The Classic Campaign in Railroad Tycoon II is an ordered set of 18 scenarios, each of which are based on important milestones of railroad history. The campaign features cinematic three difficulty options, video cutscenes complete with a voiceover, and a bespoke menu for scenario selection. Unlike regular scenario play, before each campaign scenario the player gets the ability to select one of 3 bonuses to use that would be customized for each mission. The entire campaign is played with both the Financial Model and Industrial Model set to Expert.
Released in the base game, the Classic Campaign was initially the sole campaign of the game. The campaign primarily focuses on events that occur during first century of railroad development (1830-1930). There are 3 chapters based on location, with the first 6 scenarios based in North America, the next 6 scenarios situated in Europe, with the final 6 across the Rest of the World. Each scenario replicates a significant event in railroading, allowing the player to these re-create these railroading feats in their own style.
There is certainly a difficulty curve. The first few scenarios are fairly easy, with the difficulty gradually escalating. Later scenarios have much more difficult medal requirements, and require advanced strategies to win.
Scenarios in the Classic Campaign[]
Part I: North America | ||
No. | Scenario Name | Description |
1. |
|
Build the first railroad in North America out of Baltimore.
This scenario is fairly simple, as there is no personal finance element or competitors to deal with.
|
2. |
Take control of the New York Central as the railroad heads West.
This mission is only slightly harder than the previous one, having a more grander scope and slightly more difficult starting conditions.
| |
3. |
|
Choose one of 3 transcontinental routes in the Western USA and build it.
Depending on the choice made, the difficulty of this scenario can vary. This is also the first mission to have a personal net worth goal, which although achievable, adds an extra layer compared to previous scenarios.
|
4. |
Use railroads to build personal wealth in the burgeoning Southwest USA.
This scenario is quite a bit different to previous scenarios, with the objective being purely Personal Net Worth based. The starting area is also fairly sparse, and freight will be relied on more than in previous scenarios, which providing some additional challenge.
| |
5. |
Set up the route for Teddy Roosevelt's 1904 Whistle Stop Tour.
This scenario has fixed cargo enabled, so setting the route is the only major action the player does. There are only a few routes that will lead to Gold, but it's fairly easy to figure out through trial and error.
| |
6. |
Build the transcontinental railroad across a great expanse in newly confederated Canada.
In this scenario, a sizable network must be built from scratch with limited time and fairly ordinary starting conditions. Additionally, terrain gets tricky en route to Vancouver.
| |
Part II: Europe | ||
No. | Scenario Name | Description |
7. |
|
Become the dominant railroad on the British Isles during the very early days of railroading.
Unlike previous scenarios, this one requires buying out all other companies to win gold, and thus very active participation in the stock market. Luckily, the map and time period are very conducive to generating profit, allowing quick build up of Net Worth.
|
8. |
Navigate great distances and geopolitics in order to build the Orient Express from Paris to Constantinople.
The biggest obstacle in building is having to manage the land rights for a variety of countries. Apart from that, it's fairly easy to generate profit once you get established in France.
| |
9. |
|
As German unification looms, manage territory rights and connect as many states by rail as possible.
Building on the previous scenario, managing goodwill and territory rights is the key. 25 years a fair amount of time to achieve Gold, which is needed as the start can be slow.
|
10. |
Use railroads to kickstart France's industrial economy in the second half of the 19th century.
Freight is the focus of this scenario. Since plenty of industry will need to be connected and bought in order to meet the $1,000K industry profit requirement, being able to expand quickly will be very necessary.
| |
11. |
|
Connect Munich and Verona, carefully constructing a path through the treacherous Alps.
The start isn't easy since the flat areas in the North and South aren't super dense with potential routes. Once established, navigating terrain becomes the only task.
|
12. |
|
As the Eastern Bloc opens up, use Railroads to make a fortune in a challenging post-Cold War environment.
This is arguably the most challenging scenario of the campaign. Due to higher expenses, this time period is a difficult one to generate profit, so early efficiency is key. Over time, connecting to far flung destinations in the East will allow for bigger profits, which gives the player a chance at achieving the $20 Million goal.
|
Part III: Rest of the World | ||
No. | Scenario Name | Description |
13. |
|
Help the French use railroads as a means of gaining a foothold in colonial India.
Another difficult scenario. Early stock play is super important, as computer opponents are very aggressive in the stock market, as well as in terms of developing their networks. Additionally, there are a mess of land rights to deal with. Once a majority share has been acquired in both companies, it's simply a matter of generating cash to afford mergers with both.
|
14. |
In Meiji Japan, aid modernization by constructing a new railroad network.
The player is given almost no resources to start, making the early game extremely challenging. However, there are lots of potential routes available once the player is finally able to get established, which can lead to victory.
| |
15. |
|
Following the construction of the Trans-Australian Railway, develop railroads on both sides of the Nullarbor.
On this map, the starting routes are very sparse, making it hard to get established. $10 million is an obtainable figure, so can be achieved quickly once the network gets going.
|
16. |
|
Repair the dilapidated state of railways in China as the People's Party takes control.
$40 Million is a lot to obtain in 13 years, so quick and constant expansion is key. On this map, are a abundance of large cities, allowing lots of profitable passenger routes.
|
17. |
|
Following World War II, modernize and revitalize the declining Australian railroads.
The starting area is very sparse, there are few cities. Efficient freight operations in the early game is important. Luckily, the goal is extremely easy to obtain once established.
|
18. |
|
In this final challenge, perform the impossible by establishing a connection from Cairo to the Cape within 12 years.
This scenario is tough due to lack of time available, just 12 years. The player should focus their efforts exclusively on building the route, and running trains on the parts they've built so far. An important fact to consider is that it can take many years for trains to actually traverse this transcontinental route, which makes the job even harder.
|