This topic is a response to the series of ongoing description by ivanfurlanis, describing his approach to realistic railway networking based on prototypical practice in what I call "alpine Europe" - southern Germany, Austria, Switzerland and Northern Italy. Anyone who has NOT seen his posts needs to drop whatever they are doing and check out his screenshots: http://www.tt-forums.net/viewtopic.php?f=47&t=38444 and his topic Realistic Railway Networks http://www.tt-forums.net/viewtopic.php?f=47&t=48355. Mr. Furlanis has inspired quite a few of us fans of mountain railroading,



Some points to keep in mind:
* The US and Canada are BIG countries, with some rather sparsely settled areas in our western states/provinces. However, those few lines that run through mountains, canyons and deserts move a LOT of tonnage. Two rail lines in the southwestern US, the BNSF's (ex-ATSF) "Transcon" and the UP's (ex-SP) "Sunset Route" move up to 100 trains a day, most of them over 2 km long. CN and CP move some pretty impressive grain trains to ports in British Columbia as well.
* Those mountains come with steep grades and tight curves - grades steeper than 2% (1 in 50) are not uncommon, and UP has TWO locations where mile-long trains loop over themselves to climb mountain ranges in California ALONE. Efforts to provide extra capacity are hampered by real cost and physical limitations - no terraforming trenches across the landscape here!
* Cargo is king in North America - freight trains are the big show here, and in most locations our national passenger rail network does NOT have its own dedicated right-of-way. While the trend of providing excess urban trackage to local commuter rail authorities has resulted in more such system having their own dedicated lines, in many places slow freight, fast freight, commuter AND intercity service must share the same lines - and in a lot of places, this may be bi-directional single track!
I will add some samples of my own practice to keep my OTTD rail networks as prototypical as possible while still playable. Comments and contributions are welcome...