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On May 10, in anticipation of the ceremony, Union Pacific No. 119 and Central Pacific No. 60 (better known as the Jupiter) locomotives were drawn up face-to-face on Promontory Summit. It is unknown how many people attended the event; estimates run from as low as 500 to as many as 3,000; government and railroad officials and track workers were present to witness the event.[3]
Before the last spike was driven, three other commemorative spikes, presented on behalf of the other three members of the Central Pacific's Big Four who did not attend the ceremony, had been driven in the pre-bored laurel tie:
- a second, lower-quality gold spike, supplied by the San Francisco News Letter was made of $200 worth of gold and inscribed: With this spike the San Francisco News Letter offers its homage to the great work which has joined the Atlantic and Pacific Oceans.
- a silver spike, supplied by the State of Nevada; forged, rather than cast, of 25 troy ounces (780 g) of unpolished silver.
- a blended iron, silver and gold spike, supplied by the Arizona Territory, engraved: Ribbed with iron clad in silver and crowned with gold Arizona presents her offering to the enterprise that has banded a continent and dictated a pathway to commerce. (Source: Deseret Morning News, Salt Lake City, April 24, 2007)
The golden spike was made of 17.6-karat (73%) copper-alloyed gold, and weighed 14.03 troy ounces (436 g). It was dropped into a pre-drilled hole in the laurel ceremonial last tie, and gently tapped into place with a silver ceremonial spike maul. The spike was engraved on all four sides:
The Pacific Railroad ground broken January 8, 1863, and completed May 8, 1869.
Directors of the C. P. R. R. of Cal. Hon. Leland Stanford. C. P. Huntington. E. B. Crocker. Mark Hopkins. A. P. Stanford. E. H. Miller Jr.
Officers. Hon. Leland Stanford. Presdt. C. P. Huntington Vice Presdt. E. B. Crocker. Atty. Mark Hopkins. Tresr. Chas Crocker Gen. Supdt. E. H. Miller Jr. Secty. S. S. Montague. Chief Engr.
May God continue the unity of our Country, as this Railroad unites the two great Oceans of the world. Presented by David Hewes San Francisco.[3]

Oneyed wrote:you could write names of 15 Tunels and Newcastle as other stations (like stations under indian attacks).
I can not see what these "unluckies" do? losing units?
Oneyed
isaiah40 wrote:To expand on the idea of having four spikes, here's some good info:
...
cairnswk wrote:isaiah40 wrote:To expand on the idea of having four spikes, here's some good info:
...
Isaiah40...so do you propose that there should be four spikes instead of one...?
and should they all be the goal, or just two of each..?
or the gold spike plus two of the other three..?
please tell me what you are thinking....you will lessen the amount of roundabouts we have to go through to get to the end![]()

isaiah40 wrote:cairnswk wrote:isaiah40 wrote:To expand on the idea of having four spikes, here's some good info:
...
Isaiah40...so do you propose that there should be four spikes instead of one...?
and should they all be the goal, or just two of each..?
or the gold spike plus two of the other three..?
please tell me what you are thinking....you will lessen the amount of roundabouts we have to go through to get to the end![]()
Yes I propose having 4 spikes and having them to be the goal/winning condition. Just my $0.02 worth on a winning condition.
Jippd wrote:what about spikes in the middle...it is a one way attack from each end...left or right...and once on the spikes the spikes can only attack other spikes in terms of troops that have been advanced. Just throwing that possibility out there.
cairnswk wrote:OK, isaiah40, thanks for that explanation, i think it very worthwhile.![]()
Having 4 spikes (we already have one) means we would have to remove four other stations to bring the number back down to 36, i.e. 4 spikes plus 16 stations per line.
I beleive this is feasible for goldne number play- 36 terts.
What do you think about Jippd's idea for each spike being able to attack the other one....which when you think about it, ties in with the stations in other rail maps even though there is only one on this map.
While i created this simple concept i am open to suggestions that will help improve the gameplay, as long as it doesn't become too complicated.

isaiah40 wrote:cairnswk wrote:OK, isaiah40, thanks for that explanation, i think it very worthwhile.![]()
Having 4 spikes (we already have one) means we would have to remove four other stations to bring the number back down to 36, i.e. 4 spikes plus 16 stations per line.
I beleive this is feasible for goldne number play- 36 terts.
What do you think about Jippd's idea for each spike being able to attack the other one....which when you think about it, ties in with the stations in other rail maps even though there is only one on this map.
While i created this simple concept i am open to suggestions that will help improve the gameplay, as long as it doesn't become too complicated.
Well since this is a pending 1v1 map, we won't have to worry about the golden numbers. I think that if you have the 4 spikes as a winning condition IMHO, I'd have each RR attack the blended iron spike first, the silver spike, the first lower quality spike and then the golden spike. With this being the winning condition to simulate the completion of the RR. And really if you do this, any more and it will be way to complicated.

isaiah40 wrote:I'll leave that to you. It might be good if they do, but either way I'd play this!![]()
cairnswk wrote:Oneyed wrote:you could write names of 15 Tunels and Newcastle as other stations (like stations under indian attacks).
I can not see what these "unluckies" do? losing units?
Oneyed
Bombarded by your opponent Oneyed....don't you follow what is written in the top legend with regards to bridges and Indian attacks?
OR is that not clear for you?
Oneyed wrote:cairnswk wrote:Oneyed wrote:you could write names of 15 Tunels and Newcastle as other stations (like stations under indian attacks).
I can not see what these "unluckies" do? losing units?
Oneyed
Bombarded by your opponent Oneyed....don't you follow what is written in the top legend with regards to bridges and Indian attacks?
OR is that not clear for you?
there is just written: Be careful! Saboteurs can destroy (bombard) bridges. or you can be hampered by poor labour supply, snowfalls and Indians.
so there is not mentioned who are saboteurs, from which place can opponent bombard you. is it only me who is not clear in this...? maybe the disasters could lose 1 army per turn?
Oneyed
cairnswk wrote:NO, you're right Oneyed.It isn't clearly spelled out who are sabateurs but does it need to be when you only have one opponent in a 1v1 game I thought it would make sense that only your opponent could bombard??
![]()
cairnswk wrote:as for where you can bombard from that is still to be determined...so your thoughts on that please!
cairnswk wrote:are you saying -1 decay for the disasters....can the xml do that? i don't think so!
but it can do killer neutrals, and i really don't want that in the game....overcomplicates things!

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