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-
- SKID ROW
-
- presents
-
- A-TRAIN from MAXIS
-
- ON BOARD TUTORING
-
- The following tutorial will get you up and running your trains and
- provide the groundwork for understanding some of the financial
- intricacies of the game. You'll find detailed explanations of menus,
- commands, investment suggestions and general game play advice
- in the Reference section of the manual.
-
- The tutorial assumes that you have a mouse. The left button is the
- default mouse button for selecting actions and commands, unless
- otherwise stated. If you're playing without a mouse, see the
- Addendum for keyboard procedures.
-
- Please refer to your Addendum for procedures to install and start
- A-Train. Once the program is running, you are ready to begin
- your training.
-
- After the title screen and credits for the game have been displayed,
- the SYSTEM menu will open.
-
- When the SYSTEM menu is opened, the game clock stops. The menu
- has a number of commands, but for tutorial purposes, just click on
- NEW GAME. A submenu will open. The six numbers represent the
- choices of map landscapes upon which you can build your train
- empire. Click on #1 and then click on LOAD.
-
- You will now see the lovely map of your new railroad operation,
- surrounded by the "picture frame" of menu choices. The running
- clock in the upper-right corner indicates the fiscal term (from April
- 1 to the present), and the month, day and hour. The clock is the
- measure for train scheduling, which will be discussed later in this
- Tutorial. The passing of time is illustrated by the changing patterns
- of light as day fades and night falls (VGA only). The light changes can
- be turned off if you wish; see your Addendum for details. There will
- also be seasonal changes, such as the appearance of winter snow, as
- the game progresses.
-
- All of the maps provide you with at least one operating railroad, and
- some amount of cash. See the Cities chapter in the Reference section
- for amplification on the challenges each map presents.
-
- Map One is one of the most open and undeveloped of the six
- scenarios, providing space for experimentation and risk. One of the
- goals will be to develop the "bedroom community" of its new town.
- Take a few moments to "mouse around" on the map to get a sense of
- your territory. You can make incremental movements by clicking in
- the arrow boxes on the right side of the frame, which will cause the
- map to scroll a small amount in the direction of the arrow.
- You can orient yourself to the overall map boundaries by clicking on
- SATELLITE (on the right edge of the frame), which will display a
- small image of your complete map. (All picture frame menus will
- highlight when the mouse pointer is positioned on the menu title,
- and they then can be opened with a mouse click). The rectangle on
- the Satellite map captures the current territory displayed on the
- large map. You can drag the box on the Satellite map to any area and
- click, and the corresponding terrain will be displayed on the big map.
- Take careful note of the hills, rivers and lakes; terrain plays a
- significant part in your rail setup. The land is divided into small
- squares that we'll refer to as "blocks." The block is the measure for
- a number of A-Train procedures.
-
- Use the Satellite rectangle to return to the existing train station on
- the map, then leave the window by clicking on EXIT. There is both
- a freight and a passenger operation on your established lines, both
- running on the same track, both going off the map. Note that the
- freight train returns from its excursions outside laden with materials,
- which are deposited in the large pile at the station; if the storage place
- is full, it will pick up materials to be sold to the outside. Those are the
- construction materials from which commercial properties and other holdings
- are developed. Their placement and train transport play an integral part
- in your city development.
-
- And city development is one of your goals. Click on REPORT 4--the Urban
- Growth chart--and note the statistics on your city's status, particularly
- the population total. It is wise to periodically check these facts to see
- how rapidly your city is evolving. These figures give you quick feedback
- on how your moves affect the city scale. Click on EXIT to leave the report
- window.
-
- Track laying can be a trifle tricky at first, so we'll experiment a bit.
- Scroll to one of the undeveloped areas on the map, so that you can
- put down and remove some track without destroying existing
- development. Open the TRAINS menu. This menu provides you with
- the functions you'll need to build and schedule your railroad. Click
- the LAY TRACKS command. Make sure that LAY is highlighted.
- Click the mouse and you will see a terrain block highlight; these
- blocks are the units of measure in the survey of your terrain.
-
- Drag the mouse in any direction and you will see a highlighted line
- follow your movements. The highlight will reflect any curves when
- you deviate from a straight line. You can see that by slight
- maneuvering with the mouse, the display of your proposed line will
- change its angle and course.
-
- Drag a straight line from left to right about six blocks and then click.
- A strip of track will be put down in place of the highlight. Click on
- REMOVE (in the LAY TRACKS submenu), and click on either end of
- the track and drag to its other end. The beginning block will
- highlight, just as when you place track. Click again and the track will
- be removed and replaced by cleared land.
-
- You can see that the figure in the COST box changes with each block
- over which you lay track. This number reflects the purchase price of
- the land, and the track laying/removing charges. You will still own
- any land from which you remove track.
-
- Hint: If you are trying to put down some lines and your
- track tactics don't result in the desired direction, you can
- cancel the LAY command by clicking the right mouse
- button. Then try to lay the railroad by clicking first the
- destination point and then the beginning point. The railroad
- should turn to the opposite direction.
-
- For curved track, if you can't achieve the desired angle with a single
- drag of the mouse, you can lay piecewise segments of straight track,
- connect the curved joint, and then connect additional segments. Of
- course, it's more expensive if you mistakenly put some down, only
- to remove it later.
-
- THROWING YOUR TRACK A CURVE
-
- Curving track can require some wily maneuvering, but it's a skill that
- will serve you well in future track laying. Try running a line from east
- to west and then have it veer sharply up or down. Also try a few wide,
- looping curves. If you haven't established a practical line position,
- you'll get a nasty message from the track layer or construction
- manager. You can see that controlling the curve isn't always easy,
- but small mouse motions can usually establish the desired angle in
- a highlighted planned line. If you have difficulty getting a curved
- length properly positioned, do it in short one- or two- block segments.
- Try removing curved track as well.
-
- Hint. When trying to place a line segment, its easier to get
- a block to highlight if you click directly in its center.
-
- If a track removal path won't follow any curves that might be on your
- line, you will have to remove piecemeal sections. It is expensive to rip
- track, so in the real game, plan carefully before you lay your line.
- Experiment with curved and straight track laying and removal until
- you have a more natural feel for it.
-
- GETTING BACK ON TRACK
-
- When you've untangled this track-tying rope, scroll the map so that
- your original station is near the top and center of your screen. We're
- going to run a new line from here to the east and then south, so that
- we can use the existing commercial market of the town, without
- having to schedule trains around the existing lines.
-
- We'll establish two new lines on a connected track near the established
- lines. These will provide us with a small passenger market, and let us
- acquire some construction materials to spur development around
- our new lines. The schedules and routes of the original line are fixed
- and can't be adjusted, but any additional trains can be laid down
- separately or integrated and controlled.
-
- Click at a spot a couple of blocks below and a couple blocks to the
- right of the station. Move the highlighted planned line from west to
- east about five or six blocks, and click to place the line. You can add
- to existing track by clicking the mouse at track end (the initial block
- will be highlighted), and dragging. Click at the eastern end of your
- line and move it east a block or two and then draw it down, straight
- south, to a few blocks from the bottom of the screen.
-
- The curve southward should be indicated in the highlighted planned
- line. You might have to do some wiggling to place it so that it "sets,"
- but when you have positioned the line to your satisfaction, click at
- its end. This will establish the track (or you will get a message
- informing you if you have laid a line in an unsuitable position).
-
- When you are laying track you often have to make many adjust-
- ments for geography--avoid hills and try to use fairly straight
- segments, since curves are more costly. You can click the right
- mouse button to cancel a planned line if you haven't yet clicked the
- left button and placed it.
-
- Look at your new track in the Satellite view to see it in relation to the
- original map. (You must exit the LAY TRACKS submenu to use the
- Satellite view.)
-
- Let's lay a second line that connects on a spur from the first. It is
- actually easier at the beginning of games to lay two close-but-
- separate lines, freight and passenger, so that you don't have to be
- concerned with switches, but we'll get your switchin' feet wet early,
- so you won't be fearful of those complex waters later on.
-
- Connecting track must be first established on a diagonal line from
- existing track. Position your mouse so that it is about two-thirds of
- the way down the first section of your track. Highlight the first block
- and drag the mouse down so that your second line runs parallel and
- one or two blocks to the west of your first track. Drag until you reach
- the terminus of your first line and click to set your dual line. The
- result should look like the Second New Line diagram; minor var-
- iations in placement aren't important.
-
- TRAINING YOUR FIRST TRAIN
-
- There are a number of approaches you can take to or-
- ganizing your initial railroad, such as buying and plac-
- ing the stations first and then arranging your trains, but
- we'll get a train up and chugging right away so you'll
- have something to brag about.
-
- Exit the LAY TRACKS menu and click the BUY TRAIN
- command in the TRAINS menu. You will see a Rolling
- Stock Market display of all the available train models, a
- chart detailing the statistics of the chosen train, and a
- train registry showing what trains are already in oper-
- ation. Other maps that you develop will show all your
- purchased trains by their highlighting on the calendar chart, but you
- cannot adjust Map One's existing trains, and thus the entire chart is
- open.
-
- To buy a train for your new line you must first choose an unused train
- number from the registry(#1 has a lovely ring) by clicking on it, and
- then assign the number to a particular train chosen from the train
- chart. As you click on the various small pictures of the trains, a larger
- picture of the selected train will appear at the bottom of the window
- along with its vital statistics (model, capacity, cost, etc.).
-
- Your first line should be a freight line. We recommend the dashing
- GP 40, the bottom unit in the second column, with the crisp Maxis
- Lines logo. (You may want to start with a cheaper, lower-capacity
- freight in a real game. ) Once you have chosen a train, make sure the
- BUY command is highlighted and then click CONFIRM. The train is
- now yours, registered by its number, which is highlighted and
- underlined on the registry chart.
-
- Click EXIT to close the Rolling Stock Market. Then click the PLACE
- TRAIN command from TRAINS menu. You'll find that the new train
- number has already been chosen in the calendar chart, with its train
- stats displayed. (From this menu you can click other numbers if you
- want to make changes to future existing trains.)
-
- Make sure that #1 is highlighted and then place the train near the
- bottom edge of your eastern line by positioning the pointer over a
- spot on the track, which will display the highlighted box. The train
- will appear on the place clicked. If the place isn't appropriate, a
- message box will appear to scold you. The new train will have two
- arrows, one in front of the train and one at the back. The white arrow
- represents the train's direction. You can click on these arrows to
- toggle the direction; for now, point its travel up the line towards the
- original railway. The train starts moving after you click on EXIT. You
- got yourself a railroad!
-
- Hint: When expanding future lines, it might be convenient
- for you to place Several trains at one time--multiple track
- placements--using the SATELLITE view scrolling, which
- lets you move around the map very quickly.
-
- GIVE YOUR TRAIN A HOME
-
- You'll see your train making its merry path from north to south
- without relent, on the outside line. Let's give it a place to pull over
- and stretch its wheels. and also pick up some business in the
- meantime.
-
- All maps will start you with a least one station on a line. One solid
- approach for a line with only one station is to establish another on
- the same line some distance(at least 15 or 20 blocks) away preferably
- near some development--if there is any--so as to provide both
- materials transport and some passenger income. (Passenger fare
- increases with distance traveled.) We're dealing with freight right
- now, but we're going to put a passenger line down as well.
-
- There isn't a preset ideal" distance between stations for running
- passengers. Dependent on development factors, set the stations
- close early in the game to reduce track laying expenses, and when
- there is more passenger traffic, remove close stations to get the
- increased fare received for longer trips. There are many strategic
- gambits concerning station development; refer to the Trains chapter
- in your Reference section for details.
-
- For simplicity's sake. Let's establish a station at the southeast end of
- our new line. You can add additional stations to your original line
- later. The large stations, the ones with tall buildings attached, are
- more expensive, but their larger passenger processings provoke the
- simulation into faster city and urban road development. Scroll to the
- the southern end of your line and click on the BUILD STATION
- command on the TRAINS menu. Trains will stop running when this
- menu is opened.
-
- You are given a choice of four small and four large stations in various
- orientations. Click on a small station that will face the tracks from
- the west and then position the mouse at the southernmost edge of
- the track. (Station orientation is a factor in city development; see the
- Crossroads section in Reference.) Stations can only be placed on
- diagonal segments of track with no curves. You'll see the station
- outline in highlight, which will occupy at least three blocks. Click
- when the position is right, and the building will settle nicely into
- place. When lines are this close, they can share a single station.
-
- It's necessary to immediately make an area for materials storage near
- the station, so that your can pave your kingdom. You need to buy some
- land adjacent to your station for this storage. It's actually a very
- sound move to buy up a lot of land around your stations quite early
- in the game, because this land's value skyrockets in relation to later
- development. If you truly have an eye for the long-term, buy land in
- areas where you might concentrate development later; it's sure to
- bulge your future wallet. You probably shouldn't spend too much too
- soon, though. because startup rail costs are high.
-
- Open the subsidiaries menu. This menu provides the commands
- to buy and place your land, income properties and commercial
- developments. Click on REAL ESTATE. A submenu will open with
- buy and sell I commands. a figure revealing your current holdings
- and a cost figure that will tally the price of prospective land buys. The
- prices for the individual blocks of land will be revealed when you
- move your pointer over them.
-
- Land without buildings on it is cheaper; buy accordingly. Click the
- BUY command; the mouse pointer will become a highlighted block.
- Click on several blocks of land in a line near your western station. You
- can buy more later if the traffic's hopping. You can also buy property
- in the general periphery of the station. Leave any residences and
- buildings be. You can see that when you purchase the land, its surface
- is cleared. Cleared land with a black highlight around it is owned by
- another company. Exit the subsidiaries menus.
-
- Scroll (if necessary) up north near the map's original station and
- open the BUILD STATION menu. Place a station at the northern end
- of your line, which should be just a few blocks below, parallel to, and
- a touch east of your original station. You will have to build over some
- existing buildings. This station's placement allows you to feed" off
- of some of the existing materials brought in from the outside and to
- transport them down to your southern stations for city develop-
- ment. Buy some land near this station for materials storage.
-
- Now your train's all dressed up with a place to go, but you need
- to tell it where and when. Exit the build STATION menu.
-
- DON'T FIGHT; SWITCH!
-
- Go back to the TRAINS menu and click on Schedule. You will see
- the calendar chart with your highlighted train number and a route
- map that displays the operating trains. their tracks and stations in
- miniature. Clicking on the number of each purchased train will
- highlight its image at its current position in a small white box on the
- route map. Info on the selected train is underneath this map. This
- map can he a particular asset when you have many trains running
- and their respective numbers are not so fresh in your mind.
- We'll set schedules when we place your passenger train, so ignore the
- DEPARTURE TIME command; click on SWITCH. A small diagram
- of a switch will be shown in the box below the command.
-
- Move the mouse so that the pointer is near the junction of your
- southwest line and click. A highlighted box appears on the map at the
- switch's location and the switch display shows its current position.
- Click on CHANGE SWITCH to direct your freight to your southwest
- track. The switch will be redirected on the route display and
- the game map.
-
- Click on the TEST RUN command and you will see the
- altered route on your route map, with your train represent-
- ed by a swiftly moving dot. You must click on END TEST to
- halt the manic pace of the test demonstration.
-
- Exit the SCHEDULE window and watch the movement of
- your train. You'll see that it will soon start transporting
- materials to your southern storage place, or dependent
- on availability of materials near your original station--
- taking them away. You can redirect the course of your train
- through the PLACE TRAINS menu. Clicking on its number will
- scroll the screen to your train. which will display its directional
- arrows. Sometimes materials won't be available and your freight will
- begin to take materials away from your southern stations. You can
- use the arrows to send your freight back to deposit materials it was
- going to take away.
-
- Switches, scheduling and all their intrigues are discussed in more
- detail in the Trains chapter in the Reference section. You will need
- to become a competent switchmaster and scheduler when you place
- your passenger train.
-
- For now, let #l run freely, as long as it is depositing construction
- materials at your southern station. Those blocks are the flagstones
- on your road to fortune.
-
- This part of the tutorial will guide you through the basics of the
- building trade in A-Train. There are many stratagems regarding
- development around your stations and subsequent city expansion.
- All situations are variable according to the existing level of map
- development, your cash resources, and your approach to growth, be
- it devil-may-care or cautious. For tutorial purposes, we'll just give
- you some fundamentals on property development, its effect on the
- population, and how the simulation responds to your decisions. All
- of these matters, including a chart of development expenses for each
- subsidiary, are expounded upon in the Cities chapter of the Reference
- section.
-
- Of critical need now are those construction materials, the stuff your
- dreams--and buildings--are made of. Construction materials are
- the "flour and water" from which all buildings are constructed and
- from which the simulation builds. You will see them start piling up
- near your station not long after it's built(as long as your outside lines
- are bringing them in). The pile will shrink and grow dependent upon
- the movement of your new freight line and the materials use of your
- initial trains. When you've built up a storehold of materials you can
- do some property development.
-
- Of course, you can rather cleverly relieve some of these materials
- anxieties by making some of your own. Why not build a factory
- nearby to produce the little devils for you? ( It is better early on to rely
- on materials brought in from the outside and not to build an
- expensive, high-maintenance factory, but we'll do it here to
- demonstrate how they work.)
-
- Open the SUBSIDIARIES menu and click on FACTORY. A submenu
- will open that displays an image of the factory and BUILD and
- REMOVE commands. Click on BUILD and position your pointer in
- the territory south of your northern station, but within about eight
- blocks of the track. You will see the land costs change as you move
- your mouse. Click when you've found a spot to your liking.
-
- You can't utilize these materials unless they are first transported by
- your freights to your storage place, so keep that in mind--the
- direction of utilization is towards your southern stations. You can,
- however, use materials directly from the factory if you build within
- 10 blocks of the factory storage place. You can remove the factory
- when you have sufficient materials; the maintenance costs are
- high, and are charged to you even when the factory isn't producing.
- Factories do, however, also provide employment for your citizens.
-
- If there are placement problems for any property development, you
- might have to face the Construction Manager, who will inform you
- of difficulties in a message window. Change the site selection if you
- can't immediately place the factory. It takes
- 20 materials to build a factory, but that
- sacrifice is softened by your realizing that all
- A-Train factories are non-polluting.
-
- 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 in expense 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 III, 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
- 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 information 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 fund raisers 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 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,
- 10,000 or 100,000 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, city planner,
- 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.
-
- LOSING
-
- 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 WINDOW
-
- 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
- demarks 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.
-
- MENUS
-
- 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.
-
- Choose a number from 1-6.
- 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 SUBSIDIARIES menu
- windows to provide more map display area.
-
- 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 box or the LAY 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
- construction operation, such as laying railroads and building stations.
- 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
- SKI 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
-
- The placement of apartments at the early stages of the game 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
-
- 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 subsidiary 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
- 'RadarChart"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
- increments 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.
-
- Don't lay track any longer than necessary--the removal expense is two-
- thirds of the laying expense.
-
- 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.
-
- 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.
-
- LINE-LAYING NO-NOS
-
- 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.
-
- 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.
-
- FIRST-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.
-
- 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: AR III 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.
-
- 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 function 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.
-
- 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.)
-
- 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.
-
- 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
-
- 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.
-
- 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.
-
- The execution of the TEST RUN 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.
-
- 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.
-
- 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.
-
- 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
- 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 III 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 unattended.
- 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 IIIs 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 IIIs 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 III 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 III 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 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 SUNSHINES
-
- 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
- symbiotically 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 GUIDELINES
-
- The BUILD and REMOVE commands are on all the menus.
- The building area varies with the type and the scale of the build-
- ing to be constructed.
- 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.
- The buildings that don't belong to your company can't be
- removed unless you buy them.
- 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.
- The building materials must be near the construction site for
- successful erection.
-
- Residence
- Materials: 2
- Expense: 0
- 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: 0
- 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. Income 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: 0
- Labor force: 0
-
- 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: 0
- Labor force: 0
-
- The conditions for which a road is built (by the simulation) vary with
- the number of apartments, hotels, lease buildings, 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 lO 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 company'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 11:00AM 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.
-
-