xero_one's "A-Train 2001" exploits

The page has been translated through the English editor's knowledge of the game, machine translation, and information from the website administrator.
Please forgive any mistranslation.

Industry Statistics and Methods of Development

Industrial   |   Residential   |   Commercial   |   Tourism   |   Agricultural

Industrial Districts

A fully developed industrial district worth approximately 25,000 points. It's rare for there to be four garbage disposal plants.

Actually, I think large factories look much better... ^ ^

Difficulty ★★★★
Development Radius 55 tiles approx.
Time to Max Development Roughly 4-5 years
Best Compatibility Residential
Average Compatibility None
Worst Compatibility All but residential

Industries are an indispensable for their production of materials. Industrial development is key to supporting the growth of our city, a successful district makes other developments much easier. Their importance cannot be overstated.

When a station is created and industrial areas and attracted, warehouses and small scale factories will be built immediately. It's good to have a residential station nearby as it's the only compatible attraction. As the industry continues to grow we will need an approximate 90 tile distance between the industrial and residential stations. When you initially create an industrial zone do not attract a wide area. Although you will have quick progress in the beginning, development will stop for a while after a certain degree of factory development. However, as long as there is no error messages then there is no problem.
From this point on it can be difficult to develop. The first port of call is the construction of a freight station. A large freight station is required for the development of industrial districts. When constructing this station try and place it approximately 50 to 60 tiles away from the industrial passenger station so you don't hinder its long term development, then wait patiently. If you get the message "Development is stagnant. Improvement between station connections is required." then you may need to construct a secondary residential area nearby.
If all is done well, as per the image to the left, you'll have developed a successful industrial district. At the start of large development large scale factories and garbage disposal plants will be built on the outskirts of the district, then gradually they will be built back to the centre.

Creating medium industrial districts is easy, but it can be challenging to develop them to a large scale successfully. It can be a struggle to make development reach its maximum potential. However, as stated in the beginning, having a successful industrial district makes developing other areas significantly easier, so do your best !

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Residential Districts

When attracting residential the above is the recommended guideline. Don't forget to have unassigned attractions (gray) outside the residential attraction (blue).

A residential district having reached its maximum development. 26 apartment buildings is not unachievable if you use Overdevelopment !

Difficulty ★★
Development Radius 50 tiles approx.
Time to Max Development Roughly 1-2 years
Best Compatibility Industrial, Commercial
Average Compatibility Tourism, Agricultural
Worst Compatibility Residential

Unlike industrial districts, residential districts have few compatibility problems. It's fairly easy to handle and grows your population to a moderate level, but there are some things to be cautious about when developing it.

First, from the table above, the district it has worse compatibility with is other residential areas. However, residential districts placed side by side can still develop together under the right circumstances. As long as each one is connected to a compatible industry then both will develop. For example, if you had stations connecting in this fashion :
Industrial <-> Residential <-> Residential <-> Commercial
then both residential areas will develop. If it's in a formation such as :
Residential <-> Residential <-> Commercial
then the residential district on the end will give the message "Development is stagnant. Improvement between station connections is required." and it will not develop.

On that note, if you construct a tourism district from a full developed commercial district and run residential from the tourism, then the residential district will only develop to a medium size so be careful.
Care also needs to be taken when attracting residential to a newly placed station. If you attract a large area then you will soon get the message "Development is stagnant. There is no land suitable for development." To remedy that, only attract a small, roughly 20 tile, radius of residential around the station with the remainder being an unassigned attraction. As it develops you can gradually increase the residential attraction area if desired.
If you see long apartment buildings (2x6 tiles in size) being built then take this as a sign of the beginnings of large development. It's best we pay attention from this point on. If all goes well a 4-lane road will be built in front of the station and schools and large apartment buildings will be built (occasionally they can be built before the road). The construction can take longer than industrial and commercial districts. At its highest development you may encounter more than a dozen large buildings and multiple schools.

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Commercial Districts

A fully developed commercial district made with Overdevelopment.

The same city in 2D view. I've got way too much money ! Building commercial brings in large sums of land revenue.

Difficulty ★★★
Development Radius 45 tiles approx.
Time to Max Development Roughly 1-3 years
Best Compatibility Residential, Tourism
Average Compatibility Commercial, Agricultural
Worst Compatibility Industrial

Commercial districts create a huge increase in the maps population, they play an important role. Commercial areas also have good ties with residential areas and, when developing commercial, commuter trains that support large numbers of passengers are indispensable. The "205 Series" and "E231 Series" EMUs are the recommended trains. It also takes a considerably large amount of materials to construct large commercial districts, so make sure to secure a good source with a successful industrial district.

As with residential, some care is required when constructing commercial districts. When you attract commercial to a station the price of land will begin to rise sharply. In order to prevent the need to spend excessive funds, be sure to make a large unassigned attraction area around the station before you attract commercial. However, as with residential, do not attract too much commercial at once.
Now we have to patiently wait. Because the cost of commercial land is high it's likely that you'll earn a considerable profit when commercial buildings are constructed. As it makes gradual progress you'll begin to see medium sized department stores and shops popping up, which appear red on the 2D overview. When roughly 5 to 6 dark red buildings are created a 4-lane road will spread from the station and large development will have begun.
When the 4-lane road is built, unlike residential, large scale skyscrapers and hotels appear a reddish brown colour on the 2D overview. Around 30 to 40 large buildings is when it will have reached its highest development.

Note from xero_one :

There is an odd problem you can encounter with commercial development. Even when you've met all the criteria for good development (City stations, commuter trains, supplying adequate freight, etc...) you may encounter the message "Development has stagnated. Further development is expected." The cause is still unknown but the solution seems to be extending the commercial line or creating new routes (eg. connecting new stations). Usually this will solve the problem, but if it does not, I'm sorry.

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Tourism Districts

These are the three tourism facilities. The soccer stadium is worth about 2,000 points, the baseball stadium is worth about 1,800 points, and the convention centre is worth about 1,600 points.

This is an example where all the tourism types were built, then commercial was attracted to any vacant lots. Doing this you can attract things around tourism, except for industrial districts which is not compatible.

Difficulty ★★
Development Radius 40 tiles approx.
Time to Max Development Roughly 1 year
Best Compatibility Commercial
Average Compatibility Residential
Worst Compatibility Industrial, Agricultural, Tourism

According to a certain resource they claim that tourism is most difficult to develop, however I don't believe that's the case. Tourism development will change according to how close an industrial district is located, and how close it is to a well developed commercial district. If an industrial district is located too close to a tourism site then it will not develop, you need to separate them by a distance of approximately 100 tiles. If it's placed far enough away and connected to a well established, large commercial district, then tourism will easily be constructed.

A distance of about 60 tiles is what I'd consider to be just right between the commercial and tourism stations. A good metric is if a train that is travelling to and from is able to get to each destination in under 30 minutes. If all is done well, hopefully stadiums and convention centres will be constructed over a couple of in-game days. Two tourism buildings could be considered a reasonable development. As with commercial, considerable amounts of materials and freight are required for their construction.

Following Noripyon's revision :

Once the tourism has been constructed, if other attractions are placed around then they should hopefully develop with time. With this you can make combined "Tourism + Residential" and "Tourism + Commercial" stations. I've also experienced successful "Tourism + Agricultural" stations first hand. The difficulty of pulling it off is low, so if you have a successful tourism station, let's attract around it and create a distinctive experience !

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Agricultural Districts

Even without roads, agriculture can develop.

However, keep in mind the ranch building requires a road.

Difficulty ★★
Development Radius 60 tiles approx.
Time to Max Development Roughly 4 to 5 years
Best Compatibility Agricultural
Average Compatibility Commercial, Residential
Worst Compatibility Industrial, Tourism

Ah, agriculture... actually, the truth is xero_one never builds agricultural stations. He says, "What can I even say about them ?!"

He goes on to say, "It seems that even if neglected, agriculture will grow on its own course. It also has a few unique characteristics. First off, it's exceptionally compatible with itself, so much so that if you only build agriculture for 5 stations in a row it will still somehow develop. The second is that it consumes little materials, so development is fairly easy.

Following Noripyon's revision :

There are roughly two kinds of agricultural developments. The first is one that grows without roads, and the other is the development of ranches if roads are available. So if you don't build roads then you won't get ranches so be careful if that is what you desire.

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The information is based on the experiences and observations of xero_one.
Because of this, success is not guaranteed even when the steps are correctly followed.

Noripyon made corrections and changes to various places (2015/08/24)
Translated by Kresna (2016/11/18)


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