Chapter 04 · Handbook
Stations, Trains & Throughput
How many stations a city actually wants, why there's only one train, and the upgrade that matters most when passengers pile up.
Two facts shape every layout decision: a station is the most expensive piece in the game to run (0.9/period, against 0.7 a building, 0.15 a tree, 0.05 a plain track cell), and there is only ever one train on your loop. Everything below follows from those two.
How many stations does a city want?
More stations means more catchment coverage and more colours to trade between — but each one is costly to run, and the train must stop at every one, dragging your lap time down. So there's a sweet spot. Hold a fixed 40-worker city constant and vary only the station count, and it stands right out:
| Stations | Income | Cost | Margin | Operating ratio | Grade |
|---|---|---|---|---|---|
| 2 | 535 | 630 | −95 | 1.18 | miss |
| 3 | 802 | 679 | +123 | 0.85 | miss |
| 4 | 1,337 | 721 | +616 | 0.54 | met |
| 6 | 3,611 | 826 | +2,785 | 0.23 | top |
| 8 | 4,696 | 924 | +3,772 | 0.20 | top |
| 10 | 4,750 | 1,029 | +3,721 | 0.22 | top |
| 20 | 5,000 | 1,568 | +3,432 | 0.31 | top |
| 30 | 5,000 | 2,142 | +2,858 | 0.43 | top |
A fixed 40-worker city in 1950, one scaled train, station count varied.
The lesson reads both ways:
- Too few stations is a cliff. Two or three can't connect or serve the city — you run a loss.
- The sweet spot is a handful (~6–8 here), and it scales with city size — roughly one station per 6–8 workers.
- Over-stationing is a slow tax, not instant death: from 8 to 30 stations the margin drops ~25% and the ratio more than doubles (0.20 → 0.43). And that table doesn't even count the dwell-time you lose stopping at 30 platforms — in play, carpeting the board with stations is worse than the figures show.
Match stations to the city. Don't max them.
There is one train — so throughput is everything
You cannot buy a second locomotive. Your entire delivery capacity is that one consist, and it's set by three things you can buy:
- Extra Carriages — +2 seats each (base cost 80, super-linear ramp).
- Faster Train — +0.3× speed per level, up to ×3.4 (base 60, hard cap at level 8 — a model train at 4× stops being legible).
- The engine itself — Steam (free, ×1.0) → Diesel (160 coins, ×1.1, 3 coaches) → Express (320 coins, ×1.4, 4 coaches). Each tier is strictly better than the last.
- Bigger Stations — platform queue +2 per level, so a busy stop can hold a longer waiting crowd without turning fares away.
When passengers are piling up faster than the train clears them, the train is your bottleneck — not stations, not buildings. Take a saturated city (demand at the Modern cap of 200) with a fixed 6 stations, and change only the train:
| Train | Seats | Income | Cost | Margin | Ratio |
|---|---|---|---|---|---|
| Starter | 5 | 450 | 2,303 | −1,853 | 5.12 💀 |
| +2 cars, +1 speed | 9 | 1,016 | 2,394 | −1,378 | 2.36 |
| +4 cars, +2 speed | 13 | 2,794 | 2,485 | +309 | 0.89 |
| +8 cars, +3 speed | 21 | 6,000 | 2,660 | +3,340 | 0.44 ✅ |
A saturated 80-worker city in 1980, six stations fixed, train varied.
Same stations. Same demand. A 13× swing in income — purely from train capacity and speed. A starter train on a maxed-out city bleeds to death; a scaled Express on the identical line thrives. The classic distress signal — "I have tons of demand and my platforms are always full" — means exactly this: you're demand-saturated and throughput-starved. Buy the train.
Platforms hold the queue so fares don't go stale; the train clears it. And because the train stops at every station, fewer, well-placed stations also make the train lap faster — throughput and a tidy station count pull in the same direction.
Next, the shape of the line itself — and why one big oval beats a clever maze: Geometry, Land & Fares.