================================ 1830: Strategy Guide/Walkthrough ================================ It’s twenty years since the PC game “1830: Railroads and Robber Barons” was released, and no-one has yet published a strategy guide online. So I’m going to put that right. If you haven’t encountered the game before, please read the FAQ. I love 1830 because it’s one of the few strategy games where all the money you make, items you craft and advanced technology that you discover doesn’t end up being poured into military spending. It’s also a surprisingly difficult game to win because of the trade-off between running profitable railroads and investing in the stock market, and the very capable AI players. One of the consequences of the need to buy stock in order to get a railroad up and running is that the start-of-game strategy is very different depending on how many players are playing the game (which affects how much initial cash each player gets). The PC version has one big advantage over the board game version: random maps. This creates a whole new level of strategic variation and replayability. If you want to replay a game with the same map, the FAQ describes how to do this. What it doesn’t say is that, if you want to replay the game with a map that is similar but not the same, then check/uncheck the option to bring the Reading railroad into play. The PC version does have one disadvantage compared to modern PC games: if played at Hard or Hardest difficulties, the AI players are S-L-O-W. I have tried several ways to make DosBOX run faster, but without success. Such a game can easily take longer to complete than the board game would! Anyway, here’s the strategy guide/walkthrough. I usually play at Average or Hard difficulty. Start of Game: Four Players: Private Company bidding round ========================================================== As I said, the start of the game – especially the bidding round – is heavily affected by how many players are involved. I’ll start by describing a four player game. I’m assuming a random map, for now. The choice of personality at the start makes very little difference that I have noticed; the AI players don't seem to play any differently from each other. In a four player game, you get $600 to start with. Floating a railroad normally costs at least $402. So you have a maximum of just under $200 to spend on buying private companies. The Map ------- How you spend it will depend HUGELY on the map you’ve got. You’re looking for one of three things on the map: a starting base with several high-paying routes nearby, to make a bunch of money early; a strategic location where your railroad, probably with the help of a second railroad later on, can block out a section of the map that no other railroad can access; or a long-term super-route for your diesels to follow. Blocking out is especially important as it brings double benefits: a route that you can develop without compromises, or spending on stations; and the less money the other railroads make, the more money there is for your railroad before the game ends. An ideal map would give you all of these, and also the blocked-out section of the map (and the super-route) would include the New York tile (two yellow-40 stations with rails exiting north-east and south-west). And the favourably-positioned railroad would have at least three stations. In my experience, Baltimore & Ohio’s starting station tends to end up in this kind of favourable position far more often than other railroads do on random maps, and since it has 3 stations, I often start the game running the B&O railroad. One more thing: keep a wary eye for the location of the D&H hex. If it’s within the zone you’re planning to block, you may want to buy the D&H private company just to stop any other railroad from using its special ability. Map: Example ------------ I’ll describe how the map affects your decisions, using the original game map as an example. * Railroads with good potential for making money early: B&O, C&O, NYC, NYNH. NYC, however, only works if NYNH isn’t yet in play; otherwise NYNH will often head north-east on its first turn, and since that hex is a double-10 hex (Hartford and New Haven on the original board game map, available at https://boardgamegeek.com/image/573603/1830-railways-robber-barons?size=large) which is not upgradeable, NYC may have its north-eastern entrance to New York immediately ruined. * Railroads with good blocking potential: PRR, NYC. B&O is NOT in a good position for long-term expansion on the original map if PRR is in play (and it usually is). PRR can block B&O from reaching New York; in fact, it can block B&O from getting as far north as PRR’s starting station (Altooma on the board game map) on its own until brown tiles are available, and (with the help of a second railroad) for ever after. The key hexes to double-block with stations are the yellow-20 south-west of New York (Lancaster) and the yellow-20 immediately west of PRR’s starting station (Pittsburgh). These are also key hexes to control for the super-route (see below). NYC can easily block B&M from leaving New England (i.e. the hexes north-east of New York) as long as another railroad can put a station in its starting hex (Albany on the board game map). Albany is the third hex that is important to control for the super-route. Erie comes into play late. AI players usually start by crossing Niagara Falls (going north-west to the neighbouring double-40) but then loop back into the USA. This means that Erie can be blocked by almost any railroad whose tracks run west from Albany – usually NYC, CanPac or NYNH. In fact, careful track and station placement can leave Erie with a route consisting of just 3 stations, and no hope of ever expanding further. If you end up having to buy Erie to help build a super-route, it’s better to expand into Canada unless there is already an open link to your super-route from the US side. * Railroads with potential for a super-route: PRR, C&O, NYC, CanPac. Planning for a super-route is a good strategy tip for beating the AI players, because they don’t do that type of planning – it’s too hard a problem for AI on ordinary computers. My favourite super-route on this map is an approximately rectangular loop that goes from Albany south to Lancaster, through Hartford, New York, Reading, Trenton (the double-40 south-east of New York), Newark (the second New York station), and Allentown (i.e. there must be a cross-over in the double-10 Reading/Allentown hex). Then it goes directly west through Altooma and Pittsburgh to Columbus (the yellow-20 in the bottom left of the map) before going north through Toledo (yellow-20) and Detroit (one of the double-40s) to Lansing (grey 20, upper left of map). Then east through Windsor and Toronto (one each of the double-40s), Barrie and Ottawa (both yellow-20s) to Montreal (the CanPac starting point). Then (usually) make a detour past Montreal to head south to Albany again. To make this super-route work, you must control Lancaster, so that B&O cannot get through and put a blocking station in New York or nearby, and preferably Albany too, to prevent other railroads doing the same. It’s also a very good idea to control Pittsburgh to block out B&O (and maybe Erie too) from the western stations. So which railroad would I start with on this map? There are various pros and cons, but I usually buy PRR. That’s because B&O is normally in play from the first round, and PRR can’t block B&O unless it gets to start at the same time. Unfortunately, playing the blocking game costs PRR some income in the first few turns, so it’s a struggle to be able to afford a second railroad My second railroad is a tricky decision. It’s tempting to go for NYC to control Albany and to start building the track through lucrative New York towards PRR at Lancaster. But if you follow the best-paying route above, NYC and PRR can’t link up until brown tiles are available, and at that point shutting out B&O becomes a frantic race against time, which you will only win if you get lucky in which railroad buys the first 5 train. So it’s safer to make C&O your second railroad; this will let you block out Pittsburgh and Lancaster early. It does mean that there’s a risk that NYC and NYNH will block out Albany, in which case your super- route will either have to detour round Albany, through the mountains, or just use Albany as its start and end point. There’s also a risk that NYC will put a blocking station in Trenton, but since that station brings no benefit to NYC itself, the AI players usually won’t do it until the very end of the game. To make the super-route work, you really want a third railroad to help build all those miles of track. NYC is the best choice, in the unlikely event that it’s available; CanPac is second best; and Erie is a poor third. Should you get NYC, then it’s a good idea to block CanPac from building a route to the west of Albany, or into New England; force it to build in Canada instead and it’ll end up helping your super-route. (Or, if you have stations left, you can block out CanPac from Canada by double-blocking Ottawa, and force it into drowning its sorrows together with B&M in New England). Bidding for Private Companies ----------------------------- If you decide that you want to start the game running B&O, then you clearly need to buy the B&O private company. It does cost more than $200, but since it gives you two free shares in the B&O railroad, your budget just went up to around $330. So when the bidding starts, bid on B&O on your first bid. At least one of the AI players WILL bid against you; yes, they really are out to get you. So now you’re in a bidding war with the price of B&O at $230. You can expect to pay $235-$245 to secure it in the end. What next? That depends on your appetite for risk. The safest option is to buy Schuylkill Valley on your next bid, and give up hope of getting any other private companies. (This will let you float B&O at a respectable $82). The riskiest option is to bid on as many other private companies as you can before someone buys SV, and then try to force up the price that the computer players pay in bidding wars – the risk, of course, is that you will accidentally buy a company and blow your budget. How high the AI players go seems to depend on the game difficulty – I have seen Fisk bid $115 for Delaware & Hudson when playing on Hardest, but I’ve also seen everyone pass at the first opportunity when playing on Hard. Another low-risk option is to make sure that every private company has at least one bid on it before SV goes (just to force the prices up a bit – don’t worry , the AI players WILL bid against you); while a medium-risk approach is to make a serious bid for either of the next two cheapest -- C&SL or D&H. I generally quit the bidding for either if the price hits $20 above list price. When the bidding round finishes, you must set a price for B&O shares. Since your railroad’s initial capital will be ten times the share price, it’s normal to set the share price as high as you can afford. The only time when it might be worth going low is when it’s critical that you start your second railroad as soon as possible, and so you want to hang on to as much personal cash as you can in the early stages. If you decide not to start with the B&O railroad, then your bidding strategy won’t be that different. You don’t need the B&O private company any more, but your budget is at most $200 (or $265 if you’re planning to buy the Pennsylvania Railroad), and if you want to start your railroad with a decent share price, you may want to spend less than that. I would usually attempt to purchase the three cheapest private companies, expecting to get two of them (or one if it’s not SV); the main exception is that, if I’m after PRR, I may well make a serious bid for Camden & Amboy, for the free PRR share. The first stock round --------------------- In a four player game, the first stock round is pretty straight forward. Assuming you get to buy the president’s certificate of your preferred railroad, you buy enough shares of that railroad to float it, and that’s it. Because the AI players will probably also have enough money to float one railroad each, they will do the same As written above, it’s normal to push your railroad’s stock price as high as you can afford, unless there is a really compelling reason to buy shares in another railroad. The second stock round ----------------------- The second stock round has one big difference from the first: it’s permissible to sell shares. You may well find that the AI players buy one or two shares of a railroad they don’t own, then sell them, then repeat the trick on another railroad’s stock. They may even sell one share of their own railroad to have the cash to play this game. The purpose is to force down everyone else’s stock price. [If you are relying on shares as an investment (though in the second stock round, you shouldn’t be, as floated shares lose value in the first round!), beware of this trick, especially early in the game when dividends are minimal and so almost all the gains from investing in shares come from rises in the share price.] If you want to try the trick yourself on this or (more likely) subsequent rounds, check the stock market first. Any share that is priced at the bottom of its column cannot have its value further reduced by share sales; it can only lose further value if the railroad owner decides to withhold earnings in an operating round. Also be aware of the effect that dropping a share into yellow, orange or brown zones could have. Railroad building: first few turns ---------------------------------- Your first couple of turns with your railroad are likely to be pretty easy to decide on. You want to build some kind of rail network as fast as possible, so build towards a nearby paying (preferably high-paying) hex. You do not need to buy a train until you have a network in place, but since you claim your income before you buy trains during a game round, you need to plan this at least one turn in advance. It’s therefore normal to buy at least one 2-train after the very first round. If you manage to build a network that crosses 3 paying hexes, and your original station isn’t in the middle, then a second station on either of the other two hexes will increase your income (as long as you have a second train). If you are playing a block-the-map strategy, though, stations might be more useful if they are held back for use as blockers later. 3-trains, and accompanying green tiles, usually become available quickly in a 4-player game, and that brings an end to what I’m calling the Start Of Game, and takes us into the Early Game. Start Of Game with different numbers of players =============================================== Two players ----------- With two players, you would expect to run two railroads from the start, and to own at least two of the private companies. Running two railroads from the beginning makes blocking much easier, so it’s usually a good idea to pick two railroads that can block one or more other railroads pretty quickly. It’s worth noting that having only two players reduces the likelihood that the AI player will bid against you for private companies – there just isn’t enough time before someone buys SV. You should adjust your bidding tactics accordingly. Three players ------------- With $800, you would normally expect to start the game running one well-funded railroad and to have a couple of private companies. An alternative approach, if your map suits it, is to start the game with PRR and one other railroad; that gives you a maximum budget of $63 for private companies and/or pushing up your railroads’ share price. Bear in mind that this tactic MUST pay off early, because your rivals will buy second railroads as soon as 3-trains appear and they sell off their private companies. Five players ------------ With $480, you can just afford one railroad, and maybe Schuylkill Valley too. The exceptions (as ever) are PRR, which needs one less share to float it, so you might be able to buy both SV and C&SL, if you’re lucky; or B&O. You cannot float the B&O railroad on the first stock round, but if you buy the B&O private company for $240 or less, and you price the railroad’s shares at $67, you’ll be able to do so on the second round, because the private company gives you $30 per turn until the railroad opens. Six players ----------- The only railroad you can float in the first round is PRR. The AI players may well float a railroad or two since they’ll help each other out by investing in stock, but no-one will help you. A realistic alternative here is to spend a couple of turns just investing in other players’ railroads to make some money, both from dividends (minimal at this stage) and also the rising share price. However, since no railroad will earn any money in the first operating round, their share prices will all fall in the first round (and there will be no dividends), so it might be best to do nothing at all in the first stock round! Then buy shares in the second stock round, and use the profits from them to float a railroad in the third round. You could invest in private companies; they’ll take a number of turns to repay your investment, though, so that money is effectively lost until they do. If you do invest in private companies, then the best repayment time you can hope for is from B&O (if you buy at $240 or less, then the $30 per turn added to the free shares gives a repayment time of 2-4 turns, depending on the price the shares are floated at); C&A (3-5 turns, depending on purchase price, where PRR is floated, and how PRR performs in the first few turns of the game); or SV (4 turns). Unfortunately, the lack of cash in this game makes it unlikely that either PRR or B&O will be floated at high share prices, which makes a 4-turn repayment most likely … and if you’ve bought the B&O private company, you should have enough cash to float the B&O railroad after 4 turns (or 3 if your other investments go exceptionally well), so it’s unlikely to do any more than pay for itself. Early game ========== By now, you should be running one or two railroads, and may own one or two private companies. Don’t buy more than one 3-train for each railroad. The introduction of 3-trains has two significant effects. The first is to bring green tiles into play; the second is to allow railroads to purchase private companies. Green tiles ----------- Green tiles are really helpful in building rail networks. They can also be useful in blocking. The trick is to learn what brown tiles do not exist; then you can select a green tile that cannot possibly be extended in a particular direction by a brown tile. Two green tiles that I use frequently for blocking are adaptations of the yellow straight-line-through tile. Imagine the rail line in the yellow tile is vertical; so using clock-face directions, the line enters the tile at 12 o’clock and exits at 6 o’clock. Now let’s say I’m trying to block another railroad who wants to merge with my line, coming in from 4 o’clock. There is one green tile that adds a tight corner to a straight line, and if I play that so that there is now a new route from 12:00 to 2:00, then there is NO brown tile that will provide a route across that tile from 4:00 to anywhere. Similarly, there is a green tile that extends the 12-to-6 line with a separate loop from 8:00 to 10:00; if I play that one, there is only one possible brown tile to upgrade this with (it links the two lines, providing a route from 12:00 to 8:00 and another from 6:00 to 10:00). No routes to either 2:00 or 4:00 are possible. There is a third green tile that is useful for temporary blocking of green-30s. If we assume that a yellow-20 has a line running through it from 12:00 to 6:00, and a rival is approaching from 4:00, then there is a green-30 tile with exits at 6:00, 8:00, 10:00 and 12:00. It will eventually be upgradeable to a brown-40 with exits in all directions, but it might buy you time to block that tile with a couple of stations. One thing to watch out for is green-30s on the edge of the map, or next to grey tiles. If the green-30 has any of its exits blocked by a grey tile or a map boundary, it will never upgrade to a brown tile. So if you have a choice of exits for your green-30 tile, choose wisely. Buying private companies ------------------------ The rule of thumb is: once 3-trains appear, wait until the turn before the next stock round, and then have your railroad buy your company/companies for the maximum price. The reason for waiting is that your companies pay you money every turn, so buying them early simply wastes that money. The reason for paying the maximum price is for you to invest it in other stocks, or a new railroad. You’ll get a much better return for your money that way than from leaving the company open. Once your railroad has bought the company, it’s eligible for the company’s special benefits. Only two of these are relevant to railroads, rather than to share-holding players; these are: * Champlain & St. Lawrence: Ability to lay an extra hex of track on the C&SL hex. Whether this is worth doing depends on whether that hex is anywhere near your railroad or your super-route. On the original map, it’s just east of CanPac’s starting station in Montreal, and is pretty much useless unless you’re running CanPac. * Delaware & Hudson: Ability to place a station and track on the D&H hex, instead of the railroad’s normal track laying action. This can be a nightmare for blockers, as you may have built your blockade only to find a rival railroad’s station springs up behind your defences. The only permanent solution is either to buy D&H yourself, or to buy trains as fast as you can to get to brown tiles and the mid-game. (On the original map, it’s very rarely played; the hex is off the super-route, it’s in the mountains, and if the Reading/Allentown double-10 hex has already been laid, it’s unlikely there will be a route from Scranton – the D&H hex -- into New York). 4-trains -------- After a couple of stock rounds of the early game, you may well have enough money to float another railroad (depending on the number of players; in a 6-player game, you may have to sell the 6th share of your current railroad to raise enough funds. Don’t leave yourself with less than 5, though, or you could suffer a take-over). Other players may well be in the same position. Once the new railroads are floated, they will probably start buying 4-trains. This doesn’t actually affect the current game that much; your railroad(s) should simply replace their 2-trains with a 4-train, and everything else stays the same. However, you might choose not to equip all your railroads with 4-trains, because having a 3-train and a 4-train will prevent you from buying a 5-train, and 5-trains last until the end of the game, unlike earlier models. If it looks like the 4-trains are going to sell out quickly, then consider holding back (with one of your 2 railroads) to buy a 5-train instead. If, on the other hand, the 4-trains will be around for a while, then go ahead and equip both railroads with one, especially if there aren’t many players in the game and you confidently expect to be able to afford a 3rd railroad soon. If the 4-trains are close to selling out, start withholding earnings (or splitting revenues, if you’ve chosen that option). Ideally, each railroad you own should have a bank balance of $400-700; but in most games, having on with about $200 and another with about $500 will suffice. You’ll need this money early in the mid-game. Mid game ======== The mid game begins when someone buys a 5-train. Brown tiles become available, and the rush to buy trains that will last until the end of the game starts too. Brown tiles ----------- There isn’t much to say about brown tiles except for double-40 hexes: upgrade these the way YOU want as quickly as you can. There are so many options for upgrading these from green to brown that a bad upgrade can seriously damage your routes … but an upgrade that you choose can seriously damage someone else’s. On the original map, being first to upgrade Buffalo/Dunkirk and Toronto/Hamilton to brown tiles is the key to blocking Erie out of the rest of the map. For the rest of the game, use brown tiles either to upgrade payouts on your route or to complete your blocking. Upgrading New York to brown is pretty valuable as it raises your income by $20 per turn, or $40 if you’ve built a route through both New York stations. Most other upgrades will be worth only $10. 5-trains and 6-trains --------------------- Ideally, you want every one of your railroads to finish the mid-game with either a 5-train or a 6-train. Unfortunately, there aren’t enough of these trains available for every railroad to achieve that. This is why you need money in your railroads’ accounts: to get ahead in the race to buy trains. If your railroad already has a 3-train and a 4-train, then it will have no spaces to buy a 5-train, and so can continue withholding earnings for a turn or two to save up for a 6-train. If it has only a 3-train, however, you want to buy a 5-train as soon as possible. If this railroad is poor but your other one is rich, then buy the other railroad’s 4-train instead. Once you have bought your 5-train and your 6-train, you haven’t finished saving money yet. Diesels will arrive very soon, and there is more than one advantage to being the first to exchange a 4-train for a diesel. To be a true robber baron, you need to be the one who makes that exchange, and to achieve some of the tricks described in the next section, too. Mid-game stock rounds: getting ready for diesels ------------------------------------------------ You are likely to have two main concerns during the stock rounds of the mid-game. One will be floating another railroad, if the number of players in your game permits it; this is often a useful way to get enough cash to buy the first 6-train and/or contribute to the diesel-buying budget. The other concern is to figure out which railroads will be train-less once the first diesel is purchased. The rule of thumb is to make sure that there are as many of these railroads as possible, but none of them are yours. So make sure you don’t own more than one share in these railroads, as you don’t want them to be dumped on you in the first stock round after diesels (or even before then, if an AI player is forced to sell stock to fund the purchase of a diesel). There are exceptions to this rule of thumb. The first exception is when you have priority in the next stock round; then you (probably) don’t need to sell any shares now, you can do it at the beginning of that stock round. The second exception is when an AI player is so broke that he can’t afford a diesel even with his own money; in that case you’ll bankrupt him and the game will end, and you’ll end up with a low score. And the third exception is where you actually WANT an AI player to dump a railroad on you; you’re prepared to accept that it will have little cash and no trains, in return for acquiring a railroad that helps in blocking or in building your super-route. The final option is more common than you might think, because railroads that are dumped often have very low stock prices, in the yellow, orange or brown zones. This may be the only way you can buy another railroad, if your current holding puts you near the limit for the number of shares per player. It also means that you can hold more than the usual six shares in that railroad, if the stocks are orange or brown. You can use this to your advantage over the next few turns. Late game ========= The late game begins once diesels are in play. Your primary goal now is to buy a diesel for each railroad that you run; your secondary goal is to complete blocking; and the third is to complete your super-route. Buying more diesels is expensive, but I never try to save money by trading in 5- or 6-trains; you want to keep these to run lucrative sidelines to your super-route. You just have to save up. If you own a railroad that has shares still in the bank, remember that paying out dividends will return some money to the railroads’ own accounts. Conversely, if you own more than six shares of a railroad with orange or brown stock, then I often keep withholding earnings from that railroad, as that both helps to save for a diesel and also keeps the stock in the orange/brown zone. Only once that railroad has bought a diesel would I start paying myself the mega-dividends for 3 turns, until I am forced to unload some shares at the next stock round. You may well have cash to spare in the stock market by now. In that case, consider buying high value shares from other players’ railroads. Even if you have successfully blocked these railroads, they will typically pay dividends every turn; the dividends may be low, but at higher levels, share values can jump as much as $40 per turn. So each share in a railroad with a $150-$200 route with shares at $142 will effectively return just under $100 in share value over 3 turns, plus $45-$60 in dividends; that’s equivalent to a cheaper share that has a respectable $450 route (so pays $135 per share in dividends over 3 turns) and goes up $10-$20 in value over 3 turns. End game ======== Your score at the end of the game is based on how much money you have accumulated (cash and shares), with modifiers for the difficulty; the number of players; and the number of rounds. It is NOT based on how much other players have earned, or how much you beat them by; the main purpose of keeping their earnings down is to give you a bigger proportion of the money in the bank. The main thing you can do in the end game to adjust your score is to keep an eye on the amount of money left in the bank. Ideally, the bank should break during a stock round, or during the first operating round after a stock round. If the bank is getting very empty in a 3rd operating round, you might even swap your trains around between railroads to reduce the amount that they earn, just to prolong the life of the bank, and therefore the game, for one more set of operating rounds. (It’s tricky to get your earnings down by the right amount, though). Another thing to watch out for at this stage is the AI players using up their railroads' remaining stations to block you, even if it brings them no benefit. They don’t do this very often, and whether they do might depend on the difficulty level – but it can be a big nuisance. You did design your super-route to cope with this possibility, didn’t you? … OK, no I often don’t either. You can do the same to them, but the benefits are very low, because your score is judged on how much money you make, not how little they make. Unless your actions affect the time at which the bank breaks, it’s not worth doing. The final ratings go in bands of 400, with the lower half adding “Thought of Himself As” for all but the lowest and the highest. The lowest rating (under 400) is “Wandering Hobo”; 400-800 is “Track Worker” (so 400-600 is “Thought of Himself as a Track Worker” and 600-800 is “Was a Successful Track Worker”); 800-1200 is “Conductor”; 1200-1600, “Businessman”; 1600-2000, “Tycoon”: and over 2000, “Crushed the Opposition under an Iron Heel, Earning the Right to be called Robber Baron”. My best score ever was just over 2700, achieved on (IIRC) Hardest difficulty on a random map with either 4 or 6 players (it was a long time ago!). And if you need me to wish you good luck, then you haven’t read this guide thoroughly enough. John KC Kingston, June 2015