Chapter 01 · Handbook
The Railwayman's Handbook
What you inherit in 1830, the cycle your railway runs on, the rank ladder you climb, and the year a good railwayman reaches the top.
You begin in 1830 with 60 coins, a bare table, and one starter line down the middle of it. That is the Aloysius Line, and for a good while it is all you have. The whole game is the work of turning that one struggling line into a railway that climbs the ladder of British honours.
Every figure here is the game's own arithmetic, the same sums the board runs on you each fiscal period.
A running line on the table in passthrough AR
Your layout sits on your real table. The train runs the route. The board grades you each period.
The cycle a railway runs on
Strip the century away and every railway works the same way. You don't run it on a clock. You build when you can afford to, the train earns on its own in between, and the board settles up at the close of each fiscal period. Here is the whole engine:
- Lay track. Your train sets off on its own the moment a route forms, and it will roll on empty track. It just won't earn until passengers are waiting for it.
- Raise homes and workplaces close to your stations. Homes supply commuters, workplaces and parks give them somewhere worth going, and each delivered trip is a fare. There are two ways players quietly bleed money here, both in Where fares come from.
- Each fiscal period the board grades your operating ratio (defined in The operating ratio). Beat the era's target and you draw a dividend. Miss it and you get nothing.
- Costs climb across the century. Fares never inflate. So a railway that holds still is slowly overtaken.
- Plough the dividend and the fares back in. Build denser, stretch the trips longer, put a bigger train on the rails.
That fourth point is the heart of it. A static railway is designed to die, so the work is to outgrow the cost treadmill rather than coast onto it. Where the income comes from is in Where fares come from and Fares, distance and the shape of a line.
How you win, and when it ends
Your standing is net worth: coins, plus the book value of everything you have built, minus any debt. The campaign is a race up seven ranks.
| Rank | Net worth |
|---|---|
| Stationmaster | 0 |
| Knight of the Realm | 8,000 |
| Baronet | 28,000 |
| Baron | 75,000 |
| Viscount | 160,000 |
| Earl | 320,000 |
| The Railway King | 500,000 |
Reach the top rung and the game ends. You are crowned, and that is the finish. Your score is the earliest in-game year you reach the crown, so the only goal is to get there sooner.
The clock is the in-game calendar, and it runs at different speeds across the eras. Even an aggressive optimiser only reaches the crown just after the 1973 oil crisis, so every railwayman lives through the long century's full run of events. A solid, engaged builder who takes the 1993 privatisation crowns in the late 1990s; many railways are still growing as the century turns. A line that coasts or sits still never makes it at all.
The century at a glance
Time speeds up as you go. Early years crawl, later ones fly. Each era widens the passenger pool and tightens the board's standard.
| Era | Begins | Years per period | Demand cap per line | Ratio target |
|---|---|---|---|---|
| Steam Age | 1830 | 2 | 20 | 0.65 |
| The Grand Expansion | 1855 | 3 | 60 | 0.60 |
| Electric Age | 1905 | 4 | 100 | 0.55 |
| Modern Age | 1960 | 6 | 155 | 0.50 |
The free demo plays the whole Steam Age and gates at the boundary into 1855.
Two things sit further out than this opening loop. The Crown eventually grants you two more lines, building an empire on the same growing board, and the real history of the railways arrives as a string of shocks and windfalls. Both are real and both bite, but they bite decades in, so they live in The empire and the long century. Learn the early structure first.