Let's take the A-Train: An all-purpose series thread

That link to candlestick charts was cool, thanks for that.

Awesome, thanks for that, Mr. Blitz! What a cool way to present such specific data. I should have guessed it was a realworld thing and not just some weird Artdink invention.

-Tom

Sure thing! I’m enjoying living vicariously through everyone here until the price drops a bit. :)

Not going to lie, neither did I until @Zilla_Blitz helped explain it. I had a faint clue as to what it represented but not a solid understanding of how to interpret it. Learn something new every day with this game.

Woah boy, time for some massive capital expenditures today. Going to make full use of that business loan building out our transportation infrastructure. Plus we will see how I tackle the thorny topic of building a railway line to Sugio Onsen. Strap yourselves in for another long one…

Today’s scheduled train service leaving for City of Hopes & Dreams is about to depart the station. Please ensure you have finished boarding the train and have your tickets ready for inspection by the conductor!


Let’s Play City of Hopes & Dreams - Breaking ground in Oma town!

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Welcome back to the PC version of A-Train: All Aboard! Tourism and our Let’s Play of the City of Hopes & Dreams scenario on Standard difficulty. Today’s journal is all about breaking some ground and beginning construction on our company’s proposed business plan. With ¥29,959,520,000 cash in hand our plans are ambitious, so grab your hardhat and high-vis vest because we are about to begin building.

Beginning our tale in the popular tourist destination of Sugio, famous for its Onsen (Hot Spring), our company intends to construct a railway line from Sugio down to a new station located in the Isoya district.

We start out by constructing a new station on the edges of the small town that surrounds Sugio Onsen. As will be custom for every railway station we are constructing or remodelling over the course of today’s journal. Where possible our company will be acquiring the land either side of the station house to allow for future station house expansions.

From there our railway follows the lay of the land, hugging the mountainside in the process, in hopes of keeping the gradient level for as long as possible.

Eventually, our engineers have to tussle with the rugged nature of the landscape and construct some concrete ramps to tackle the changes in height, followed by a causeway across the nearby river, and then top it all off with a multi-arch bridge spanning across the narrow portion of the local bay.

Closing in on Isoya, the railway line skirts the bay before coming to a halt at our new three platform station in the Isoya district. Similar to Sugio Onsen station, the new Shin Isoya station uses the Ground-Level Station 5 template and comes equipped with three separate platforms.

Constructing the railway tracks from Sugio Onsen costs our company just shy of three billion Japanese Yen, coming in at total cost of ¥2,957,070,000. Once the expenses of the station constructions are factored in as well the total cost comes in at over three and a half billion Japanese Yen. A pretty figure for a rugged, scenic railway to the Sugio hot springs.

Continuing our ambitious railway construction plans, our company constructs a double track railway line from the Shin Isoya station to the map border with the mid-sized city of Tomano. Though, to save ourselves ¥500,000,000 the connection to Tomano is only a single track railway line. We do not expect to be running frequent enough services for this to become an issue, and how the railway line functions on the other side of the border is strictly Tomano’s business.

From the Shin Isoya station the double track railway line makes its way via the new two platform station of Omayuki station through to Oma station. Which is being upgraded from a two platform station into a three platform station. Additionally, our company also double tracks the railway line from Oma through to the map border with the metropolis of Toyonami. As a consequence, Omayama station is upgraded from a single platform station to a two platform station so that passengers can board trains traveling in either direction.

To help conserve our capital we retain the existing single track railway connection to Toyonami, saving ourselves approximately ¥3,000,000,000 in forecast demolition and construction costs. Similar to the connection to Tomano, we do not expect to be running frequent enough services for this to become a bottleneck.

Additionally, our company continues construction of the double track mainline through to the seaside town of Ajiro. That concludes the railway passenger focused portion of our construction plans for today, bringing our total capital expenditure so far to ¥13,427,080,000. However, our railway construction plans do not end there, instead our focus now turns to the resources market and hauling freight.

Examining the list of trade opportunities available to our company, located within the Resources screen, we notice that both Tomano and Toyonami are interested in purchasing agricultural products. Additionally, selecting a trade contract for agricultural products reveals the location of an agricultural cooperative. The location of which fortuitously just happens to be close by to our new double track railway line to Tomano,

Before we can trade agricultural products with Tomano and Toyonami we first have to construct some agricultural warehouses. These will store the agricultural products we acquire from the nearby agricultural cooperative. We can choose between two different warehouses types for agricultural products, both warehouse type comes with their own advantages and disadvantages. After examining the respective costs we settle on constructing four buildings of the Agricultural Warehouse 1 type.

We are free to place these anywhere within the green area of influence emitted by the agricultural cooperative. The graphic user interface additionally lets us know that our warehouses are within the accepted distribution range of the agricultural cooperative by displaying that agricultural produce will be transferred from one destination to the other.

Next, our company will construct a freight station adjacent to our agricultural warehouses and our double tracked railway line. For cost purposes, namely a cheaper construction price and lower operating expenses, we choose to construct the Freight Station 1 schematic. Freight stations can acquire freight of any type up to a radius of ten tiles away. Our warehouses being highlighted in blue informs us that they fall within the the accepted freight range of our freight station.

With our freight station now under construction, the moment has come to integrate it into our railway network. This will be a fairly simple task requiring the addition of just a few bits of new railway track and four railway switches. The total expenditure of these minor works comes to ¥51,490,000, bringing our total capital expenditure for the day up to ¥14,004,100,000.

Planning ahead for the possibility of routing trains onto different sections of our railway network, installed railway switches near the Shin Isoya and Oma stations during the earlier construction process.

Going back to consult the Trade Opportunities screen, we notice that the mid-sized city of Sema to our north is seeking to purchase marine products. Additionally, the the fishing harbour is located within and close to the border with Sema. Thus, with a road connection to Sema already in existence, this looks like a good, and cheap, opportunity to earn some extra revenue via some lorries.

Piggybacking off the existing local road network, our company constructs a new road to situate our truck stop on. No need for us to demolish the existing houses, at potentially great expense, when we can just add to the local road network and build in the open spaces. The total expense of the roadworks comes to ¥139,690,000, rising to ¥139,730,000 once the cost of donations to the local government is factored in.

Next, we construct a truck stop nearby to act as a loading bay for our lorries. It is decided that we will outfit the truck stop with two loading bays for now, with the option to retrofit a third at a later date if required.

Finally, our company constructs two marine product warehouses nearby to acquire and storage marine products from the nearby fishing harbour. Once again, we are offered the choice between two different types of marine product warehouses. Similar to the situation with the agricultural warehouses, we opt to go with the first option provided to us, Marine Products Warehouse 1, based on the expected expenditure.

To conclude our ambitious construction plans for today we are going to expand the reach of our bus service from Oma to Iberia Land. To help facilitate this we will first construct a road through the middle of old Isoya town.

Once that is completed we will then construct a two-way bus stop at roughly the middle point. Thus, ensuring a good catchment area for the stop and allowing passengers to board and alight our buses in either direction.

Afterwards, we will build two new two-way bus stops in the township of Oma. The first bus stop will be constructed adjacent to the school. Which will be a popular destination for many of our potential passengers.

Our second bus stop we will construct further down the road, closer to our railway tracks, in what we will term East Oma. Since our company’s Oma to Iberia Land bus service travels these roads we might as well seek to benefit from it by expanding our catchment areas.

Alas, that brings us to the end of our second entry in this reboot of Let’s Play City of Hopes and Dreams on the PC version of A-Train: All Aboard! Tourism. Over the course of our journey we spent a total of ¥14,660,830,000 and established the roots for a significant transportation network. I dearly hope you can join me next time as we acquire some new vehicles to operate our planned services, ponder building a subsidiary or two, and maybe finally set time in motion.

Until we next meet aboard the A-Train, I wish you a safe and prosperous journey!

Who knew you could spend so many words just discussing the acquisition of rolling stock and automobiles. Which must mean it’s time for another entry in Let’s Play City of Hopes & Dreams.

Today’s scheduled train service leaving for City of Hopes & Dreams is about to depart the station. Please ensure you have finished boarding the train and have your tickets ready for inspection by the conductor!


Let’s Play City of Hopes & Dreams - What good is transportation infrastructure without some vehicles?

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Welcome back to the City of Hopes & Dreams scenario on the PC edition of A-Train: All Aboard! Tourism. When we last met we had just concluded laying the groundwork for our initial transportation network. Today will be all about making use of that infrastructure, doing some slight tweaks to it where necessary, and deciding upon the kinds of vehicles we are going to use to accomplish that goal.

So, settle on in as we procure a wide assortment of rolling stock and automobiles!

Our first step today will be to begin acquiring some new rolling stock to operate on our expanded railway infrastructure. To facilitate the transportation of tourists and other passengers to and from Tomano and Toyonami via the Oma and Shin Isoya stations we investigate buying some limited express trains. These trains will allow us to rapidly funnel tourists into the rest of our transportation network, such as our planned tourist service from Shin Isoya up to Sugio Onsen.

This is achievable thanks to their excellent top speed and acceleration characteristics, relative to the other categories of trains available and our pre-existing fleet of rolling stock. Having a max speed rating of fast allows the Limited Express Train 4 blueprint to complete a loop of the Toyonami to Oma and Tomano to Shin Isoya routes within just two hours. Thereby, allowing Limited Express Train 4 type trains to achieve more trips during that crucial morning (6am-ish to 11am-ish) time window whereby tourists travel into the region from off-map.

We have a couple of choices to decide upon while purchasing our limited express trains. Our company could operate several shorter trains, which would be cheaper in upfront costs but incur higher long-term costs via operational expenses. Or alternatively, we could operate fewer but longer trains, which would cost more upfront but be cheaper long-term due to lower operational expenses.

This parallels some of the decision making processes that have historically happened within the higher echelons of real-life railroad companies. The Union Pacific is littered with examples of the company trying to accomplish more with less, leading to the development of the famous 4-8-8-4 Union Pacific Big Boy and Union Pacific GTELs (Gas Turbine-Electric Locomotives). More powerful locomotives could haul longer consists and meant fewer locomotives and crews were required to operate the railroad, which cut down on operational expenses and increased profit margins for the Union Pacific.

In the end our company decides to prioritise the capacity to potentially schedule hourly services and procures four sets consisting of two cars each. The Toyonami to Oma route will be allocated two of these new limited express trains whilst the Tomano to Shin Isoya route will receive the remaining two sets.

Next, we will acquire an additional two-car set of the Commuter Train 2 type to operate alongside our existing commuter train. These two trains, of the suburban classification, will operate the route between Shin Isoya and Ajiro, with Oma station acting as their home station.

That purchase brings our company’s rolling stock up to a total of six trains. However, before we move onto scheduling some train schedules we have a couple of new locomotives to purchase as well.

Locomotives are the multi-functional workhorses of the railways able to haul consists of passengers, various types of freight, or a combination of both. To counterbalance this versatility; steam, diesel and electric locomotives tend to have higher operational costs compared to their passenger-only counterparts, the electric or diesel multiple units (EMU or DMU). However, when employed in the right situations locomotives can provide passenger services to areas that might be financially infeasible for EMU or DMU trains.

Our first locomotive purchase will be a purely freight focused train, consisting of eight agricultural produce wagons. This train will operate out of Isoya Agriculture and be responsible for hauling agricultural products to Tomano or Toyonami, depending on who is offering the better trade contract. Each wagon is able to hold two units of agricultural produce, allowing us to haul up to 16 units of agricultural produce per trip.

Next, we will configure our second locomotive for use as a passenger service. This train will run between the Shin Isoya station and Sugio Onsen station, servicing the scenic route that connects the two. The consist of our locomotive can be modified by clicking on the corresponding button on the GUI, with the delete button removing the last added car\wagon.

When adding passenger cars to a locomotive we can also adjust the Platform Car Type slider to change the type of passenger cars in use. There are a total of three car choices which each have their own unique capacity, max boarding rate, fare, and cost.

For the purposes of our tourist service between Shin Isoya and Sugio Onsen we assign our locomotive an initial consist of three sleeper passenger cars. Since the ridership of the route is expected to be predominantly tourists the small capacity of each sleeper passenger car should not be an issue. Meanwhile, the high passenger fare of ¥304 per kilometre traveled should allow our company to extract a healthy profit from the planned service.

Our company then moves onto purchasing three Cab-Over Truck type trucks to haul marine products from the Oima fishery. Sema has a large demand for marine products currently, which should keep our three lorries busy around the clock while the trade contracts are active. The Cab-Over Truck type is able to transport all the various resource types but hauls just one unit load at a time, compared to two unit loads per wagon achieved by our freight train. However, unlike a train’s consist, trucks do not require any modifications to carry different types of cargo, making them a cheap and versatile option for hauling freight.

Consequently, the loading bays at Oima Fishing Harbour have been expanded from two parking bays up to a total of three parking bays to handle the increase in lorry traffic.

Due to the numer of tourists expected to commute to Iberia Land, our company also takes the steps towards remodelling the bus stop from two bays up to a total of three bays. Consequently, allowing more buses to utilise the bus stop at Iberia Land. Which will make sure that no buses have to wait around for a free platform to appear, holding up local road traffic in the process.

Similar steps are also taken at the Oma bus stop for exactly the same reasons. The capacity of the bus services between Oma and Iberia Land are forecast to be overwhelmed with just two buses operating. Thus, necessitating the expansion of our company’s bus facilities to allow for the operation of a third bus service on the Oma to Iberia Land route.

Since strength of urban development around stations and stops depends upon the number of daily commuters. We want to ensure that a sufficient number of commuters can board and alight at the East Oma, Oma School, and Old Isoya bus stops. Ensuring we have sufficient passenger capacity on the Oma to Iberia Land route is not just potentially good short-term business but also will benefit our company in the long-term, as the population steadily grows from further urbanisation.

Our company has two options when it comes to expanded our existing bus fleet of two vehicles. One option is this Double-Decker Bus blueprint randomly chosen, at the start of the scenario, to be carried across from a pre-existing save state. It features a higher fare per passenger per kilometer traveled but at the cost of a lower overall passenger capacity.

Our other option, which always comes with the City of Hopes and Dreams scenario, is this Rear Engine Bus blueprint. Which features a higher overall passenger capacity at the cost of a lower fare per passenger per kilometer traveled, and slightly worse acceleration. It is also roughly half as expensive as buying the Double-Decker Bus, another factor in its favour.

Due to short-term and long-term ridership projections, our company opts to go with the additional capacity of the Rear Engine Bus blueprint. Thereby, expanding our bus fleet with one additional rear engine bus, to complement the two others we already own.


Using the Advanced Settings tab, unlocked part way through the tutorial of City of Hopes and Dreams if playing the scenario on Easy difficulty, we can enable several handy optional features. For organisational purposes, the Rename and Sort functions can be a blessing to have enabled.


After utilising the Rename and Sort features, here is our current inventory of rolling stock and automobiles. Whilst you can sort lists in a number of different ways, my current favourite method is to group vehicles by route, departure time, and the frequency with which I may want to adjust their settings.

Unfortunately, that is all we have time for today and so, alas, this is where we must conclude. I hope you enjoyed our foray into purchasing various rolling stock options and automobiles, with a dash of infrastructure fine tuning. Please do continue to join us, as next time we let the clock run so that our stations complete construction and go about organising the operational plans (timetables) of all our vehicles.

We will leave you today with a potential glimpse into the future, a forecast of what is yet to come. Until we next meet aboard the A-Train, the staff at A Train Com., Ltd. would like to wish you a safe and prosperous journey!

Possibly the longest post I have done to date, as far as a Let’s Play entry goes. Buckle on up because we have a smorgasbord pictures and words incoming. Including some trips and tricks for hauling resources and acquiring trade contracts.

Today’s scheduled train service leaving for City of Hopes & Dreams is about to depart the station. Please ensure you have finished boarding the train and have your tickets ready for inspection by the conductor!


Let’s Play City of Hopes & Dreams - Schedules make the world go round!

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It’s time for yet another entry in our Let’s Play of the City of Hopes & Dreams scenario on the PC edition of A-Train: All Aboard! Tourism. When we last met our company had just concluded acquiring the rolling stock and automobiles necessary to operate our expanded transportation infrastructure. On the agenda for today is letting our stations finish construction, scheduling some of the new vehicles we acquired recently, and a dash of wheeling-and-dealing in trade contracts.

Our first step for today will be to adjust the operation route and schedule for our preexisting electric multiple unit (EMU). Currently, the train is operating on the railway tracks linking Oma and Toyonami and thus needs to be shifted onto the railway tracks constructed for the Shin Isoya - Ajiro service.

Accomplishing this will be as simple as just letting the train continue on through Platform 3 of Oma Station and onto the railing line servicing between Shin Isoya and Ajiro. While we are at Oma Station we will also adjust the departure setting for Platform 1 from Turn Back to Straight. Thereby allowing the train to travel through to the station at Ajiro.

At Ajiro we will adjust the route settings to have the train turn back upon departing the station’s solitary platform. Making sure to also set the railroad switch near Ajiro to the the Branch setting, so that our train always travels on the left-hand side of the double tracked railway line.

Then at Shin Isoya we will make sure that Platform 3 of the station is set to have the train turn back upon departure. Again making sure that the nearby railroad switch is set to have the train branch rather than going on straight ahead, to ensure all travel is conducted on the left-hand side railway track.

Finally, we give everything a double check to ensure all our route settings are correct. During this spot check we notice that the settings for Platform 2 of Oma Station have to be adjusted from Turn Back to Straight. Now that everything is in order we can move onto setting up our train’s schedule, which will begin and conclude at Oma Station each day.

We will begin by telling our train to pass through Platform 3 of Oma Station, to let it get onto the right railway line without any delays.

Then we will jump across to Platform 1 of Oma Station and adjust the departure settings so that they give a scheduled departure time of 7:00am. One full loop on the Shin Isoya - Ajiro service is calculated to take a duration of 3 hours and 20 minutes, inclusive of a one minute boarding (stoppage) time at Platform 1 of Oma Station. However, with some adjustment of stoppage times at other stations we can bring this time down to 3 hours and 15 minutes.

Based on the patronage our company expects to see in these early stages of the scenario we will set the number of departures to four times; giving us departure times of 7:00am, 10:15am, 01:30pm, and 04:45pm over the course of one 24-hour day. Meaning that our train will begin its daily operations from Platform 1 of Oma Station and 7:00am and subsequently conclude it at 8:00pm at Platform 1 of Oma Station.

To achieve the requisite time savings we will shorten the duration of the stoppage time of both Platform 1 and Platform 2 at Omayuki Station from five minutes down to three minutes.

To allow people at Platform 1 of Oma Station sufficient time to board the 10:15am, 01:30pm, and 04:45pm departures we will also reduce the stoppage time duration of Platform 2 down from five minutes to four minutes. Thereby giving passengers on Platform 1 a period of two minutes to alight or board the train.

cohd503

Currently, only Oma Station and Omayama Station are operational in the region. Our other passenger stations will not be in operational until Apr/07/1990 at the earliest. Thus, we currently have two options for our train in the meantime. It is a choice between letting it operate during this period, accruing a temporary minor operating loss, or letting the in-game clock run until it reaches Platform 1 of Oma Station and then setting the train to be out of service.

Similar to renaming objects and reordering lists, the ability to designate specific days and months of operation is yet another optional advanced setting.

When activated, the Operating Days menu, accessed via the Operating Schedule menu, allows us to micromanage which specific days we want our individual vehicles to be operational during. Alternatively, we can also just toggle the train’s operational status if need it to be withdrawn from operation for a period of time.

Strictly not necessary for completion of any of the game’s scenarios, in my opinion. However, a very useful optional gameplay feature for people who like to construct complex transportation networks with elaborate operation schedules.

After letting the in-game clock progress until our train almost reaches Platform 1 of Oma Station, we will toggle the train’s operational status to off until Apr/07/1990. Our company is hardly going to bleed massive amounts of money if we just leave it operational, but never pass up an opportunity to showcase a gameplay feature I say.

Since the transportation links between Iberia Land and the metropolis of Toyonami to the south are already primed for active services, next we will setup our Limited Express trains. These will operate between Toyonami and Platform 3 of Oma Station. Before we can begin scheduling anything though we need to fire place our trains, at a cost of ¥950,000.

At Toyonami we will set our train to have a departure time of 6:00am each day. The simple reasoning behind this decision is that the window for tourist activity begins at 6:00am. Whilst some arguments could be made for delaying services by an hour, to begin at 7:00am, our company is interested in transporting as many tourists into the region as possible.

Currently, a complete loop of the service requires two hours and 2 minutes, inclusive of station stoppage times. However, we can adjust this down to a nice, even one hour with some adjustment of station stoppage times. We will subsequently have our train complete eight round trips during the course of a 24-hour day. The reasoning for this decision is that ridership will die down by around 10:00pm, and we want our Limited Express trains to be making as many profitable trips as possible.

Thus, the following adjustments will be implemented to the train’s operational schedule. Firstly, stoppage time at Platform 3 of Oma Station will be increased to seven minutes, and the train set to turn back upon departure. Secondly, stoppage times at Platforms 1 & 2 of Omayama Station will be decreased from five minutes down to two minutes. Thereby, allowing tourists and other passengers at Oma Station plenty of time to catch our services to Toyonami.

Consequently, there will be a stoppage time of five minutes at Toyonami for passengers to alight or board our services.

Next up, placing down our second Limited Express train that will be operating on the Toyonami to Oma route.

With both trains operating out of Toyonami Station setting up our second Limited Express train will be as simple as copying across the Operating Schedule settings. Thus, we’ll select our first train, utilise the copy function, select our second train twice so that the game only copies the operating schedule settings, and then back out of the menu to finalise the copying procedure.

Afterwards, we just need to make a simple tweak of our second train’s departure time setting so that it departs at 7:00am, instead of the 6:00am assigned to our first train. After completing all those steps we have now established a one train per hour (1TpH) service on the Toyonami to Oma route between the hours of 06:00am to 09:00pm.

Next, we will progress onto setting up the new operating schedules for our three buses servicing the Oma to Iberia Land route. It will be worth noting where our first bus was placed in the map, and in which direction, when it comes times for us to place our other buses. Copying operating schedules between buses can tend to break if we place the buses in a wildly different location and direction of travel. Here we can notice that our first bus was originally placed close to the Oma station and headed towards Iberia Land.

A bus will automatically include any stops that it encounters along its travel route to the route list on the left. However, since we want to ensure that our buses visit all our newly constructed bus stops we will add explicit instructions for the route to go via the East Oma, Oma School and Old Isoya bus stops. These explicit route instructions are signified by the pin icon in the graphic user interface. To achieve this we select the location prior to the location we wish to include and then use the Add function.

This opens up a sub-menu that allows us to either create a waypoint on the map, useful for micromanaging vehicle routes, or select from a list of accessible bus stops. Since the first stop we want our bus to visit on the way to Iberia Land is the East Oma stop, we will select that option.

Then we just rinse and repeat those same steps until we are done.

Remembering to move down the route list as go about adding in the rest of our bus stops. So, selecting East Oma when adding the transit point for the Oma School stop, in this example.

If for some reason the game has the Change, Add, and Delete options unavailable then one tip can be to try progressing the in-game clock. In the case of our preexisting bus between Oma and Iberia Land, we were unable to add any stops after the Iberia Land marker until the bus reached the Oma stop. Thereby, completing its previously instructed Iberia Land to Oma journey and moving onto the next step of its route.

Next, we will designate our bus a departure time of 7:00am. This will allow our first Limited Express train from Toyonami to arrive at Oma Station and drop off any tourists wanting to travel to Iberia Land. The round trip time was calculated to be 4 hours and 38 minutes, inclusive of stoppage times. Consequently, we will set the Loop Time setting to be a nice, even five hours. Easier to schedule around and it gives tourists at Oma Station plenty of time to catch a bus service to Iberia Land if their train arrives shortly beforehand.

For now we’re just going to park our buses overnight at the Oma bus stop. Subsequently, we’ll assign each of our three buses their own platform, with Platform 1 being assigned to our first bus. With three platforms at each end of the route we can currently handle up to six active bus services between Oma and Iberia Land.

Should somehow we need more than this in the future we may tackle how to utilise vehicle depots to increase the number of buses an individual platform can handle.

Utilising the Copy function again, we will copy across the operating schedule settings of Oma - Iberia Land 001 to our other two buses.

Afterwards, we will let time progress a few minutes so that we can place down Oma - Iberia Land 002 in the same spot and direction that Oma - Iberia Land 001 was. Repeating the same step for our third bus, Oma - Iberia Land 003.

Our plan is to space the bus departures out by an hour. Thus, Oma - Iberia Land 002 and Oma - Iberia Land 003 are adjusted to depart from Oma at 8:00am and 9:00am respectively.

Whilst we are in there fiddling with the departure time setting let us not forget to adjust the parking location setting either. Oma - Iberia Land 002 is assigned Platform 2 as its home and Oma - Iberia Land 003 is given Platform 3.

Opening up the Resources menu we are going to take note of the average acquisition price for agricultural produce and marine products. Then we are going to proceed into the Trade Opportunity menu and assess the various trade contracts currently on offer.

The various category belong each resource type are explained as such by the game’s manual. Local purchase price is the current cost of purchasing one unit of that resource type. Local sale price is the current revenue for selling one unit of that resource type. Amount possessed is pretty straight forwards and measures how many units of the associated resource type we currently have in storage facilities. Finally, the average acquisition price gives us an average for how much it cost our company to acquire the amount of resources currently in our possession.

Of interest to our company today are the trade contracts of Sema, who are seeking to purchase large quantities of marine products currently. While some of Sema’s trade contracts offer better sale prices than others, all of the Sema trade contracts are currently above both the current and average acquisition price listed for marine products.

When acquiring multiple trade contracts there is a specific order you may want to follow. Trade contracts for the same destination and resource type will be fulfilled in a specific order. In those cases the trade contract at the top of the pile will be given priority. Trade contracts are sorted in order of most recently acquired. Thus, when acquiring trade contracts in order of ‘least days to completion’ to ‘most days to completion’, the trick is to acquire the trade contract with the most days remaining first and work backwards from there.

A fishing harbor in A-Train: All Aboard! Tourism will typically consistently produce 10 unit loads of marine products per day during the year. Thus, up to 10 units of these marine products will be available for purchase by our nearby storage facilities, typically occurring at 10:00am each day.

Now, we will move onto placing and scheduling the lorries that will be responsible for transporting all these marine products from Oima harbor to the mid-sized city of Sema. In this case, we are just going to plop down all three of our lorries one behind the other.

Now that we have placed all of our three lorries, it’s time to get on with giving them an appropriate operating schedule. Scheduling lorries is very similar to scheduling buses, with one or two minor differences since we’re dealing with freight rather than passengers.

Using the same steps we did earlier for our bus, we’ll add Oima Fishing Harbor as an explicit destination on our lorries’ route. For departure settings, since we’re assigning each lorry its own parking bay (platform), we will use the ‘Wait for Freight’ option. This means that our lorries will wait until they have a full load, of one resource unit, before departing.

Then under the freight tab we’re going to adjust the settings to ensure that our lorries load marine products at Oima Fishing Harbour.

Next, we’ll add Sema as an explicit destination for our lorry’s route. Using the same steps that we should all be familiar with by now. Subsequently, we will use the ‘Wait for Freight’ depature setting again. In this instance, this setting will mean that our lorries will wait in Sema until they can unload their one unit load of marine products. This can be a helpful tool when dealing with resource trading via trade contracts, as our lorries will wait in Sema during any periods where we don’t have any active trade contracts. Thus, eliminating any risk of our drivers aimlessly driving around in circles and accruing unnecessary operational expenses.

Afterwards, we’ll set our lorries to unload their marine products in Sema.

Then comes time for our old friend the Copy function to make yet another helpful return. Since our lorries have the possibility of waiting around for cargo, we’re going to give them each a different parking location setting. We’ll assign Platform 1 to the first lorry, Platform 2 to the second lorry, and Platform 3 to the third and last lorry.

And hey presto!.. We now have an active freight route between the Oima fishery and Sema established and operational. We can see that our marine products warehouse acquired 10 units of marine products from the nearby fishery earlier in the day and our lorries have begun loading them for transportation to Sema.

With a round trip taking just over four hours, a single lorry can transport up to five units within a 24-hour period. Consequently, we should have no issues transporting ten units of marine products to Sema each day. Company staff forecast this should be sufficient throughput to meet the deadlines of the four trade contracts we entered into with Sema.

Our last action for today’s entry in Let’s Play of the City of Hopes & Dreams is to let the simulation progress until the Isoya Agriculture freight station completes construction on Apr/05/1990. Construction crews finish building the freight station around 10:27am, allowing our company to press ahead with more of its business plans. However, sadly, that shall have to wait for another day…

All the staff at A Train Co., Ltd., hope you can join us next time as we continue our business journey through the City of Hopes and Dreams scenario. Next time we’ll get involved in trading resources with Tomano and Toyonami, finish construction on our passenger stations, press the remainder of our rolling stock into operation, and possibly much more if there is sufficient time.

Until we next meet aboard the A-Train, we leave you with this artwork of company secretary Ayaka Matsushima presenting everyone a gift for Valentine’s Day. And we hope you a safe and prosperous journey!

Oh hey, a recent Steam edition update for A-Train: All Aboard! Tourism removed the restriction on being unable to play foreign language user-created scenarios. Which depending on how dialogue heavy the user-created scenario happens to be can feel a little janky, but the crucial information is still provided in English for you (i.e., scenario goals). Opens up a world of new scenarios to try out on the Steam workshop.

Additionally, currently the game is 20% off during the Golden Week sale event on Steam, which is the joint lowest price it has been so far according to IsThereAnyDeal. While the game is still waiting on Valve’s official verification status, the game is fully compatible with the Steam Deck if anyone was interested.

I was looking at the Steam discount today.

For a pc-only player new to the series, is this the one to go with in your opinion? TIA.

Yeah, All Aboard! Tourism would be my current recommendation for people new to the series. Once someone is familiar with the series’ mechanics then other games in the series, like A-Train 9, are easier to grasp too. The in-depth in-game help and larger online pool of English language help\tips are all points in favour of All Aboard! Tourism.

And just happens to be my favourite game in the series, so that ain’t a bad reason either. Need to get back into it again after spending a bunch of time with Age of Empires IV.

Thank you

Oooh, that’s good to know! I’ve never even looked at the user-created scenarios, but if any jump out at you, @Malkael, English or otherwise, let us know. Given the kinds of folks who play A-Train, I bet there’s some pretty cool stuff available.

-Tom

For anyone interested in purchasing the Switch edition of A-Train: All Aboard! Tourism, the Nintendo eShop is currently having a 50% off sale until June 19th for the Europe and Oceania regions. No such luck for the Americas though currently, so they’ll have to keep their eyes peeled during any upcoming sales events.

Also, here’s an English language user-created scenario that PC edition owners might like to try out sometime. It is based on the Tuen Mun district of Hong Kong.

Anyone have trouble zooming out on PC? I seem to be stuck zoomed in pretty close. It was working last night as I was doing the tutorial mission. Tonight I loaded up that save and I’m having trouble. Using the mouse and keyboard.

Edit: I unplugged the controller and it’s behaving

Is there a way to see information about neighboring towns?

Edit: I found it. Select Tourist Route in the tourist information screen.

There is a lot I don’t get about how the game works. For instance, how do I see where passengers at a station want to go? I can see 686 people at one of my stations, but I don’t know if they want to go north or south. How do we see where resources are demanded? I was just tasked shipping materials, but I don’t see how I can tell what areas have a demand for materials.

Several times I though I had my track laid out, but then realized it took a weird turn when I built it so it didn’t connect to the station. I’d swear it looked connected when I built it.

Is there a way to tell which neighboring towns want to send tourists at a faster rate than I’m transporting them so I can see where I may need multiple trains?

Looks like I’m on pace to reach the target goals for the first scenario on easy.

Time to dive back into things after a bit of a hiatus. So, buckle up for a long-awaited new entry. Will also get around to answering some of @robc04’s queries once I refamiliarise myself with some UI\Gameplay aspects.

Today’s scheduled train service leaving for City of Hopes & Dreams is about to depart the station. Please ensure you have finished boarding the train and have your tickets ready for inspection by the conductor!


Let’s Play City of Hopes & Dreams - From the Isoya breadbasket to your plate!

Click to reveal...

After a lengthy hiatus, welcome back to another entry in our Let’s Play of the City of Hopes & Dreams scenario on the PC edition of A-Train: All Aboard! Tourism. When we last met our company had just finished taking its first steps into setting up our planned transportation network. Upon our business agenda for today is to continue scheduling our growing fleet of transportation vehicles, complete construction on a number of unfinished stations, and engage in more resource trading opportunities via trade contracts.

We resume our story in the district of Isoya near the local Agricultural Cooperative, where our freight station recently finished construction. During the progression of the game’s timeline from April 1st to April 5th our agricultural warehouses have been busy purchasing and storing agricultural produce, ready for hauling to far off markets. Currently, the local Agricultural Cooperative produces agricultural produce at a rate of eight units per day.

According to the in-game manual, the base daily production rate of agricultural cooperatives is influenced by the number of fields (e.g., rice paddies) in the building’s nearby vicinity. However, the daily production rate of agricultural cooperatives will also experience seasonal fluctuations, distinct from other resource production facilities within the game. Thus, the daily production rate for agricultural cooperatives will be highest during the harvest season and at its lowest whilst the nearby fields are dormant during winter.

Returning to the Resources screen for a moment, we can see that our lorries have already begun to service one of the many marine product trade contracts our company established with Sema. Additionally, we can observe that our company currently posses 42 units of agricultural produce in our agricultural warehouses. Before we progress onto the Trade Opportunity screen we will make sure to take note of the current local purchase price for agricultural products, so that we can compare that to the sale prices being offered locally and in other regions.

A quick glance at the Resource Trade Graph informs us that currently Tomano, Toyonami, and Overseas destinations have active trade contracts seeking agricultural produce. Whilst we are currently unable to service the overseas market due to lacking a trade port, our company possesses the necessary equipment and facilities to fulfil any worthwhile trade contracts offered by Tomano and Toyonami.

After examining the list of available trade contracts being offered by Tomano and Toyonami we can see that there are several profitable contracts currently available. However, a potential thorn in our company’s side is whether there will be sufficient daily production of agricultural produce to satisfy all the demand on offer. After quickly running the maths, assuming the current daily production rate stays consistent, our company determines that there will be insufficient production to satisfying all the trade contracts currently out for tender. Thus, we will have to be selective in which trade contracts we enter into, lest we fail to fulfil our obligations and suffer a financial penalty for breach of contract.

After much careful deliberation our company enters into four separate agricultural produce trade contracts. Our company will for the moment primarily focus on servicing Tomano’s demand for agricultural produce, first and foremost prioritising the orders for 280 and 300 units of agricultural produce due to the potential to incur a breach of contract penalty. Once those two contracts have been fulfilled our company will prioritise servicing the trade contract with Toyonami, before finally service the third and final trade contract entered into with Tomano.

These later two trade contracts should not incur any breach of contract penalties due to the way they are structured. As the contracts either ask our company to provide any produce we can within a certain time frame or alternatively have no functional time limit to them. As each trade contract offers a sale price well above the current acquisition cost for agricultural produce, this should ensure we generate a tidy profit per journey.

Now to finally make use of the diesel locomotive and agricultural produce wagons we purchased a couple of entries ago. After placing our freight train nearby to the aptly named Isoya Agriculture freight station, we set about scheduling the train’s route and operating hours. Currently, our train’s route will take it between Isoya Agriculture and Tomano. Thus, the train’s route will need some modification at a later date when we are able to service the trade contract with Toyonami to the south. To avoid any potential scheduling conflicts with our planned passenger services between Tomano and the Shin Isoya station we will operate our freight service during the night, after 11:00pm and before 6:00am.

Due to our freight train being able to transport 16 unit loads of agricultural produce per journey we will eventually need to set our locomotive to operate every second day. However, due to the surplus of agricultural produce currently being stored in our warehouse, our company can currently operate this service each day for the time being.

With nothing else to achieve whilst the simulation is currently paused, we decide to let the simulation run freely until April 7th when the rest of our train stations are scheduled to complete their construction. Checking the Resources screen after 1:00am on April 6th, we can see that our first delivery of agricultural produce to Tomano was a success. Meanwhile, our lorry-based freight operations between Sema and Oima Fishing Harbour are continuing to steadily supply marine products northwards.

After letting the simulation run unimpeded for a couple of days to progress time, we decide to check the Sales Report within the Reports menu. After selecting the Resources tab we can examine the monthly and\or annual resource-related sales and expenses accrued to date. Examining the chart and figures provided we can clearly see that our company is already generating a small profit within the resource sales division of our company. As we let the simulation progress we can expect this profit margin to grow further, provided we make sensible business decisions.

On April 7th, between 10:00am to 10:20am, the passenger stations of Ajiro, Sugio Onsen, Shin Isoya, and Omayuki complete construction and open to the public. Subsequently, our company can now begin the process of operating several more of its planned passenger services. However, that story shall have to wait for another day as we reach the end of today’s Let’s Play entry. In the meantime, our company will be busy refamiliarising itself with the complex operational plans organised for our remaining sets of rolling stock.

Before we depart though, here is an overview of the company’s current financial situation nearing the end of its first week of operation under our management. We will be keeping an eye on this financial statement throughout the Let’s Play to see how it changes over time as our company slowly shifts into top gear.

From all the staff at A Train Co., Ltd., we hope you can join us next time as we continue our business journey through the City of Hopes and Dreams scenario. Next time we will press the remainder of our rolling stock into operation, monitor how our business operations are faring once all our operational plans have been implemented, and subsequently optimising our business operations if so required.

Those will be tourists then, since you always have a clear indicator on the map as to their location and numbers. Really, all you have to worry about is not letting too many tourists dwell at a station\stop at once. Bigger and better stations\stops can handle larger amounts of waiting tourists before said tourists experience any dissatisfaction, since it is the number of tourists concurrently waiting at a station\stop which leads to any dissatisfaction.

In this scenario, since there is only one Tourist Attraction on the map, tourists will want to go back home after visiting the local Castle. So, if you had sufficient transportation infrastructure to bring them here in the first place then you’ll likely have sufficient transportation infrastructure to take them back where they want to go. The number of tourists that came inbound from the North or South is how many will want to go back Northwards or Southwards.

In scenarios with multiple tourist attractions hooked into your transportation network they’ll often try to visit multiple tourist attractions before heading back home off-map though. No need to fret too much about any dissatisfaction as long as you can either; adequately hold hundreds of tourists at a station\stop for a while, or transport them away promptly. For example, tourists will wait overnight at a station\stop without issue as long as their numbers don’t surpass the station\stop’s overcrowding threshold.

Easier to envisage demand for construction materials in a different manner. Stations\stops which see high passenger traffic are areas that will see high rates of development and subsequently high demand for materials. Underdeveloped areas around busy stations\stops typically more so than already well developed areas, but developed areas can undergo redevelopment.

Not at a quick glance, the total number of daily tourists wanting to travel onto the map (into the region) is fairly obfuscated. With the rather leisurely pacing of the game though, due to the way it progresses via 24-hour days and the various game speed options, you can follow your tourist route vehicles around the map between the hours of 6am-12pm to get a feeling\approximation for daily tourist supply.

Simplest step is to check whether your vehicles are operating at maximum capacity between 7am-10am, the busiest period for inbound tourist travel. If they are regularly full then expand passenger capacity using the options available to you, longer trains or more trains. There’s a pool of tourists generated for each neighbouring off-map town\city between 6am-12pm, so it should be fairly obvious when you’ve begun oversaturating a tourist route if vehicles in the prime 7am-10am timeslot are individually transporting less tourists than before.

Simplest step is to start out small, observe for a few game days, and expand if necessary. If using one vehicle constantly leads to it running fully loaded tourists and passengers then add another to the route. Usually about an hour’s interval between departure times is my starting rule of thumb. Though, particularly busy routes might be able to sustain smaller intervals between vehicles arrivals\departures; such as 30-minute or 15-minute intervals.

Thanks for the help. I will keep those tips in mind the next time I fire it up.

Get comfy and bring your snacks because it is going to be a mammoth of an entry today. Words and pictures galore, as we finally set the wheels of our initial business plan in motion. Capped off with financial statements galore at the end.

Today’s scheduled train service leaving for City of Hopes & Dreams is about to depart the station. Please ensure you have finished boarding the train and have your tickets ready for inspection by the conductor!

Let’s Play City of Hopes & Dreams - Setting the wheels in motion!


Click to reveal...

Welcome back to the next entry in our Let’s Play of the City of Hopes and Dreams scenario on the PC edition of A-Train: All Aboard! Tourism. When we last met our business established the ability to fulfil agricultural produce trade contracts with the neighbouring cities of Tomano and Toyonami. Today, with all of our transportation infrastructure finally complete, our goal is to setup the rest of our planned transportation network. Thus, we can look forwards to schedules, schedules, and more schedules as we press into service the remainder of our purchased rolling stock.

We begin today’s adventures in the town of Oma at the nearby combined rail and bus station. Whilst here we will be deploying our second commuter EMU, with the goal of increasing service frequency on our central interurban loop line between Isoya, Oma and Ajiro.

After placing our Commuter Type 2 EMU just outside Oma Station we will progress to setting up the train’s daily operating schedule.

Selecting our aptly named Ajiro - Shin Isoya train, we can use the Copy function to paste the operating schedule onto our newly deployed Shin Isoya - Ajiro train. The Copy function within A-Train: All Aboard! Tourism allows us to select from copying everything across, just the operating schedule, or just the assigned train name. Since all we are interested in is the existing operating schedule we will select to just copy the operating schedule.

After successfully copying the operating schedule across to our Shin Isoya - Ajiro train, we will make some minor adjustments to the operating route settings. Firstly, since this train will be operating in parallel with our other commuter EMU we will want to adjust the settings assigned to Platform #1 of Oma Station.

Consequently, we will flip around the departure settings assigned to Platforms #1 and #2 of Oma Station. Thus, Platform #1’s departure setting changes to the Stoppage Time mode and a duration of four minutes.

Meanwhile, the departure settings for Platform #2 of Oma Station will change from the currentlly assigned Stoppage Time mode to Departure Time mode. We will assign our train a departure time of 7:00am (7h 0m), a loop time of three fours and fifteen minutes (3h 15m), and ask it to depart four times during the day. This will give our parallel Shin Isoya - Ajiro service departure times of 7:00am, 10:15am, 1:30pm, and 4:45pm.

Next we will begin setting up our limited express services between the neighbouring mid-sized city of Tomano and Shin Isoya Station. Thus, we deploy the first of our two two-car consists just near the western map border with Tomano. Once we setup the operating schedule for the aptly named ‘Tomano - Shin Isoya (7am)’ train we will copy it across to our second train, the similarly aptly named ‘Tomano - Shin Isoya (8am)’. Using the Rename function can be a handy tool for helping to organise vehicle lists and quickly convey important information, such as assigned route and departure time.

Trains operating the Tomano to Shin Isoya route will begin service from Tomano Station. Therefore, we will assign a departure settings of 7:00am to our train. The total journey time is forecast to only be one hour and thirty-four minutes, inclusive of a five minute stoppage at Shin Isoya Station. However, the passenger activity expected to utilise the service does not warrant a loop time of less than two hous in our company’s opinion. Thus, each train will have a layover of almost 30 minutes in Tomano before departing again.

Finally, we set the train to complete the loop seven times over the span of the day; giving us a service schedule of 7:00am, 9:00am, 11:00am, 1:00pm, 3:00pm, 5:00pm and 7:00pm for ‘Tomano - Shin Isoya (7am)’.

Next, we head to Shin Isoya station to ensure the Direction settings are correct; thus, creating a loop between Tomano and Shin Isoya. Subsequently, we adjust the Direction setting from ‘Straight Through’ to ‘Turn Back’. After a brief inspection of the whole route, where we make sure the points are set correctly, everything looks good to go and we exit the operating schedule menus.

The Copy function even works upon vehicles that have yet to deployed. Thus, we copy the new operating schedule of ‘Tomano - Shin Isoya (7am)’ across to ‘Tomano - Shin Isoya (8am)’. Consequently, this allows us to only need to make one minor tweak to the operating schedule, adjusting the departure time from Tomano Station from 7:00am to 8:00am.

First, we deploy ‘Tomano - Shin Isoya (8am)’ closer behind its sibling ‘Tomano - Shin Isoya (7am)’.

And then we make the aforementioned minor tweak to the departure setting assigned to Tomano, shifting the departure time back one hour to 8:00am.

Our company is now almost finished with deploying and scheduling it’s initial fleet of vehicles. Now we just have to place the rolling stock for our service between Shin Isoya and Sugio Onsen and give it an appropriate schedule.

Our company chooses to deploy our tourist train between Shin Isoya and Sugio Onsen on the tracks just outside the Shin Isoya station.

Due to the passenger activity expected upon the service between Shin Isoya and Sugio Onsen we choose to run a limited service schedule during the evening and night. Passenger ridership is largely expected to be tourists keen to experience the local hot springs. Thus, we will allow tourist numbers at the Shin Isoya station to build up over the day to ensure good patronage on our train. Consequently, we assign a departure time of 6:00pm to Shin Isoya station, while a loop time of three hours is given to ensure sufficient time at both end of the line for passengers to arrive for boarding, and just two departures each day are ordered.

At the other end of the line at Sugio Onsen Station we will give our train a stoppage time of thirty minutes. Thus, ensuring sufficient time for passengers to arrive for boarding before the train departs for Shin Isoya Station. After briefly inspecting the route, making sure our train is set to ‘Turn Around’ at both stations, the drafted operating schedule is given the all clear to be finalised.

Finally, to minimize wasteful operating costs we will micromanage the train’s Operating Days settings to mothball the service on Saturday. This will be in effect just for today due to the current lack of tourists to patronise the newly opened service. After the conclusion of Saturday, 7th of April, 1990, we will reset Saturdays to be an active service day.

With all of our initial business plans now deployed and operational, we can finally let time progress largely unhindered for a while. It is now time to sit back and observe!

The first modification our company will make, after finally emptying our warehouses of agricultural produce is to modify the operating days of our agricultural produce freight train. The Agricultural Cooperative currently only produces eight units of produce each day and while our freight train can carry up to sixteen units of produce. Thus, we will change our train’s operating days to be roughly once every two days.

With each week being seven days in length, a “once every two days” schedule understandably doesn’t quite line up perfectly. Subsequently, we will order our Isoya-based agricultural produce freight train to not operate on Sundays as well. This will subsequently allow our warehouses to slowly rebuild their long-term stocks of agricultural produce each Sunday, ahead of likely production declines later in the year due to changes in seasons.

Before 7:00am of Sunday, the 8th of April, 1990, we adjust the operation status of our two commuter trains, ‘Ajiro - Shin Isoya’ and ‘Shin Isoya - Ajiro’. Now that tourists are expected to flood into the region and transit between the Oma and Shin Isoya stations, the time is ripe for these two services to become operational.

With the number of tourists bound for Sugio Onsen far exceeding expectations, even after just a single day of operation, our company steps in to adjust the original business plans.

After some careful deliberation our company’s management decides to expand the capacity of the train by ordering two additional sleeper cars to increase the service’s passenger capacity. Alternatively, our company could have increase the service’s frequency by increasing the number of daily departures. However, we considering expansion of the service’s passenger capacity per trip to be the best option for the time being due to the primarily tourist-based ridership of the service.

With demand for the service to Sugio Onsen still skyrocketing, to critical levels, our company steps in again to expand the number of passengers the service can handle daily.

This time our company opts to amend the operating schedule of the service so that it now departs at 4:00pm and completes three trips each day. This will immediately boost the total capacity of the service to a maximum of 450 tourists a day.

With demand still continuing to steadily outstrip supply, our company once again decides to increase the frequency of the tourist service to Sugio Onsen. Thus, three days later the departure settings are once again been modified. This time, in response to demand, the operation schedule is modified so that departures commence from 1:00pm and occur four times throughout the day. Additionally, we consider remodelling Shin Isoya station to improve facilities at the station, so that it can handle a greater amount of waiting tourists before overcrowding becomes an annoyance to them.

Just after midnight, in the very early hours of Friday, the 20th of April, 1990, we receive word from our secretary that our company’s annual net sales have already surpassed five billion Japanese Yen.

The next notification we receive comes from our the head of our Sales department, who informs us that our planned expansion of the sales team has been completed. Subsequently, our company can now undertake two plans in parallel. Which should come in very handy soon!

Before we end today’s entry of our Let’s Play of the City of Hopes and Dreams scenario, let us consult our sales and financial reports.

Looking at our total earnings, we can see that our company is already bringing in more than it spends. This applies across all four income categories the total figure can be broken down into, with resource trade income leading the way at 213,720,000 Japanese Yen.

For those interested in the numbers, a individual breakdown for each of the four categories have been provided above. As can be clearly seen via the provided graphs, our greatest net margin currently comes from our subsidiaries. However, despite having a poorer net margin, resource-related sales currently leads the way in terms of income generated so far this financial year.

Finally, the statement that everyone has been waiting for, the income statement! Compared to our last income statement, from the previous Let’s Play entry, we can clearly see that we have already reduced our net losses by almost 500,000,000 Japanese Yen. As a result, within the space of just two weeks our current net losses have been reduced from 2,537,480,000 Japanese Yen to 2,089,780,000 Japanese Yen. This bodes well for our fledgling business venture and our company forecasts that we should be on track to make a net profit by the time the close of the financial year arrives.

Alas, that is all for today… From the ever-growing team of staff at A Train Co., Ltd., we dearly hope you can join us next time as we continue our business journey through the City of Hopes and Dreams scenario. What awaits us next time? You will just have to find out and see, we are sure it will be packed full of interesting developments.

Before we go though, we hope you enjoy this scenic snapshot of our sleeper train crossing the local bay on its journey from Shin Isoya to Sugio Onsen. Sayonara!