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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
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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... ^ ^
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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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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 !
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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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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.
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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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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.
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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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Even without roads, agriculture can develop.
However, keep in mind the ranch building requires a road.
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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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