GagaExtreme mentioned this approach as well. What I discovered, though, is that blanket subsidies on railroads really becomes a drag after awhile. Plenty of railroads are profitable. But it's those weird ones in the mid-game that can't decide how to be profitable. Those get subsidies if they are behaving in a way I don't like.
I am a bit late (just saw your post now), but anyway:
Mid game Railroads are imho a very interesting thing, because you could argue they are one of the spots where economic fine tuning between taxation, development and consumer goods kicks in.
My understanding is that the mid game Railroad subsidies have five major aspects to them:
(1) Lack of demand for Transportation due to low number of Mines, Plantations and Urban Centers with related PMs.
(2) Lack of demand for Transportation due to high taxes and/or expensive consumer goods, which prevents pops from being pushed past the SOL threshold (20, iirc?) that activates Transportation as a pop need.
(3) Expensive input goods for Railways due to underproduction from improper economic development or improper PM use (or country resource limitations in some rare cases).
(4) Low INFRA & Transportation production efficiency due to lack of advanced technologies (Electric Railways is imho one of the most important early-to-mid game techs).
(5) Excessive INFRA demand from an overbuild industry that consumes INFRA while not being staffed due to lack of employable population pr profitability.
I actually wish there were more bits of the economy like this, because it really forces you to think a bit about how you want to develop your country. Depending on my average SOL I tend to ease up a bit on taxes (either going down 1 step or by abolishing some consumer taxes) in the mid game these days, simply because it seems that the combined impact from higher demand (Services and Transportation in particular), lower Railway subsidies and more investment pool income will off-set that forfeited extra tax income.