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simgrammar the grammar of simulation

core loop

lay track and place stations -> buy trains and set consists and stops -> carry cargo to stations where it is demanded -> revenue and industry growth -> raise capital through bonds and stock -> defend against rival barons

design notes

Railroad Tycoon joins a train-operations model to a corporate-finance model. Stations come in four sizes (signal tower, depot, station, terminal) with growing service areas, and an economy setting chooses between a simple economy where big cities buy almost anything and a complex one where they buy only certain goods. The company starts with $1 million split between equity and a loan, raises more through bonds, and trades in a small stock market where rival barons attempt buyouts and rate wars. Meier took the idea from the board game 1830 and also cited SimCity. Track construction has no matching mechanic in the taxonomy (proposed as track-laying), and dated vehicle availability is proposed as dated-tech-timeline.

relations

16 stored edges
influenced by
uses

Equity and buyouts

A small stock market lets the player trade its own and rival stock; rivals use stock dealings to try to take over the player's railroad.

core
uses

Building placement

Track is laid on a square tile grid and up to 32 stations are placed; the first station gets the engine shop where trains are built.

core
uses

Rival firms

AI railroad barons build competing lines and start rate wars over shared stations.

core
uses

Supply-demand pricing

Stations supply and demand goods and passengers; under the complex economy cities accept only certain products, so routing follows demand.

core
uses

Track laying

Track is laid tile by tile across terrain whose slope and features add cost, linking up to 32 stations.

core
uses

Vehicle routes and schedules

Each train gets ordered stops and a consist of mail, passenger, and freight cars for nine commodity types; consists can be changed at any stop.

core
uses

Dated technology timeline

New locomotive types become available as the calendar advances through the eras, from early steam engines toward diesels.

supporting
uses

Delivery-time payment

Delivery revenue depends on cargo type, distance, and travel time, so fast trains earn more for passengers and mail.

supporting
uses

Loans and debt

Starting capital is half a loan; bonds raise more at interest rates tied to the economy.

supporting
uses

Periodic ticks

Accounts settle in two-year periods across a century of play.

supporting
uses

Production chains

Industries consume delivered freight and produce new cargo; players can build additional industries.

supporting
uses

Rail signaling

Signal towers act as passing loops and control train movements on shared track.

supporting
uses

Service coverage

Depots, stations, and terminals draw cargo from progressively larger surrounding areas.

supporting
uses

Unit commands

Players can take direct control of individual train movements.

supporting

backlinks

computed from other records

sources

2
Wikipedia contributors (2026). Railroad Tycoon (video game). Wikipedia
Wikipedia contributors (2026). Sid Meier. Wikipedia

provenance

runs in log/runs
2026-10-24
created2026-10-24-catalog-gecatalog