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Content

1. Foreword. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4

Welcome to Train Giant!. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

2. Overview. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5

About the game. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5


Winning and Losing a Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

2012 UIG ENTERTAINMENT GMBH. All rights reserved. All changes, errors and printing omissions and errors
reserved. All rights reserved. Images Bruder, mipan, arquiplay77, Scanrail - Fotolia.com

3. Tips on developing cities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6

Software, Graphics, Music, Texts, Names and Manual are copyrighted. Software and Manual may not
be copied, reproduced or translated, and neither reproduced on any electronic medium or in machinereadable form without the prior written permission of UIG Entertainment GmbH. Most hardware and
software brands in this Manual are registered trademarks and must be treated as such.

4. Train Giant - the Basics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10

Epilepsy warning

3.1. Getting an Overview of the City. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6


3.2. Generating Flows of People, Material and Power. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
3.3. Earning of Profit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
4.1 Starting the Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
4.2. Configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
4.3 Camera controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
4.4. Changing game speed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
4.5. The Side Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
4.6. Using hot keys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19

Some persons may suffer from loss of consciousness or epileptic seizures when they are exposed to
certain light effects or flashes of light. Certain graphics and effects in computer games can cause an epileptic seizure or trigger loss of consciousness. And previously unknown epileptic tendencies may surface
when exposed to the above effects. If you have epilepsy, or someone in your family has epilepsy, please
consult your physician before playing this game. If you experience symptoms such as dizziness, sensory
disturbances, eye or muscle twitching, unconsciousness, disorientation, or any involuntary movements or
convulsions, turn the device off IMMEDIATELY and consult a doctor before playing again.

5. Infrastructure - The Basics. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21

Technical Information/Hotline

7. Buses, trucks, lay-byes and loading bays . . . . . . . . . . . . . . . . . . . . . .38


8. Finances . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39

Do you have technical problems while installing the software or are you in the middle of the game and
have no idea what to do next?
support @uieg.de

5.1. Supplying Materials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21


5.2. Power supply . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22

6. Infrastructure The Trains . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24

6.1. Stations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
6.2. Track & platform layout. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
6.3. The Trains. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
6.4. Creating a timetable from a station or track switch. . . . . . . . . . . . . . . . . . . . . . . . . . . 32
6.5. Timetable assistant. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
6.6. Detailed timetables. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36

8.1. Subsidiaries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
8.2. Large projects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
8.4. Shares . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
8.5. Credit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45

9. The first steps to success. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46

Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Starting the game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
The first railway route . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47

10. The special missions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52

10.1. Greece is bankrupt! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53


10.2. Tyrol - the Sacred Land . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54

11. The Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55

11.1. Starting the Editor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55


11.2. Working with the Editor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
11.3. Saving a map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
11.4. Import custom game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57

1. Foreword

2. Overview

Welcome to Train Giant!

About the game


Train Giant is a simulation that derives its charm from the fun of running your own train company and
developing cities.
You are the owner of a train company, and your goal is to amass a fortune of 10 trillion yen.

Train Giant is the European version of A-Train 9, one of the most successful infrastructure/city building
simulation games ever. Japans A-Train series has been one of the best of its genre since the 90s and is
one of the most successful game series ever published in Japan.
The Train Giant gives you an English version of this masterpiece of Far Eastern programming and game
design. We at UIG hope you have lots of enjoyment with the game. Weve prepared this manual for you to
ease your introduction into the material, which can be complex at times.
Important information:
The enclosed HTML Manual also contains the points explained in this User Manual, but it goes into still
more detail and gives you lots of additional information. If the User Manual is no help at some point,
please consult the HTML manual.

Winning and Losing a Game


Once you have accumulated capital in the amount of 100 trillion yen, you will have completed the map
you are playing. If you want, you can also keep playing the map you just finished. This way you can keep
building the city of your dreams.
Should you ever lose all your capital (i.e. go into the red), you will have lost the game. So always keep
an eye on your funds.

Enjoy!

3. Tips on developing cities


If you are playing Train Giant for the first time, you may be wondering where to start and how best to
develop the cities in the game.

To find out, just take a look at the steps shown below and then continue to develop your city.
First, you should get an overview of the city
Then you should generate ows of people, material and power
Now make an effort to make a prot
And once you have enough capital, press ahead with developing the areas along your tracks.

3.1. Getting an Overview of the City


First, move the camera to get an overview of the whole city.
Points to watch out for
Station sites
Locations for facilities that produce materials, such as factories and harbours
Locations with lots of buildings where people gather
Right at the start you should also take a look at the following: Capital, Subsidiaries owned and All
power plants in the city.
You can find out more about All power plants in the city from the Reports Menu, and Subsidiaries
owned from the Market Menu. It is also a good idea to always keep an eye on your capital, which is
displayed at the bottom of the screen.
You should never go into the red - if you do, the game is lost!

3.2. Generating Flows of People, Material and Power


Once you know the citys features, you can start developing it.
There are three points which require special attention when developing city districts: Flows of people,
Material and Power. Neglecting just one of these will stop the city from developing. If supply is
deficient in any one of these areas, take steps immediately to remedy the situation.
Generating Flows of People
By laying tracks to connect stations, and then operating trains, you can generate flows of people.
A station with developed surroundings attracts people, so you should connect it to other stations. This
way the other stations will also attract people, and you will be able to develop them effectively.
By building roads and bus stops, you can also generate flows of people with buses.

Roads are cheaper than railways to build and operate, but they also carry far less people. So its best
to consider them a helpful addition to your railway network for developing the area around stations and
alongside railway lines.
Generating Material
Material is needed for constructing all buildings except stations, tracks and material factories.
Material is produced automatically by material factories. However, you cannot use the material while it
is on the premises of material factories. First, you need goods trains or trucks to transport it to material
warehouses or other locations.
You can also buy material from nearby cities by building harbours, or by laying tracks to the edges of the
map and sending goods trains to those neighbouring cities.
Generating Power
Power is an element that must not go ignored when developing your city. If a city district is not supplied
with power, it will not be lit at night and people will not be attracted to it.

- Have you scheduled your hours of operation to avoid wasteful hours?


When you take a look at the number of passengers using a train or bus from morning until evening, youll
notice that passenger numbers fluctuate depending on the time of day. As very few passengers use
your services late at night compared to other times of the day, you can already reduce costs by simply
stopping train and bus services at certain times.
- Are you generating a surplus in material or power?
Factories and power plants make a profit by selling material and power. If they produce too much,
creating a surplus, they incur additional production costs. So you must carefully consider just how many
factories and power plants are needed in a city.
- Are your subsidiaries generating turnover?
Unlike factories and power plants, subsidiaries cannot sell anything. If your subsidiary is continuously in
the red, you can sell it to get out of the red.

To generate power you need power plants, which automatically supply power to the households on the
entire map. You can find out how much power the city requires and how much is currently being supplied
in the Reports Menu under Energy information. You should build power plants if the power supply is
insufficient.

3.3. Earning of Prot


Now take a break from developing the city districts and turn your attention towards generating a profit.
To generate a profit, you MUST cut any waste. Lets take a look at the situation of your transportation
facilities and subsidiaries and think about cutting waste in certain sectors.
Go through the following checklist briefly:
- Have you selected trains and buses according to the number of passengers?
As a rule, operating costs increase the bigger a set of coaches is. If a trains actual number of passengers
is lower than its maximum number of passengers, and the fares are less than the operating costs, you
will go into the red. In this case you should try changing the number of coaches and the train type to
reduce costs.
Try changing buses as well, if they are running in the red.

- Have you developed areas alongside tracks ?


Once you have sufficient capital, you should begin developing the area around stations and along-side
tracks.
Creating subsidiaries is an extremely effective way to advance the development around stations and
alongside tracks. If you create subsidiaries near stations, they will attract even more people. This in
turn will cause other companies to build new facilities. Your stations appeal will increase as a result,
attracting even more people.
If you repeat this strategy, you will generate growth around stations, along your tracks and ultimately
throughout the entire city.

4. Train Giant - the Basics


4.1 Starting the Game
- Starting the game
To start a game, double-click the Train Giant icon on your desktop.
- Starting from the start menu
Or click Start, then on All Programs, ARTDINK, Train Giant and Train Giant again.

4.2. Conguration
Using default settings
Click Start, then All Programs, ARTDINK, Train Giant and Train Giant Settings.
You cannot start a game while changing settings. Neither is it possible to change settings while playing.

Video
You can choose to display or hide certain video settings. Please use settings which are suitable for your
PC, as this will affect performance.
Textures
This is where you can specify the quality of textures. If you choose High the game will look more
realistically beautiful. However, this will also affect performance.
Texture filtering
You can improve image quality by activating the texture filter.
The following options are available: None < Bilinear > Trilinear < Anisotropic.
Please use settings suitable for your computer, as this will affect performance.

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Anti-aliasing
Activating anti-aliasing smoothes building contours.
However, selecting this option will smooth the entire screen. Activate or deactivate this function to suit
your preference.
HDR quality
Select High to reproduce shadows in high quality.

Start full-screen mode


If you check this box you can play the game using the whole screen. This is also where you can change
your screen resolution.
Display weather
Here you can choose whether or not to display rain and snow.
If you prefer, you can also display only rain or only snow.

This also creates an effective difference between light and dark, when exiting a dark tunnel into day-light,
for instance.

Rainfall and snowfall


You can choose whether or not to display rainfall and snowfall.

Particles
Select High to display fireworks, snow, rain and exhaust from trains in high quality.

Water
This is where you can specify how water is to be displayed.

Wait for Vsync


If you select Off, the frame rate may increase. However, this may also cause the screen to start flickering. Please select the settings which suit your PC and monitor.

Shadow quality
Here you can specify how shadows are to be displayed. Select High to display softer shadows. If you
select Off, shadows will not be displayed, but doing so may considerably improve image performance.

LOD
If you select On, buildings in the background will also be displayed in detail. However, doing so will
affect performance considerably.
Bloom
If you select On, lights at night, etc., will appear brighter.
Dynamic lighting
If you select On, the headlights of trains, buses and trucks will light up the road and nearby buildings.
Camera view
You can change the section of the map visible at one time from 2km to 5km. However, if the visible area
is too large, it will affect performance.
Brightness
This is where you can specify screen brightness. If the image displayed on your screen is too bright or
too dark, you can change it with the slider.

Quality of shadows
This is where you can specify the quality of shadows. Selecting High causes shadows to be displayed
more accurately, and will reduce screen flickering caused by shadows.
Clouds
You can choose whether or not to display clouds.
Low detail
If you select On here, buildings will only be displayed in low detail. Turn this function on or off as you
wish. When On, the entire screen content is displayed in a rather sketchy manner.
Basic settings
The settings that affect performance can be specified as Low, Medium and High by default.
Sound
Change your sound settings here.
Sound
You can turn music, sound effects and menu sounds on and off.

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If you check the box next to Sound, you can also turn sound effects on or off individually.
Music volume
You can adjust the music volume here.

Using the satellite


You can also control the camera with the satellite in the top right
corner of the screen.
Double-click 1 to move the camera to this point on the map.

Sound effects volume


You can adjust the sound effects volume here.

Change the satellites position by left-clicking 1 and dragging the


mouse.

Menu sounds volume


You can adjust the menu sounds volume here.

Enlarge or reduce the satellite image by left-clicking 1 and turning


the mouse wheel.
Move the camera by left-clicking 2 and dragging the mouse.

4.3 Camera controls

Rotate the camera by left-clicking 3 and dragging the mouse.

Camera controls
To move the camera, left-click the game screen and drag the mouse while holding down the left mouse
button.

Click 4 to realign the camera to the north.

To rotate the camera, right-click the game screen and drag the mouse while holding down the right
mouse button.

Increase the size of the area displayed by the satellite by left-clicking 5 and dragging the mouse.

Use the mouse wheel to zoom in and out of the screen.

Using the camera control panel


You can also control the camera with the camera control panel in
the top right corner of the screen.

Using the keyboard


You can also control the camera using the keyboard.

Rotate the camera by left-clicking 1 and dragging the mouse.


Click 2 to realign the camera to the north.

Scroll map upwards

<8> (number pad) and E

Scroll map downwards

<2> (number pad) and X

Scroll map to the left

<4> (number pad) and S

Zoom in and out with the camera by left-clicking 4 and dragging the mouse.

Scroll map to the right

<6> (number pad) and D

Scroll map to the top left

<7> (number pad) and W

When the mouse cursor is at the above-mentioned positions, you can also use the mouse wheel to make
fine adjustments.

Scroll map to the top right

<9> (number pad) and R

Scroll map to the bottom left

<1> (number pad) and Z

Scroll map to the bottom right

<3> (number pad) and C

Zoom in

Home

Zoom out

End

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Change the camera angle by left-clicking 3 and dragging the mouse.

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4.4. Changing game speed

Satellite
The satellite lets you view all objects on the map, rotate the camera
and change camera location.
Double-click 1 to move the camera to this point on the map.

Use the slider at the bottom of the screen to change the game speed.

Change the satellites position by left-clicking 1 and dragging the


mouse.

Please note, however, that game speed relies heavily on the PC which is running the game - the actual
game speed may be slower than the speed displayed (in this case, it will only be increased to the speed
marked on the slider).

Enlarge or reduce the satellite image by left-clicking 1 and turning


the mouse wheel.

To change the game speed, click slider 1, or left-click the slider and drag the mouse.

Rotate the camera by left-clicking 3 and dragging the mouse.

To fix the game speed at x 1.0, click 2.

Click 4 to realign the camera to the north.

To pause the game, click 3 or 4.

Increase the size of the area displayed by the satellite by left-clicking 5 and dragging the mouse.

To continue a paused game, click 3, 4 or 5.

Move the camera by left-clicking 2 and dragging the mouse.

Camera controls panel


You can use the camera control panel to rotate the camera and zoom in and out.

4.5. The Side Menu

Rotate the camera by left-clicking 1 and dragging the mouse.

Using the side menu


You can click on the side menu icons in the top right of the screen to activate and deactivate various
useful functions.

Click 2 to realign the camera to the north.

Go to the Options menu and then Side menu to activate or deactivate the side menu itself.
Satellite

Initial Configuration: On

Camera controls panel

Initial Configuration: On

Grid
Deleting menus
Viewpoint
Target information

Change the camera angle by left-clicking 3 and dragging the mouse.


Zoom in and out with the camera by left-clicking 4 and dragging the mouse.
When the mouse pointer is at the above-mentioned positions, you can also use the mouse wheel to make
fine adjustments.
Grid
A grid with a side length of 10m on each side is laid over the map.
Deleting menus
No menus are displayed on the game screen.
If you wish to display the menus, press 0 or move the mouse to the top edge of the screen.

Elevation bar
Timer

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Viewpoint
You can save the cameras current location.

In the Side menu, Viewpoint, Target information, Elevation bar and Timer each offer only one option.

Enter: Save the cameras current location in the list under the
specified number.

4.6. Using hot keys

Name: Generate a name automatically based on the stations or


junctions in the vicinity.
Delete: Delete the location saved under this number.

You can also control Train Giant using only the keyboard. ( indicates normal keys,< > the number
pad keys)
Basics for controls

Manually: Move the camera by hand using the button displayed below it.

Pause/continue game

: or <*> (number pad)

Track objects automatically: Track objects near the camera (trains, buses and trucks) automatically.

Display/hide all menus

0 or <0> (number pad)

Switch Elevation bar function

Raise using the Elevation bar

Page Up

Lower using the Elevation bar

Page Down

Align camera to the North

n or <5> (number pad)

Music/Sound

Rotate buildings/projects to the left

Left and Tab

Rotate buildings/projects to the right

Right

Scroll up

Up

Scroll down

Down

Cancel follow trains

: or <.> (number pad)

Confirm yes/no

[y]/[n]

Switch cameras: Display the images from the saved cameras one after the other (moving the camera
manually cancels the settings for switching cameras).
In the Side menu, Viewpoint, Target information, Elevation bar and Timer each offer only one option.
Target information
The buildings, trains, information on property and the wind speed are displayed when hovering the
mouse over any particular location.
This will also show the citys entire power consumption.
In the Side menu, Viewpoint, Target information, Elevation bar and Timer each offer only one option.
Elevation bar
This is where you can hide buildings and properties which exceed a specified height.
Build subways, elevated railways and roads, or tunnels by adjusting the height.
In the Side menu, Viewpoint, Target information, Elevation bar and Timer each offer only one option.
Timer
Select On to pause the game at midnight on the specified day.

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Scroll map
Scroll map upwards

<8> (number pad)

Scroll map downwards

<2> (number pad)

Scroll map to the left

<4> (number pad)

Scroll map to the right

<6> (number pad)

Scroll map to the top-left

<7> (number pad)

Scroll map to the top-right

<9> (number pad)

Scroll map to the bottom-left

<1> (number pad)

Scroll map to the bottom-right

<3> (number pad)

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5. Infrastructure - The Basics

Separate departures
Drag 24h bar to the left

[Left]

Drag 24h bar to the right

[Right]

Drag 24h bar to the current time

[t]

Traffic light settings


Apply current traffic light settings to
all traffic lights

[j]

Go to the Options menu, then Controls and Fly mode hot keys to activate or deactivate the fly mode.

5.1. Supplying Materials


Building material factories
Once you build material factories, they produce material automatically.
However, you cannot use the material they produce yet - it has to be transported to material warehouses
by goods train or truck first.

Activate Fly mode


forwards

[w]

backwards

[s]

left

[a]

right

[d]

Direction

Mouse location

Change viewpoint

Home

Remove viewpoint

End

Deactivate Fly mode


Scroll map upwards

[e]

Scroll map downwards

[x]

Scroll map to the left

[s]

Scroll map to the right

[d]

Scroll map to the top-left

[w]

Scroll map to the top-right

[r]

Scroll map to the bottom-left

[z]

Scroll map to the bottom-right

[c]

Change viewpoint

Home

Building container ports


When you build a container port, container ships will purchase material from nearby cities and bring it
back to the ports material warehouse.

Remove viewpoint

End

They also take unneeded material from the container ports and sell it in nearby cities.

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Getting material from nearby cities by goods train


As soon as you lay tracks to nearby cities, you can send goods trains there to purchase material.

Conventional power plants cost a lot to remove. Particularly nuclear power plants and fusion reactors
they cost ten times as much to remove as they do to build.

You can also have them take unneeded material to sell it in other cities.

As wind power stations, swift wind turbines and solar power plants all depend on environmental conditions (weather and wind speed) and so do not generate energy consistently, when building them you will
need to pay special attention to the difference between power used and power generated.

Getting material from nearby cities by truck


As soon as you build roads to nearby cities, you can send trucks there to purchase material.
You can also have them take unneeded material to sell it in other cities.
Getting the material to the construction site
IMPORTANT: You cannot use material while it is on the premises of material factories. You can only use it
after you have transported it to material warehouses by goods train or truck. However, material that you
purchased from nearby cities and stored in material warehouses is available right away.
The material supply area
You can use stored material for buildings located within a 600m radius of the material warehouse and at
an elevation difference of up to 30m.
You can bring material to and remove it from stations, loading bays and material warehouses within a
radius of 400m and at an elevation difference of up to 30m.

5.2. Power supply

Conventional power plants

Green power plants

Heat power plants

Power generation 100,000 kWh

Nuclear power plants

Power generation 180,000 kWh

Fusion reactors

Power generation 270,000 kWh

Wind power plants

Max. power gen. 1,000 kWh

Swift wind turbines

Max. power gen. 3,000 kWh

Solar power plants

Max. power gen. 10,000 kWh

Tidal power plants

Power gen. 120,000 kWh

Geothermal power stations

Power gen. 250,000 kWh

Building power plants


Open the Construction menu and click Power plants.

If you build power plants on the map you can supply power to all households in the city automatically.
Check Energy information in the Reports menu to view the citys total energy production and consumption.
City suburbs will not develop very well if insufficient power is being generated. On the other hand, if too
much is generated, the city will develop but the power plants will make a loss.
Power plant types:
You can use conventional power plants and green power plants to generate power.
Although conventional power plants generate a lot of power, green power plants generate power in an
ever-increasing amount.
Green power plants also boost the citys economy.

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The power plant is built automatically.


To build the station click your desired construction site.
Prior to construction you can specify Power plant type and Building orientation.
Click 1 to specify the type of power plant.
Click 2 to change the buildings orientation.

Elevated stations
These are elevated stations that can only be built at least
20m above ground level.
Types of station building: small and large
Platform length: 3-10 cars
Number of platforms (tracks): 1-7 platforms

You can also change the buildings orientation by clicking either the left, right or middle mouse button.
You cannot sell power plants to other companies. Keep in mind that redundant power plants cannot sell
the power they generate - so theyll make a loss.

Terminals
Terminals are stations at the end of a railway line. They may only be built above ground.

Locations for building tidal power plants


Tidal power plants can only be built in the water. Even if only a part of the plant is on land, construction
will not be possible.

Types of station building: small and large

6. Infrastructure The Trains


The game wasnt originally called A-Train for nothing - and lots of trains and an excellent infra-structure
in terms of rail transport are the ultimate key to the success of Train Giant. Not just because trains are
the most profitable industry (if properly created and financially managed), but theyre also the engine
behind the settlement of commercial, industrial and residential areas along the connecting routes.

6.1. Stations

Platform length: 3-10 cars


Number of platforms (tracks): 2-7 platforms
Underground station
Subway stations can only be built below ground.
Types of station building: small and large
Platform length: 3-10 cars
Number of platforms (tracks): two, four and six tracks

There are different types of stations. Which one you choose will depend on its location and purpose.

Marshalling yards
Marshalling yards are stations for loading and unloading goods trains.

Stations at ground level

They may only be built above ground.

These are stations that can only be built above ground.

Please note that although passenger trains may stop at marshalling yards, they will make almost no
profit by doing so.

Types of station building: small, medium-sized and large


Platform length: 3-10 cars
Number of platforms (tracks): 1-7 platforms

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Types of station building: medium-sized


Platform length: 3-10 cars
Number of platforms (tracks): 1-7 platforms

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6.2. Track & platform layout

Building a tunnel
Tunnels will be constructed automatically if you lay level tracks across mountains.

Laying tracks
Open the Track menu and click Track and Build. One after the other, click the areas through which
the tracks are to pass. The planned route is now indicated by a blue line. (*If you want to go back a step,
please click the right mouse button)

However, if inclines are gentle, tunnels may not be built in all cases.

If the planned route runs as desired, confirm it with a double-click, or click the Confirm button which
appears next to the route.
You can build tracks on land, over water and, after changing the elevation, across hills and underground.
Extending existing track
By clicking the end of an existing track, you can extend it from that point on.

Connecting a nearby city


If you build tracks which extend beyond the edge of the map, they will connect automatically to the
nearest city off the map. Once a nearby city is connected by rail, you can operate trains to and from it.
You can connect nearby cities via level and elevated tracks as tracks that cross bridges. However, you
cannot connect them via underground lines.
Removing tracks
Open the Tracks menu and click Track and Remove. Click the track you wish to remove, and it will
be removed.
Using hot keys
By pressing the space bar, youll switch to the Remove All mode - here you can remove buildings,
tracks, roads, trains and buses with just one click (only active while holding down Shift). Click the track
in question and it will be removed.
Building track switches
A track switch must be built where two lines meet.
They are also needed if you want to build a branch leading from one track to another.
Click the red arrow and move the cursor toward the white arrow.

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Building an elevated railway


To build an elevated railway, use the Elevation bar to
specify a tracks elevation, starting at ground level (000).

6.3. The Trains

A ramp will be built automatically if you change the elevation of a track while building it, or if you connect the track
to another track at a different elevation.

Passenger trains transport people and goods trains transport material.

There are basically two types of trains: passenger trains and goods trains.
Passenger trains differ significantly from one another in the maximum number of people they can transport.

Using the Elevation bar


To open the Elevation bar, access the sub-menu in the
top right corner of the screen and click the second icon
to the right.
Using hot keys
You can change the elevation of a line by turning the mouse wheel while holding down the CTRL key. If
you extend an elevated railway, construction will continue as if you were using the Elevation bar.
Laying track below ground
To build a subway, you can specify the tracks depth in the Elevation bar, starting at ground level (000).
A ramp will be built automatically if you change the elevation of a track while building it, or if you connect
the track to another track at a different elevation.
Using the Elevation bar
To open the Elevation bar, access the sub-menu in the
top right corner of the screen and click the second icon
to the right.

Passenger trains

Goods trains

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Commuter train

Max. number of passengers: 200%

High-speed commuter train

Max. number of passengers: 180%

Passenger train

Max. number of passengers: 160%

High-speed train

Max. number of passengers: 140%

Express train

Max. number of passengers: 120%

Super express train

Max. number of passengers: 110%

Subway

Max. number of passengers: 200%

Goods train

Express goods train

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Pulling and pushing power


Steam engines, goods trains and some of the express trains pulled by a locomotive are a lot slower when
pushing than when pulling.
About the number of trains running at one time
The number of trains that you can run at one time depends on the map. You can only specify the number
of trains within the maps limits. Your aim is to accumulate 100 billion Euro, at which amount you win
the map.
However, when creating a map you can increase the number of trains that you can run at one time
by entering the Options menu, going to Create Map and then clicking Increase max. number of
vehicles.
Placing trains
Open the Trains menu and click Trains. A list of trains will now appear. Select the train you wish to
place, then click Place or double-click the box.
Now place the train by moving the mouse over the track where you want to place it and left-click (*the
train will be marked blue if it can be placed).
Changing a trains orientation
When setting up a train, you can change its orientation and direction.
1 Click Forwards or Backwards to change the trains orientation.
2 Click Reverse to change the direction in which it travels.
Naming a train that you own
Names for trains you own can be generated automatically, based on their routes.
If you click Show names, the display in the vehicle box will switch to display names.
You can now edit a name by clicking it.

Removing trains
Open the Trains menu and click Trains. A list of trains will now appear. Choose the train you wish to
remove and click Remove.
Selling trains
Open the Trains menu and click Trains. A list of trains will now appear. Choose the train you wish to
sell and click Sell.
A list of trains will now appear. Choose the train you wish to sell and click Confirm sale. The selected
train will now be sold. However, you can only sell trains which are not currently in use. If you wish to sell
trains which are in use, please take them out of service before doing so.

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6.4. Creating a timetable from a station or track switch


Configuring a station
You can set up timetables for stations either via the Direction of departure or the Operation mode.
Operating mode
The train that arrives at a station determines the settings for the next departure.
Stop: Use this slider to set the amount of time a train will wait at the station.
Time of departure: Use this slider to set the trains time of departure. You can also specify the period
after which the next train is to leave.
Passing through: The train will not stop at the station.
Waiting for arrivals: The train will leave after another train has arrived at another platform.
Wait for train coming from the opposite direction: The train will leave only after a train coming from
the opposite direction has passed through (wait for arrival and departure).
Wait for the overtaking train: The train will leave only after a train going in the same direction has
passed (wait for its arrival and departure).

Individual departure times: You can dene all departure times any way you like (this option is only
available if you checked the Apply individual departure times box)
Departure direction
The direction from which a train enters a station determines the direction in which it will leave.
Straight ahead: The trains will continue in the same direction.
Reverse: The train will reverse and return the way it came.
The same settings are applied to all trains when they first go into service.
Should you wish to change a trains timetable, or create a more detailed one, open the Options menu,
go to Timetables and activate Set detailed timetables.
Configuration of a track switch
You can set the track switches in Configure track switch.
Configuring a track switch
When a train approaches a track switch, you can specify the direction in which it will proceed.
Straight ahead: The train stays on the line.
Branch off: The train switches to a different line.
The same settings are applied to all trains when they first go into service.
Should you wish to change a trains timetable, or create a more detailed one, open the Options menu,
go to Timetables and activate Set detailed timetables.

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Defining departure times at stations

6.5. Timetable assistant


Using the Timetable assistant
Open the Trains menu and click Trains. A list of trains will now appear. Select a train that is en route
and click Timetable assistant. This opens the timetable assistant.

When defining departure times for stations, you can set First departure, Interval until next departure
and End of service.
If the end of service has been set prior to the first departure, intervals will be set to exceed midnight.
Important information on goods trains
Loading and unloading material requires a certain amount of time. If the stopover interval at the station is
too short, the train will leave, even though it has not been properly loaded or unloaded.

You can use the timetable assistant to create timetables for stations and track switches that are adjusted
to the trains times.
Once a train in the timetable assistant arrives at stations or track switches, the Timetable assistant menu
will open for that station or switch. Click Continue if you wish to continue working with the timetable
assistant after configuring the settings, otherwise click Close.
If you wish to Close the timetable assistant while the train is moving, click Close timetable assistant.
Applying train timetables to other trains
If you activated Settings for trains, buses and trucks in Timetables in the Options menu, you can
apply these timetables to other trains.

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Go to the Trains menu and click Copy to copy all timetables defined for the trains on the list to the
clipboard.
If you now click Insert, the timetables you copied previously will be taken from the clipboard and
applied to the train timetables (Click Cancel if you want to cancel copying).

Configuring one-minute intervals with the mouse wheel


If you activate this function and apply it to stations and track switches, the smallest interval will be set
at one minute. You can then use the mouse wheel to specify the intervals one minute at a time. If it is
deactivated, then the smallest interval will be 5 minutes.

If you wish to edit existing timetables for trains, click Edit.

Configuring departure times at stations using Individual departure times


If you have activated Apply individual departure times in Timetables in the Options menu, Individual
departure times will be added in the Operation mode.

6.6. Detailed timetables

Once you have activated individual departure times, you can define all departure times any way you
like.

Creating detailed timetables


You can create detailed timetables by opening the Options menu and activating Timetables and Set
detailed timetables.
Detailed station settings
Activate the switch at the bottom (indicates On) if you want to create more detailed timetables for
stations (*the other switches do not affect the settings for station timetables)
Settings for trains, buses and trucks
If you activate this function, you can assign the settings of stations and track switches to each individual
train. If it is deactivated, the default setting is 5 min. stopover and all trains arriving at that station will
leave after waiting for 5 minutes.
Platform settings
If you activate this function, you can assign individual settings to each platform of each station.
If you deactivate it, the default setting is 5 min. stopover and will apply for all platforms at that
station.
Configure daily timetables
If you activate this function, you can apply the timetable settings of stations and track switches to
particular days (*no service other than on the day specified). If this function is deactivated and 5 min.
stopover is configured, trains will wait at this station for 5 minutes each day.

You will also be able to specify the direction of departure for each individual time of departure (if (in
the Options menu) you also activated Passenger and cargo settings in Timetables, you can specify
individual settings for passengers and cargo).
Detailed track switch settings
Activate the switch at the bottom (indicates On) if you want to create more detailed timetables for track
switches (*the other switches do not affect the settings for track switch timetables).
Settings for trains, buses and trucks
If you activate this function, you can assign the settings of stations and track switches to each individual
train. If it is deactivated and Branch off is specified, all trains will branch off at that point.
Configure track switch settings
If you activate this function, you can specify alternate times for continuing or branching off at track
switches. If it is deactivated and branching off has been specified, Branch off will usually be configured
that way for 24 hours.
Configure one-minute intervals with the mouse wheel
If you activate this function and apply it to stations and track switches, the smallest interval will be set
at one minute. You can then use the mouse wheel to specify the intervals one minute at a time. If it is
deactivated, then the smallest interval will be 5 minutes.
If you apply these settings to track switches, you must specify the times in the track switch settings.

Passenger and cargo settings


If you activate this function, you can specify intervals for this station at which passengers can get on or
off trains (or cargo is loaded or unloaded). If it is deactivated, intervals for boarding or disembarking from
trains, or loading and unloading trains will be determined by default.

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If the function Configure track switch settings is activated, you can specify times for branching off at
track switches.
If the time for branching off ends prior to the time branching off is configured, intervals will be set to
exceed midnight.

7. Buses, trucks, lay-byes and


loading bays

Important information:
A-Train rewards rail transport. Road links are necessary for the settlement of residential, office and retail
businesses and you will hardly create a game completely without truck logistics.
This can also be quite profitable and generate profits, but in terms of the volume of goods/passengers
transported, it will always be inferior to train

8. Finances
In Train Giant, the game is all about operating in the black. Even the noblest of goals, such as switching to
environmentally-friendly energy sources cant be achieved if you dont have the necessary small change.
Fortunately, the game offers many different possibilities.

8.1. Subsidiaries
Subsidiary types
There are different types of subsidiaries. You can choose from different types of buildings, depending on
the situation in the city and the facilities surrounding your desired construction site.
Headquarters
This is the main building of your railway company. It improves the economic situation throughout the
entire city. Even though it does belong to your company, it generates turnover from other tenants. You
cannot sell this building to other companies.

The operation of road infrastructure dovetails with that of the individual rail transport system described
above - loading bays and bus stops take over the functions of stations, roads replace rails - and the
Timetable assistant is also available for road transport. More detailed information on this can be found
in the HTML manual.

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Material factories
These are factories that produce the material required to construct buildings. They generate turnover by
selling the material. The material warehouses where the material produced by factories is stored also
belong to this category. You cannot sell these buildings to other companies.
You can also construct warehouses below ground.
Power plants
Power plants generate power for the whole city. However, if too much power is generated, the city will
continue to grow, but the surplus will cause the power plants to make a loss. You cannot sell these
buildings to other companies.

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Apartment buildings
These buildings affect how a citys population grows and increase the number of apartments in the city.

Leisure facilities
These buildings increase the number of leisure activities in the city.

Shops
These buildings increase the number of businesses in the city.

Sports facilities
These buildings increase the number of leisure activities in the city.

Hotels
These buildings increase the number of businesses in the city.

Cultural centers
These buildings increase the number of cultural activities in the city.
Manufacturing plants
These buildings increase the number of manufacturing plants in the city.
Historic buildings
These buildings increase the number of cultural activities in the city. They serve to represent a city, but
they require a lot of money and material to build.
Harbours
Ports and helicopter pads generate income through transporting people by passenger ships and helicopters. Container ports generate income through container ships that sail to nearby cities to buy and
sell material.
You cannot sell these buildings to other companies.
You can build up to 4 ports, container ports and helicopter pads on the map.
Public buildings
These buildings speed up a citys growth. Although your company finances their construction, they do
not generate turnover and are not considered to be subsidiaries. You cannot sell these buildings to other
companies either.

Office buildings
These buildings increase the number of companies in the city.
Skyscrapers
These buildings increase the number of companies in the city. Multi-storey buildings and skyscrapers
require a lot of money and material to build. They also take a long time to complete - and they dont
generate any turnover between the start of construction and completion.

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Subsidiary types
Open the Construction menu and click Build. When you click your desired construction site, the subsidiary will be built. You can build subsidiaries on level ground, or on gentle slopes by using stilts. Use
the arrow keys to rotate.
Material requirements
Subsidiaries require capital and material to construct. If you do not have enough material, you will need
to produce it in a factory or get it from a port, then transport it to a warehouse near the construction site
by goods train or truck.

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You can find out exactly how much material is required from the lists of subsidiaries in the Construction
menu. Really elaborate subsidiaries may well require more material than is stored in a large warehouse.
In this case, two or more well-stocked warehouses must be built in the catchment area.
Land price
Construction costs incurred when building are not costs for purchasing land, but rather costs for using
the land. Careful: By removing a building you also waive any right to use the property (i.e. it is returned
without compensation).
Removing subsidiaries
Open the Construction menu and click Remove. Click the subsidiary you wish to remove and it will be
removed.
If you wish to remove a subsidiary belonging to another company, you can only do so after purchasing
that company. This is why doing so costs much more than when removing your own subsidiaries.

Tip - Black Game:


If there are several profitable subsidiaries in an area in which you control the infrastructure, you can cut
off the area from the infrastructure (close down railway stations, etc), thereby drastically reducing its
value - then buy the buildings back cheaply and restore the infrastructure... nasty, but effective!
Using the Market menu
Open the Market menu and click Real estate. Select the subsidiary for sale and click Sell building.
The subsidiary will now be sold.

8.2. Large projects


Large-scale projects trigger Achievements; they are also prestige projects and cost vast sums of
money. However - and this is underestimated by many players - they can also make a lot of profit for you
A golf course in a busy residential and business area can be a real gold mine, for instance.

Direct removal
Click one of your subsidiaries on the map to see how it is performing. If you click Remove in this
detailed overview, the subsidiary will be removed.
If you want to remove a subsidiary belonging to another company, you will have to buy it first.
To do so, click Buy and remove.
Buying subsidiaries
Click a subsidiary belonging to another company on the map to see how it is performing.
If you click Buy in this detailed overview, the subsidiary will be purchased.
Selling subsidiaries
Click one of your subsidiaries on the map to see how it is performing. If you click Sell in this detailed
overview, the subsidiary will be sold.
After several years, you can sell subsidiaries built on sites which you have developed intensively in
sparsely populated areas - and sell them at prices many times more than what they cost you. This is one
of the most profitable trading opportunities.

Likewise, a busy railway museum will continuously ring the cash register...

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The following large projects are available:


Golf course
Railway museum
International airport
Attracting a Shinkansen station
Attracting a maglev station

8.4. Shares
Buying shares

If you own shares in successful companies, they will pay out an annual dividend on June 1 each year.
Economic climate
Open the Market menu and activate the Economy graph to view a graph of the economy in your
cities.
Selling shares
Open the Market menu, click Stock market and Sell shares. Select your desired industry and brand
and click Sell shares to sell the shares of the company you chose. Sell shares does not mean that the
shares are actually sold - they will simply be offered on the market. They are only sold when someone
buys them.
In addition, the shares are sold at the share price which is current at the time a buyer purchased them
(meaning when they are actually sold).
Click Cancel if you want to cancel the sale.

8.5. Credit
The last economic crisis showed that loans are a double-edged sword. Nevertheless, it may be necessary
to raise capital. However, dont do this if youre not 100% sure that you can repay the interest and the
loan itself.
Borrowing capital from the bank
Open the Market menu and click Bank and Borrow capital. Select the amount of capital you wish to
borrow, and the loan term. Then click Take loan to borrow the capital.
Your credit line is up to 50% of your companys total capital. Interest increases with the duration of the
credit term.
Repaying the bank loan
Open the Market menu, click Bank and Repay. Select the loan you wish to repay from the list. Then
click Repay loan to repay the loan.
Open the Market menu, click Stock market and Buy shares. Select your desired industry and brand
and click Buy shares to buy shares of the company you chose.

The repayment amount will also be deducted from your capital automatically when the repayment date
(specified when you took out the loan) is reached.

Now click Number of shares to specify the number of shares you wish to buy.
The maximum limit for shares held is set at 10 million of each kind.

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9. The rst steps to success


Introduction
Welcome to the English version of A-Train 9, which we are publishing as Train Giant.
An HTML manual is also included - it tackles the control and operation of the game and contains the very
first detailed steps of the first mission map. Two things first:
1. We recommend that you play the game in FULL SCREEN mode in your respective native screen resolution.

Select the first map (above left, it should be already selected by default) and start the game (bottom right
button). Now the game will load again.
Read the map information - it basically contains guidelines and useful tips.
You can stick to the proposals (which will accelerate your success) or find more creative ways of doing
things!
Use the Time bar to take a break and get an overview of things.
Ah-ha! As you can see, one of the places on the map is NOT connected to the rest of the cities.

2. On some systems clipping errors may occur at the highest levels of detail - in this case, please change
the settings to medium.

This will be our first major task.

Both can be easily set in the Config program.

The rst railway route

Starting the game


After double-clicking the -exe file, the game will load. At this point, we would ask you to be patient - the
program hasnt stopped working, the load button has just been taken over by Windows. When loading
has finished, youll see the Start menu.

Weve found a good site for a station at the western end of the suburb.
Using Track -> Street -> remove, we can eliminate unwanted stretches of road - and if you wish, the
program will automatically remove all objects that interfere with your progress (except for other parties
buildings).

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In the Station menu, choose the medium-sized station (Careful - this can only take small and mediumsized trains - A9 Commuter or similar sets will simply run back and forth, costing a lot of money) and
place it in the catchment sector of the residential area.

Now we do the same thing again in the big city on the map. And its time to connect the tracks!

48

Now lets select the menu point Track - build> and click the end of the station track in the city - from
there take the track in the direction of the suburb.

At the end piece, make the connection and confirm. The route is now finished. Only the trains
missing!

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Use the Trains menu and click a blank button to access the Supermarket for trains, where we can buy
our sets. The A9 Supercommuter would be the perfect commuter train, but our stations are too small - the
U set or the AR3 will have to do for starters. As soon as you purchase a train, you must place it.

Congratulations! With any luck, your first line will soon be earning handsome profits!
And we wish you many more exciting and successful experiences in A-Train - The Train Giant!

Here we move it to the desired track and change or confirm the start direction. As soon as the train has
been placed, the first route segment is opened for business! You can either follow the train in the 3rd
person perspective or travel with it in the Ego perspective.

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10. The special missions

10.1. Greece is bankrupt!

As a special extra which isnt included in the Japanese version of A-Train 9, Train Giant includes
several special missions created specifically for the worldwide release. These missions possess different
degrees of difficulty and complexity.

Idea: Ivan Ertlov & Robin Gibbels


Map & Game Design: Ivan Ertlov

Start the special missions by clicking Import self-created game in the main menu, then selecting your
desired scenario.

The largest and most complex scenario of the whole Train Giant game. As manager of the European
Central Bank, you take over all of Greece together with with ALL of its buildings

Here are two of these scenarios:

and tracks. Unfortunately, your budget is limited and almost every operation, transport service and public
institution is totally inefficient. You could even say its a lost cause...
Fortunately, the Chinese are in Europe, looking for projects to buy into for one of their state funds.
Sell specific loss-making residential and office buildings, industrial and recreational parks and one or
other of your public institutions - this will get you capital to carry out a complete renovation.
And lucrative foreign trade is also possible via the northwest link to Albania and Macedonia.

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10.2. Tyrol - the Sacred Land

11. The Editor

Idea, Map & Game Design: tomdotio of http://letssim.net

When youve become the economic and logistical champion of all classes and you can master every one
of the games scenarios, you can start developing your own scenarios!
The Editor is the tool with which the developers worked - so its a very powerful instrument, but one
which requires a learning curve - in other words, take your time to learn all its ins and outs!

11.1. Starting the Editor


In the main menu, click Create map, select one of the templates and confirm with Import template.

This map - roughly modelled on the Inn Valley and Innsbruck - takes us to the Austrian mountains, where
a connection to the neighbouring valleys already exists. However, the topographical conditions have
made this a loss-making operation - unless someone comes along who can optimize the timetable!
There are enough unused areas to build a thriving industry, but you could also boost tourism - which
way will you go?

Here weve selected an island map.

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11.2. Working with the Editor

11.3. Saving a map

In principle, you work with the games Construction menu, but with two exceptions:

In the File menu, click the Save an unfinished map function and save the map. A game description
can also be added here - but this function is actually intended for further editing of the map, before the
map is integrated into the gameplay scenario.

- neither money nor materials are required for the construction of the buildings and route segments
- you also have the topographic Editor - just click Edit in the main menu - here you can edit the entire
landscape, creating objects like mountains, lakes and islands.
We recommend that you really take the time to get into this functions workings - because in reshap-ing
each of these areas of the Earth, you MUST take care not to create areas that are unsuitable for building.
The Specify elevation function here is vital.

11.4. Import custom game

Using Specify height, you can create perfect high plateaus and plains in/on which platforms, tracks
and complex buildings can be created - something which would surely cause problems in rugged or
hilly terrain.

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This function - also accessible via File - finally integrates our map into Train Giant as a playable
scenario. So we should definitely enter a short description here and make settings for the starting capital,
the starting date AND the level of difficulty. Alternatively, you can have these specified automatically.
Detailed tutorials on this are available at:
www.letssim.net

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Notes

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2012 UIG ENTERTAINMENT GMBH. All rights reserved. Subject to modifications and amendments. All rights reserved. Images Bruder,
mipan, arquiplay77, Scanrail - Fotolia.com. A-Train9 (c) 2010,2012 ARTDINK. All Rights Reserved.(c)c

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