2814 lines
129 KiB
Plaintext
2814 lines
129 KiB
Plaintext
ON BOARD TUTORING
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The following tutorial will get you up and running your trains and
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provide the groundwork for understanding some of the financial
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intricacies of the game. You'll find detailed explanations of menus,
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commands, investment suggestions and general game play advice
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in the Reference section of the manual.
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The tutorial assumes that you have a mouse. The left button is the
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default mouse button for selecting actions and commands, unless
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otherwise stated. If you're playing without a mouse, see the
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Addendum for keyboard procedures.
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Please refer to your Addendum for procedures to install and start
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A-Train. Once the program is running, you are ready to begin
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your training.
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After the title screen and credits for the game have been displayed,
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the SYSTEM menu will open.
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When the SYSTEM menu is opened, the game clock stops. The menu
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has a number of commands, but for tutorial purposes, just click on
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NEW GAME. A submenu will open. The six numbers represent the
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choices of map landscapes upon which you can build your train
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empire. Click on #1 and then click on LOAD.
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You will now see the lovely map of your new railroad operation,
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surrounded by the "picture frame" of menu choices. The running
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clock in the upper-right corner indicates the fiscal term (from April
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1 to the present), and the month, day and hour. The clock is the
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measure for train scheduling, which will be discussed later in this
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Tutorial. The passing of time is illustrated by the changing patterns
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of light as day fades and night falls (VGA only). The light changes can
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be turned off if you wish; see your Addendum for details. There will
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also be seasonal changes, such as the appearance of winter snow, as
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the game progresses.
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All of the maps provide you with at least one operating railroad, and
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some amount of cash. See the Cities chapter in the Reference section
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for amplification on the challenges each map presents.
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Map One is one of the most open and undeveloped of the six
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scenarios, providing space for experimentation and risk. One of the
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goals will be to develop the "bedroom community" of its new town.
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Take a few moments to "mouse around" on the map to get a sense of
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your territory. You can make incremental movements by clicking in
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the arrow boxes on the right side of the frame, which will cause the
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map to scroll a small amount in the direction of the arrow.
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You can orient yourself to the overall map boundaries by clicking on
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SATELLITE (on the right edge of the frame), which will display a
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small image of your complete map. (All picture frame menus will
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highlight when the mouse pointer is positioned on the menu title.
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and they then can be opened with a mouse click. ). The rectangle on
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the Satellite map captures the current territory displayed on the
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large map. You can drag the box on the Satellite map to any area and
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click, and the corresponding terrain will be displayed on the big map.
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Take careful note of the hills, rivers and lakes; terrain plays a
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significant part in your rail setup. The land is divided into small
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squares that we'll refer to as "blocks." The block is the measure for
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a number of A-Train procedures.
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Use the Satellite rectangle to return to the existing train station on
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the map, then leave the window by clicking on EXIT. There is both
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a freight and a passenger operation on your established lines, both
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running on the same track, both going off the map. Note that the
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freight train returns from its excursions outside laden with materials,
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which are deposited in the large pile at the station ; if the storage place
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is full, it will pick up materials to be sold to the outside. Those are the
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construction materials from which commercial properties
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and other holdings are developed. Their placement and
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train transport play an integral part in your city
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development.
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And city development is one of your goals. Click on
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REPORT 4 -- the Urban Growth chart--and note the
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statistics on your city's status, particularly the population
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total. It is wise to periodically check these facts to see how
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rapidly your city is evolving. These figures give you quick
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feedback on how your moves affect the city scale. Click on
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EXIT to leave the report window.
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Track laying can be a trifle tricky at first, so we'll experiment a bit.
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Scroll to one of the undeveloped areas on the map, so that you can
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put down and remove some track without destroying existing
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development. Open the TRAlNS menu. This menu provides you with
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the functions you'll need to build and schedule your railroad. Click
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the LAY TRACKS command. Make sure that LAY is highlighted.
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Click the mouse and you will see a terrain block highlight; these
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blocks are the units of measure in the survey of your terrain.
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Drag the mouse in any direction and you will see a highlighted line
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follow your movements. The highlight will reflect any curves when
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you deviate from a straight line. You can see that by slight
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maneuvering with the mouse, the display of your proposed line will
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change its angle and course.
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Drag a straight line from left to right about six blocks and then click.
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A strip of track will be put down in place of the highlight. Click on
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REMOVE (in the LAY TRACKS submenu), and click on either end of
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the track and drag to its other end. The beginning block will
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highlight, just as when you place track. Click again and the track will
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be removed and replaced by cleared land.
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You can see that the figure in the COST box changes with each block
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over which you lay track. This number reflects the purchase price of
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the land, and the track laying/removing charges. You will still own
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any land from which you remove track.
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Hint: If you are trying to put down some lines and your
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track tactics don't result in the desired direction, you can
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cancel the LAY command by clicking the right mouse
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button. Then try to lay the railroad by clicking first the
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destination point and then the beginning point. The railroad
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should turn to the opposite direction.
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For curved track, if you can't achieve the desired angle with a single
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drag of the mouse, you can lay piecewise segments of straight track,
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connect the curved joint, and then connect additional segments. Of
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course, it's more expensive if you mistakenly put some down, only
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to remove it later.
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THROWING YOUR TRACK A CURVE
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Curving track can require some wily maneuvering, but it's a skill that
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will serve you well in future track laying. Try running a line from east
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to west and then have it veer sharply up or down. Also try a few wide,
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looping curves. If you haven't established a practical line position,
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you'll get a nasty message from the track layer or construction
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manager. You can see that controlling the curve isn't always easy,
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but small mouse motions can usually establish the desired angle in
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a highlighted planned line. If you have difficulty getting a curved
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lengthproperlypositioned,doitinshortone-ortwo-blocksegments.
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Try removing curved track as well.
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Hint. When trying to place a line segment, its easier to get
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a block to highlight if you click directly in its center.
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If a track removal path won't follow any curves that might be on your
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line, you will have to remove piecemeal sections. It is expensive to rip
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track, so in the real game, plan carefully before you lay your line.
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Experiment with curved and straight track laying and removal until
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you have a more natural feel for it.
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GETTING BACK ON TRACK
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When you've untangled this track-tying rope, scroll the map so that
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your original station is near the top and center of your screen. We're
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going to run a new line from here to the east and then south, so that
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we can use the existing commercial market of the town, without
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having to schedule trains around the existing lines.
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We'll establish two new lines on a connected track near the established
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lines. These will provide us with a small passenger market, and let us
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acquire some construction materials to spur development around
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our new lines. The schedules and routes of the original line are fixed
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and can't be adjusted, but any additional trains can be laid down
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separately or integrated and controlled.
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Click at a spot a couple of blocks below and a couple blocks to the
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right of the station. Move the highlighted planned line from west to
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east about five or six blocks, and click to place the line. You can add
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to existing track by clicking the mouse at track end (the initial block
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will be highlighted), and dragging. Click at the eastern end of your
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line and move it east a block or two and then draw it down, straight
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south, to a few blocks from the bottom of the screen.
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The curve southward should be indicated in the highlighted planned
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line. You might have to do some wiggling to place it so that it "sets,"
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but when you have positioned the line to your satisfaction, click at
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its end. This will establish the track (or you will get a message
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informing you if you have laid a line in an unsuitable position).
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When you are laying track you often have to make many adjust-
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ments for geography--avoid hills and try to use fairly straight
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segments, since curves are more costly. You can click the right
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mouse button to cancel a planned line if you haven't yet clicked the
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left button and placed it.
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Look at your new track in the Satellite view to see it in relation to the
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original map. (You must exit the LAY TRACKS submenu to use the
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Satellite view.)
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Let's lay a second line that connects on a spur from the first. It is
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actually easier at the beginning of games to lay two close-but-
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separate lines, freight and passenger, so that you don't have to be
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concerned with switches, but we'll get your switchin' feet wet early,
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so you won't be fearful of those complex waters later on.
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Connecting track must be first established on a diagonal line from
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existing track. Position your mouse so that it is about two-thirds of
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the way down the first section of your track. Highlight the first block
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and drag the mouse down so that your second line runs parallel and
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one or two blocks to the west of your first track. Drag until you reach
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the terminus of your first line and click to set your dual line. The
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result should look like the Second New Line diagram; minor var-
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iations in placement aren't important.
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TRAINING YOUR FlRST TRAIN
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There are a number of approaches you can take to or-
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ganizing your initial railroad, such as buying and plac-
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ing the stations first and then arranging your trains, but
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we'll get a train up and chugging right away so you'll
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have something to brag about.
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Exit the LAY TRACKS menu and click the BUY TRAIN
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command in the TRAINS menu. You will see a Rolling
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Stock Market display of all the available train models, a
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chart detailing the statistics of the chosen train, and a
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train registry showing what trains are already in oper-
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ation. Other maps that you develop will show all your
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purchased trains by their highlighting on the calendar chart,but you
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cannot adjust Map One's existing trains, and thus the entire chart is
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open.
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To buy a train for your new line you must first choose an unused train
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number from the registry (#1 has a lovely ring) by clicking on it, and
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then assign the number to a particular train chosen from the train
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chart. As you click on the various small pictures of the trains, a larger
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picture of the selected train will appear at the bottom of the window
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along with its vital statistics (model, capacity, cost, etc. ).
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Your first line should be a freight line. We recommend the dashing
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GP 40, the bottom unit in the second column, with the crisp Maxis
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Lines logo. (You may want to start with a cheaper, lower-capacity
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freight in a real game. ) Once you have chosen a train, make sure the
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BUY command is highlighted and then click CONFIRM. The train is
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now yours, registered by its number, which is highlighted and
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underlined on the registry chart.
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Click EXIT to close the Rolling Stock Market. Then click the PLACE
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TRAIN command from TRAINS menu. You'll find that the new train
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number has already been chosen in the calendar chart, with its train
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stats displayed. (From this menu you can click other numbers if you
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want to make changes to future existing trains.)
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Make sure that #1 is highlighted and then place the train near the
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bottom edge of your eastern line by positioning the pointer over a
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spot on the track, which will display the highlighted box. The train
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will appear on the place clicked. If the place isn't appropriate, a
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message box will appear to scold you. The new train will have two
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arrows, one in front of the train and one at the back. The white arrow
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represents the train's direction. You can click on these arrows to
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toggle the direction; for now, point its travel up the line towards the
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original railway. The train starts moving after you click on EXIT. You
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got yourself a railroad!
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Hint: When expanding future lines, it might be convenient
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for you to place Several trains at one time--multiple track
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placements--using the satellite view scrolling, which
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lets you move around the map very quickly.
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GIVE YOUR TRAIN A HOME
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You'll see your train making its merry path from north to south
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without relent, on the outside line. Let's give it a place to pull over
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and stretch its wheels. and also pick up some business in the
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meantime.
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All maps will start you with a least one station on a line. One solid
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approach for a line with only one station is to establish another on
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the same line some distance (at least 15 or 20 blocks) away preferably
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near some development--if there is any--so as to provide both
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materials transport and some passenger income. (Passenger fare
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increases with distance traveled.) We're dealing with freight right
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now, but we're going to put a passenger line down as well.
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There isn't a preset ideal" distance between stations for running
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passengers. Dependent on development factors, set the stations
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close early in the game to reduce track laying expenses, and when
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there is more passenger traffic, remove close stations to get the
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increased fare received for longer trips. There are many strategic
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gambits concerning station development; refer to the Trains chapter
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in your Reference section for details.
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For simplicity's sake. let's establish a station at the southeast end of
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our new line. You can add additional stations to your original line
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later. The large stations, the ones with tall buildings attached, are
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more expensive, but their larger passenger processings provoke the
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simulation into faster city and urban road development. Scroll to the
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southern end of your line and click on the BUILD STATION
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command on the TRAINS menu. Trains will stop running when this
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menu is opened.
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You are given a choice of four small and four large stations in various
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orientations. Click on a small station that will face the tracks from
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the west and then position the mouse at the southernmost edge of
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the track. (Station orientation is a factor in city development; see the
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Crossroads section in Reference.) Stations can only be placed on
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diagonal segments of track with no curves. You'll see the station
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outline in highlight, which will occupy at least three blocks. Click
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when the position is right, and the building will settle nicely into
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place. When lines are this close, they can share a single station.
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It's necessary to immediately make an area for materials storage near
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the station, so that your can pave your kingdom. You need to buy some
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land adjacent to your station for this storage. It's actually a very
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sound move to buy up a lot of land around your stations quite early
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in the game, because this land's value skyrockets in relation to later
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development. If you truly have an eye for the long-term, buy land in
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areas where you might concentrate development later; it's sure to
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bulge your future wallet. You probably shouldn't spend too much too
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soon, though. because startup rail costs are high.
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Open the subsidiaries menu. This menu provides the commands
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to buy and place your land, income properties and commercial
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developments. Click on REAL ESTATE. A submenu will open with
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buy and sell I commands. a figure revealing your current holdings
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and a cost figure that will tally the price of prospective land buys. The
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prices for the individual blocks of land will be revealed when you
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move your pointer over them.
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Land without buildings on it is cheaper; buy accordingly. Click the
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Bl IY command; the mouse pointer will become a highlighted block.
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Click on several blocks of land in a line near your western station. You
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can buy more later if the traffic's hopping. You can also buy property
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in the general periphery of the station. Leave any residences and
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buildings be. You can see that when you purchase the land, its surface
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is cleared. Cleared land with a black highlight around it is owned by
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another company. Exit the subsidiaries menus.
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Scroll (if necessary) up north near the map's original station and
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open the BUILD STATION menu. Place a station at the northern end
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of your line, which should be just a few blocks below, parallel to, and
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a touch east of your original station. You will have to build over some
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existing buildings. This station's placement allows you to feed" off
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of some of the existing materials brought in from the outside and to
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transport them down to your southern stations for city develop-
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ment. Buy some land near this station for materials storage.
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Now your train's all dressed up with a place to go, but you need
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to tell it where and when. Exit the build STATION menu.
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DON'T FIGHT; SWITCH!
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Go back to the TRAINS menu and click on SChedule. You will see
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the calendar chart with your highlighted train number and a route
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map that displays the operating trains. their tracks and stations in
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miniature. Clicking on the number of each purchased train will
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highlight its image at its current position in a small white box on the
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route map. Info on the selected train is underneath this map. This
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map can he a particular asset when you have many trains running
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and their respective numbers are not so fresh in your mind.
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We'll set schedules when we place your passenger train, so ignore the
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DEPARTURE TIME command; click on SWITCH. A small diagram
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of a switch will be shown in the box below the command.
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Move the mouse so that the pointer is near the junction of your
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southwest line and click. A highlighted box appears on the map at the
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switch's location and the switch display shows its current position.
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Click on CHANGE SWITCH to direct your freight to your southwest
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track. The switch will be redirected on the route display and
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the game map.
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Click on the TEST RIJN command and you will see the
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altered route on your route map, with your train represent-
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ed by a swiftly moving dot. You must click on END TEST to
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halt the manic pace of the test demonstration.
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Exit the SCHEDULE window and watch the movement of
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your train. You'll see that it will soon start transporting
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materials to your southern storage place, or dependent
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on availability of materials near your original station--
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taking them away. You can redirect the course of your train
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through the PLACE TRAINS menu. Clicking on its number will
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scroll the screen to your train. which will display its directional
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arrows. Sometimes materials won't be available and your freight will
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begin to take materials away from your southern stations. You can
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use the arrows to send your freight back to deposit materials it was
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going to take away.
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Switches, scheduling and all their intrigues are discussed in more
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detail in the Trains chapter in the Reference section. You will need
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to become a competent switchmaster and scheduler when you place
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your passenger train.
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For now, let #l run freely, as long as it is depositing construction
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materials at your southern station. Those blocks are the flagstones
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on your road to fortune.
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This part of the tutorial will guide you through the basics of the
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building trade in A-Train. There are many stratagems regarding
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development around your stations and subsequent city expansion.
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All situations are variable according to the existing level of map
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development, your cash resources, and your approach to growth, be
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it devil-may-care or cautious. For tutorial purposes, we'll just give
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you some fundamentals on property development, its effect on the
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population, and how the simulation responds to your decisions. All
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of these matters, including a chart of development expenses for each
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subsidiary, are expounded upon in the Cities chapter of the Reference
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section.
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Of critical need now are those construction materials, the stuff your
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dreams--and buildings--are made of. Construction materials are
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the "flour and water" from which all buildings are constructed and
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from which the simulation builds. You will see them start piling up
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near your station not long after it's built (as long as your outside lines
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are bringing them in). The pile will shrink and grow dependent upon
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the movement of your new freight line and the materials use of your
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initial trains. When you've built up a storehold of materials you can
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do some property development.
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Of course, you can rather cleverly relieve some of these materials
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anxieties by making some of your own. Why not build a factory
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nearby to produce the little devils for you? ( It is better early on to rely
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on materials brought in from the outside and not to build an
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expensive, high-maintenance factory, but we'll do it here to
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demonstrate how they work.)
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Open the SUBSIDIARIES menu and click on FACTORY. A submenu
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will open that displays an image of the factory and BUILD and
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REMOVE commands. Click on BUILD and position your pointer in
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More (Y/N/C)? the territory south of your northern station, but within about eight
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blocks of the track. You will see the land costs change as you move
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your mouse. Click when you've found a spot to your liking.
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You can't utilize these materials unless they are first transported by
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your freights to your storage place, so keep that in mind--the
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direction of utilization is towards your southern stations. You can,
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however, use materials directly from the factory if you build within
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10 blocks of the factory storage place. You can remove the factory
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when you have sufficient materials; the maintenance costs are
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high, and are charged to you even when the factory isn't producing.
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Factories do, however, also provide employment for your citizens.
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If there are placement problems for any property development, you
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might have to face the Construction Manager, who will inform you
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of difficulties in a message window. Change the site selection if you
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can't immediately place the factory. It takes
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20 materials to build a factory, but that
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sacrifice is softened by your realizing that all
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A-Train factories are non-polluting.
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Right now, the only things your train is
|
||
picking up are construction materials and
|
||
flies, so let's do some developing--
|
||
environmentally conscious, of course--with
|
||
your passenger train in mind.
|
||
|
||
|
||
|
||
Open the APARTMENTS submenu. There are no differences in
|
||
operating expense or income among the three styles, but their initial
|
||
purchase increases inexpensive from left to right. Choose one, and find
|
||
a good site on the map near a station to house some hard-working
|
||
families. All of your initial property developments should be close to
|
||
the station, since it increases their value, surrounding property
|
||
values, and centralizes initial development.
|
||
|
||
You might want to place your first apartments near your eastern
|
||
track, if you don't want them to have to see the factory out their front
|
||
window. Click on a block to place their new homes. You will get
|
||
advisory messages from the simulation if your placement is unsuit-
|
||
able or if you don't have enough construction materials. (Apartments
|
||
require eight materials.)
|
||
|
||
Building apartments indirectly 'primes" the simulation to develop
|
||
other buildings around yours. Early rapid buying and selling of
|
||
apartment houses does not in itself provoke more rapid development
|
||
by the simulation, though you can parlay the income from sales to
|
||
buy more companies and land, which brings up population totals,
|
||
which does provoke the simulation to build. Build a few apartment
|
||
complexes near the station.
|
||
|
||
You can see from the SUBSIDIARIES menu that you can truly fill the
|
||
landscape with properties galore, but all these decisions must be
|
||
made in the shrewd light of company benefit and profit, so don't go
|
||
hog-wild. You should put down some commercial or rental property
|
||
nearby so your residents will have someplace to work. Avoid building
|
||
or buying land directly behind your station without later selling it,
|
||
because that is where the simulation will build roads when your city
|
||
expansion is really cooking (if you have built with large stations).
|
||
|
||
Now that you have acquainted yourself with all of the TRAINS and
|
||
SUBSIDIARIES menu functions, you can open the SYSTEM menu
|
||
and click on QUICK MENU. This will display the icons for all of those
|
||
menu functions without the large title windows, so that the display
|
||
area is larger. Clicking on any of the icons will open the submenus
|
||
you have already seen. You can toggle the QUICK MENU on and off
|
||
through the SYSTEM menu.
|
||
|
||
ESTATES AND THEIR REELINGS
|
||
The simulation will produce additional residences as soon as you
|
||
reach a certain developmental scale; you might see the program
|
||
clear some land first, and then fill it with houses after a materials
|
||
deposit. You can make this happen more rapidly by buying real estate
|
||
near your stations and then selling it not long after.
|
||
|
||
Clearing land by purchasing it removes one step in the simulation
|
||
building process by making it easier for the program to build after
|
||
you sell the land.
|
||
|
||
The program can also be kick-started by selling all old subsidiaries
|
||
and buying new, but don't buy anything like golf courses or sta-
|
||
diums until you have an urban base. However, constant speculation
|
||
in subsidiaries will eventually result in a "There are no buyers"
|
||
message. Check the "Look At Your Report Card" section below for
|
||
details on buying and selling assets.
|
||
|
||
You might have to take an initial loss on these sales, but once you
|
||
have developed the area around your station a bit, and there are
|
||
available materials, the program will start popping out houses and
|
||
small commercial buildings, often where you've just made a
|
||
transaction, and you'll have that warm glow only a mother knows.
|
||
You can't expect your new residents to walk to work, and what about
|
||
when Grandma wants to visit from the Great Beyond outside the
|
||
map's borders? It's time to be a prime mover in the ecologically
|
||
conscious (and hopefully, logically profitable) world of mass transit.
|
||
We'll place a train on the outer ribbon of your existing line so that
|
||
your passenger train enjoys the same rights (and rites) of passage as
|
||
your freight.
|
||
|
||
Open the BUY TRAIN command and buy one of those sleek little
|
||
numbers you've always coveted. The AR 111, fourth from the top in
|
||
the third column, is recommended for its efficiency, but it might be
|
||
a touch expensive now, so you may want to buy a cheaper, lower
|
||
capacity train (perhaps the handsome CF Lines FP 45 right above it)
|
||
while your town's still in its infancy. You can always replace existing
|
||
trains with faster, higher-capacity ones when the going's good.
|
||
|
||
Anyway, risk some dough: name your risk #2, buy it, and place it on
|
||
its line. Make sure the switch directs it down the eastern route. Now
|
||
that you have two trains with a shared line, scheduling becomes a
|
||
bit more dicey. Periodically check the number of passengers in the
|
||
Satellite view by train number once your train is running. (The
|
||
display will center on the selected train.)
|
||
|
||
TIME AND CHANCE
|
||
|
||
One of the central profit maxims of A-Train is that your
|
||
departure time must be set at 8:00AM in the residential areas
|
||
and at 6:00PM (18:00) in the urban areas in order to suck up
|
||
-I those happy commuters and their happy dollars. As you can
|
||
see from this map, it isn't exactly a bustling urban community
|
||
yet, but let's plan for your future. Exit the PLACE TRAIN menu
|
||
and click on SCHEDULE.
|
||
|
||
Click on #2 in the chart and select DEPARTURE TIME under
|
||
MODE. A chart of times will be displayed. Move the mouse
|
||
toward the image of the southern station. Cross-hairs will
|
||
converge near the station. Click to establish this as the initial
|
||
departure site. Click on 8:00AM.
|
||
|
||
Click on #1 and set your freight's southern departure time for 18:00.
|
||
For now, leave the northern station at one-hour stops for both. These
|
||
settings will make your trains travel to these stations, wait until the
|
||
designated time (picking up or dropping off passengers and freight
|
||
and not using expensive fuel for those down times) and then push
|
||
their cargoes.
|
||
|
||
Were you to run separate lines, it wouldn't be necessary to set a
|
||
schedule for your freight, since it can perform constant pickup and
|
||
drop off without losses in profitability. You might have to remove and
|
||
replace your trains several times or set their directions differently so
|
||
that the schedules are synchronized. You may experience a few
|
||
collisions at first, but they only result in frozen trains and a delay in
|
||
service, with nary an injury to worry about.
|
||
|
||
Later, you can adjust schedules for more map-specific events, such
|
||
as increased development in one area, which hikes passenger totals
|
||
(or make the switch to a larger-capacity train). Check on running
|
||
passenger totals in the train stats boxes in the Satellite window;
|
||
you'll probably see many more passengers from your northern
|
||
station if you also set it at 8:00 am, but you'll have to fuss with your
|
||
freight's schedule in order to coordinate both.
|
||
|
||
For now, this schedule just keeps the trains out of each other's way.
|
||
Also, if your construction materials just begin piling up and you
|
||
haven't the funds for much building, replace your freight train with
|
||
another passenger train to try and pick up some extra passenger
|
||
profit. Test different schedules and periodically check each train's
|
||
capacity in the Satellite view at different station times to collar the
|
||
biggest payload.
|
||
|
||
Later, you can boost profits by increasing track length and adding
|
||
another station on the line (larger stations stimulate greater urban
|
||
expansion), and by pushing sound commercial development. Build
|
||
a factory near your southern stations if materials movement is too
|
||
slow and those houses aren't hatching. You must, of course, wait
|
||
until your territory and budget can support pushing your frontiers.
|
||
It's time to start attending to profits, Losses, and that eternal
|
||
bugaboo, the bottom line. A-Train has a host of financial chartings
|
||
and investment possibilities: let's look at your rail operation and
|
||
maybe even manipulate some markets. The "fine print" of all these
|
||
money managings and manglings can he found in the Money And Its
|
||
Management chapter in the Reference section; we'll just look at the
|
||
elementary aspects here.
|
||
|
||
As mentioned before, it's nice
|
||
and useful--to know what the
|
||
population of your city is and
|
||
how rapidly it is growing before
|
||
you even touch those nastier
|
||
numbers. Click on REPORT 4
|
||
and you'll see a window that
|
||
displays some city statistics, a
|
||
graph of population change
|
||
over time, and a radar" chart that reveals the industrial orientation
|
||
of your city. The Primary Business is your rail operation, the
|
||
Secondary is your city's main income subsidiaries (factories, buildings
|
||
for rent), Other Business refers to things like amusement parks and
|
||
hotels, and Residence is the ratio of your city area taken up by your
|
||
residents.
|
||
|
||
It is wise policy to check the population tally frequently to determine
|
||
the pulse of development. You can see how the erection of certain
|
||
buildings affects residential numbers, and how much internal build-
|
||
ing by the simulation boosts these figures. Your city's successful
|
||
expansion is how you win" in A-Train, so keep fiddling with your
|
||
properties and trains--go West (and East, North and South), young
|
||
engineer.
|
||
|
||
THE RHYTHM OF THE RAILS
|
||
You can get a station-to-station broadcast" of your railroad's fiscal
|
||
health by clicking on REPORT I. The report's first level shows your
|
||
cash on hand, your total debt and the estimated taxes (after March
|
||
31) for your company. Clicking again brings up the report's second
|
||
level. which displays the first figures and the constantly updated rail
|
||
sales and subsidiaries income numbers for the day. the month and
|
||
the fiscal term. The costs for these periods are calculated onscreen
|
||
also, as well as the profit loss figures for those times. These costs
|
||
include initial train purchases and initial track laying costs. which
|
||
call he quite dear.
|
||
|
||
|
||
|
||
|
||
|
||
Click yet again and you can see all this plus your station, switch. cars
|
||
and track length totals, as well as a graph showing your money
|
||
(vertical axis) over time (horizontal axis). You will undoubtedly see
|
||
a negative ' spike" -- the dreaded red--for your initial months.
|
||
because of your operation's developmental costs. Naturally!, you
|
||
want to try to keep those money lines a healthy black color. but it's
|
||
typical not to see a profit in your daily operation for some time.
|
||
Exit REPORT 1 and click on REPORT 2. This
|
||
chart reflects your overall holdings: rail,
|
||
subsidiaries, stocks, and real estate, and also
|
||
provides you with the values of these
|
||
properties and their associated taxes. There
|
||
is a revenue column for all these holdings
|
||
that includes market dividends and taxes on
|
||
all the incomes. Your expenditures for all
|
||
your holdings, including commission paid
|
||
on real estate deals and interest on your
|
||
loans, are found in the second column.
|
||
|
||
There are two income tax figures, one the
|
||
taxes on your assets, and the second a tax on
|
||
your profits. Refer to the income tax infor-
|
||
mation in the Money And Its Management
|
||
chapter in the Reference section for the
|
||
maneuverings to escape the pinch of those prongs. You should refer
|
||
to this chart periodically to get a fix on the areas of weakness in your
|
||
empire, to decide whether you should dump subsidiaries if they are
|
||
unprofitable or buy them up to avoid heavy profit taxes, and in a
|
||
general way to oversee your real estate investments. There is a more
|
||
detailed breakdown of this Balance Sheet in the Money section.
|
||
|
||
|
||
From this window you can buy and sell these assets. If you click on
|
||
APARTMENTS and then on SELL, a window will emerge that pro-
|
||
vides the stats on the term sales, profit/loss and market value of all
|
||
of your apartments, plus the commission charged you for their sale.
|
||
Click on one of the lines of information and the Apartment Manager
|
||
will appear, giving you the opportunity to proceed by clicking on the
|
||
YES or NO button.
|
||
|
||
Select one of your apartments and sell it. You will see your cash figure
|
||
rise and the ownership figures update. Selling and buying new
|
||
subsidiaries increases population and employment opportunities,
|
||
creating competition to propel development. The selling off of
|
||
subsidiaries is also one of the game's best fundraisers for quick cash
|
||
infusions. After you exit this menu, note that the properties that were
|
||
once yours no longer have the little box on their roofs. This indicates
|
||
that your company no longer owns them. (This is also one of the
|
||
ways you can verify that new commercial properties have been built
|
||
by the simulation.)
|
||
|
||
|
||
|
||
|
||
|
||
Click on STOCK MARKET--open
|
||
only from 9-5 and you will see a
|
||
graph charting the fortunes of a
|
||
selected stock over the past 30 weeks,
|
||
along with the stock board, which
|
||
can be scrolled to display the 24 stock |
|
||
brands. The two numbers after the
|
||
company name represent its trading
|
||
value and the amount by which it has
|
||
dropped or risen since the day before.
|
||
In addition, you'll often see a window
|
||
with a securities advisor who will
|
||
inform you about the current market
|
||
conditions.
|
||
|
||
You probably have a little spare time, since you're merely a CEO,
|
||
engineer, property developer, and city planner--why not dabble in
|
||
the market a bit? It's not necessary to do any stock trading to develop
|
||
your city, but it is a means to diversify your holdings, give your
|
||
income an occasional kick, and remind yourself of what a genius
|
||
you are.
|
||
|
||
|
||
|
||
|
||
|
||
when you click on any of the stocks,
|
||
the graph will update to display that
|
||
stock's trends. For now, search the board for a stock that seems to
|
||
have a fairly consistent rising trend, but that currently is in a flat or
|
||
lull state. Click on BUY and you'll see a chart that identifies the stock,
|
||
its price per units chosen and the brokerage fee for the sale. You can
|
||
increase or decrease your totals in units of 1,10 or 100 by clicking
|
||
on those buttons and using the plus or minus signs.
|
||
Buy 100 units of your selection. You can return
|
||
to your train operation, but be sure to periodically
|
||
check the board for your stock's performance. If
|
||
it shoots the moon, sell, or if you have a canny
|
||
touch, wait out your hunches (but don't say I
|
||
didn't warn you). When you click on the SELL
|
||
command, your portfolio will appear, showing
|
||
your stock type, number, original purchase price
|
||
and current market value. Click again on SELL
|
||
and your investment advisor will ask you to verify
|
||
the transaction.
|
||
|
||
Be advised that slumps can occur where the
|
||
value of some stocks will bottom out rapidly, no
|
||
matter how well the rest of the economy is doing. Stay on top of your
|
||
stocks; you can make some pretty coin this way, but you can also look
|
||
like an absolute lunkhead at nosedive time. Stock investment is also
|
||
a good means to channel your profits when the taxman comes
|
||
around. Check the Money section in the Reference chapter for
|
||
specifics about stock types and investment.
|
||
|
||
BANK ON IT
|
||
You might find that your visions of
|
||
sugarplums will remain blurry unless you
|
||
can do some developing right away, but every
|
||
time you want to place a property or buy
|
||
something nice, that sour old Accounting
|
||
Officer pops up to tell you can't afford it.
|
||
There is a way to escape his tight fists: credit!
|
||
|
||
Go to the BANK menu and click. You will see a window
|
||
that reveals your credit limit and the current term rates
|
||
from 1-3 years. Your limit is 30% of the company assets.
|
||
You can adjust your loan amount by units of 1,000,
|
||
1O,OOO or 1OO,OOO by clicking on the plus or minus signs.
|
||
Decide what amount would satisfy you and click on
|
||
BORROW. You will see the CASH figure tally your
|
||
fresh funds.
|
||
|
||
Debts have an interest charge if they are not paid by the
|
||
end of the loan term; the longer the term, the higher the
|
||
interest. The management chief will warn you that your
|
||
debt is due two weeks in advance. Debts are automatically
|
||
deducted from your company funds on the appointed
|
||
dates; you can go bankrupt if you don't have the cash on hand. Click
|
||
on DEBT TOTAL to see your loan list and the repayment dates.
|
||
|
||
Be sure to shop for the best interest rates. If you plan to take out a
|
||
sizable loan, these charges can kill you over time. But then again,
|
||
living dangerously can be rather stimulating.
|
||
|
||
|
||
|
||
|
||
|
||
Now you are armed with the whys and wherefores to make your
|
||
mark on a map. However, these procedures are but a single scamper-
|
||
ing of your mouse across a room, barely looking at the furniture. The
|
||
A-Train landscapes are fertile soil for many plantings--go dig in the
|
||
Reference chapter for a while to get a sense of the program's depth,
|
||
particularly the fiscal model, and then try to take over a territory. Or
|
||
just jump right in and wing it. Each map has a thousand success
|
||
stories waiting to happen. (Or a thousand bankrupt railroad owners,
|
||
but hey, why be negative?)
|
||
The following material will provide in-depth details about all aspects
|
||
of the program, including specific situational strategies. Refer also
|
||
to the Q&A section at the end of this section for answers to some
|
||
broad overview questions and some detailed game play techniques.
|
||
|
||
A mouse is recommended when playing A-Train. All instructions in
|
||
this manual assume that you have a mouse. If you do not, see the
|
||
section of the Addendum entitled, "Playing A-Train Without A
|
||
Mouse." The slight variations for monochrome monitors will also
|
||
be discussed in the Addendum.
|
||
|
||
|
||
|
||
A-Train is a game that lets you wear several hats: you can
|
||
simultaneously be a CEO, engineer, industrial magnate, cityplanner,
|
||
stock market speculator and big-shot financier. And you have the
|
||
opportunity to fail miserably or shoot the moon in all of these
|
||
enterprises. Your goal, of course, is shrewd management of all of
|
||
these linked components, which are constantly affected by the
|
||
dynamic forces of the simulation, mimicking the roller coastering
|
||
of forces in any developing landscape.
|
||
|
||
Developing landscapes are the shapeable clay of A-Train. You
|
||
are given six different maps, all of which present varied,
|
||
demanding challenges to contend with--but the basic issues
|
||
are identical. How do you operate and expand a successful
|
||
railroad? Where do you build factories, apartments, offices?
|
||
When is the best time to sell them? How do you balance out
|
||
killing taxes and piling profits? What's a strategic approach to
|
||
bank loans and the stock market? And of critical import, how
|
||
do you manage the day-to-day (often hour-to-hour) details of
|
||
all of these concerns, while asking your guardian angel to pull
|
||
you up above it all to get a look at the big picture, and your
|
||
company's future years down the line?
|
||
|
||
And you thought this was just a game.
|
||
|
||
"WINNING" THE GAME
|
||
If you reach $50 million dollars in cash, you get the keys to the city
|
||
and your favorite locomotive, and a chance to start all over again--
|
||
your game is won. But the money measure is just one of many targets
|
||
of game success to aim for. One significant notch on the ladder is the
|
||
upgrading" of the size of your city to the next notch on the city scale;
|
||
see the Cities section for details. What you need to do is craftily
|
||
develop your railroads and properties, jack up the population. and
|
||
stack up some dough.
|
||
|
||
Los I N G
|
||
Aside from winning, there is only one condition that stops the game
|
||
play--if you go broke. If you don't have enough money to pay taxes
|
||
or debts on the appointed dates (the game will inform you), or if your
|
||
cash resources dwindle to a nub at any time. the game is over. To
|
||
avoid a game-over, secure enough money for your immediate taxes
|
||
and debts by getting bank loans or by selling off the company assets.
|
||
|
||
THE MAIN WlNDOW
|
||
Most of A-Train takes place in the Main Window. This window is
|
||
surrounded by a "picture frame" of menu choices. Click on any of
|
||
these choices to open various menus, windows and reports.
|
||
|
||
The central part of the Main Window is a display of the current map.
|
||
This is where you view your city, as well as lay tracks, place train
|
||
stations, and buy and sell land, buildings, businesses and resorts. The
|
||
map is divided into squares, or blocks." In this manual, distances are
|
||
often given in blocks, i.e., "You should build an apartment no more
|
||
than 10 blocks from a station."
|
||
System Menu
|
||
In the lower right of the picture frame are scrolling arrows. Click on
|
||
these to scroll the map in the display area.
|
||
|
||
|
||
THE SATELLITE VIEW
|
||
One of the most useful views of your city is the SATELLITE view,
|
||
which is accessed by clicking on the SATELLITE section of the
|
||
picture frame.
|
||
|
||
The SATELLITE view opens up a small window with a small map of
|
||
your total landscape. In the small map is a highlighted rectangle that
|
||
denotes the area that is visible in the Main Window. Move the
|
||
rectangle in the Satellite map with your mouse and click to quickly
|
||
move to any place on the map.
|
||
|
||
At the bottom of the Satellite window is a "calendar chart" for
|
||
tracking the active trains in the current map. Each train is assigned
|
||
a number from this chart. If no train is assigned to a number, it will
|
||
be "ghosted" or greyed out.
|
||
|
||
When you click on the number of a train, both the highlighted
|
||
rectangle in the small map and the display area in the Main Window
|
||
center on that train. Below the calendar chart is a display of the vital
|
||
stats of the active train, including: train model, formation, current
|
||
passenger total and operating status.
|
||
|
||
THE MAPS
|
||
There are six different maps you can develop, each of which consists
|
||
of a mix of urban and rural landscapes and at least one operating rail
|
||
line. It is a good idea to explore each landscape thoroughly; you'll
|
||
need this working knowledge of your kingdom in order to rule over
|
||
it with a deft touch.
|
||
|
||
M E N U S
|
||
The A-Train interface provides you with a "picture frame" matrix to
|
||
access the menu commands. The periphery (frame) of the display
|
||
screen contains the main menu headings, which will highlight when
|
||
the mouse pointer is positioned on them, and they then can be
|
||
opened with a mouse click. The exposed commands can then be
|
||
executed with your mouse.
|
||
|
||
Most menus stay open until you click on the EXIT button. Many
|
||
menu choices open submenus. When a submenu is open, you can
|
||
cancel a command by clicking the EXIT button.
|
||
|
||
After the credits for the game have been displayed, the SYSTEM
|
||
menu will open. When this menu is opened, the game clock stops.
|
||
The menu consists of the following commands:
|
||
|
||
NEW GAME
|
||
Lists available maps so you can begin a new game fresh or quit the
|
||
present game for a "green" one. You can select the same map with
|
||
which you began a game to play the same game from its beginning.
|
||
|
||
<EFBFBD> Choose a number from 1-6.
|
||
<EFBFBD> Click the LOAD command.
|
||
|
||
|
||
|
||
|
||
|
||
Quits the present game and loads a saved file. See your Addendum for
|
||
details.
|
||
|
||
SAVE
|
||
Saves the current map and game conditions. See your Addendum for
|
||
details.
|
||
|
||
QUICK MENU
|
||
Provides a small, icon-based menu strip along the left side of the
|
||
picture frame that replaces the standard TRAINS and SUBSID-
|
||
IARIES menu windows to provide more map display area.
|
||
|
||
<EFBFBD> Click on QUICK MENU to toggle on and off the standard
|
||
and Quick Menu windows.
|
||
|
||
OPTIONS
|
||
Lets you set some options for graphics, sound, and printing. See your
|
||
Addendum for details.
|
||
SPEED
|
||
Adjusts the clock speed in the game. You may wish to set the speed
|
||
according to your computer type. The speed rate can be increased
|
||
when you want to jumpstart your city, and slowed when you are
|
||
reflecting on city developments or doing some complex work like
|
||
laying railroads
|
||
|
||
There are 10 speeds that are set up or down one level at a time by
|
||
clicking the corresponding hox or the LAH switch. The clock goes
|
||
fastest when all boxes are clicked.
|
||
Click EXIT when you are done setting the speed.
|
||
|
||
Quits the game. Be sure you save the game before quitting so that you
|
||
can continue the game later. Executing the EXIT command does not
|
||
save the game.
|
||
|
||
This menu is composed of commands associated with the railroad
|
||
constructionoperation,suchaslayingrailroadsandbuildingstations.
|
||
The clock doesn't stop when this menu is opened, but does as soon
|
||
as a submenu is opened.
|
||
|
||
LAY TRACKS
|
||
This command lets you lay or remove track using the LAY command
|
||
and the REMOVE command.
|
||
|
||
PLACE TRAIN
|
||
Lets you put a purchased train on a track or removes a train that was
|
||
in operation (using the PLACE, REMOVE, and TRAIN REGISTRY
|
||
commands). There is a "calendar" chart for selecting a train number
|
||
|
||
below the TRAIN REGISTRY heading. After you choose a train
|
||
number, the model, the number of coaches and the seating capacity
|
||
are displayed. If it's in operation, the map will center on the active
|
||
train.
|
||
|
||
To place a purchased train, first click the PLACE command. Next, use
|
||
the calendar chart to select the number of the train that is to be put
|
||
into service. Trains that are "in storage," i.e., not in service. can be
|
||
returned to operation by selecting their number. Then click on the
|
||
track where you want to place the train--it will appear there on
|
||
the map.
|
||
|
||
Your train will have a set of arrows on its roof, one dark and one light,
|
||
pointing in opposite directions. The train travels the direction of the
|
||
light arrow. You can toggle the direction of train movement by
|
||
clicking on the arrows. Statistical information on the train and its
|
||
current operating conditions will be displayed under the registry.
|
||
|
||
To remove a train that is in operation, first click the REMOVE
|
||
command. Next, select the train number. When the number is
|
||
clicked, the map will scroll to display the train on the center of the
|
||
map. Click on the train and it will be removed from the map, i.e.,
|
||
placed in storage. The train can be placed again, or if you choose, you
|
||
can sell it.
|
||
|
||
BUY TRAIN
|
||
Lets you purchase or sell a train using the BUY, SELL and CONFIRM
|
||
commands. To purchase a train, click the BUY command, then
|
||
choose a train number from the calendar chart. Click on CONFIRM
|
||
to seal the purchase.
|
||
To sell a train, click the SELL command. Next, choose the train
|
||
number. Only the trains that have been put in storage can be sold.
|
||
The model, statistics and value of a train in storage will be displayed
|
||
after you click the train number. The train will be sold and its value
|
||
added to your cash as soon as the CONFIRM command is clicked.
|
||
|
||
BUILD STATION
|
||
This command lets you build or remove stations using the BUILD
|
||
and REMOVE commands.
|
||
|
||
To build a station. click the BUILD STATION command, choose the
|
||
station type. then click the place where you want to erect your
|
||
station.
|
||
|
||
A station can only be built adjacent to track lying on a straight,
|
||
diagonal line. You can't place your station near vertical, horizontal
|
||
or curved track. Also, keep in mind that if you build a station on land
|
||
that you don't already own, you will be charged for the land when you
|
||
build.
|
||
To remove a station, click the REMOVE STATION command and
|
||
then click the station on the map.
|
||
|
||
SCHEDULE
|
||
Use the schedule to determine the stopping time, the departure time,
|
||
and the routes for your trains. After you click on SCHEDULE, a
|
||
window opens that displays the Train Registry, along with a map
|
||
showing the route for the currently selected train, with that train's
|
||
information and some command choices. The selected train is
|
||
displayed on the route map by a small highlighted box.
|
||
|
||
First, choose a train number. Then, under MODE, choose SWITCH
|
||
or DEPARTURE TIME. (It's possible to set both for each train from
|
||
this window.)
|
||
|
||
Set the SWITCH as follows:
|
||
Click on SWITCH. You'll see a small diagram displaying one of the
|
||
switches for the train you've selected. The diagram is above the
|
||
CHANGE SWITCH, TEST RUN and END TEST commands. Move
|
||
the cursor on the route map so that the crosshairs shift to the nearest
|
||
switch. Click to choose the switch. The small diagram will update to
|
||
the chosen switch.
|
||
|
||
When the CHANGE SWITCH command is clicked, the switch
|
||
diagram will reflect the new direction that your train will assume at
|
||
that switch.
|
||
|
||
Use the TEST RUN command to see a model representation run of
|
||
the new route. The train (dot) will keep running until STOP TEST
|
||
is clicked. You can repeat the switch-changing commands to make
|
||
the train run the desired route.
|
||
|
||
Choosing DEPARTURE TIME displays the window to set the depar-
|
||
ture time. Move the cross on the route map to the desired station and
|
||
click. Then click on one of the eight choices: choose either ONE-
|
||
HOUR STOP, NON-STOP, or one of the six departure times. You
|
||
must set the departure time for each train, so that each train has its
|
||
own schedule.
|
||
|
||
|
||
|
||
|
||
This menu includes the commands associated with the building
|
||
construction and real estate businesses. Using these commands, you
|
||
can construct buildings on your purchased land or destroy (sell) the
|
||
buildings that are owned by your company.
|
||
|
||
FACTORY
|
||
|
||
With this command you can build or remove factories that produce
|
||
construction materials to speed your building or to augment the
|
||
importation of incoming materials from the outside.
|
||
|
||
Click on FACTORY and the BUILD and REMOVE submenu will open.
|
||
A highlight of the factory's outline will follow your mouse move-
|
||
ment around the map. You can place the factory by clicking, as long
|
||
as there are enough nearby construction materials and the site is
|
||
feasible. You will be informed by a message window if there are any
|
||
problems. Factories are good sources of employment for your
|
||
population.
|
||
|
||
|
||
|
||
COMMERCIAL
|
||
These are enterprises like department stores and furniture stores.
|
||
Use the BUILD and REMOVE command to site your companies. Be
|
||
sure to locate them close to your stations in the early going.
|
||
|
||
|
||
|
||
HOTEL
|
||
Don't place hotels until you have a population base. They can be solid
|
||
sources of income in flourishing cities, particularly during those
|
||
seasonal periods when recreational facilities are operating.
|
||
|
||
|
||
|
||
|
||
|
||
AMUSEMENT
|
||
SKl RESORT
|
||
STADIUM
|
||
None will be profitable until your city has enough traffic to support
|
||
them. They are all subject to seasonal income variation as well as
|
||
influenced by their proximity to stations. They are expensive--build
|
||
them with caution, with the long-term in mind.
|
||
|
||
APARTMENTS
|
||
|
||
Theplacementofapartmentsattheearlystagesofthegame is critical
|
||
to city growth. The people who move into the apartments provide a
|
||
labor force for local enterprise and passengers for your trains. You
|
||
can place a number of apartments near your station and sell them
|
||
fairly quickly, often at a profit, in order to produce funds to build
|
||
more. Do recognize that your apartment dwellers need places to
|
||
work as well.
|
||
|
||
LEASE BUILDING I
|
||
|
||
You can adjust the number of stories in units of five for each type of
|
||
lease building by clicking on the various building icons. It takes time
|
||
to finish constructing a building for rent--you'll see a crane on top
|
||
of the unfinished building that will disappear upon completion. The
|
||
building can be opened for business only after the completion of
|
||
construction.
|
||
|
||
REAL ESTATE
|
||
|
||
This command allows you to buy or sell land. When you click on
|
||
REAL ESTATE, a submenu opens, showing the BUY and SELL
|
||
commands. You will see a figure that tallies the number of blocks
|
||
that you own, and an expense figure for land purchase or income
|
||
figure for land sale that will update as you move the mouse from
|
||
block to block.
|
||
|
||
You can buy and sell (if company-owned) land where there are no
|
||
buildings. Land owned by other companies is surrounded by a
|
||
dotted line.
|
||
This part of your display isn't really a menu, but a menu bar along
|
||
the bottom of the screen that accesses all the business reports and
|
||
financial information.
|
||
|
||
REPORT 1 -- RAILROADS
|
||
This window lets you read the financial status of your railroad and
|
||
subsidiary operations--there are no commands in the menu. The
|
||
clock keeps going even when the menu is opened. The window has
|
||
a three-part display, which covers more of your screen display with
|
||
each click on the Report 1 menu.
|
||
|
||
REPORT 2-- BALANCE SHEET
|
||
This is an itemized report on the total assets and balances of the
|
||
railroad branch, including real estate and stock investment. When
|
||
the menu is opened, the clock stops. This window doesn't contain
|
||
any commands.
|
||
|
||
|
||
Assets
|
||
Properties and real estate owned by
|
||
the company. The taxes for each
|
||
category are also displayed.
|
||
|
||
Revenue
|
||
Company sales and incomes as well as
|
||
the one-year totals.
|
||
|
||
Expenditures
|
||
Company expenses are itemized, along
|
||
with the yearly totals.
|
||
|
||
Taxes
|
||
All of your rail, real estate and subsid-
|
||
iary properties are taxed, as well as
|
||
your profits.
|
||
REPORT 3-- SUBSIDIARIES
|
||
|
||
Use this menu to buy or sell buildings and facilities. The clock stops
|
||
when the menu is opened.
|
||
|
||
|
||
|
||
|
||
|
||
The number of buildings and facilities owned by your company and
|
||
the number of buildings and facilities on the map owned by the
|
||
other companies are displayed. Choose the BUY command or the
|
||
SELL command. Next, choose the building type. A list of buildings
|
||
available for purchase or sale will be shown. Move the cursor to
|
||
choose the building and then click. The building that is available for
|
||
sale will blink on the display map. Fees will be taken from cash assets
|
||
for purchases: income from sales will be, added to those assets.
|
||
|
||
|
||
;
|
||
REPORT 4-- URBAN GROWTH
|
||
This menu displays information on the town's character and
|
||
environment. (You can regard the display map as a part of a larger
|
||
administrative district.) The clock stops when the menu is opened.
|
||
|
||
Size reveals which of the following scales the city belongs to: a small
|
||
town, a small city, a moderate city, a big city or a metropolitan area.
|
||
One of the primary measures of A-Train success is the developmental
|
||
upgrade of your city to the next scale, as defined by a combination of
|
||
population and facilities development numbers. See the cities
|
||
section for details.
|
||
|
||
There are six Types of cities: agriculture-based, balanced, industrial-
|
||
based, residential, tourist-based and underpopulated. The Budget is
|
||
a measure of public investment: more funding results in faster city
|
||
development. A growing Population figure results in more pass-
|
||
engers and income for your railroad and faster development. The
|
||
'Radar Chart" graph displays the relative scope of the industry within
|
||
the city.
|
||
|
||
STOCK MARKET
|
||
|
||
The menu lets you trade on the stock market.
|
||
The business hours of the brokerage firm are
|
||
9AM-5PM, except Sundays and holidays. The menu
|
||
can be opened only during business hours; the
|
||
clock stops when the menu is opened.
|
||
|
||
Click the up or down arrow to scroll the board
|
||
that displays all the stock types. After you choose
|
||
the company name, click the BUY command or
|
||
the SELL command.
|
||
|
||
When using the BUY command, decide the unit
|
||
totals of stocks to be purchased by using +/- and
|
||
the unit buttons, which allow you to buy in in-
|
||
crements of 1,10, or 100. You are restricted
|
||
to buying 2,000 units at any one time. There is a fee for purchasing
|
||
stocks. To sell stocks, choose SELL and click on the stocks from the
|
||
brand list. Stocks are sold in the same units as they are purchased.
|
||
|
||
|
||
|
||
|
||
The display will reveal your credit limit,
|
||
adjustable loan amount, interest rates for the
|
||
chosen term, and the due date for repayment.
|
||
Current interest rates for the 1-3 year periods
|
||
are displayed, as well as your available cash
|
||
and updated liabilities.
|
||
|
||
Use this menu for borrowing money from banks. The business hours
|
||
of the bank are 9AM-5PM, excepting Sundays and holidays. The menu
|
||
can be opened only during the business hours. The clock stops when
|
||
the menu is opened.
|
||
|
||
|
||
|
||
|
||
|
||
Choose a repayment period for the debt from 1-3 years. Adjust the
|
||
loan amount using +/- and the unit buttons, which let you borrow
|
||
in increments of 100,000, 10,000 and 1,000. After you click the
|
||
BORROW command, the loan is added to your company funds. You
|
||
cannot exceed the credit limit. The debt is paid automatically from
|
||
the company funds on the appointed date; you can't pay the debt
|
||
before that date.
|
||
|
||
To see your debts and their respective payment dates, click the
|
||
DEBT TOTAL command.
|
||
|
||
|
||
|
||
|
||
Clicking on SATELLITE brings up a window with an aerial overview
|
||
of your map showing the layout of railroads and a train chart that
|
||
provides the status of train operations for all your trains. The clock
|
||
does not stop when the window is opened.
|
||
|
||
A rectangle enclosing the cursor on the reduced map shows the
|
||
current territory of the larger display map. By moving the cursor on
|
||
the reduced map and clicking, you can quickly move the display area
|
||
to the cursor position. If you select a train number from the TRAIN
|
||
REGISTRY, the display area will move so that the train is centered
|
||
on the screen, and pertinent train info will be revealed.
|
||
RAILROADS ON THE INITIAL MAP
|
||
The railroads on the initial map are part of your company assets. It
|
||
is OK to relay these railroads, to remove a station, or to build a new
|
||
station. You will be given at least one passenger train and one freight
|
||
train that are connected to places outside the map. They belong to
|
||
the company, but their timetables can't be changed. They go straight
|
||
at switches, and stop one hour at stations.
|
||
|
||
GETTING ON THE RIGHT TRACK
|
||
The most basic type of railroad is a single line between two stations.
|
||
At the beginning, the line should be as straight and as short as
|
||
possible, but long enough to be a reliable source of profit. Lay the
|
||
track straight toward its destination. Stations should be built far
|
||
away from each other (relative to the length of the line), because the
|
||
fare you receive increases with the distance between stations. Make
|
||
the distance at least 15 blocks.
|
||
|
||
A "belt line" is suitable for running several trains in the same
|
||
direction. A belt line is a closed loop of track. Using a belt line, with
|
||
its frequent, regulated scheduling, you can put many trains into
|
||
operation at the same time. At the beginning of the game, you
|
||
probably won't be able to bear the construction and engine expenses.
|
||
After several stations have been built, a belt line will seem more
|
||
feasible.
|
||
When shy of cash, play only on a single line. The shortcoming is that
|
||
only one train can be put on the line, although it's conceivable to put
|
||
a loop on each end of a developed single line so that several trains can
|
||
be run at the same time. It's also possible to design a double line
|
||
segment in the middle of the single line so that two trains can run
|
||
in opposite directions, but it can be somewhat costly. The merit of a
|
||
double-line railroad is that you can run passenger trains and freight
|
||
trains on separated lines without conflict.
|
||
|
||
|
||
|
||
|
||
|
||
RAILROAD ENGINEERING
|
||
Laying a railroad is simple, but you should pay attention to your
|
||
expenses. Just click on LAY and move the cursor in the desired
|
||
direction. A line of track will highlight and will be placed on the map
|
||
when you click your left mouse button.
|
||
|
||
Normally you can lay a railroad on any cleared place (except on a hill
|
||
or on the ocean). You can't lay a railroad on land that you don't own
|
||
or that isn't available for purchase; thus when track is placed, you've
|
||
bought the land. When there are large facilities--lease buildings,
|
||
parks, or roads--in the way, the track will have to be curved around
|
||
them. Bridges will have to be constructed over rivers. If you start to
|
||
lay some tracks and then change your mind, click the right mouse
|
||
button to cancel the operation.
|
||
<EFBFBD> Don't lay track any longer than necessary--the removal
|
||
expense is two-thirds of the laying expense.
|
||
|
||
<EFBFBD> You cannot destroy your company buildings to lay a
|
||
railroad. But you may lay the railroad after the buildings
|
||
have been removed through the REMOVE command in
|
||
their respective SUBSIDIARIES submenus.
|
||
|
||
<EFBFBD> When you want to lay a railroad on areas where other
|
||
companies have facilities, it's necessary to buy the facilities
|
||
and then remove them before proceeding. (They are not
|
||
always available for purchase.) Keep in mind that costs
|
||
for projects such as these are tremendous.
|
||
|
||
L I N E- L A Y I N G N O- N OS
|
||
In summary. a line can't he built if:
|
||
1.) A railroad is connected to an established railroad by a
|
||
right angle.
|
||
2.) A railroad crosses over an established railroad.
|
||
3.) A railroad intersects a river in an improper way other
|
||
than at a right angle.
|
||
4.) A railroad passes through a public place, like a park.
|
||
5.) A railroad passes through a company building.
|
||
6.) A railroad passes through buildings owned by the
|
||
other companies.
|
||
7.) You lack construction funds.
|
||
8.) You place your cursor outside the map boundaries.
|
||
9.) Facilities such as skyscrapers, factories and amusement
|
||
parks are in your path.
|
||
|
||
CONNECTING RAILROADS TO EACH OTHER
|
||
Pay attention to the following issues when you connect one railroad
|
||
to another:
|
||
|
||
1.) When the railroads are connected end-to-end, you can't
|
||
set a switch.
|
||
|
||
2.) When a railroad is connected to the middle of an existing
|
||
railroad, you can establish a switch.
|
||
|
||
3.) You can't build a railroad that crosses over an existing railroad.
|
||
Note the angle between a planned railroad and an established
|
||
railroad. You must lay track on a diagonal from existing track--you
|
||
can't make two railroads connect to each other on a right angle. A
|
||
track-laying advisor will pop up with a discouraging message when
|
||
your planned railroad can't he connected to an existing railroad.
|
||
|
||
REMOVING A RAILROAD
|
||
To remove a railroad, choose REMOVE, in the LAY TRACK submenu.
|
||
Click the track's beginning point and follow the track to the desired
|
||
removal point with the mouse. The line should be highlighted along
|
||
its original path. Click the mouse button at your end point and the
|
||
rail will be replaced with cleared land. Only the part over lapped by the
|
||
highlighted line will be removed; any connected railroads traveling
|
||
in different directions will remain. If there is a switch, only one line
|
||
in a single direction is removed.
|
||
|
||
To remove a curved railroad, make the highlighted removal line
|
||
match the curve of the tracks, or, if the highlight won't follow the
|
||
track direction, separately remove the straight segments that con-
|
||
stitute the curve. The cleared land is still owned by your company.
|
||
If you're not interested in keeping the land, you can sell it by using
|
||
the REAL ESTATE command on the SUBSIDIARIES menu. The cost
|
||
of removing railroads is not affected by the land price.
|
||
|
||
|
||
When you click the beginning point of a railroad and then move
|
||
the cursor over different blocks, you might find that the number
|
||
showing the construction expense in the LAY menu varies. That
|
||
figure represents the construction cost plus the purchase price
|
||
of the land. Your construction expenses will be greatly increased if
|
||
you choose to put in a switch or build a bridge across a river.
|
||
|
||
When you are thinking of establishing a switch, consider the
|
||
expense. An often-used line should be as straight as possible so that
|
||
it's not necessary to make any directional change at switches, which
|
||
can be expensive and impair efficiency.
|
||
|
||
<EFBFBD> The railroad construction cost includes the track laying
|
||
expenses and the purchase price of the land. The amount
|
||
of money is dependent upon your route--long, curving
|
||
tracks are obviously more costly. Some land may not be
|
||
suitable for railroad construction, or may not be available
|
||
for purchase.
|
||
TRAIN "CALENDAR CHART" Facts
|
||
The calendar chart (the TRAIN REGISTRY) is found in the Satellite
|
||
view, the Place Trains window, the Buy Trains window and the
|
||
Schedule window. If a number is highlighted black, there is a train
|
||
assigned to that number. If the number is ghosted, there ain't no
|
||
train assigned.
|
||
|
||
The underline of the purchased train number is the same color as the
|
||
train after its placement on the map. When a train is put on a line,
|
||
the train number is enclosed within a frame (the same color as the
|
||
number's underline), indicating that the train is in operation. The
|
||
model and the coach number of the train can be confirmed by
|
||
checking the data column at the chart bottom.
|
||
|
||
Clicking on an existing train's number brings up that train on the
|
||
map. If you have just placed a train, it will start moving as soon as the
|
||
menu is closed and the clock starts.
|
||
|
||
All work such as placing/removing, buying selling and adjusting
|
||
timetables of trains is done based on the train number. The same
|
||
number can't be assigned to more than one train. You can assign
|
||
trains their numbers in any order, whatever your preference.
|
||
|
||
FlRST-TIME TRAIN BUYERS
|
||
To purchase a train, click the BUY command under the BUY TRAINS
|
||
submenu, then choose a train number from the TRAIN REGISTRY.
|
||
It's easy to recognize a registered train--the train number is
|
||
underlined. To buy a train, click a number that is not underlined.
|
||
Click on any train image in the train list on the top
|
||
of the window. Detailed information on the selected
|
||
train will be displayed below the list. There are two
|
||
types of trains: passenger trains and freight trains.
|
||
There are 15 models of passenger trains and 4
|
||
models of freights. The high-speed trains move
|
||
three blocks per hour and the low-speed trains two
|
||
blocks per hour. After clicking the CONFIRM
|
||
command, your train will be registered on the
|
||
display by its underlined number. The train won't be
|
||
put in operation until it is placed.
|
||
|
||
To sell a train, click the SELL command. Next,
|
||
choose the train number. Only the trains that have
|
||
been put in storage can be sold. The model and
|
||
statistics of a train in storage will be displayed after
|
||
you click the train number. The train will be sold as
|
||
soon as you click the CONFIRM command.
|
||
|
||
<EFBFBD> You are limited to ownership of 25 trains. whether they
|
||
are in storage or in operation; you can sell any of those
|
||
in storage. The sale price is half that of the purchase price.
|
||
|
||
Note: ARIII trains are a sound choice for a passenger train.
|
||
They are a little expensive, but the investment can pay off.
|
||
|
||
SMALL AND LARGE STATIONS
|
||
There are two types of stations, a solitary station and a station with
|
||
large buildings attached. The former is called a small station, and the
|
||
latter a large station.
|
||
Choose your place to build the station according to your budget. The
|
||
game begins with an initial station on the map; a typical approach
|
||
would be to lay a railroad from the initial station to a terminal station
|
||
at the site of your choice (remembering that track laying isn't cheap,
|
||
of course). However, this might mean integrating your new trains
|
||
with the existing train's schedules, which can be a challenge. You can
|
||
also lay independent lines near your initial station that will still
|
||
collect passengers and freight without being connected to the
|
||
original line. Your track must be within two blocks of the original
|
||
station platform to pick up passengers, though you can build a new
|
||
station near local development to share traffic.
|
||
|
||
You can also site the station first and then lay a railroad to the new
|
||
station. Of course, all construction decisions should be made to
|
||
promote the future development of the city. Building a spate of
|
||
stations early in the game before there are a lot of passengers might
|
||
imperil your cash flow, your income and (shudder) your future.
|
||
|
||
Both small and large stations are used for the boarding and departure
|
||
of passengers, but they differ in construction expense, income and
|
||
their effect on the city development.
|
||
|
||
The construction charge is 120,000 dollars to build a large station,
|
||
three times that of a small station. Both require the initial purchase
|
||
price of three blocks of land. To remove a large station, it takes 12,000
|
||
dollars, again three times that of a small station removal.
|
||
|
||
The most important difference between the two types of stations is
|
||
how they affect the city development. It is much easier to develop a
|
||
large city by building large stations. The large stations can handle
|
||
bigger passenger totals, whose movement is an agent in game
|
||
development. The simulation will not build a large, centralized road
|
||
from your station--around which development flourishes--unless
|
||
there is a large station with plentiful passenger totals.
|
||
|
||
Smaller, residential areas will be built around the smaller stations,
|
||
with consequently fewer and smaller buildings built by the program.
|
||
If you want to develop a big city, it's better to build a large station at
|
||
the beginning of the game, provided there's no financial problem.
|
||
|
||
You need at least three blocks of land to build a station, plus a num-
|
||
ber of blocks for materials storage. It is wise to reserve some land for
|
||
laying another line in the future that will utilize that station, and
|
||
advisable to build your station in a place where no nearby hills or
|
||
seas would hinder city development.
|
||
|
||
You can use construction materials from any place on the map to
|
||
build the station (as long as your company owns them), but you must
|
||
provide a place for storing materials around the station for future
|
||
construction by purchasing nearby land. If there are no available
|
||
materials on the map, you can't build your station.
|
||
|
||
STATION STOPS
|
||
A train stops at a station when the head coach of the train arrives at
|
||
the middle of the platform. If the line is not parallel to the platform,
|
||
e.g., the line turns at a switch, trains will not stop at the station.
|
||
|
||
Two separate lines of trains up to two blocks (track distance) away
|
||
can make station stops. Trains on lines passing at the back of the
|
||
station cannot stop at the station. The train on the left line has
|
||
priority to stop at the station over the train on the right line if the two
|
||
trains have the same distance remaining to the station stop. When
|
||
both trains are far away from the station, the train closer to the
|
||
station has the priority. A mix of freight and passenger trains can
|
||
use the single station.
|
||
|
||
<EFBFBD> It's possible to build a station in a place where no railroad
|
||
lines are in operation. You will be charged for station
|
||
construction expenses, but the building will not func-
|
||
tion as a station until a line is laid. They make rather
|
||
expensive ornaments.
|
||
|
||
THE END OF THE LINE
|
||
Train length is important in relation to where tracks end at the
|
||
station. Track ending at the middle of the station is suitable for two-
|
||
coach trains, but not for three-coach trains. This is because the
|
||
three-coach trains cannot stop at any station where tracks do not
|
||
extend to the end of platforms.
|
||
|
||
If the tracks at the station aren't the correct length, the construc-
|
||
tion materials will not be unloaded, or the materials which have
|
||
just been unloaded will be loaded again and carried away.
|
||
|
||
When one of your trains reaches the end of the track, it will
|
||
cleverly reverse its direction and set off back up the line. The
|
||
direction of an operating train can be changed by choosing the
|
||
train number via the PLACE TRAIN command and then clicking
|
||
on its directional arrows. For trains that run on the wrong route,
|
||
it's better to remove them and then rearrange them.
|
||
When two trains have a possibility of colliding head-on, you'll
|
||
probably have a traffic jam on your hands. The two trains will stop
|
||
moving before they collide, gently stopping end-to-end. To prevent
|
||
such occurrences, change the direction of a train or remove one train
|
||
using the PLACE TRAIN command.
|
||
When a train is removed from the line, the building materials on the
|
||
train will disappear, but the passengers will go home--the popula-
|
||
tion will not decrease.
|
||
|
||
If a freight train is placed directly at the station, it will depart without
|
||
loading materials. Place it just out of and toward the station if you
|
||
want it to pick up freight.
|
||
|
||
<EFBFBD> It is all right to put a train on any area of the track. But
|
||
you can't put a train on a line that is shorter than the
|
||
length of the train. (Not that it would provide a dazzling
|
||
scenic excursion anyway.)
|
||
|
||
<EFBFBD> If your designated placement isn't displayed on the map,
|
||
click the scroll arrows on the right side of the frame or
|
||
use the Satellite view to scroll the map.
|
||
|
||
TRAINS AND THEIR CARGOES
|
||
Trains are divided into two main types: passenger trains and freight
|
||
|
||
|
||
Passengers board and disembark when a passenger train stops at a
|
||
station. The more buildings there are around the station, the more
|
||
passengers. However, the total of station passengers near facilities
|
||
like amusement parks or ski resorts varies with the seasons. The fare
|
||
is based on the distance between the stations: longer distance, more
|
||
dough. Train operating expenses are consistent regardless of these
|
||
matters.
|
||
|
||
Passenger totals will often exceed the train capacity because they
|
||
reflect the common practice of cramming cars full of people at rush
|
||
hour. Don't worry, there's never been a fatality in A-Train. The
|
||
stated capacity figure in the Rolling Stock Market is intended to
|
||
represent the suggested multi-car capacity.
|
||
|
||
Freight trains are used to transport the construction materials from
|
||
which all buildings are made. At the beginning of the game there will
|
||
be at least one original place to store the materials on each map; you
|
||
must buy the land for this storage for additional stations. Freight
|
||
trains transport the construction materials from the storage place to
|
||
the first station stop. If there are construction materials deposited at
|
||
a station, any empty freight trains will pick up and transport the
|
||
materials to the next station stop.
|
||
<EFBFBD> Construction materials can also be produced by the
|
||
factories on the map. If the company has a storage place
|
||
near the factory, the materials are piled up there by way
|
||
of your freight. If there is no station nearby, the materi-
|
||
als can't be carried away to build elsewhere. Obviously
|
||
this makes it a good idea to build factories near the
|
||
station, or to build a station near the factories. See the
|
||
Cities section for details on materials movement.
|
||
|
||
SCHEDULING SHENANIGANS
|
||
The trial-and-error method will instruct you in the most profitable
|
||
means of running your railroads for the specific conditions of each
|
||
map. Each train's operation is controlled by setting its switches and
|
||
departure times. You'll be charged 10 dollars per setting. The income
|
||
of a train depends greatly upon its departure scheduling. A departure
|
||
time of 8:00. is very efficient: you can make the train depart at
|
||
8:00 in the residential areas and at 6:00PM (18:00) in the office
|
||
districts so passenger load is maximized. Belt lines require more
|
||
closely scheduled stops so that multiple trains can "play tag" at a
|
||
succession of station stops.
|
||
However, if you're running trains on single lines into areas that
|
||
seem to be of equal growth or building type, e.g., both residential
|
||
with a similar population, you can set the schedule at 8:00AM at both
|
||
stations. so that the train is on a 24-hour "loop" service.
|
||
|
||
The train would leave one station on Sunday at 8:00 and go to the
|
||
other station, where it would wait until Monday at 8:00 Am to depart.
|
||
The success of this venture is dependent on variables like distance
|
||
between stations, speeds of trains, and game speed setting: you
|
||
might not be able to make the distance between stations in the 24-
|
||
hour frame if conditions aren't right.
|
||
|
||
Frequently checking the passenger totals in the Satellite view will
|
||
give you a sense of what times are most favorable for filling your cars.
|
||
Once your lines are established, be sure to check periodically in the
|
||
expanded Report 1 to see if you are getting closer to turning a profit.
|
||
Remove the freight trains from the tracks when you have a big
|
||
materials buildup. They drain operating expenses when they're
|
||
running.
|
||
|
||
All switches are set initially so that the train moves on a straight
|
||
course; the departure times are set for one-hour layovers. To run
|
||
trains efficiently, exercise care regarding the distance in blocks
|
||
between two stations. A long-distance excursion is more profitable
|
||
than a short one.
|
||
|
||
Note that it is this block distance that affects the fare, not the length
|
||
of the track between the two stations. However, in the beginning, it's
|
||
good economics not to build stations a great distance--30 or 40
|
||
blocks or more--from each other because of track laying and
|
||
operating expenses. They also can be so far away that you can't
|
||
effectively use a 24-hour schedule. You can remove short-distance
|
||
stations further along in the game when you're flush with cash.
|
||
|
||
When the income from a station is small, let the trains have a long
|
||
layover at the station so that the fuel costs can be economized and
|
||
more passengers can be carried at one time. Conscientious sched-
|
||
uling of freight trains might become necessary to insightfully
|
||
control the amount of construction materials at a station, though
|
||
they can often run simply on the one-hour stop schedule. Don't
|
||
forget that personnel fees are charged when loading and unloading
|
||
materials.
|
||
|
||
When a train runs on a single line, a schedule is not absolutely
|
||
necessary, though setting one can greatly increase income. When
|
||
two trains run on a single line, schedule station departure and
|
||
layover times so that trains can lead or follow each other without
|
||
trouble.
|
||
|
||
SCHEDULE MENU SPECIFICS
|
||
<EFBFBD> When several trains need scheduling for a specified switch or a
|
||
station, you can easily schedule them in succession by choosing
|
||
the switch or station and then the trains' respective numbers,
|
||
setting the departure time and then going on to the next train.
|
||
without needing to leave the Schedule window or return to the
|
||
game map. You can schedule trains in any order of their Train
|
||
Registry numbers; you don't have to follow the 1-25 chart
|
||
sequence.
|
||
|
||
<EFBFBD> Since the train number is used to control the switch
|
||
setting, trains coming from the same direction on
|
||
the same line can be made to diverge in different
|
||
directions. It's also possible to let trains that move
|
||
on different lines stop at the same station by using
|
||
the switch setting.
|
||
|
||
<EFBFBD> The execution of the TEST RIJN command doesn't
|
||
change the current position of the train. The new
|
||
direction for a switch setting is easily confirmed by
|
||
looking at the actual map. A train approaching the
|
||
switch goes in the direction the switch is set. The
|
||
branch direction of a switch is set for the chosen
|
||
train--to have all trains turn in the same direction,
|
||
it's necessary to individually set all train numbers.
|
||
|
||
<EFBFBD> When ONE-HOUR STOP is chosen, the train departs by itself an
|
||
hour after it arrives at the station. During the layover, passengers
|
||
get on and off the train and goods are loaded and unloaded.
|
||
|
||
<EFBFBD> When NON-STOP is chosen, the train will pass by the station.
|
||
NON-STOP can't be chosen for a train that is not permitted to pass
|
||
by a station, as is the case for a number of train types. You can
|
||
verify the type in the Train Catalog section at the end of the
|
||
Reference section.
|
||
|
||
<EFBFBD> When a departure time is chosen, the train stops at the station
|
||
until that time. Multiple trains cannot be set to depart at the same
|
||
time if there is only one line. (However, with careful staggering of
|
||
train placement, multiple trains on a belt line can be set to the
|
||
same schedule. )
|
||
SCENARIOS AND STRATEGIES
|
||
|
||
Here are the map numbers and the type of challenge each
|
||
represents. There are six maps that have varying geographic
|
||
features and degrees of development. It is easier to get familiar
|
||
with the relationships between railroad operation and town
|
||
development using a map with a smaller number. Naturally, all
|
||
of the counsel offered here constitutes merely one particular
|
||
slant to interpreting the maps. This is one of A-Train's beauties:
|
||
there are many fuels for the engine of commerce--experiment
|
||
with the mixtures!
|
||
|
||
MAP NAMES AND FACES
|
||
#1. New Town
|
||
#2. Bay Area
|
||
#3. Resort Development
|
||
#4. Multi-City Connection
|
||
#5. Reconstruction
|
||
#6. Downtown Reorganization
|
||
|
||
There are also six basic types of cities: an agriculturally oriented city,
|
||
an industrial city, a "balanced" city, a residential city, a tourist-
|
||
oriented city and a "underpopulated" city. Plan your development
|
||
or try some free-form experimentation to move from one type to
|
||
another.
|
||
|
||
There are five city scales; your map's current scale can be read in
|
||
<EFBFBD>--- Report 4 under "Size." They are Small Town, Small city, Medium
|
||
city, Big city, and Metropolis. These scales are determined by the
|
||
simulation, which assigns a point total to a combination of building
|
||
types and building totals plus the population figures. A block of
|
||
public buildings counts one point, and a block of lease buildings two
|
||
points.
|
||
|
||
Broad development of your subsidiaries holdings and related
|
||
expansion by the simulation should eventually boost you to the
|
||
next scale, which is one of the signal benchmarks of A-Train success.
|
||
|
||
The Small Town population is usually under 24,000; the Small city,
|
||
from 24,000 to 64,000: the Medium city, from 64,000 to 88,000; the
|
||
Big city, from 88,000 to 150,000; and the Metropolis, 150,000+. If
|
||
you reach the population figures without a scale upgrade, you need
|
||
to build more and larger property holdings. such as the large lease
|
||
buildings. The Bullet Train (Shinkansen) will run through middle-
|
||
sized or bigger cities when the population and building point totals
|
||
have been attained.
|
||
|
||
New Town
|
||
Map One has the most basic geography. Besides an old
|
||
railroad line and a station, there are only small residences
|
||
and ranches. This "new town" is in the suburbs of a big
|
||
city off the map, and its population needs increase. It can
|
||
be built up as a "bedroom" community when it has a good
|
||
transportation network. One problem is that there are no
|
||
facilities (such as department stores and lease buildings)
|
||
in the town. You can build practically anything. but to
|
||
do well isn't so easy.
|
||
|
||
You should absolutely master the technique of how to
|
||
lay a profitable line. The simplest way to do so is pick a
|
||
nice site, lay straight double lines, and buy two AR 111
|
||
trains. Build the large stations at each end of the lines,
|
||
and set all the departure times for 8:00AM.
|
||
|
||
After finishing the train scheduling, wait to see changes ensue. You'll
|
||
find that the number of passengers increases to about 100. If you
|
||
build two to three apartment houses around the station. passenger
|
||
numbers will increase more rapidly. The key point is buying the
|
||
AR IIIs and setting that old 8:00 AM departure time--and logical
|
||
development thereafter.
|
||
|
||
Bay Area
|
||
Map Two isn't so difficult if you've mastered the basic
|
||
technique of laying profitable lines. There is already a
|
||
large population. Rapid development could be stimulated
|
||
by active, broad expansion of the railroad company and
|
||
its holdings.
|
||
|
||
The problem here is how to effectively use the old
|
||
railroad line at the top of the map and how to transport
|
||
the materials to develop the bay area at the bottom of the
|
||
map. (The harbor is used as a site to store the materials
|
||
unloaded from ships at the end of the reclaimed land; the ship is the
|
||
Bonhomme Richard. ) Doing nothing with the old line will land you
|
||
a deficit because of the expenditures you face in leaving it unat-
|
||
tended. To avoid the deficit, just apply the basic techniques:
|
||
|
||
First, check the freight train near the factories on the upper-right
|
||
part of the map. If there are only small amount of materials to be
|
||
transported, remove it from the line for a while.
|
||
|
||
Next, check the second train to see if the departure time is 8:00AM.
|
||
Reset it if necessary. If passenger load increases to more than 1,000
|
||
passengers, it's also OK to set the departure time at 6:00PM. You can
|
||
also change the trains on the line into AR IlIs to spank some profits.
|
||
|
||
Of course, experimentation is always fun. Try to make an industrial
|
||
strip near the harbor. Bring the people amusement parks and hotels,
|
||
and bread and circuses a little further away. Be the master mogul of
|
||
the map.
|
||
|
||
Resort Development
|
||
There is nothing here in Map Three except the rich natural
|
||
surroundings. Don't worry too much about the airport in the
|
||
bottom-right corner of the map. (If you're interested, the
|
||
airplane is a DC-10.) Like Map One, this map is wide open,
|
||
but you haven 't much cash . Don't rush into development,
|
||
or your company will go bankrupt soon. Because the old
|
||
railroad line is very short and the materials-storage place
|
||
is too easily filled with materials, the first recommendation
|
||
is to extend the materials-storage place to keep more
|
||
materials.
|
||
|
||
Next, make your lines profitable. Buy AR IlIs and lay a
|
||
railroad that can be expanded into double lines in the
|
||
future. The departure time is, of course, set at 8:00 AM.
|
||
After making some money, set up a double-line railroad.
|
||
|
||
Choose a good site, and concentrate on its development.
|
||
Don't forget that the best use of your money for this map
|
||
is for resort development. Sculpt your city around the
|
||
mountains and lakes to build a handsome, livable environment.
|
||
Taking out some bank loans is one way to make quick cash. Try to
|
||
work with one-year debts. From this map, you can learn the loan and
|
||
payback process. Rising development will draw the population from
|
||
outside the map. Keep in mind that the population will not increase
|
||
suddenly.
|
||
|
||
Multi-City Connection
|
||
Map Four looks quite similar to Map One, but they are different.
|
||
When you have a look at Report 4, you'll find that the scales of the
|
||
industry and residences are very small. Besides, there's no cash.
|
||
|
||
The first thing to do is to borrow money for laying railroads.
|
||
Make as many three-year debts as possible. It's very important
|
||
to concentrate on industrial development. Don't build
|
||
commercial yet, but construct a factory in a proper place, and
|
||
lay a short railroad with an AR 111 locomotive that serves it.
|
||
|
||
Now it's time to encourage residential growth. Since there is
|
||
little, pay attention to the whole balance : number of worksites,
|
||
other buildings, etc. that develop the residential population.
|
||
|
||
If the program is slow in building residences, sell the factory,
|
||
even if at a loss, and build another factory. You can also sell the new
|
||
factory and build only apartments. When the city has been developed
|
||
to some scale, apply the techniques of profitable railroad operation
|
||
to develop the land in front of the station. If everything goes
|
||
smoothly, enlarge your apartment holdings to make some rental
|
||
cash. To avoid a high profit tax, you can invest in trains. Don't forget
|
||
that you'll have to pay back any debts.
|
||
|
||
It's a good idea to connect the scattered cities and villages by rail-
|
||
roads to stimulate growth. Focus on expanding types of businesses.
|
||
But keep in mind that a rash of thoughtless development may bring
|
||
a state of chaos to the local business community.
|
||
|
||
Reconstruction
|
||
Although Map Five already has an advanced city, its progress
|
||
will stop if the transportation network lags behind the
|
||
development. The railroad is now on a belt line, but it's
|
||
running at a big deficit. Your company will go bankrupt if no
|
||
action is taken. The first task is to reconstruct the railroad to
|
||
reduce the deficit. Your expenses are now twice your income,
|
||
and lack of cash is a big concern.
|
||
|
||
To cut down on expenses, get in there and manage that
|
||
railroad. Check the schedules. You'll find all trains have been
|
||
set to one-hour stops. Reset the departure time of each train
|
||
to 8:00 AM. You'll want to buy the AR 111 engines (not that -
|
||
we're trying to suggest anything), but cash flow is nil.
|
||
What to do? Determine if there are any freight trains that aren't 't doing
|
||
a bang-up job. (Hint: You'll find there's such a culprit at the bottom-
|
||
right corner of the map. Remove that train immediately.) By doing
|
||
so, you'll find that your expenses and income begin to equalize,
|
||
although there might still be a small deficit. From this point the real
|
||
game starts.
|
||
|
||
Make some loans and build apartment complexes. When you observe
|
||
that the whole city is thriving, buy some good land and sell it soon
|
||
after. Cash will increase, and so will the population.
|
||
|
||
When you're flush with funds, change all the trains into AR IIIs step-
|
||
by-step. After only AR IIIs are on your lines, your railroad operation
|
||
should become profitable. The next stage would be to develop the
|
||
area around the lake. People will leave the city if they have no
|
||
alternative. Keep a balance between costs and progressive construc-
|
||
tion to invigorate the city.
|
||
|
||
Downtown Reorganization
|
||
Map Six already has a fairly developed city. There are a lot of
|
||
buildings, and the business is active. There isn't a lot of cash on hand,
|
||
but it will increase. Your belt line is profitable and the city is already
|
||
on a large scale.
|
||
|
||
Where's the challenge? As time passes, you might see the industrial
|
||
center deviating from the city center. Traffic jams--like a chronic
|
||
disease in the transportation network--might appear. It's necessary
|
||
to reconstruct the transportation network in order to keep the city
|
||
active. Here you should carefully study the map and fine-tune the
|
||
situations. Learn how to make a steadily profitable belt line. Develop
|
||
the area in front of each station.
|
||
|
||
Be playful: you might try repositioning a number of stations, try
|
||
different types of recreational facilities, new track sidelines ... enjoy
|
||
your prosperity or create dangerous financial threats--it's all yours.
|
||
|
||
DISTRICT DEVELOPMENT
|
||
The basic process of the city development can be illustrated as
|
||
follows:
|
||
|
||
At the beginning of the game, you lay railroads, build a station and
|
||
provide materials-storage places. Dependent on variable conditions,
|
||
some residences may appear around the new station, but there will
|
||
be few passengers for your startup rail operation.
|
||
|
||
Then you construct apartments near the station to increase residents.
|
||
The program will gradually respond by building residences, providing
|
||
more passengers for the railroad. Repeat the procedure of purchasing
|
||
and selling off lands to increase this building of lots and residences.
|
||
|
||
Only the subsidiary companies of your railroad company can be
|
||
directly constructed. Their purpose is to produce profits. (Commie
|
||
insurgents are found off the maps.) Facilities around the station also
|
||
lead to the development of the city. Choose the optimum sites to
|
||
construct facilities that will produce the most profits. There is a list
|
||
of building expenses for all properties--that includes advice for
|
||
their utilization--at the end of this Cities section.
|
||
|
||
MAKING HAY WHILE THE SUN SHINES
|
||
The initial conditions vary with each map. It is to your advantage to
|
||
learn the details of company capital and property and to examine the
|
||
weak points of the company management.
|
||
|
||
The debt limit, as well as your expenses and your tax owed, depends
|
||
on the company assets. Study and confirm operating train incomes
|
||
on the map. and pay attention to the town population and to the
|
||
fluctuations of stock prices to find opportunities for growth.
|
||
|
||
|
||
On each map, there are lines connected to the outside areas. These
|
||
lines play an important part in transporting construction materials
|
||
from outside. At the beginning, schedule the train run once a day (for
|
||
those trains that you can schedule), and increase the number of runs
|
||
as the town grows.
|
||
|
||
INDUSTRIES DEPEND ON YOUR INDUSTRY
|
||
If the population doesn't increase naturally any more, you have to
|
||
create employment opportunities. You can build factories, depart-
|
||
ment stores, etc. Stunted population growth is rare, but sometimes
|
||
it may happen.
|
||
|
||
The balance between supply and demand of the labor force has a great
|
||
effect on the economy of the city. For example, if there is a surplus
|
||
of labor force, factories will increase production, and consequently
|
||
so will the incomes of other subsidiary companies increase. But the
|
||
construction of new residences slows down. You should keep a
|
||
sufficient labor force--by building of apartments and work sites to
|
||
stimulate the program's building--to ensure the development of
|
||
the city.
|
||
Besides working, the residents carry on with their daily lives. They
|
||
play golf and ski on holidays. The recreation facilities provide places
|
||
for their leisure and their work.
|
||
Secondary business
|
||
You can check the concentrations of your city's industrial economy
|
||
in the ' radar chart" scale in the Urban Growth window. By secondary
|
||
industry, we mean the fundamental infrastructure of the city, as
|
||
opposed to your primary industry, the railroad. Factories and lease
|
||
buildings are the basic elements of the secondary industry. The
|
||
income of a lease building depends upon the number of tenants. The
|
||
companies using the building will provide employment oppor-
|
||
tunities for your residents.
|
||
|
||
Factories produce materials that are
|
||
essential to the city development. They
|
||
are also large sources of employment.
|
||
They don't pollute the surroundings. If
|
||
:; there is no need for materials, the
|
||
materials will pileup. Your map's initial
|
||
railroad will export them for sale if you
|
||
don't use them.
|
||
|
||
Other Business
|
||
The elements of the Other Business consist of golf courses, amuse-
|
||
ment parks, ski resorts, stadiums and hotels. The income of each
|
||
depends on its location. Don't construct two large-scale facilities of
|
||
the same type near each other.
|
||
|
||
Different facilities can be built in each neighborhood. It's better to
|
||
build hotels near recreation facilities. When you have a substantial
|
||
level of development and ready cash, build each of the four leisure-
|
||
type facilities and several hotels around a station. The entrance fees
|
||
for the recreational facilities and the incomes of the hotels will
|
||
symbolically boost profits.
|
||
|
||
At optimal sites, other companies will attempt to do the same
|
||
business. In order to avoid competition, it is better to buy all the
|
||
land around the station early in the game. Competition can spur
|
||
development, however.
|
||
|
||
Besides being a source of profits, these commercial developments
|
||
supply the ornamentation for a colorful, scenic map as well--one
|
||
vote for style.
|
||
|
||
EFFECTS OF SPECIAL BUILDINGS
|
||
|
||
Certain businesses produce high concentrations of people, which
|
||
can increase the passenger totals of the station nearby.
|
||
|
||
At the end of a year, customers of department stores (commercial
|
||
buildings) greatly increase, while in winter, people crowd the ski
|
||
resorts. People often visit amusement parks on Sundays and holidays.
|
||
Take measures (such as reduced scheduling or longer station stops)
|
||
to deal With the situations when there are few passengers.
|
||
|
||
Most maps have a lot of facilities belonging to the other companies.
|
||
Competition among the same types of businesses will contribute to
|
||
the development of the city. When the city has several of the same
|
||
types of enterprise, the city becomes larger. There's no limit on land
|
||
purchase, but there is a restriction on the number of commercial
|
||
properties that your company can erect.
|
||
|
||
MATERIAL SUPPLY
|
||
|
||
Materials are essential to the city development. All buildings are
|
||
constructed with materials, whether by you or the hand of the
|
||
A-Train simulation deity. When building a station, purchase the land
|
||
that will be used as the materials-storage place when you build the
|
||
station. As you expand your city, materials are gradually consumed,
|
||
so you have to use your freight trains to carry in materials from
|
||
factories or from the stations outside the map.
|
||
|
||
The materials piled up at the factory sites need to be
|
||
transported once by one of your trains before they can
|
||
be used. You can, however, directly use the factory
|
||
materials when you construct buildings adjacent to the
|
||
factories.
|
||
|
||
The materials-storage place should be located within
|
||
eight blocks of the station--otherwise it can't be used
|
||
to load or unload materials. When the factory materials
|
||
are directly used, you can erect buildings within 10
|
||
blocks of the factory storage place.
|
||
BUILDING AN EMPIRE
|
||
|
||
If there are construction materials available, you can construct
|
||
buildings around the station within an eight-block radius. With
|
||
materials available, residences will begin to appear a short distance
|
||
away from the station. The residences should reach enough numbers
|
||
to constitute a residential town--a bedroom community.
|
||
These residential inhabitants are the labor force needed for the
|
||
construction and operation of various facilities. If there are no more
|
||
new building sites, the population won't increase, and residences
|
||
won't be naturally constructed by the simulation. The reason that
|
||
residences are rapidly built when there are only two stations right
|
||
after the start of the game is that the cities outside the map need a
|
||
labor force. The needed labor force varies from one map to the next.
|
||
|
||
After awhile, when a number of residences and public buildings have
|
||
been built, the construction speed will slow down. When it does,
|
||
build department stores and other commercial income property to
|
||
increase employment. If you develop these kind of building lots, the
|
||
construction of new residences by the simulation will continue. It's
|
||
all right to develop property outside the town if you have a strategic
|
||
overview of future connectivity. You can also construct leisure
|
||
facilities such as stadiums and amusement parks if your population
|
||
can support them. Other companies will also build hotels and
|
||
commercial properties around stations.
|
||
|
||
Residences and public buildings are constructed more quickly by the
|
||
simulation on land that you have sold after purchase. There is no fee
|
||
for purchasing/selling land, but there are expenses for the develop-
|
||
ment of building lots if it is necessary to clear the land.
|
||
|
||
Residences are rapidly built by the simulation if the blocks are vacant
|
||
lots. If there are farms, ranches or woods on the blocks, the blocks
|
||
are first changed into vacant lots, and then residences will appear.
|
||
This can take a good deal of time. When farms and ranches are
|
||
destroyed by the program, that agricultural industry is on its gradual
|
||
decline, and won't recover. When woods are destroyed, they cannot
|
||
be planted again. Thus it's important to make a good city plan that
|
||
recognizes these contingencies and allows for them--if you want to
|
||
retain an agricultural flavor, for instance--before you begin the
|
||
development of building lots.
|
||
|
||
After awhile, a street begins to extend from the rear of the big stations
|
||
at a right angle from the track. Buildings will be constructed along
|
||
the street by the simulation. (The street will not be built up by the
|
||
program with skyscrapers and big buildings unless you build the
|
||
large stations.)
|
||
|
||
Buildings naturally constructed by the simulation are usually about
|
||
10 blocks from the station. After the residential development around
|
||
the station has been completed, the demand for materials decreases.
|
||
The simulation will then begin the street construction, and local
|
||
rentable buildings will become taller, all of which may consume a lot
|
||
of materials. Building-expansion by the simulation will occur if
|
||
there are materials within 12 blocks.
|
||
|
||
PUBLIC FACILITIES
|
||
Besides the residences and the urban street, the simulation will also
|
||
build small office buildings, stores, schools, hospitals and public parks.
|
||
|
||
All of the facilities built by the simulation are a natural consequence
|
||
of growth. The roads and parks belong to the public, so you can't buy
|
||
them or construct facilities on them.
|
||
|
||
Occasionally, depending on how you develop the map, the town will
|
||
not naturally grow to become more than a bedroom community. If
|
||
this is the case, it's necessary to create additional opportunities for
|
||
employment by building factories, etc. However, make sure that you
|
||
have enough cash flow to cover new and old debts.
|
||
|
||
When the land in back of a station is owned by other companies and
|
||
they have erected large buildings, or there are buildings other than
|
||
residences and public buildings on the land, the urban road can't be
|
||
built by the simulation--it won't appear. You can buy the land in
|
||
back of the station, but don't develop it with any facilities; if
|
||
conditions are right, the road should appear soon after you sell the
|
||
land. When a road appears, big commercial projects and lease
|
||
buildings of considerable size can be constructed by the program.
|
||
CROSSROADS--
|
||
|
||
THE ULTIMATE SHAPE OF A CITY
|
||
|
||
In the map below, there is a crossroads where two roads intersect.
|
||
Designing your city center around a crossroads like this has a great
|
||
effect on the city development. The city center will move from the
|
||
station to the crossroads. Around the crossroads, various buildings
|
||
will be built by the simulation, just as they are around the station. If
|
||
the station materials-storage place is also near the crossroads, those
|
||
materials can be used for this development.
|
||
|
||
|
||
|
||
|
||
|
||
The price of the land around the crossroads will greatly increase.
|
||
High-rise buildings are easily constructed by the simulation under
|
||
these prospering conditions. To develop a big city with many large
|
||
offices, the crossroads is essential.
|
||
|
||
The city outline shown in the bottom figure displays an optimum
|
||
shape for successful expansion. There are four stations around the
|
||
belt line. If there are materials at one station, they can be used to
|
||
construct buildings almost everywhere in the area. Your rail
|
||
passengers will increase as you develop the city.
|
||
|
||
If you have built according to these suggestions, you should be able
|
||
to jump to the next city scale goal. After the development around
|
||
your first stations has been settled, repeat the above procedure in a
|
||
new place. You can build flourishing cities--your empire--
|
||
everywhere on the map!
|
||
|
||
GENERAL BUILDING GUlDELlNES
|
||
<EFBFBD> The BUILD and REMOVE commands are on all the menus.
|
||
<EFBFBD> The building area varies with the type and the scale of the build-
|
||
ing to be constructed.
|
||
<EFBFBD> To construct a building on land not owned by the company, you
|
||
must have the money for both land purchase and the construction
|
||
expenses. Sometimes the land may not be for sale. In such a case,
|
||
you can't build.
|
||
<EFBFBD> The buildings that don't belong to your company can't be
|
||
removed unless you buy them.
|
||
<EFBFBD> A signboard (small square) representing ownership by your
|
||
railroad company is put on the top of each building. It will be
|
||
removed if you sell the property.
|
||
<EFBFBD> The building materials must be near the construction site for
|
||
successful erection.
|
||
|
||
|
||
|
||
|
||
Residence
|
||
Materials: 2
|
||
Expense: O
|
||
Labor force: N/A
|
||
|
||
The player cannot build residences--they are a natural consequence
|
||
of certain game conditions. There are 8 families in one block, each
|
||
family having 7.5 members. There are 16 types of residences, but
|
||
every residence has the same number of members and a similar
|
||
economic state. There are about 60 people living on one block.
|
||
|
||
Apartments
|
||
Materials: 8
|
||
Expense: 340,000 dollars
|
||
Labor force: 10 people
|
||
|
||
There are 150 families in one apartment complex, each family having
|
||
3.5 members. The operating expense of a complex is 1,500 dollars to
|
||
2,000 dollars per day. Income is over 3,000 dollars if it is in front of
|
||
a station, but apartments will produce a deficit if they are located far
|
||
away from the station. If there are lease buildings or amusement
|
||
parks nearby, income will moderately increase. There are three types
|
||
of apartment complexes, and there are no differences between them
|
||
in operating expenses and income.
|
||
|
||
Factory
|
||
Materials: 20
|
||
Expense: 250,000 dollars
|
||
Labor force: 500 people
|
||
|
||
Factories produce construction materials, which should be
|
||
transported from the factory by freight trains to areas outside the
|
||
map if you don't use the materials yourself. The operating expense
|
||
is 2,000 dollars a day, even when the factory stops working (after your
|
||
materials-storage place has been filled with materials). Each material
|
||
is sold for 2,500 dollars, and a three-coach freight train can carry four
|
||
materials in a time. If you need a lot of materials, factories can be
|
||
linked together to increase production.
|
||
|
||
Public Buildings
|
||
Materials: 4
|
||
Expense: O
|
||
Labor force: 60 people
|
||
|
||
Built by the simulation in the residential areas, public buildings
|
||
may represent schools, hospitals or shops. There are eight types,
|
||
which vary with your city's development process. The more public
|
||
buildings, the bigger the city.
|
||
|
||
Lease Buildings
|
||
Materials: 10 for the first 5 stories;
|
||
8 for each additional 5 up to 40
|
||
Expense: 240,000 dollars
|
||
Labor force: 120 people and up
|
||
|
||
The tallest lease building can be up to 40 stories; every five stories
|
||
takes up a block. There can be 1,000 people working in one building.
|
||
The operating expense is 400 dollars to 450 dollars per day. The
|
||
income is from 800 dollars to 900 dollars a day for a building near a
|
||
station, and 500 dollars to 600 dollars if the building is far away from
|
||
the station. The income may increase when there are hotels in the
|
||
neighborhood.
|
||
|
||
Commercial Buildings
|
||
Materials: 12
|
||
Expense: 1,200,000 dollars
|
||
Labor force: 550 people
|
||
|
||
To gain a profit, build your department stores and offices near a
|
||
station. The operating expense is 23,000 dollars to 26,000 dollars per
|
||
day, increased by 30% for holidays. The income is 22,000 dollars to
|
||
27,000 dollars if the store is near a station, and less than half that if
|
||
the station is far away. Income increases by 50% on holidays. If there
|
||
are many residences, apartments, lease buildings and hotels nearby,
|
||
the income can increase by at most 5,000 dollars a day. Income rises
|
||
by 20% to 30% in December, and decreases by 10% to 20% in
|
||
February and August. lncome will also decrease by 20% to 40% when
|
||
there is a rival store.
|
||
|
||
Hotel
|
||
Materials: 12
|
||
Expense: 1,000,000 dollars
|
||
Labor force: 550 people
|
||
|
||
The income of a hotel varies greatly with the location. The operating
|
||
expense per day is 17,000 dollars to 19,000 dollars. The income per
|
||
day is about 14,000 dollars if the hotel isn't close to a station. and
|
||
16,000 dollars to 18,500 dollars when near a station. The income can
|
||
be increased by at most 2,000 dollars a day on working days if there
|
||
are factories and lease buildings nearby, and to 5,000 dollars at most
|
||
on holidays if there are residences and apartments nearby. The
|
||
presence of recreational facilities can also boost income. Your
|
||
income can decline by 10 % to 30 % when other competitive
|
||
hotels open.
|
||
|
||
Stadium
|
||
Materials: 20
|
||
Expense: 1,000,000 dollars
|
||
Labor force: 150 people
|
||
|
||
The operating expense of a stadium is 2,400 dollars to 2,600 dollars
|
||
per day. The income per day is 800 dollars when it is not close to a
|
||
station, and 1,400 dollars when a station is nearby. Income will rise
|
||
by 10 dollars per 1,000 stadium occupants, and increases by 50% on
|
||
holidays. If there are residences, apartments, lease buildings and
|
||
hotels nearby, your income may rise by up to 5,000 dollars daily. But
|
||
income will decline by 20% to 30% when there is a competing
|
||
stadium within 14 blocks.
|
||
Ski Resort
|
||
Materials: 8
|
||
Expense: 900,000 dollars
|
||
Labor force: seasonally dependent
|
||
|
||
To construct a ski resort, you need a mountain that has a wide slope.
|
||
(Map Four has no such mountains.) The opening period is December
|
||
through February. The operating expense per day is 500 dollars in
|
||
the off-season, about 9,600 dollars when open, and double on
|
||
holidays. The income is 13,000 dollars when the resort is not close
|
||
to a station, 16,600 dollars when it is close to a station, and three
|
||
times that on holidays. The income increases by 1,600 dollars for
|
||
each hotel nearby, and drops by 20 % to 40 % when a rival resort
|
||
opens nearby.
|
||
|
||
Amusement Park
|
||
Materials: 24
|
||
Expense: 1,900,000 dollars
|
||
Labor force: 200 people
|
||
|
||
The operating expense per day is 7.50() dollars to 10,000 dollars. The
|
||
income is 3,900 dollars when it is not close to a station, 5,500 dollars
|
||
to 7.200 dollars otherwise. The income rises 10 dollars for each 1,00()
|
||
patrons, and rises by 50% on holidays. If there are residences,
|
||
apartments and hotels nearby, the income increases by up to 2,000
|
||
dollars daily. Revenues decrease by 20% to 40% when arrival appears.
|
||
There are fireworks shows on Saturday nights.
|
||
|
||
Golf Course
|
||
Materials: 8
|
||
Expense: 2,050,000 dollars
|
||
Labor force: 200 people
|
||
The operating expense of a golf course doesn't depend much upon
|
||
the station. It takes 22,210 dollars to 24,420 dollars per day, and
|
||
increases by 50% on holidays. The income per day is 23,100 dollars
|
||
on working days and double on holidays. If there are hotels, resi-
|
||
dences and apartments nearby, the income increases. If the course
|
||
is near a station, the income is up by 10% . When there is another golf
|
||
course, the income can be reduced by 20% to 30%. The course
|
||
doesn't open in winter.
|
||
|
||
Small station
|
||
Materials: 4
|
||
Expense: 40,000 dollars
|
||
Labor force: 150 people
|
||
|
||
The small stations have red roofs. Residential areas with up to eight
|
||
apartment complexes and two hotels will be built by the simulation
|
||
near the station if development conditions are right. Of course, you
|
||
can construct as many buildings as you like in proximity to the
|
||
station. The operating expense per day is 50 dollars. The income is
|
||
zero when there are less than 100 passengers, 20 dollars for 101 to
|
||
300 passengers, 40 dollars for 301 to 500 passengers, and 60 dollars
|
||
for more than 500 passengers (per trainload, station-to-station).
|
||
Fares are calculated separately as part of rail company income. Both
|
||
small and large stations receive additional income from gift shops
|
||
and other tenant sales dependent on passenger numbers.
|
||
|
||
Big station
|
||
Materials: 8
|
||
Expense: 120,00() dollars
|
||
Labor force: 150 people
|
||
|
||
Urban roads and skyscrapers can be built by the simulation only
|
||
behind big stations. The operating expense of a big station is 90
|
||
dollars per day. The income is zero for less than 100 passengers, 70
|
||
dollars for 101 to 300 passengers, 100 dollars for 301 to 500
|
||
passengers and 120 dollars for more than 500 passengers.
|
||
|
||
Park
|
||
Materials: 4
|
||
Expense: O
|
||
Labor force: O
|
||
|
||
Parks are built by the simulation according to the local budget. But
|
||
they cannot be built when the figure representing the local budget
|
||
in Report Four is less than 20,000. They are usually built at the final
|
||
stage of city development. When a road extends though a park, the
|
||
park will be destroyed.
|
||
Road
|
||
Materials: 2
|
||
Expense: O
|
||
Labor force: O
|
||
|
||
Theconditionsforwhicharoadisbuilt(by the simulation) vary with
|
||
the number of apartments,hotels,leasebuildings,railroad passengers
|
||
and station size. For each block, two materials are needed for the road
|
||
and six materials for a bridge.
|
||
|
||
LAND CLEARING Expenses
|
||
AND TERRAIN INFORMATION
|
||
|
||
Cleared Land
|
||
Blocks encircled by dashed lines represent the
|
||
plain land on which residences and public buildings
|
||
can be constructed directly without land-clearing
|
||
expenses. The land is owned by somebody besides
|
||
you until you shell out the dough.
|
||
|
||
Wood
|
||
Blocks with only a single tree as well as true
|
||
forestlands are called "woods." (It's a sign of our
|
||
optimism. ) To turn a wood into cleared land takes
|
||
100 dollars.
|
||
|
||
Farm
|
||
To turn a farm I into cleared land takes 200 dollars.
|
||
|
||
Ranch
|
||
To turn a ranch into cleared land takes 200 dollars.
|
||
|
||
Hill
|
||
There are some hills where ski areas can be built
|
||
on slopes.
|
||
|
||
River
|
||
A river has little effect on the city development, but
|
||
a railroad or a road can't go through the river
|
||
without a bridge being built.
|
||
Sea and Lake
|
||
Nothing except Shinkansen can be built on a sea
|
||
or a lake.
|
||
|
||
Mysterious FLYING OBJECTS
|
||
|
||
You might occasionally see some the migratory birds flying in group
|
||
formation on your map: they are red-crowned cranes. They fly south
|
||
October 1-2, north April 5 6. They appear at 5:00AM and take about
|
||
one day to cross the map.
|
||
|
||
|
||
|
||
|
||
|
||
How TO MAINTAIN THE COMPANY
|
||
|
||
At the beginning, it's foolish to build long, lavish railroads with the
|
||
initial company assets. For some maps you will need to secure some
|
||
bank loans to open business lines based on the original holdings. It
|
||
is a good idea to lay short, cheap railroads in your initial phases of
|
||
development.
|
||
|
||
You can take out a loan anytime. Your loan
|
||
limit is about 30% of the company assets--
|
||
The greater the company and its assets, the
|
||
greater the limit. There are one-year, two-
|
||
year and three-year loans; the rates rise with
|
||
the term length. The management chief will
|
||
inform you in a message window when to pay
|
||
the debts two weeks in advance, but you can see dates anytime by
|
||
clicking the DEBT TOTAL button in the BANK window. If you
|
||
can't pay at that time, your company will go bankrupt. You are
|
||
limited to 8 loans outstanding.
|
||
|
||
Large loans should be made when the interest rates are low. The
|
||
rates are variant according to the terms. The lowest rates are 2%
|
||
for one-year debts, 3% for two-year debts and 4% for three-year
|
||
debts.
|
||
|
||
Frequently check the sales of your rail operation. Extended rail
|
||
lines have increased expenses, and require a longer time period
|
||
to turn a profit. Make sure that you have enough insurance capital
|
||
in case expenses become greater than your income.
|
||
|
||
The land prices rise as the city grows. Be aware that land previously
|
||
purchased is taxable. Keep in mind the dates when your taxes and
|
||
other debts are due. If the company operating funds are negative, the
|
||
company will go bankrupt and your trains will run no more.
|
||
STOCKING UP
|
||
|
||
Watch the current (and constantly changing) financial circumstances
|
||
of the city to seize every good opportunity to make a killing by getting
|
||
good bank loans or by selling off stocks. You can play the game
|
||
without doing any stock trading. but if you're careful, it can be a
|
||
valuable source of surplus funds. However, as many sad traders
|
||
know, it's not an absolutely reliable way.
|
||
|
||
There are 24 stock brands. You can scroll the board to view them all.
|
||
The two numbers after the company name represent its trading
|
||
value and the amount by which it has dropped or risen since the day
|
||
before. After you select a particular stock name, a graph appears to
|
||
show the price variations of the stock over the past 30 weeks. You may
|
||
find that the stock prices change considerably over two-month
|
||
periods for many brands. There are also brands whose stock price
|
||
won't change much over several months. The fluctuations don't
|
||
depend on the brands, but vary with each game.
|
||
|
||
|
||
|
||
|
||
|
||
Try to discern a fluctuation pattern for stocks you're interested in
|
||
and buy when the price is at the bottom of the curve and sell when
|
||
the price at the top of the curve. (Mama didn't raise no fool.) Of
|
||
course, it can be difficult to know just when the top of the curve has
|
||
occurred.
|
||
|
||
The stock price of a brand might display a trend of increasing value
|
||
over a six-month to one-year period. But a stock slump may also
|
||
happen once every year and a half or so. Be alert to trends by checking
|
||
the stock board frequently and paying attention to the advisors in the
|
||
message windows. If a slump occurs, the stock price will drop to one-
|
||
half or one-third of its past price in a day.
|
||
|
||
STOCK BRANDS
|
||
|
||
Do-Beeus Trading: a worldwide general trading company.
|
||
Twisstad Metal: a company that manufactures metal materials used
|
||
for cars, trains and ships.
|
||
Pickupstik Construction: a construction firm skilled at building
|
||
skyscrapers, halls and domed stadiums.
|
||
Whozit & Whatzit Export: a general trading company that imports
|
||
and exports various materials such as foods and chemicals.
|
||
Mjollnir Products: a company that makes iron and steel products for
|
||
building construction.
|
||
Aahp-Yurs Building: a construction company that builds residen-
|
||
ces, factories, etc.
|
||
Tricks o' Trade: a general trading company.
|
||
Big Iron: a big iron company.
|
||
Radon Realty: a big real estate company that owns most office
|
||
buildings in the big cities.
|
||
Anything Goes Trading: a general trading company.
|
||
Taffy Steel: an iron company.
|
||
Brauny Construction: a construction company that builds mainly
|
||
residences.
|
||
Heavy Water Chemistry:a company that produces chemical fertilizers
|
||
and chemicals.
|
||
Raxsoft Lighting: a general household electric appliance company
|
||
that produces lighting equipment, audio-visual equipment and
|
||
computers.
|
||
Artdink Estates: a real estate company that deals with residences
|
||
and apartment complexes.
|
||
Tesla Electric: an electrical company that makes wires and electrical
|
||
equipment used in factories and buildings.
|
||
Maxis Motors: a general electrical company that makes household
|
||
appliances and motors.
|
||
Slippery Stuff Chemical: a chemical company that produces lubri-
|
||
cants, detergents and wax, etc.
|
||
Sticky Disks: a company that produces various magnetic media such
|
||
as cassette tapes and floppy disks.
|
||
Spinnin' Wheels Auto: a big automobile company.
|
||
IoeCo Gas: a city gas company.
|
||
I.B.B~M.: a big communication company that has the second-
|
||
largest share of the world market.
|
||
JSmgmt: a company that is known for developing a new material
|
||
with wide applications.
|
||
JenSuz Power: an electric power company that supplies electricity
|
||
to generators for big cities.
|
||
TRACKING YOUR TRAIN COSTS
|
||
|
||
The running expenses of the railroad company are your prime
|
||
expenditures. Naturally, you can't get income without incurring
|
||
some development expenses. Your profit, obtained by subtracting
|
||
the expenses from the income, is added to the cash figure you see on
|
||
your financial reports. If you have a minus profit, your cash is
|
||
reduced by that figure.
|
||
|
||
The expenses of the railroad branch are calculated by hours. A
|
||
running train costs 90 dollars per hour. When passengers get on a
|
||
train, the operations charge is 10 dollars for each 10 persons. The
|
||
train's income is relative to the travel distance, fare and the number
|
||
of passengers.
|
||
|
||
Use REPORT 1 to see your com-
|
||
pany's profit and loss figures. If the
|
||
balance is a negative figure, your
|
||
company has a deficit. The menu
|
||
has a three-part display that covers
|
||
more of your screen display with
|
||
each click.
|
||
|
||
Level One
|
||
This display charts the information on your available cash, debts and
|
||
the estimated amount of tax for your company.
|
||
|
||
Cash is the money used for purchasing and construction. Your
|
||
company will go bankrupt--and your game lost--if your cash be-
|
||
comes a negative figure. Debts are the total monies borrowed from
|
||
banks. They must be paid on the appointed dates.
|
||
|
||
The amount of tax is estimated on March 31, and is due on June 1.
|
||
It's essential that you have a cash reserve to cover your tax expenses.
|
||
|
||
Level Two
|
||
The status of the railroad and subsidiary sales and expenses as well
|
||
as Level One information is displayed. A figure will appear in the
|
||
Taxes column after estimation.
|
||
|
||
Today: sales, expenses and income for today are displayed.
|
||
|
||
This Month: the business report from the first day of this month to
|
||
yesterday is displayed.
|
||
|
||
This Term: the business report from April 1 to yesterday is displayed.
|
||
Level Three
|
||
The railroad branch data as well as well as Level Two information is
|
||
displayed.
|
||
|
||
stations: the total number of stations on the map.
|
||
|
||
Switches: the total number of switches on the map.
|
||
|
||
Trains: the total number of trains owned by the company.
|
||
|
||
Rail Length: the total length of railroads (in blocks).
|
||
|
||
Balance Graph
|
||
The strips in the graph show the difference between the income and
|
||
the expenditures. If the color is red, the expenditure is greater than
|
||
the income. If the color is black, the income is greater than the
|
||
expenditure. The vertical axis represents money, and the horizontal
|
||
axis time--the changes are recorded in one-month blocks.
|
||
|
||
The income and expenses of the nine subsidiary companies can be
|
||
viewed in Report 1 from 11:OOAM to 7:00PM. At 9:00PM, each station
|
||
reports its daily business.
|
||
All of your company funds are deposited in banks paying an interest
|
||
rate of at least 0.1% . The company collects the interest once a month .
|
||
Stock dividends are paid once a year on July 1. You will get an on-
|
||
screen message: "You have received a dividend." Don't forget that
|
||
you pay taxes on June 1 --you MUST have enough money set aside
|
||
for this purpose or the game is kaput.
|
||
|
||
The most critical factor in your commercial success is the income of
|
||
the railroad branch--it's the base of the company. The second most
|
||
important is the income from subsidiary companies. You might find
|
||
it useful to always display the first level of Report 1 on the screen
|
||
during game play. Check your cash when you want to purchase
|
||
something.
|
||
|
||
BUSINESS FLUCTUATIONS
|
||
|
||
The macro-economics of the game are complex. It's hard to antici-
|
||
pate all business fluctuations, because some of the business condi-
|
||
tions have random elements built in. When the business conditions
|
||
deteriorate, the number of railroad passengers decreases by 10%.
|
||
|
||
In April and December, when there is a great demand, your business
|
||
is sure to be in good shape. But if there is a stock market slump, a
|
||
recession will follow. Your income changes also have a small effect
|
||
on business successes, and so does the balance between supply and
|
||
demand of the labor force.
|
||
|
||
There are two dominant expenses: temporary or
|
||
fluid ones, such as the railroad construction/
|
||
removing costs, the cost for purchasing lands and
|
||
the fee for purchasing trains; the on going expenses
|
||
consist of personnel expenditures and everyday
|
||
fuel costs.
|
||
|
||
Your subsidiary companies, like factories and
|
||
department stores, also incur expenses. To see the
|
||
expenses of subsidiary companies, use REPORT 2.
|
||
The subsidiary companies can make profits by
|
||
expanding the city and helping to develop new
|
||
stations and railroads. When the profits of a
|
||
subsidiary company are poor, you should consider
|
||
selling it.
|
||
|
||
SETTLEMENT OF ACCOUNTS
|
||
|
||
The simulation will settle your accounts for the year by calculating
|
||
the final income and expenses. The amount of taxes is also estimated.
|
||
You must take measures to ensure that your cash figure isn't lower
|
||
than your tax due. The tax and debts are paid on the following
|
||
weekday if the corresponding due date is a holiday.
|
||
|
||
Your term profits will be taxed at 50% and your assets at 5%. Thus
|
||
the principal way to save on your tax bill is to spend your profits to
|
||
purchase assets--subsidiary companies, lands, stocks, railroad
|
||
facilities, etc. -before the March 31 tax estimate. (You can see the
|
||
figure in the Taxes column in Report 1 and Report 2.)
|
||
|
||
You can turn any profit into newly purchased subsidiary companies
|
||
before the settlement of accounts, and sell them in the new year.
|
||
since a subsidiary company can gain a profit by itself, in many cases
|
||
it won't be a "loss" to purchase it. Besides, the appraised value of the
|
||
subsidiary company may grow. But the money you get from selling
|
||
the subsidiary companies will add to the profit of the new year, so the
|
||
cycle of buying and selling might have to be repeated every year. It
|
||
is sound--and necessary--policy to consider the development and/
|
||
or sale of subsidiary companies as an integral facet of your overall
|
||
financial flowering. You are restricted to a total of 15 subsidiary sales
|
||
for a single year.
|
||
|
||
Within a limit of 18 for each category and 60 total, you can choose
|
||
the following buildings and facilities for your company develop-
|
||
ment: factories, commercial properties, hotels, golf courses,
|
||
amusement parks, stadiums, ski resorts, apartments, and lease
|
||
buildings.
|
||
|
||
Your railroad company logo, in the form of a small box, will
|
||
appear on top of the building or facility after purchase. (The
|
||
logo will be removed after it has been sold.) Some buildings
|
||
and facilities can't be bought or sold depending on how much
|
||
speculating you have done and the development state of the
|
||
game.
|
||
|
||
Purchasing land is also a reasonable method of investing profit, hut
|
||
it saves you less than buying a subsidiary company. because the price
|
||
of one block of land is far cheaper. Purchasing stocks is probably the
|
||
easiest way to divert the profit tax. But keep in mind that there may
|
||
be a stock market slump. It's also possible to save taxes by laying
|
||
railroads or purchasing trains. If you don't have enough time (or
|
||
money) to make a plan for laying railroads, it is better simply to
|
||
purchase trains and hold them for the future.
|
||
|
||
READING THE BALANCE SHEET AND
|
||
CALCULATING YOUR TAXES
|
||
|
||
Use the Balance Sheet (Report 2) to learn about the current financial
|
||
management of the company, your assets, and as a basis for planning.
|
||
You can find itemized information on assets, their appraised values
|
||
and the corresponding taxes.
|
||
|
||
There are three main parts: assets, revenue and expenditures. As
|
||
mentioned, there are two types of tax: asset tax and profit tax. For
|
||
assets, such as subsidiary companies, stocks and lands, the tax is 5%
|
||
of their appraised value. The tax does not vary with the overall
|
||
business balance of the company.
|
||
|
||
The profit tax is 50% of the company profits, which are obtained by
|
||
subtracting the expenses from the whole incomes. The minimum
|
||
amount is 100 dollars, even when the company is operating at a
|
||
deficit.
|
||
The tax amount is calculated on March 31 , and paid on June 1 . Keep
|
||
in mind the company will go bankrupt and the game will end if there
|
||
is not enough money to pay your taxes on June 1.
|
||
Railroad Assets
|
||
|
||
The railroad track in one block is worth about 1,500 dollars, the
|
||
switch 1,550 dollars. A small station is worth 48,000 dollars, and a
|
||
large station 196,000 dollars. This is in addition to the valuation of
|
||
purchased trains.
|
||
|
||
Subsidiaries
|
||
The appraised value is the total amount of market values of all
|
||
subsidiary companies. Each appraised value varies with the income
|
||
of each separate subsidiary company.
|
||
|
||
Stocks
|
||
The appraised value is the total market amount of the stocks you
|
||
have at the time.
|
||
|
||
Real Estate
|
||
The appraised value is the total amount of the current market prices
|
||
of your land holdings.
|
||
|
||
Revenue
|
||
|
||
Railroad Operation
|
||
The total amount of the sales of the railroad branch from April 1 to
|
||
the present.
|
||
|
||
Subsidiaries
|
||
The total amount of sales of all subsidiary companies from April 1 to
|
||
present. You can find the sales of each subsidiary company in Report 3.
|
||
|
||
Selling Subsidiaries
|
||
The total amount obtained from selling subsidiary companies.
|
||
|
||
Selling Stocks
|
||
The total amount obtained by selling stocks.
|
||
|
||
Selling Real Estate
|
||
The total amount obtained by selling lands.
|
||
|
||
Stock Dividends
|
||
The dividends of all the stocks on July 1.
|
||
|
||
Interest Income
|
||
The total interest of this term (from April 1 to present).
|
||
Expenditures
|
||
|
||
Railroad Operation
|
||
The sum of operating expenses of trains and stations.
|
||
|
||
Subsidiaries
|
||
The total operating expenses of all subsidiary companies.
|
||
|
||
Acquisition of Subsidiaries
|
||
The total price of purchased subsidiary companies.
|
||
|
||
Stock Purchase
|
||
The total price of purchased stocks.
|
||
|
||
Real Estate
|
||
The total price of purchased land.
|
||
|
||
Commission
|
||
The fee totals of this term. When buying stocks, there is a charge of
|
||
10 dollars for each stock and a basic fee of 50 dollars. To sell a
|
||
subsidiary company, the basic fee is 500 dollars, in addition to a
|
||
commission taking 2% of the appraised value of the company.
|
||
|
||
Interest Paid
|
||
The interest totals paid on all debts.
|
||
|
||
Balance
|
||
The difference between the total income and the expenses.
|
||
|
||
Income Tax
|
||
This tax takes 50% of the profits. When there is no profit, it takes 100
|
||
dollars.
|
||
|
||
Cash
|
||
The total cash at present.
|
||
|
||
Total Tax
|
||
The sum of the profit tax and the asset tax. It is estimated on March
|
||
31 and due on June 1.
|
||
|
||
Railroad operation figures are calculated hourly. The consolidated
|
||
figures of your subsidiaries for the hours between 11:00 and 7:00 are
|
||
calculated daily, along with the station sales at 9:00PM. Interest
|
||
income on your cash balance is the sum of your lowest balance
|
||
multiplied by 0.1% once monthly. Stock dividends are distributed
|
||
on July 1.
|
||
|