Денис Давыдов aka wOrmОткрыть профиль автора
Открыть список игр,
 получивших оценку 80% и выше
(Наш выбор опционален)
 
 открыть скриншот 
Расширенный поиск по базе
из 34 727 игр для PC и консолей
Игровые форумы AGFC
Крупнейшее российское
игровое сообщество.

Десятки тысяч участников,
миллионы полезных
тем и сообщений.
Grand Theft AG
Самый крупный сайт
в России о серии GTA
и ее «детях» -
Mafia, Driv3r и т.п.

Новости, прохождения,
моды, полезные файлы.
Геройский уголок
Лидер среди сайтов
по играм сериала
Heroes of Might & Magic.

Внутри - карты, советы,
турниры и свежие
новости о Heroes 6.
Летописи Тамриэля
Один из крупнейших
в мире ресурсов
по играм серии
The Elder Scrolls.

Если вы любите Arena,
Daggerfall, Morrowind
и Oblivion -
не проходите мимо!
ГотикAG
Проект, посвященный
известному немецкому
RPG-сериалу Gothic.

Новости, моды, советы,
прохождения и еще
несколько тонн
полезной информации.
Wasteland Chronicles
Портал для любителей
постапокалиптических RPG.

В меню: все части
Fallout, Metalheart, The Fall,
Wasteland, Койоты и Ex Machina.
Absolute Top + Мuзейm
Сайт ежегодного
голосования AG, где
читатели и редакция
определяют лучшие игры.

Архив старых голосований
работает круглосуточно
и без выходных.
Battles.ru
Выдалась свободная минутка?
Порадуйте себя казуальными
или браузерными играми!

На серверe Battles.ru
каждый найдет себе
подходящее развлечение.
RF Online
Бесплатная футуристическая MMORPG.

Игровой портал AG.ru

Сворачивание персонального меню
доступно только зарегистрированным
пользователям.
Выбор, заливка и редактирование
аватара доступно только
зарегистрированным пользователям.
Напомните себе пароль, если забыли.
Переписка в пределах AG.ru доступна
только зарегистрированным
пользователям.
Персональное указание количества
обновлений AG.ru доступно
только зарегистрированным пользователям.
Открыть меню вариантов
Регистрация на AG, форумах и т.д.
Настройки вашего профиля,
сайта, форумов и т.д.

Демо-версия.
Сервисы и бонусы, доступные
нашим VIP-пользователям.

Которым можете стать и вы.
А здесь будет кое-что интересненькое...
Количество агрублей
на вашем счету.

Демо-версия.
Писем: 0Обновлений: 0
AG.Tracker
Функция слежения за играми будет доступна вам после регистрации.

Навигация

Читы для A-Train

Чит-файл для A-Train

A-Train

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:ArtDink
Издатель:Maxis
Модель распространения:розничная продажа
Жанры:Strategy (Manage/Busin. / Real-time)
Multiplayer:Отсутствует

Даты выхода игры

вышла в 1992 г.

Solution [ENG]

Информация актуальна для
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
TRAlNS 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 manuvering 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
inshortone or two-blocksegments. 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: Whenexpanding  fufure lines, it might be convenient  for you to place
Several trains at one time--multiple track  placements--using the SATELLlTE
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)awaypreferably 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. Iet'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
prohably shouldn't  spend too much too  soon, though. because  startup rail
costs are high.

Open the subsidaries 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  Bl IY
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 subsidaries
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 RIJN 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 rel ony
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
inexpense  from  left  to right. Choose one,and find a good site on the map
near a station  to  house some hard-working families.  All  of your initial
property developments  should be close to  the station, since  it increases
their  value,   surrounding   property   values,  and  centralizes  initial
development.

You might want to  place your first apartments near your eastern  track, if
you don't want them to have to see the  factory  out  their  front  window.
Click on a block to place their new homes. You  will  get advisory messages
from the simulation if your placement  is unsuit- able or if you don't have
enough construction materials. (Apartments require eight materials.)

Building apartments indirectly 'primes" the  simulation  to  develop  other
buildings around yours. Early rapid buying and selling  of apartment houses
does not in itself provoke more rapid development by the simulation, though
you can parlay the income from  sales to buy more companies and land, which
brings up  population totals, which does  provoke the simulation  to build.
Build a few apartment complexes near the station.

You  can  see  from  the SUBSIDIARIES  menu that  you  can  truly  fill the
landscape with  properties galore, but all these decisions  must be made in
the shrewd light of  company benefit and profit, so don't go  hog-wild. You
should put down some commercial or rental property nearby so your residents
will have  someplace to work.Avoid  building or buying land directly behind
your station without later selling it, because that is where the simulation
will build  roads when  your city expansion is really  cooking (if you have
built with large stations).

Now  that  you  have  acquainted  yourself  with  all  of  the  TRAINS  and
SUBSIDIARIES  menu  functions, you can open  the  SYSTEM menu and click  on
QUICK MENU.  This will display the icons  for all  of those menu  functions
without  the  large  title windows, so  that  the  display  area is larger.
Clicking on any of the icons  will open the submenus you have already seen.
You can toggle the QUICK MENU on and off through the SYSTEM menu.

                         ESTATES AND THEIR REELINGS

The simulation will produce additional  residences  as soon as you reach  a
certain developmental scale;  you  might see  the  program clear some  land
first, and then fill it with houses after a materials deposit. You can make
this happen more rapidly by buying  real estate near your stations and then
selling it not long after.

Clearing land by purchasing it removes one step in the  simulation building
process by making it easier  for  the  program  to build after you sell the
land.

The program can also be  kick-started  by selling all old subsidiaries  and
buying new,  but don't  buy anything like golf courses  or sta- diums until
you have an urban base. However, constant speculation  in subsidiaries will
eventually result  in a  "There are no buyers" message.  Check the "Look At
Your Report Card" section below for details on buying and selling assets.

You might  have  to  take an initial loss on these sales, but once you have
developed the area  around  your  station a bit, and  there  are  available
materials, the  program will start  popping out houses and small commercial
buildings, often where you've just made a transaction, and you'll have that
warm glow only a mother knows.  You can't expect your new residents to walk
to work, and what about when Grandma wants to visit  from  the Great Beyond
outside  the  map's  borders?  It's  time  to  be  a  prime  mover  in  the
ecologically conscious (and hopefully, logically profitable)  world of mass
transit. We'll place a train on the outer ribbon of  your  existing line so
that your passenger train enjoys the  same rights (and rites) of passage as
your freight.

Open the BUY TRAIN command and buy one of those sleek little numbers you've
always coveted. The AR 111,  fourth  from  the  top in the third column, is
recommended for its efficiency,  but it might be a touch expensive  now, so
you may want to  buy a cheaper, lower capacity train (perhaps  the handsome
CF Lines  FP 45 right above it) while your town's still in its infancy. You
can always replace existing  trains  with faster, higher-capacity ones when
the going's good.

Anyway, risk  some  dough:  name  your risk #2, buy it, and place it on its
line. Make sure the switch directs  it down the eastern route. Now that you
have two  trains with  a shared line, scheduling becomes  a bit more dicey.
Periodically check the number of passengers in the Satellite view  by train
number once your train is running. (The display will center on the selected
train.)

                              TIME AND CHANCE

One of  the central profit maxims of  A-Train is  that your departure  time
must be set at 8:00AM in the residential areas and at 6:00PM (18:00) in the
urban  areas  in  order to suck up -I those happy commuters and their happy
dollars. As you can
see from  this map, it isn't exactly  a bustling  urban community yet,  but
let's  plan  for  your  future. Exit  the PLACE  TRAIN  menu  and  click on
SCHEDULE.

Click on  #2  in the chart and select DEPARTURE TIME under MODE. A chart of
times will  be displayed.  Move the mouse toward the  image of the southern
station. Cross-hairs will converge near the  station.  Click  to  establish
this as the initial departure site. Click on 8:00AM.

Click on #1 and  set your freight's southern departure time for  18:00. For
now, leave the northern station at one-hour stops for both.  These settings
will make  your trains travel to these stations,  wait until the designated
time (picking up  or  dropping  off passengers and freight  and  not  using
expensive fuel for those down times) and then push their cargoes.

Were you to run separate lines,  it wouldn't be necessary to set a schedule
for your freight, since it can perform constant pickup and drop off without
losses in  profitability. You might have to remove  and replace your trains
several times or set their directions differently so that the schedules are
synchronized. You  may experience a few collisions at  first, but they only
result in frozen trains and a delay in service,  with  nary  an  injury  to
worry about.

Later,  you can  adjust  schedules for more  map-specific  events, such  as
increased development  in one area, which  hikes passenger totals  (or make
the switch  to a larger-capacity  train). Check on running passenger totals
in the train stats boxes in  the Satellite window; you'll probably see many
more passengers from your northern station if you also set  it  at 8:00 am,
but you'll have to fuss with your freight's schedule in order to coordinate
both.

For now, this schedule just keeps the trains out of each other's way. Also,
if your construction  materials  just begin piling up  and  you haven't the
funds for much building, replace your freight train  with another passenger
train  to  try  and pick up  some  extra  passenger  profit. Test different
schedules and periodically check each train's  capacity  in  the  Satellite
view at different station times to collar the biggest payload.

Later, you can boost profits by increasing track length and  adding another
station on the line (larger  stations  stimulate  greater urban expansion),
and by pushing  sound  commercial development.  Build  a factory near  your
southern stations if materials movement is too slow and those houses aren't
hatching. You must,  of  course, wait until your  territory  and budget can
support pushing  your frontiers. It's time  to start attending  to profits,
Iosses, 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 suhsidiaries
income  numbers  for  the day. the month and the fiscal term. The costs for
these  periods  are calculated onscreen also,  as  well as the profit  loss
figures for  those times. These costs  include initial train  purchases and
initial track laying costs. which call he quite dear.

Click  yet  again  and you can see all this plus your station, switch. cars
and track  length totals,  as well as a graph  showing your money (vertical
axis) over time (horizontal axis).  You  will undoubtedly see a negative  '
spike"--the  dreaded  red--for   your   initial  months.  because  of  your
operation's developmental costs. Naturally!, you want to try  to keep those
money lines  a healthy black color. but it's typical not to see a profit in
your  daily  operation  for some time. Exit REPORT 1 and click on REPORT 2.
This chart reflects  your overall holdings: rail, subsidiaries, stocks, and
real estate, and also provides you  with the values of these properties and
their associated taxes. There is  a  revenue column for all these  holdings
that  includes  market  dividends  and  taxes  on  all  the  incomes.  Your
expenditures  for  all  your  holdings, including commission paid  on  real
estate deals and interest on your loans, are found in the second column.

There are two income tax  figures,  one  the  taxes on your assets, and the
second a  tax on your profits. Refer to the income tax infor- mation in the
Money  And  Its  Management  chapter  in  the  Reference  section  for  the
maneuverings to escape the pinch of  those prongs. You should refer to this
chart periodically to get a fix on the areas of weakness in your empire, to
decide whether you should dump subsidiaries if they are unprofitable or buy
them up  to  avoid heavy profit taxes, and in a general way to oversee your
real estate investments. There is a more detailed breakdown of this Balance
Sheet in the Money section.

From  this  window you can buy and sell  these  assets.  If  you  click  on
APARTMENTS and then on SELL, a window will emerge that pro- vides the stats
on the term sales, profit/loss and  market value of all of your apartments,
plus the commission charged you for their sale. Click on  one  of the lines
of  information  and the  Apartment  Manager will  appear,  giving you  the
opportunity to proceed by clicking on the YES or NO button.

Select one  of your apartments and sell  it.You will  see your cash  figure
rise and the ownership figures update. Selling and  buying new subsidiaries
increases population  and employment opportunities, creating competition to
propel  development.  The selling off of  subsidiaries  is also one of  the
game's best fundraisers for quick cash infusions.After you  exit this menu,
note that the properties that were once yours no longer have the little box
on their roofs. This indicates that your company no longer owns them. (This
is also one of the ways  you can verify that new commercial properties have
been built by the simulation.)

Click on STOCK MARKET--open only from 9-5 and you will see a graph charting
the fortunes of a selected  stock  over  the  past 30 weeks, along with the
stock  board,  which  can be scrolled to display the 24 stock | brands. The
two  numbers  after the company name  represent  its trading value and  the
amount by which it has dropped  or risen since the day before. In addition,
you'll often  see a window with a  securities advisor  who will inform  you
about the current market conditions.

You probably have a little spare time, since you're merely a CEO, engineer,
property developer,  and city planner--why not dabble in  the market a bit?
It's not  necessary to do any stock trading to develop your city, but it is
a means to diversify your  holdings,  give your income an occasional  kick,
and remind yourself of what a genius you are.

When you  click on any of the stocks, the graph will update to display that
stock's trends.  For now, search the board for a stock that seems to have a
fairly consistent  rising trend, but that currently  is in  a flat or  lull
state. Click on BUY and you'll see a chart that  identifies  the stock, its
price per units chosen and the brokerage fee for the sale. You can increase
or decrease your totals  in  units  of  1,10  or  100  by clicking on those
buttons and using the plus or minus signs. Buy 100 units of your selection.
You can return to  your train operation, but be sure to  periodically check
the board for your stock's performance.  If it shoots the moon, sell, or if
you have  a canny touch, wait out your hunches (but don't say I didn't warn
you). When you  click  on  the SELL command, your  portfolio  will  appear,
showing your stock type, number, original purchase price and current market
value. Click  again on SELL  and your  investment advisor will  ask you  to
verify the transaction.

Be advised that slumps can occur where the value of some stocks will bottom
out  rapidly,  no  matter how well the rest of the economy is doing.Stay on
top of your stocks; you can make some pretty coin this way,but you can also
look like an absolute lunkhead at nosedive time. Stock investment is also a
good means to channel your profits  when the taxman comes around. Check the
Money section in the Reference chapter for specifics about stock  types and
investment.

                                 BANK ON IT

You might find that your  visions  of sugarplums will remain blurry  unless
you can  do  some developing right away, but every time you want to place a
property or buy something nice, that sour old Accounting Officer pops up to
tell you  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, cityplanner, stock market speculator
and big-shot  financier. And you have the opportunity  to fail miserably or
shoot the moon in all of these enterprises. Your goal, of course, is shrewd
management of all of these linked components, which are constantly affected
by the dynamic forces of the simulation, mimicking the roller coastering of
forces in any developing landscape.

Developing landscapes are the shapeable clay of A-Train. You are  given six
different  maps,  all  of  which  present  varied, demanding challenges  to
contend with--but the basic issues  are  identical. How do you operate  and
expand a successful railroad? Where do  you  build  factories,  apartments,
offices? When is the best time to sell them? How do you balance out killing
taxes and piling profits? What's a strategic approach to bank loans and the
stock  market?  And of critical import,  how  do you manage the  day-to-day
(often hour-to-hour)  details of all of  these concerns, while  asking your
guardian  angel  to pull  you up  above it  all to  get a  look at  the big
picture, and your company's future years down the line?

And you thought this was just a game.

                             "WINNING" THE GAME

If you reach  $50 million dollars in cash, you get the keys to the city and
your favorite locomotive, and a chance  to start all over again-- your game
is won.  But  the money measure is just one of many targets of game success
to  aim  for.  One significant notch on the ladder is the upgrading" of the
size of  your  city  to  the  next  notch on the city scale; see the Cities
section for details. What you need to do is craftily develop your railroads
and properties, jack up the population. and stack up some dough.

                                   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."
                                Syslem 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.

Х Choose a number from 1-6.
Х Click the LOAD command.

Quits  the present  game and  loads  a saved  file. See  your Addendum  for
details.

                                    SAVE

Saves the current map and game conditions. See your Addendum for details.

                                 QUICK MENU

Provides a small, icon-based menu strip  along the left side of the picture
frame that replaces the standard TRAINS and SUBSID- IARIES menu  windows to
provide more map display area.

Х Click  on  QUICK  MENU  to  toggle on and off the standard and Quick Menu
  windows.

                                  OPTIONS

Lets you set  some  options  for graphics, sound, and  printing.  See  your
Addendum for details.

                                   SPEED

Adjusts  the  clock  speed  in  the  game.  You may wish to set  the  speed
according to your computer  type. The speed rate can be increased  when you
want to  jumpstart your city, and slowed  when you  are reflecting on  city
developments or doing some complex work like laying railroads

There are 10 speeds that are set up or down one level at a time by clicking
the corresponding  hox or  the LAH switch. The clock  goes fastest when all
boxes are clicked. Click EXIT when you are done setting the speed.

Quits the  game.  Be sure you save the game before quitting so that you can
continue the game later. Executing the EXIT command does not save the game.

This  menu  is  composed  of  commands   associated   with   the   railroad
constructionoperation,suchaslayingrailroadsandbuildingstations.  The  clock
doesn't stop  when  this  menu  is opened, but does as soon as a submenu is
opened.

                                 LAY TRACKS

This command lets you lay  or  remove  track  using the LAY command and the
REMOVE command.

                                PLACE TRAIN

Lets you put a purchased train on  a track  or removes  a train that was in
operation (using the PLACE, REMOVE, and TRAIN REGISTRY  commands). There is
a "calendar" chart for selecting  a  train number below the TRAIN  REGISTRY
heading. After you choose a train  number, the model, the number of coaches
and the seating capacity are displayed.  If it's in operation, the map will
center on the active train.

To place a  purchased  train, first  click  the PLACE command.Next,use  the
calendar chart  to  select  the  number of the train that is to be put into
service.  Trains that are  "in  storage,"  i.e.,  not in  service.  can  be
returned to operation by selecting  their  number. Then click on the  track
where you want to place the train--it will appear there on the map.

Your train  will  have  a set of arrows on its roof,one dark and one light,
pointing in opposite  directions. The train  travels the direction  of  the
light arrow. You can toggle the  direction of train movement by clicking on
the arrows. Statistical information on the train and  its current operating
conditions will be displayed under the registry.

To remove  a train that is in  operation, first  click the REMOVE  command.
Next, select  the train number. When the  number is  clicked, the map  will
scroll to  display  the  train on the center of the map. Click on the train
and it will be removed from the map, i.e., placed in storage. The train can
be placed again, or if you choose, you can sell it.

                                 BUY TRAIN

Lets you purchase or sell a train using the BUY, SELL and CONFIRM commands.
To purchase a train, click the BUY command, then choose a train number from
the calendar chart. Click on CONFIRM to seal the purchase. To sell a train,
click the SELL command. Next, choose the train number. Only the trains that
have been  put in storage can be sold. The model, statistics and value of a
train in  storage will  be displayed after you click  the train number. The
train will be  sold and its value added to your cash as soon as the CONFIRM
command is clicked.

                               BUILD STATION

This command lets you  build or remove stations using the BUILD  and REMOVE
commands.

To build a  station.  click the BUILD STATION  command,  choose the station
type. then click the place where you want to erect your station.

A station can only be built adjacent to track Iying 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
BIJILD 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.

                                GOLF COURSE
                                 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.

                                APARTM ENTS

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  subsid- iary  properties are taxed,  as
well as your profits.

                           REPORT 3--SUBSIDIARIES

Use this menu to buy or sell buildings and facilities. The clock stops when
the menu is opened.

The number of buildings and facilities owned by your company and the number
of buildings  and facilities on the map  owned by  the other companies  are
displayed. Choose the  BUY  command or the SELL  command.  Next, choose the
building type. A list  of buildings available for purchase or sale  will be
shown. Move the cursor to choose  the building and then click. The building
that is available for sale will blink on the  display  map.  Fees  will  be
taken from cash assets  for purchases: income from sales will be,  added to
those assets.

                           REPORT 4--URBAN GROWTH

This menu displays information on the  town's  character  and  environment.
(You  can regard  the display  map  as a  part of  a larger  administrative
district.) The clock stops when the menu is opened.

Size reveals  which of the following scales  the city  belongs to: a  small
town, a small city, a moderate city, a big city or a metropolitan area. One
of the primary measures of A-Train success is the developmental  upgrade of
your city to the next scale,  as defined by a combination of population and
facilities development numbers. See the cities section for details.

There are six Types of  cities:  agriculture-based,  balanced,  industrial-
based,  residential,  tourist-based  and  underpopulated. The Budget  is  a
measure  of  public   investment:  more  funding  results  in  faster  city
development. A  growing Population figure  results in more pass- engers and
income for  your  railroad  and  faster  development. The '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 in-
crements of 1,10, or 100. You are restricted to buying  2,000  units at any
one time. There is a fee for purchasing stocks. To sell stocks, choose SELL
and click  on  the  stocks from the brand list. Stocks are sold in the same
units as they are purchased.

The display will reveal your credit limit, adjustable loan amount, interest
rates for the chosen term, and the due date for repayment. Current interest
rates for  the 1-3 year periods are  displayed, as  well as your  available
cash and updated liabilities.

Use this  menu for borrowing money from  banks. The  business hours of  the
bank are 9AM-5PM, excepting Sundays  and  holidays. The menu can be  opened
only during the business hours. The clock stops when the menu is opened.

Choose a  repayment period for  the debt  from 1-3 years.  Adjust the  loan
amount using +/- and  the unit buttons, which let you borrow  in increments
of 100,000, 10,000 and 1,000. After  you click the BORROW command, the loan
is added  to your company funds. You  cannot exceed  the credit limit.  The
debt is paid automatically from  the  company funds on the appointed  date;
you can't pay the debt before that date.

To see your debts and their  respective payment dates, click the DEBT TOTAL
command.

Clicking on  SATELLITE brings  up a window with an  aerial overview of your
map showing  the layout of railroads and  a train  chart that provides  the
status of  train operations for all your  trains. The  clock does not  stop
when the window is opened.

A rectangle enclosing  the  cursor  on the reduced map  shows  the  current
territory of  the larger  display map. By moving the  cursor on the reduced
map and clicking,  you can  quickly move  the  display area  to the  cursor
position. If you select a train number from the TRAIN REGISTRY, the display
area will move so that the train is centered on  the  screen, and pertinent
train info will be revealed.

                       RAILROADS  ON THE INITIAL MAP

The railroads  on the initial map are part of your company assets. It is OK
to relay these railroads, to remove a station, or to  build  a new station.
You will be given at least one passenger train and  one  freight train that
are connected  to places  outside the map. They belong  to the company, but
their timetables  can't be changed. They go straight  at switches, and stop
one hour at stations.

                         GETTING ON THE RIGHT TRACK

The most basic type of railroad is a single line  between  two stations. At
the beginning, the line should be as straight and as short as possible, but
long enough to  be a  reliable source  of  profit. Lay  the track  straight
toward its  destination. Stations should be built far  away from each other
(relative  to  the  length  of  the line),  because  the  fare  you receive
increases with the distance between stations. Make the distance at least 15
blocks.

A"belt line" is suitable for running several trains in the  same direction.
A belt  line  is  a  closed  loop  of  track.  Using  a belt line, with its
frequent, regulated  scheduling, you can  put many trains into operation at
the same  time. At the beginning of the game, you probably won't be able to
bear the construction and engine expenses. After several stations have been
built, a belt line will seem more feasible.

When shy  of cash, play only on a single line. The shortcoming is that only
one train  can  be put on the line, although it's conceivable to put a loop
on each end of a developed single line so that several trains can be run at
the  same  time.  It's also possible to design a double line segment in the
middle  of  the single  line  so  that  two  trains  can  run  in  opposite
directions, but it  can  be  somewhat costly. The merit  of  a  double-line
railroad  is that you  can  run  passenger  trains and  freight  trains  on
separated lines without conflict.

                            RAILROAD ENGINEERING

Laying a railroad is simple, but you should pay attention to your expenses.
Just click  on  LAY and move the cursor in the desired direction. A line of
track will highlight and will be placed on the map when you click your left
mouse button.

Normally you  can  lay a railroad on any cleared place (except on a hill or
on the ocean).  You can't lay a railroad on land that you don't own or that
isn't available for purchase; thus when track is placed, you've  bought the
land. When there are large facilities--lease buildings, parks, or roads--in
the way, the track will have to be curved around them. Bridges will have to
be constructed over rivers. If you start to lay some tracks and then change
your mind,  click the  right mouse button to cancel  the operation. Х Don't
lay track any longer than necessary--the removal
  expense is two-thirds of the laying expense.

Х 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 SIJBSIDIARIES submenus.

Х 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
Sl JBSIDIARIES 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.

Х 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.lf
you have just placed a  train, it  will start moving as soon as the menu is
closed and the clock starts.

All work such  as placing/removing, buying selling and adjusting timetables
of  trains  is  done  based  on the train number. The same number can't  be
assigned to more than one train. You can assign trains their numbers in any
order, whatever your preference.

                          FlRST-TIME TRAIN BUYERS

To purchase  a train,  click the BUY command under  the BUY TRAINS submenu,
then choose a train number from  the TRAIN REGISTRY. It's easy to recognize
a registered train--the train number is underlined. To buy a train, click a
number that is not underlined. Click on any train image  in  the train list
on the top of  the window. Detailed information on the selected  train will
be displayed below  the  list.  There are two types  of  trains:  passenger
trains and  freight trains.  There are 15 models of  passenger trains and 4
models of freights. The high-speed  trains  move three blocks per hour  and
the  low-speed  trains two  blocks  per hour.  After  clicking the  CONFIRM
command, your train  will  be registered on the  display  by its underlined
number.The train won't be put in operation until it is placed.

To sell  a train, click the SELL  command. Next,  choose the train  number.
Only the  trains  that  have been put in storage can be sold. The model and
statistics of  a train in  storage will  be displayed after  you click  the
train  number.  The  train  will  be sold as soon as you click the  CONFIRM
command.

Х You are limited to ownership of 25 trains. whether they are in storage or
  in operation; you can sell  any  of  those  in storage. The sale price is
  half that of the purchase price.

Note:ARIII trains  are a sound  choice for  a passenger train.  They are  a
little expensive, but the investment can pay off.

                          SMALL AND LARGE STATIONS

There are  two types of  stations, a  solitary station and  a station  with
large buildings attached.  The  former is called a  small  station, and the
latter a large station. Choose your place to build the station according to
your budget. The game begins with  an initial station on the map; a typical
approach would be to lay a  railroad from the initial station to a terminal
station at the  site  of your choice (remembering  that  track laying isn't
cheap, of course).  However, this might  mean integrating your  new  trains
with the  existing train's schedules,which  can be a challenge.You can also
lay independent lines  near your initial  station that will  still  collect
passengers and  freight without being  connected to the original line. Your
track must be within two blocks of the original station platform to pick up
passengers, though you can build  a  new station near local development  to
share traffic.

You can  also  site  the  station  first and then lay a railroad to the new
station. Of  course, all construction decisions  should be made  to promote
the future development of  the city. Building a spate of stations  early in
the game before there are a lot of passengers might imperil your cash flow,
your income and (shudder) your future.

Both small  and large  stations are used for the  boarding and departure of
passengers,  but  they  differ  in construction expense, income  and  their
effect on the city development.

The construction charge is 120,000 dollars to build a large  station, three
times that of a  small station. Both require the initial purchase  price of
three blocks of land.To remove  a  large station, it takes 12,000  dollars,
again three times that of a small station removal.

The most important difference between the two types of stations is how they
affect the city development. It is much easier to develop  a  large city by
building large stations. The large stations  can  handle  bigger  passenger
totals, whose movement is an agent in game development. The simulation will
not  build  a  large,  centralized  road  from  your  station--around which
development flourishes--unless  there  is  a  large  station with plentiful
passenger totals.

Smaller, residential areas will be built around the  smaller stations, with
consequently fewer and smaller buildings built by the program. If  you want
to  develop  a  big  city,  it's  better  to build a large station  at  the
beginning of the game, provided there's no financial problem.

You need at  least three blocks of land to build a station, plus a num- ber
of blocks for materials storage. It is wise to reserve some land for laying
another line in the future that will utilize that station, and advisable to
build  your  station  in a place where no nearby hills or seas would hinder
city development.

You can use construction materials from any place on the  map  to build the
station(as long as your company owns them),but you must provide a place for
storing materials around  the station for future construction by purchasing
nearby land.  If there are  no available  materials on the  map, you  can't
build your station.

                               STATION STOPS

A train stops  at a station when the head coach of the train arrives at the
middle of the platform. If the  line is not parallel to the platform, e.g.,
the line turns at a switch, trains will not stop at the station.

Two separate  lines of trains up to  two blocks  (track distance) away  can
make station  stops. Trains on  lines passing  at the back  of the  station
cannot stop at the station. The train on the left line has priority to stop
at the station  over the train on the right line if the two trains have the
same distance remaining to the station  stop. When both trains are far away
from the station, the train closer to the station has  the  priority. A mix
of freight and passenger trains can use the single station.

Х It's  possible  to build a station in a place where no railroad lines are
  in operation. You will be charged for station  construction expenses, but
  the building  will not func- tion as a station until a line is laid. They
  make rather expensive ornaments.

                            THE END OF THE LINE

Train length is important  in relation to where tracks end at  the station.
Track  ending at  the middle  of  the station  is suitable  for two-  coach
trains, but not  for three-coach trains.  This is because  the  three-coach
trains cannot  stop at any station where tracks do not extend to the end of
platforms.

If the tracks at the station  aren't the correct length, the construc- tion
materials will not  be  unloaded,  or the materials which  have  just  been
unloaded will be loaded again and carried away.

When one of your trains reaches the end of  the  track,  it  will  cleverly
reverse its direction and set  off  back  up  the line. The direction of an
operating train can be  changed by choosing the train number via  the PLACE
TRAIN command and then clicking on its directional arrows. For  trains that
run on the wrong route, it's better to remove them and then rearrange them.
When two  trains have a possibility  of colliding head-on,  you'll probably
have  a  traffic  jam on your hands. The two trains will stop moving before
they collide,  gently  stopping  end-to-end.  To  prevent such occurrences,
change the direction of a train or remove one train  using  the PLACE TRAIN
command.

When a train is removed from  the line, the building materials on the train
will disappear, but the passengers will go home--the popula- tion  will not
decrease.

If a freight train is placed directly at the station,it will depart without
loading materials. Place it just out  of and toward the station if you want
it to pick up freight.

Х 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.)

Х 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.

Х 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
departuretimes.You'll be charged lO 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

Х 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.

Х 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.
                                        
Х  The execution of  the  TEST  RIJN  command doesn't  change  the  current
  position of the train.  The new direction for a switch setting  is easily
  confirmed by looking at the  actual  map. A train approaching the  switch
  goes in the direction the switch is set. The branch direction of a switch
  is  set  for  the  chosen train--to  have all  trains  turn  in  the same
  direction, it's necessary to individually set all train numbers.

Х 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.

Х 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.

Х 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. )

                         SCENARIO SAND STRAT EGIES

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
Х---   Report 4 under "Size." They are Small Town, Small city, Medium city,
       Big  city,  and  Metropolis.  These  scales  are  determined  by the
       simulation, which assigns a point total to a combination of building
       types and  building totals plus the  population figures. A  block of
       public buildings counts one point, and a block of lease buildings two
       points.

Broad development of your subsidiaries  holdings  and  related expansion by
the simulation should eventually boost you  to the next scale, which is one
of the signal benchmarks of A-Train success.

The Small Town  population  is usually under 24,000;  the  Small city, from
24,000 to  64,000: the Medium city, from  64,000 to  88,000; the Big  city,
from  88,000  to 150,000; and the  Metropolis,  150,000+. If you reach  the
population  figures  without a scale upgrade,  you  need to build more  and
larger property holdings.  such as the  large lease buildings.  The  Bullet
Train (Shinkansen) will run through middle- sized or bigger cities when the
population and building point totals have been attained.

New Town
Map  One  has  the most basic geography. Besides an old railroad line and a
station,there are only small residences and ranches. This "new town"  is in
the suburbs of a big city off the map, and  its  population needs increase.
It can be built up as a"bedroom"community when it has a good transportation
network. One problem is that  there  are no facilities (such as  department
stores  and  lease  buildings)  in  the  town. You  can  build  practically
anything. but to do well isn't so easy.

You should absolutely master the technique of how to lay a profitable line.
The simplest  way  to do so is pick a nice site, lay straight double lines,
and buy  two  AR  111  trains.  Build the large stations at each end of the
lines, and set all the departure times for 8:00AM.

After finishing the  train scheduling,wait to see changes ensue.You'll find
that the number of passengers increases to about 100. If  you  build two to
three apartment houses  around the station. passenger numbers will increase
more rapidly. The key point is buying the AR IIIs and setting that old 8:00
AM departure time--and logical development thereafter.

Bay Area
Map Two isn't so difficult if you've mastered the basic technique of laying
profitable lines. There is already  a  large  population. Rapid development
could be stimulated by active, broad expansion of the railroad  company and
its holdings.

The problem here is how to effectively use the old railroad line at the top
of the  map  and  how to transport the materials to develop the bay area at
the bottom of the map. (The harbor is used as a site to store the materials
unloaded  from  ships  at  the  end of the reclaimed land; the ship is  the
Bonhomme Richard. ) Doing nothing with the old line will land you a deficit
because of the expenditures  you face in leaving it unat- tended.  To avoid
the deficit, just apply the basic techniques:

First, check  the freight train near the factories  on the upper-right part
of the map. If there are  only small amount of materials to be transported,
remove it from the line for a while.

Next, check the second train to  see if the departure time is 8:00AM. Reset
it if necessary. If passenger load increases to more than 1,000 passengers,
it's also  OK  to set the departure time at 6:00PM. You can also change the
trains on the line into AR IlIs to spank some profits.

Of course,  experimentation is always fun. Try to  make an industrial strip
near the harbor. Bring the people amusement parks and hotels, and bread and
circuses a little further away. Be the master mogul of the map.

Resort Development
There is nothing here in  Map  Three except the rich natural  surroundings.
Don't worry  too much  about the airport in the  bottom-right corner of the
map. (If you're interested, the airplane is a DC-10.)Like Map  One,this map
is wide  open, but you haven 't much cash . Don't rush into development, or
your company will go  bankrupt soon. Because the old railroad line  is very
short  and  the  materials-storage  place   is   too   easily  filled  with
materials,the first recommendation is to extend the materials-storage place
to keep more materials.

Next, make your lines profitable. Buy AR IlIs and lay  a  railroad that can
be expanded  into double lines  in the  future. The departure  time is,  of
course, set at  8:00 AM.  After making  some  money, set  up a  double-line
railroad.

Choose a  good site, and concentrate on its  development. Don't forget that
the best use of your money for this map is  for  resort development. Sculpt
your city around  the  mountains  and lakes to build  a  handsome,  livable
environment. Taking out some bank loans  is one way to make quick cash. Try
to work with one-year debts. From this map, you  can  learn  the  loan  and
payback process. Rising development  will  draw the population from outside
the map. Keep in mind that the population will not increase suddenly.

Multi-City Connection
Map Four looks quite similar to Map One, but they  are  different. When you
have a  look  at  Report 4, you'll find that the scales of the industry and
residences are very small. Besides, there's no cash.

The first thing to do is to borrow money for laying railroads. Make as many
three-year  debts  as  possible.  It's  very  important  to  concentrate on
industrial development. Don't build commercial yet, but construct a factory
in a  proper place, and lay a short railroad with an AR 111 locomotive that
serves it.

Now it's  time to encourage residential  growth. Since there  is little,pay
attention to the whole  balance:number  of worksites, other buildings, etc.
that develop the residential population.

If the program is slow in building residences, sell the factory, even if at
a  loss,  and  build another factory. You can also sell the new factory and
build  only  apartments. When the city  has  been developed to some  scale,
apply the  techniques of profitable  railroad operation to develop the land
in  front  of  the  station.  If  everything goes  smoothly,  enlarge  your
apartment holdings  to make  some rental cash. To avoid  a high profit tax,
you can invest in trains.  Don't  forget  that  you'll have to pay back any
debts.

It's a  good idea to  connect the  scattered cities and  villages by  rail-
roads to stimulate growth. Focus on expanding types of businesses. But keep
in mind that a rash of thoughtless development may bring  a  state of chaos
to the local business community.

Reconstruction
Although Map Five already  has an advanced city, its progress will  stop if
the transportation network lags behind the development. The railroad is now
on a  belt  line,  but  it's running at a big deficit. Your company will go
bankrupt  if no  action is  taken.  The first  task is  to reconstruct  the
railroad to reduce the deficit.  Your  expenses are now twice your  income,
and lack of cash is a big concern.

To cut  down on  expenses, get in there and  manage that railroad.Check the
schedules.You'll find all trains have been set to one-hour stops. Reset the
departure time of each train to 8 :00 AM.  You'll want  to buy  the AR  111
engines (not  that - we're trying to  suggest anything),  but cash flow  is
nil. What to do? Determine  if  there  are  any freight trains that aren 't
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--mightappear.  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.

                               C ROSSROADS--

                        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

Х The  BUILD  and REMOVE commands are on all the menus.
Х The building area varies with the type and the scale of the build-
  ing to be constructed.
Х 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.
Х The buildings that  don't belong to your company can't be  removed unless
  you buy them.
Х  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.
Х The building materials must be near the construction site  for successful
  erection.

Residence
Materials: 2
Expense: O
Labor force: N/A

The  player  cannot  build  residences--they are a natural  consequence  of
certain game conditions.  There  are 8 families in  one  block, each family
having 7.5  members. There are 16 types of  residences, but every residence
has the  same number of  members and  a similar economic  state. There  are
about 60 people living on one block.

Apartments
Materials: 8
Expense: 340,000 dollars
Labor force: 10 people

There are 150  families  in one apartment complex,  each  family having 3.5
members. The operating  expense  of  a complex is 1,500 dollars  to  2,000
dollars per  day.  Income  is  over  3,000  dollars  if it is in front of a
station, but apartments will produce a deficit if they are located far away
from the  station. If there are lease buildings  or amusement parks nearby,
income  will  moderately  increase.  There  are  three  types  of apartment
complexes, and there are no differences between them  in operating expenses
and income.

Factory
Materials: 20
Expense: 250,000 dollars
Labor force: 500 people

Factories produce construction materials, which should  be transported from
the factory by freight trains to areas outside the map if you don't use the
materials yourself. The operating expense is 2,000 dollars  a day,even when
the  factory  stops  working(after  your materials-storage place  has  been
filled  with  materials). Each material is  sold  for 2,500 dollars, and  a
three-coach freight train can carry four materials in a time. If you need a
lot of materials, factories can be linked together to increase production.

Public Buildings
Materials: 4
Expense: O
Labor force: 60 people

Built by the  simulation  in the  residential  areas, public buildings  may
represent schools,  hospitals or shops. There  are eight types,  which vary
with your city's development process. The more public buildings, the bigger
the city.

Lease Buildings
Materials: 10 for the first 5 stories;
8 for each additional 5 up to 40
Expense: 240,000 dollars
Labor force: 120 people and up

The tallest  lease building can  be up  to 40 stories;  every five  stories
takes  up  a  block. There can be 1,000 people working in one building. The
operating expense is 400 dollars to 450 dollars per day. The income is from
800 dollars  to  900  dollars  a day for a building near a station, and 500
dollars  to  600  dollars if the building is far away from the station. The
income may increase when there are hotels in the neighborhood.

Commercial Buildings
Materials: 12
Expense: 1,200,000 dollars
Labor force: 550 people

To gain a profit, build your  department stores and offices near a station.
The  operating  expense  is  23,000  dollars  to 26,000  dollars  per  day,
increased by 30%  for  holidays.  The income is 22,000  dollars  to  27,000
dollars if  the  store  is  near  a station, and less than half that if the
station is far away. Income increases by 50% on holidays. If there are many
residences, apartments, lease buildings  and  hotels nearby, the income can
increase by  at  most  5,000  dollars  a day. Income rises by 20% to 30% in
December, and decreases by 10%  to  20% in February and August.lncome  will
also decrease by 20% to 40% when there is a rival store.

Hotel
Materials: 12
Expense: 1,000,000 dollars
Labor force: 550 people

The income of  a  hotel  varies greatly with the  location.  The  operating
expense per day is 17,000 dollars  to 19,000 dollars. The income per day is
about 14,000  dollars if the  hotel isn't  close to a  station. and  16,000
dollars to  l8,500 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 7.500 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  arival  appears. There  are
fireworks shows on Saturday nights.

Golf Course
Materials: 8
Expense: 2,050,000 dollars
Labor force: 200 people

The  operating expense of  a  golf  course  doesn't depend  much  upon  the
station. It  takes 22,210 dollars to 24,420 dollars  per day, and increases
by  50%  on  holidays. The income per day is 23,100 dollars on working days
and double on holidays. If  there  are hotels, resi- dences and  apartments
nearby, the income increases.  If the course is near a station,  the income
is up by 10% . When there is another golf course, the income can be reduced
by 20% to 30%. The course doesn't open in winter.

Small station
Materials: 4
Expense: 40,000 dollars
Labor force: 150 people

The small stations  have  red  roofs. Residential areas with  up  to  eight
apartment complexes and two hotels will be built by the simulation near the
station if  development conditions are  right. Of course, you can construct
as many  buildings as  you like in proximity to  the station. The operating
expense per  day is 50 dollars. The income is zero when there are less than
100 passengers, 20 dollars for 101 to 300 passengers, 40 dollars for 301 to
500 passengers, and 60 dollars for more than 500 passengers (per trainload,
station-to-station).  Fares  are calculated  separately  as  part  of  rail
company income. Both small and large  stations  receive  additional  income
from gift shops and other tenant sales dependent on passenger numbers.

Big station
Materials: 8
Expense: 120,00() dollars
Labor force: 150 people

Urban roads and skyscrapers can be  built by the simulation only behind big
stations. The operating expense of a big station is 90 dollars per day. The
income is zero for less than 100 passengers, 70  dollars  for  101  to  300
passengers, 100 dollars for 301 to  500 passengers and 120 dollars for more
than 500 passengers.

Park
Materials: 4
Expense: O
Labor force: O

Parks are built by  the simulation according to the local budget.  But they
cannot be built  when  the figure representing the  local  budget in Report
Four is less than 20,000. They are usually built at the final stage of city
development. When a road extends though a park, the park will be destroyed.
Road Materials: 2 Expense: O Labor force: O

The conditions for which a  road  is built(by the simulation)vary with  the
number of apartments,hotels,leasebuildings,railroad  passengers and station
size.  For each  block,  two  materials  are needed  for the  road  and six
materials for a bridge.

                           LAND CLEARING Expenses
                          AND TERRAIN INFORMATION

Cleared Land
Blocks  encircled  by  dashed  lines  represent  the plain  land  on  which
residences  and  public  buildings  can  be  constructed  directly  without
land-clearing expenses. The land is owned by somebody besides you until you
shell out the dough.

Wood
Blocks with only  a single  tree as  well  as true  forestlands are  called
"woods." (It's  a  sign of our optimism. ) To turn a wood into cleared land
takes 100 dollars.

Farm
To turn a farm I into cleared land takes 200 dollars.

Ranch
To turn a ranch into cleared land takes 200 dollars.

Hill
There are some hills where ski areas can be built on slopes.

River
A river has little effect on  the city development,but a railroad or a road
can't go through the river without a bridge being built.

Sea and Lake
Nothing except Shinkansen can be built on a sea or a lake.

                         Mysterious FLYING OBJECTS

You  might  occasionally see  some  the  migratory  birds  flying  in group
formation on your map: they are red-crowned cranes. They fly  south October
1-2, north April 5 6. They appear at 5:00AM and take about one day to cross
the map.

                        How TO MAINTAIN THE COMPANY

At the beginning,  it's  foolish to build long,  lavish  railroads with the
initial company  assets. For some maps you  will need  to secure some  bank
loans to open business lines based on the original holdings.  It  is a good
idea to lay short, cheap railroads in your initial phases of development.

You can take out a loan anytime.Your loan limit is about 30% of the company
assets-- The greater  the  company and its assets,  the  greater the limit.
There are one-year, two- year and three-year loans; the rates rise with the
term length. The management chief will  inform you in a message window when
to pay  the  debts  two  weeks in advance, but you can see dates anytime by
clicking the DEBT TOTAL button in the BANK window. If you can't pay at that
time,  your  company  will  go  bankrupt.  You  are  limited  to   8  loans
outstanding.

Large loans should be made when the interest rates are  low.  The rates are
variant according to the terms. The lowest rates are 2% for one-year debts,
3% for two-year debts and 4% for three-year debts.

Frequently check the sales of your rail operation. Extended rail lines have
increased expenses, and require a longer time period to turn a profit. Make
sure that you have enough insurance capital in case expenses become greater
than your income.

The land prices  rise as  the city  grows.  Be aware  that land  previously
purchased is  taxable. Keep in  mind the  dates when your  taxes and  other
debts are due.  If  the company operating funds  are  negative, the company
will go bankrupt and your trains will run no more.

                                STOCKING UP

Watch the current  (and constantly changing) financial circumstances of the
city to seize every good opportunity to make a killing by getting good bank
loans or by selling off  stocks.  You  can  play the game without doing any
stock  trading. but  if you're  careful,  it can  be a  valuable source  of
surplus funds. However, as many  sad  traders know, it's not an  absolutely
reliable way.

There are  24  stock brands. You can scroll the board to view them all. The
two  numbers  after the company name  represent  its trading value and  the
amount by which it has  dropped  or  risen  since the day before. After you
select  a  particular  stock  name,  a  graph  appears  to show  the  price
variations of the stock over the  past 30 weeks.You may find that the stock
prices change considerably over two-month  periods  for  many brands. There
are also brands whose stock  price  won't change much over several  months.
The fluctuations don't depend on the brands, but vary with each game.

Try to discern a fluctuation  pattern  for stocks you're interested in  and
buy when the price is at the bottom of the curve and sell when the price at
the top  of  the  curve.  (Mama didn't raise no fool.) Of course, it can be
difficult to know just when the top of the curve has occurred.

The stock price of a brand might display a trend of increasing value over a
six-month to one-year period. But a  stock slump may also happen once every
year and  a  half  or  so.  Be  alert to trends by checking the stock board
frequently and paying attention to the advisors in the message  windows. If
a slump  occurs, the stock price will drop to one- half or one-third of its
past price in a day.

                                STOCK BRANDS

Do-Beeus Trading: a worldwide general trading company.

Twisstad Metal: a company that manufactures metal materials  used for cars,
trains and ships.

Pickupstik  Construction:   a   construction   firm   skilled  at  building
skyscrapers, halls and domed stadiums.

Whozit & Whatzit Export: a general trading company that imports and exports
various materials such as foods and chemicals.

Mjollnir  Products:  a company  that  makes  iron  and  steel  products for
building construction.

Aahp-Yurs  Building:  a construction  company  that  builds  residen-  ces,
factories, etc.

Tricks o' Trade: a general trading company.

Big Iron: a big iron company.

Radon Realty: a big real estate  company that owns most office buildings in
the big cities.

Anything Goes Trading:  a  general trading  company.  Taffy Steel: an  iron
company.

Brauny Construction: a construction company that builds mainly residences.

Heavy Water  Chemistry:a  company  that  produces  chemical fertilizers and
chemicals.

Raxsoft  Lighting:  a  general  household electric appliance  company  that
produces lighting equipment, audio-visual equipment and computers.

Artdink  Estates: a  real  estate company that  deals  with residences  and
apartment complexes.

Tesla  Electric:  an  electrical  company that makes wires  and  electrical
equipment used in factories and buildings.

Maxis Motors: a  general electrical company that makes household appliances
and motors.

Slippery Stuff Chemical: a chemical company  that  produces  lubri-  cants,
detergents and wax, etc.

Sticky  Disks:  a company  that  produces various  magnetic  media such  as
cassette tapes and floppy disks.

Spinnin' Wheels Auto: a big automobile company.

IoeCo Gas: a city gas company.

I.B.B~M.: a big communication company that has the second- largest share of
the world market.

JSmgmt: a  company that is known for  developing a  new material with  wide
applications.

JenSuz  Power:  an  electric  power  company  that supplies electricity  to
generators for big cities.

                         TRACKING YOUR TRAIN COSTS

The running  expenses of the  railroad company are your prime expenditures.
Naturally,  you  can't  get  income  without   incurring  some  development
expenses.  Your  profit,  obtained  by  subtracting  the expenses from  the
income, is added to the cash figure you see on  your  financial reports. If
you have a minus profit, your cash is reduced by that figure.

The  expenses  of the railroad branch  are  calculated by hours. A  running
train  costs 90  dollars per  hour.  When passengers  get on  a train,  the
operations charge is 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  com-  pany's  profit  and  loss figures. If the
balance  is  a  negative figure, your company has a deficit. The menu has a
three-part display that covers more of your screen display with each click.

Level One
This display  charts the information on your available  cash, debts and the
estimated amount of tax for your company.

Cash is  the money used for purchasing and  construction. Your company will
go bankrupt--and your game lost--if your cash be- comes a  negative figure.
Debts  are  the  total monies borrowed from banks. They must be paid on the
appointed dates.

The amount  of tax  is estimated on March 31, and is  due on  June 1.  It's
essential that you have a cash reserve to cover your tax expenses.

Level Two
The status  of the railroad and subsidiary  sales and  expenses as well  as
Level One information  is  displayed.  A figure will appear  in  the  Taxes
column after estimation.

Today: sales, expenses and income for today are displayed.

This  Month: the  business  report  from  the first  day of  this  month to
yesterday is displayed.

This Term: the business report from April 1 to yesterday is displayed.

Level  Three  The  railroad  branch data  as  well  as  well as  Level  Two
information is displayed.

stations: the total number of stations on the map.
Switches: the total number of switches on the map.
Trains: the total number of trains owned by the company.
Rail Length: the total length of railroads (in blocks).

Balance Craph
The strips  in the graph  show the  difference between the  income and  the
expenditures.  If  the color is red,  the  expenditure is greater than  the
income. If the color is black,  the income is greater than the expenditure.
The  vertical  axis  represents  money, and the horizontal  axis  time--the
changes are recorded in one-month blocks.

The income and expenses  of the nine subsidiary companies can be  viewed in
Report 1 from 11:OOAM to 7:00PM.  At 9:00PM, each station reports its daily
business.

All of your company funds are deposited in banks paying an interest rate of
at least 0.1% . The company collects the interest  once  a  month  .  Stock
dividends are  paid  once  a  year  on  July  1. You will get an on- screen
message: "You have received a dividend." Don't forget that you pay taxes on
June 1--you MUST have enough money set aside for this  purpose  or the game
is kaput.

The most  critical factor  in your commercial success is  the income of the
railroad branch--it's the base of the company. The second most important is
the income from subsidiary companies.  You  might find it useful to  always
display the first level of Report 1 on the screen  during  game play. Check
your cash when you want to purchase something.

                           BUSINESS FLUCTUATIONS

The macro-economics of the game are  complex. It's hard to antici- pate all
business  fluctuations,  because  some  of the business condi-  tions  have
random elements built in. When the  business  conditions  deteriorate,  the
number of railroad passengers decreases by 10%.

In April and December, when there  is a great demand, your business is sure
to be in good shape. But if there is a stock market slump, a recession will
follow. Your income changes also have a small effect on business successes,
and so does the balance between supply and demand of the labor force.

There are two  dominant  expenses:  temporary or fluid ones,  such  as  the
railroad construction/ removing costs, the  cost  for  purchasing lands and
the fee  for purchasing trains; the on going  expenses consist of personnel
expenditures and everyday fuel costs.

Your subsidiary companies, like factories and department stores, also incur
expenses. To see the expenses  of  subsidiary companies, use REPORT 2.  The
subsidiary companies can make profits by expanding the city and  helping to
develop  new  stations and  railroads.  When the  profits  of a  subsidiary
company are poor, you should consider selling it.

                           SETTLEMENT OF ACCOUNTS

The simulation will settle your  accounts  for the year by calculating  the
final income and expenses. The amount  of taxes is also estimated. You must
take measures  to ensure that your cash  figure isn't  lower than your  tax
due.  The  tax  and  debts  are  paid  on  the  following  weekday  if  the
corresponding due date is a holiday.

Your term  profits  will  be  taxed  at 50% and your assets at 5%. Thus the
principal way to save on your tax bill is to spend your profits to purchase
assets--subsidiary   companies,   lands,   stocks,   railroad   facilities,
etc.-before the March 31 tax estimate. (You can see the figure in the Taxes
column in Report 1 and Report 2.)

You can  turn any profit into  newly purchased subsidiary  companies before
the  settlement  of  accounts,  and sell  them in  the  new  year.  since a
subsidiary company can gain a profit by itself, in many cases it won't be a
"loss"  to purchase  it.  Besides, the appraised  value  of the  subsidiary
company  may grow. But  the  money  you  get from  selling  the  subsidiary
companies will  add  to  the profit of the new year, so the cycle of buying
and  selling  might  have  to  be repeated  every  year.  It  is sound--and
necessary--policy to consider the development  and/  or  sale of subsidiary
companies as an integral facet of your overall financial flowering. You are
restricted to a total of 15 subsidiary sales for a single year.

Within a  limit  of  18  for each category and 60 total, you can choose the
following  buildings  and  facilities  for  your   company  develop-  ment:
factories, commercial  properties,  hotels,  golf courses, amusement parks,
stadiums, ski resorts, apartments, and lease buildings.

Your railroad  company logo, in the form of a small box, will appear on top
of the building or facility after purchase. (The logo will be removed after
it has  been sold.)  Some buildings and facilities can't  be bought or sold
depending on  how much speculating you have done  and the development state
of the game.

Purchasing land is  also  a reasonable method of  investing  profit, hut it
saves you less than  buying a subsidiary company. because the price  of one
block of land is far cheaper. Purchasing stocks is probably the easiest way
to divert the profit tax. But keep in mind that there may be a stock market
slump. It's  also possible to save taxes by  laying railroads or purchasing
trains. If  you don't have enough time (or money) to make a plan for laying
railroads, it  is better simply to purchase  trains and  hold them for  the
future.

            READING THE BALANCE SHEET AND CALCULATING YOUR TAXES

Use the Balance  Sheet  (Report  2) to learn about  the  current  financial
management of the company,your assets, and as a basis for planning. You can
find  itemized  information  on  assets,  their  appraised  values  and the
corresponding taxes.

There are three main parts: assets, revenue and expenditures. As mentioned,
there are  two  types of tax: asset tax and profit tax. For assets, such as
subsidiary companies, stocks and lands,  the  tax is 5% of their  appraised
value. The tax  does not  vary with  the  overall business  balance of  the
company.

The  profit tax  is  50%  of  the company  profits, which  are  obtained by
subtracting the expenses from the whole incomes. The minimum amount  is lOO
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.

CHEAT :


Hold down  and  and type [CHEATER-CHEATERWIMP].
It'll supposedly give you $1 mil and some supplies, but I
couldn't get it to work on my copy... must be version specific...;-)

Press and hold  and , then type [BELLYBUTTON].
This wil change the ending...

Открыть страницу с
подробной статистикой
оценок этой игры
 

Оценочно-уценочный отдел

Оценка AG
N/A
нет оценки
Принципы оценки
Ваша оценка (если играли)

Центр управления оценками
(всего 0 игр)
Оценка игроков
60%
10 голосов
Статистика

AG.Tracker

Рецензии и статьи | 5 883

Игровые ролики | 55 478

Игровые релизы

новые игры в продаже
скоро выходят
открыть страницу
случайной игры

Случайная игра

Всё самое интересное на AG.ru

 
 вы не похожи на спам-бота :) 

Случайно выбранный контент из базы AG.ru | 34 727 игр

© 1998—2016 Kanobu Network, OOO «Рамблер-Игры».
Все права защищены. Контакты. Реклама. Advertising on AG.ru.

Внимание! Использование материалов сайта «Absolute Games» возможно только с письменного разрешения редакции. В противном случае любая перепечатка материалов сайта (даже с установленной ссылкой на оригинал) является нарушением законодательства Российской Федерации об авторских и смежных правах и может повлечь за собой судебное преследование в соответствии с законодательством Российской Федерации, предусматривающим наказание вплоть до шести лет лишения свободы.

Как с нами связаться | Наша команда | Стань автором
Реклама на AG: сколько стоит и как разместить?
Статистика сайта | Success Story | Ловушка для ботов

Rambler's Top100


mps123@ag.ru