Train-wise: you should aim toward having the most permanent trains.
Especially in an extended game, he who has the most permanent trains will
almost certainly win. Simple rule: if you can afford to buy a permanent train,
don't pass it up. There are probably exceptions to this, but as rules of thumb
go, it's pretty ironclad. (RW)

No corporation should own more than one 3-train or 4-train unless you want to
dump it. (JAC)
Try to avoid having to buy a train with YOUR cash - it is usually better to
take in with the company. If nothing else, buying a train with YOUR cash
leaves the company with $0 money, so there is no flexibility for you to 'swap'
trains for $1 between companies (maybe this should be expanded on as a tip,
but it seems really obvious to me ... I guess I've played the original board
game too much ) (NB)

-------------------------------------------------------------------------------
2.10) Buying and selling of stock

Robber Baron techniques:
I like to mess with the cp's as much as they mess with me, First I check what
stocks are available on the screen. Then I check the stock market screen to
find which stocks are not resting a the bottom ledge. Now I buy 2 shares in 2
successive turns and the immediately sell both in the second turn. This will
drop their stock 2 notches without the possibility of having the company
dumped on me. If I buy more than two I will run that risk.

Look at history and find which opponent is beating you (if any) and do the
above to them first.

Always check the 'stocks' to see which companies will make the most cash each
turn - also check which companies DON'T have trains (or have nearly obsolete
ones ... you might get it dumped on you!). (NB)
If there are shares of opponent stock available in the initial offering pool
that is below the going price, buy as much as possible. Sell immediately if
you don't want the stock, but this always represents free cash. (JAC)

Try to secure the 'buy first privilege' if possible (NB)
------------------------------------------------------------------------------
Other techniques:
In all of this, there is a crucial equation: return = price diff + div / 10;
In other words, to see how much return you will get from a share of stock in
a turn, you need to check three things:

Is the cash position of the company sufficient for the company to declare
dividends this turn?
Check the stock market and see what the numbers are in the cell just before
and just after the current cell of he company. Subtract the current stock
price from these numbers to determine price difference for declaring or not
declaring dividends this turn. You can also determine probable revenues for
the next turn from this screen and the map screen.

If the company can declare dividends, its return will be positive and be
determined by the positive price difference + its revenues / 10 (since there
are 10 shares in the company). If not, its return is negative and is
determined by negative price difference. (JAC)

For any stock round, figure out the average return on each stock available for
the number of turns until the next stock round (using the technique described
above). You want to be invested in stocks that will generate the greatest
return. (JAC)
During mid-game when 5 trains have just come out, do a quick scan of
corporations. If you are invested in any corporation that has no 5 trains and
is short of cash, I suggest bailing out of that stock. It is either going
to be:
Looking to dump onto another player
keeping its profits to buy an engine therefore reducing stock price and you
won't be receiving a dividend.
Never own more than one share in a company that could be dumped. A dumpable
company is indicated by a low cash position in combination with the need to
buy trains soon. (A prime example is a company with two four trains with
diesels able to be introduced the next round.) If you have a dumpable company
and someone owns at least two shares, dump it on them. (JAC)

If you have excess cash, buy any yellow stocks that will have positive return,
even if it is not the highest. Then you can own more total stock. (JAC)

Never have less than a 50% position in a corporation you own unless you are
trying to dump it.
Never leave a stock round without having purchased as many shares as you can.
Stock earns money; cash just sitting in your treasury doesn't. If you are
getting close to your certificate limit, then give much greater weight to
buying yellow stock even if it will earn less. Of course if there are white
shares that are going to earn an incredible amount more, then grab them. (RW)
-------------------------------------------------------------------------------
2.11) Random Map and other variants
See section 1.7 for how to replay a random map.
Playing the random map adds quite a bit to the game if you want a change of
pace. This is one huge advantage over the board game. I am starting to pick up
some clues on how to pick the good locations / Corporations from the bad. I
usually look for:
Either PRR or C&O with a lot of $20 tiles nearby and hopefully close to the
NYC hex. I have noticed that the NYC hex is not in all random maps, or am I
wrong?
Also I love to pick corporations that have their base on a $30 (only one
railhead) tile. This allows me to move around while stopping my opponents.
B&O is not such a dominant player here. On the fixed map it is put in a great
position but here it is tough to pick especially since the cost is high and
you won't want to start it at 90 or 100 par.
I played an interesting random map <291966596>. Most of the corporations were
out on the west side with the exception of NYNHH. I played with three other
opponents and won! I played B&O which is unusual for me on a random map. I got
a score of 1564, can anyone beat it? I'm sure you could if you tried. B&O
stock was highest and then Erie and C&O. Let me know of other maps you have
played. Just give me the value in the lastseed file.

-------------------------------------------------------------------------------
2.12) Track Placement
The placement of the tile outside New York - between the starting hex of NYC
and NYNH is VITAL (it's a double city that does NOT update), if you are
planning on floating either NYC or NYNH early (or even B&M) - ensure YOU are
the player who gets the chance to lay this tile, otherwise you'll get shut
out. (NB)
Don't buy a train which frees up the next set of tiles (unless you have to)
unless you have a company that can use them before the PC player(s) -
otherwise your best laid plans go out of the window when the PC updates a
tile (not the way you wanted it) and usually plunks down a station marker to
really rub salt in the wound. (NB)

CALCULATE YOUR ROUTES YOURSELF - you might make pointless updates / new tile
lays expecting to increase your revenue, and you don't because the PC has
found a 'better' route you missed! (NB)
******************************************************************************
3) Game Operations
3.1) What is the difference between the Floppy and CD-ROM versions of 1830?
No difference in the game or what comes with it. The CD-ROM version allows
you to play with a minimum install but since the whole thing takes a mere
11MB, I just installed the whole thing to disk. A tip to save room, delete
the opening.lbx file. It brings the space down to 5MB and all you lose is the
opening intro. (readme)
-------------------------------------------------------------------------------
3.2) The CD version is slow - how do I get it onto my hard disk?
If you installed it partially, Just reinstall with everything.
------------------------------------------------------------------------------
3.3) Minimum requirements
The Box Says
386sx or better
4MB RAM
DOS 5.0 or better
Support of most soundcards
I found that on my 486/66 16MB it ran fine on average opponents. If I went to
hard or harder the computer wound take forever it seemed to run the other
railroads. I realize that it takes more for the AI but it was unbearable to
me. I usually get a run for my money on average though. The sound was by the
FAT MAN (George Sanger) of MOM and Master of Orion fame. I really like his
stuff. That MOM soundtrack was outstanding on a Sound Canvas. There are about
13 different tunes but not all original. Some are old classics like the
entertainer, a bit of Mozart and some train tunes. Some may turn off the
sound, but I keep it on.

******************************************************************************************************
4) Advanced Topics
4.1) How can I get 1830 to run on OS/2?
I've tried it and it works yet it asks for the copy protection about 5 times.
This is every game. Not just the first time like under DOS. But if you want to
try these settings below.
Open a DOS full-screen window, type PROMPT $p$g (to get rid of the legend that
blocks the top line of the screen), try to run 1830.EXE, and see what error
message you get. Chances are it will say you don't have enough expanded memory.
You need at least 2700KB to 3000KB of EMS for first version.
If that's what it says, go to the DOS settings in the program object that you
use to launch 1830 and set the EMS_MEMORY_LIMIT to, say, 3000, to give
yourself a little leeway. Try again.
DOS_FULLSCREEN=ON
DOS_BACKGROUND_EXECUTION=OFF
DOS_HIGH=ON
DOS_RMSIZE=640
DOS_UMB=OFF ; exception-if you run into a rare game that will use UMB's
DPMI_MEMORY_LIMIT=0
HW_ROM_TO_RAM=ON
HW_NOSOUND=OFF
HW_TIMER=ON
IDLE_SECONDS=10
IDLE_SENSITIVITY=100
INIT_DURING_IO=ON
KBD_ALTHOME_BYPASS=ON
IDEO_FASTPASTE=ON
VIDEO_RETRACE_EMULATION=OFF
VIDEO_ROM_EMULATION=OFF
4.2) What DOS configuration to use?
I have:
486/66
Sound Blaster 16
Roland Sound Canvas (SCC1)
I use PC DOS 6.3 with QEMM 7.5 using stealth with absolutely no problems with
the possible exception of it being slowish (30-60 sec)for the computer players
to make a turn on hard or higher in the later rounds.

***************************************************************************
5) Bug Reports
There is a hex with a small city not far north-west of the Erie OO hexes that
appears yellow. (CFG)

More that 5 shares in the pool (CFG)

Sometimes it fails to show you all possible build hexes. I'm not 100% on that
one, as optical illusions are very possible. (CFG)

Sometimes the AI's are really silly. I had a game with 4 companies having
money and a 4 train each, and the other companies had 5 and 6 trains. I
bought a second share of every company with a 4 train, and surely enough,
they dumped it on me. I wound up with 5 companies and the director's
certificate and about 5-7 shares of each in the pool (see above) each. (CFG)

I have noticed a real bug: I opened CPR at $100, bought 6 shares, sold one
(->$90), then in the OR, I bought C&StL, used the special property and
extended a second track in direction of NYC, dropped back to $82, bought a 4
and a 5 train. Next OR I paid dividends, but the share price didn't move! (CFG)

I sometimes find that when there are shares left in the bank (not initial
offering) and I declare dividends I do not get the additional money in the
corporate treasury.
Trains not always taking the optimum route. (if anyone has a save game of this
bug, please email me I contact SimTex. They can't seem to reproduce the error)
Any others I'm unaware of?
***************************************************************************
6) Misc. ideas

If you get bored playing 1830 against computers, I suggest a few scenarios
using the multi-player feature:
Try to set up a cooperation. Ideally you should try to have two players end up
with an identical score (and come in first, of course).
Try to set up a "master-slave", where the slave helps the master without
concern of his own welfare. Try to get the highest possible ratio between
first and second while not going bankrupt (watch out you don't kill the
slave).

It is amazingly hard to setup a coalition. Of course if they could trade
privates, it would be a lot easier, but still... (CFG)

If you are having real trouble - try using a random map, the PC players are
much weaker on those. (NB)

The AIs do indeed play less well on random maps, primarily because the
standard map is so well balanced whereas on random maps some railroads are
"obviously" lousy (to the human intuition) but the AI has a harder time
recognizing that. (RW)

-------------------------------------------------------------------------------
7) Tell me about the 18xx board games

As most of you know 1830 was based of the 1830 board game, released in 1982,
but in the same genre as 1830 there are board games in the same vein as 1830
dealing with variants of the rules and locations. (RRI) Included in the list
are the following:

The Titles:
1825: Covers England and Scotland. +
1827: Covers all of the continental United States.+
1829 (South): Covers Southern England and the Midlands.*
1829 (North): Covers Midlands, Yorkshire and Scotland.*
1830: Covers Northeast United States and Southeast Canada.
1832: Covers Southeast United States. +
1835 (1): Covers Germany.
1835 (2): Covers Germany.
1837 (1): Covers Austria.
1837 (2): Covers the Austro-Hungarian Empire
1839 (1): Covers Holland.*
1839 (2): Covers Northern Italy.
1847: Covers Southern Germany and the Alsace-Lorraine area.@
1850 (1): Covers Sicily.
1850 (2): Covers Midwest United States. +
1853: Covers Imperial India.
1856: Covers South Central Canada. +
1869 (1): Covers Transcontinental United States.+
1869 (2): Covers Transcontinental United States.+
1870: Covers Midwest United States and the Mississippi River Valley. +
1874: Covers Michigan-Wisconsin-Minnesota-Central Canada.+
1881: Covers Berlin's tramways.*
1899: Covers Korean Peninsula and China around the Yellow Sea.
2038: Covers the Solar System.+
+ Not yet Released * Out of Print @ Rumor of title only (DMR)

1825 England And Scotland
Designed by Francis Tresham - To be published by Hartland Trefoil
(UK)/Distributed in the US Mayfair.
A massive revision of the 1829 games. Will be released in three units and an
unspecified number of extension kits). The first unit will cover the southeast
the second will be the Midland, the third will cover Scotland. The three
boards are designed to be combined (unlike the two 1829 boards). Later "kits"
will add different trains, ship packets, new railways, more map, and, for the
first time, a fifth phase. (Not yet Available) (DMR)
-------------------------------------------------------------------------------
1827 Continental US
Designed by Federico Vellani (Italy) - Privately published. (not yet available)
1827 will have a western and an eastern section, which may be played
separately or joined together. The planned publication date is January 1996.
(DMR)
-------------------------------------------------------------------------------
1829 (North & South) England & Scotland
Designed by Francis Tresham - Southern Board published by Hartland Trefoil
(UK)* 1829 Northern Board - Designed by Francis Tresham - published by
Hartland Trefoil (UK)*
The original 18XX games. These games introduced all of the fundamentals of
the 18XX system: tile-based track laying; trains that run a number of stops
based on their number; tiles upgrade in phases, which are started based on
the first sale of different types of trains; shares of the corporations are
purchasable by players; share performance is based on railroad profitability;
trains become obsolete as newer trains become available; and private railways
and packet shipping lines can add to the earnings of both players and
corporations and may make other routes possible for their owners.
A unique feature of the 1829 games is the survey parties which are used
before tile placement. 1829 has four phases (yellow, green, russet/brown, and
grey). 1825 will be a major overhaul of the 1829 games.

There are six (four still in print) expansions:
MSK-1: Added 6 tiles: 2 of #60 (grey) and 4 of #67 (grey and russet)
MSK-2: Added 9 trains: 3 of type 3T, 2 of type 6, 2 of type 2+2, and 2 of
type 4+4E.
MSK-3: Updated the rulebook and added 4 pound notes to the game. (Out of Print)
MSK-4S: A bookkeeping program for the Southern board for the Commodore Pet.
(Out of Print)
MSK-5: Added 8 tiles: 2 of #55 (yellow), 2 of #56 (yellow), 2 of #69
(1853-style, not 1830 style - yellow), and 2 of #11 (green)
MSK-6: Added 8 tiles (3 of #52, 1 of #64, 1 of #65, 1 of #66, 1 of #67, and 1
of #68.)
There are at least a couple of add-on variants that provide a new map, new
stock certificates, but utilize the rules, trains, tokens, and tiles of 1829.
They include:
1835 (1) - Covers Germany. Not to be confused with the later title.
1837 (1) - Covers Austria. Not to be confused with the later title. (DMR)
-------------------------------------------------------------------------------
1830 Eastern US
Designed by Francis Tresham - published by Avalon Hill (US)
The second 18XX game saw many major innovations. Diesel trains, which run
through unlimited numbers of stations were added; 6 trains were added; the
stock market became much more dynamic, with share values being able to move
in four directions (in 1829 they only move right or left), and zones where
extra shares may be bought or held in excess of normal limits; many of the
private companies have special powers or bonuses for owners; and the private
companies are auctioned at the beginning of the game. 1830 has three phases
(yellow, green, and brown)
There is at least one add-on variant that provides a new map, new stock
certificates, but utilize the rules, trains, tokens, and tiles of 1830. It is
1899. (DMR)
-------------------------------------------------------------------------------
1832 - Designed by Bill Dixon (Canada) - No publisher at this time. (not yet
available)
As well as some interesting private companies, this game introduces company
merger rules. This game uses the new stock market rules introduced in 1850
(2). 10 companies. Train types 2-6, 8, 10 and 12. (DMR)
-------------------------------------------------------------------------------
1835 Germany
Designed by Michael Meier-Bachl and Francis Tresham - published by Has im
Glueck (Germany)/Distributed in the US by Mayfair. 1835 added the following
innovations to the 18XX system: "nationalization" (the ability of players to
buy up all of a company's stock under certain circumstances); a starting
packet set-up; "minor" railroads, which are only owned by one player, but lay
track; the Prussian railroad (which eventually absorbs all of the private and
minor railroads); companies gain capital as the shares sell; and "plus"
trains, which can run through minor (10) towns in addition to the major towns
(a 2+2 can run through 2 major stops and 2 minor stops).
Hartland Trefoil has made one expansion:
MEK-1: A complete new money set in more convenient denominations.
(DMR)
-------------------------------------------------------------------------------
1837 (2) Austro-Hungarian Empire
Designed by Leonhard Orgler (Austria) - Privately published.
1837 (2) shares many features with 1835 (2) and is, in many senses, a more
complex form of that game. It added a different form of "plus" trains (4+2)
trains have been mentioned in reviews, but no details on how they work);
freight trains, which run to coal mines; older trains may be voluntarily be
scrapped for a 50% discount on new train purchase; a third company payout
option (split payment between company and stockholders); and a hexagonal share
price index (stock prices may move in six different directions). A deluxe
edition of this game features cut-out tiles, a mounted game map, and other
niceties. (DMR)
-------------------------------------------------------------------------------
1839(1) - Holland
Designed by Rob van Wijngaaen and Paul Stouthard - Privately published.*
Not to be confused with the later game of the same title. This game covered
Holland and was published in extremely limited quantities (30 copies). It was
authorized by Francis Tresham, who has one of the few copies. The game is no
longer available and will remain so, unless some company releases a commercial
edition. (DMR)
-------------------------------------------------------------------------------
1839 (2)
Designed by Federico Vellani (Italy) - Privately published.
1839 (2) was one of the most innovative 18XX games. It added many features: 8
trains; pass tiles (which stop all but 8 trains); "small" companies (which can
turn into normal companies later); companies may merge; "non-historic"
companies (which can start anywhere on the board - the better the start, the
more expensive it is); and companies can buy stock in other companies. (DMR)
-------------------------------------------------------------------------------
1839 (3) - Designed by Federico Vellani (Italy) - Privately published. (not
yet available)
A revision of 1839 (2). Federico plans on addressing the major weakness of
1839 (2) - the time required to finish a game.
-------------------------------------------------------------------------------
1847 - Designer unknown. Nothing is known about this title. (DMR)
-------------------------------------------------------------------------------
1850 (1)
Designed by Federico Vellani (Italy) - Privately published.
1850 (1) does not cover a period of actual history, but a "what-if" era. The
king of the Two Sicilies was approached by several English railroad firms
about building in his kingdom. He turned them down - the game assumes he did
not. It added a new train movement system based on the number of hexes rather
than the number of towns and cities (narrow gauge moves half as quickly as
standard). 1850 (1) also has dual gauge lines. (DMR)
-------------------------------------------------------------------------------
1850 (2)
Designed by Bill Dixon (Canada) - No publisher at this time.
(not yet available)
This game introduces the new stock market rules for Share Redemption, Share
Reissue and Share Price Protection. Companies may buy their own shares from
players (with their permission) or the bank pool. The company then receives
the dividends for these shares. These shares may be reissued to the market at
a later time to raise funds for the company. A president of a company whose
stock is sold has the option of immediately buying the stock and preventing
the fall in value (if he has both the money to buy the shares and the space
to hold them). 9 companies. Train types 2-6, 8, 10 and 12. (DMR)
-------------------------------------------------------------------------------
1853 India
Designed by Francis Tresham - published by Hartland Trefoil (UK)
The third 18XX game added many features to reflect the nature of building
railroads in India. Narrow (metric), which is cheaper to build than standard,
and dual gauge track was added; "M" trains, which run on the metre gauge track
were added; mail trains add a sure source of income for railroads; there are
no private railroads; there are frontier posts which give the first railroad
to build to them a bonus; companies are limited in where they can place their
stations; trains ignore minor (10) towns when counting their run lengths; and
bid-contract system to start the game. 1853 has four phases (yellow, green,
russet/brown, and grey)
There are two expansions:
MIK-1: Adds duplicates of many of the yellow tiles (25 in all).
MIK-2: Adds a new way of starting the game and running the share price index;
and a set of event-type cards.
(DMR)
-------------------------------------------------------------------------------
1856 Ontario, Canada
Designed by Bill Dixon (Canada). To be published by Mayfair (US).
(now available)(RW)
Companies need a variable number of shares to start. Companies receive their
starting capital as shares are sold and company objectives are met. This makes
companies poor. To counter this, the Government will loan the railways money.
This, of course, has to be repaid. Those companies that cannot repay their
loans are absorbed by the Canadian Government Railroad. Small towns may be
removed or upgraded. 11/12 companies. More expensive trains, 2-6, D. (DMR)
-------------------------------------------------------------------------------
1869 (1) US
Designed by Alan Moon. No publisher at this time. No details are known about
this game. (DMR)
-------------------------------------------------------------------------------
1869 (2) US
Designed by Bill Dixon (Canada). Still in Alpha. This game covers the building
of railroads across the continental divide. As well as special rules to cover
railbuilding in the mountains, this game uses the new stock market rules
introduced in 1850 (2). 9 companies. Train types 2-6, 8, 10 and 12. (DMR)
------------------------------------------------------------------------------
1825 Revised version of 1829 (Will be available in 3 board and many optional
rules to tailor the game to your tastes.)
------------------------------------------------------------------------------
1870 Midwest US
Designer - Bill Dixon (Canada). To be published by Mayfair (US). (Now Avail)
This game has destinations for each railroad. It is not necessary for the
railroads to build to them, but doing so is beneficial to the company. This
game uses the new stock market rules introduced in 1850 (2). 10 companies.
Train types 2-6, 8, 10 and 12. (DMR)
------------------------------------------------------------------------------
1874 - Ryan Moats (US). Under development. (DMR)
-------------------------------------------------------------------------------
1881 - Covers Berlin's tramways (Out of Print)
AKA "Das Berliner Strassenbahn Spiel" - Designed by Michael Mette - Privately
published.*
Tramways, not railways are the subject of this game. It was published in
extremely limited numbers (50 copies). (DMR)
-------------------------------------------------------------------------------
2038 Asteroid Belt (not available yet)
Not really a rail game but uses similar system to run mining corporations and
interplanetary shipping. (RRI)
Designed by Jim Hlavaty and Tom Lehmann - To be published by Prism/TimJim
Games (US).
2038 is set in a portion of the Asteroid Belt. Companies explore, mine and
deliver ores instead of laying track to connect cities. Innovative game
features include: random board setup (each game is different); claiming mines,
refueling stations, minor companies can either become growth corporations or
eventually merge into the asteroid league, two methods to form new
corporations with different capitalization / starting stock prices, a partial
dividend payout option, etc. (DMR)

*******************************************************************************
8) Reference Articles in Avalon Hill's "General" Magazine and other resources
The General is a publication put out by Avalon Hill which discusses their
games in detail. Call AH at 800-999-3222 to order back issues. There have
been many articles published about 1830 in past issues:
Volume 23, Number 6, 1987:
Cover Art from box top
A Very Good Year, Development Notes for 1830 by Bruce Shelly. pgs 5-11
(overviews strengths and weaknesses of the various companies)
Take a Ride on the Reading, Variants for 1830 by Alan Moon, pgs 12-13
All Aboard, A Ride on the 1830 Express by Edward Fahrmeier, pgs 14-15,36
(strategys overviews)
The Question Box (rules clarifications) page 46.
(DM)

Volume 26, Number 6, 1990:
Bed of Steel, Strategy in 1830 by Alan Applebaum, pgs 29-34,40 (excellent
analysis and coverage of the game)
(DM)

Computer Game Review Supplement to March 1995?????? (very extensive)
Train Gamer's Gazette is another resource. Anyone with issue Numbers?
Discussion can be found on the usenet newsgroups:


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