- Fourways
- Player's guide
Player's guide
The guide from the game, page by page. In the game it opens with H. Every number here comes from the game's own data, so it matches what you see when you play.
Getting started
7 pages
Quick startYour first paying route, in six steps.
How the game worksWhat you do, and how a company grows.
Goals & achievementsFirst steps, milestones and the company goal.
The screenThe bars, the windows and the note beside the mouse.
ControlsKeyboard, mouse and trackpad, on Windows and on a Mac.
TipsHabits that make routes pay.
TroubleshootingWhen a vehicle will not move, a station is refused or the money runs out.
Building the network
8 pages
Roads & trackDragging lines, slopes, crossings and diagonals.
Bridges & tunnelsOver valleys and through hills.
Land & bulldozingReshaping the ground and clearing what is in the way.
StationsThe four kinds, where they go and how they join.
CatchmentWhat a station can reach.
Station ratingsHow much of the cargo nearby you actually get.
SignalsKeeping trains apart.
Passing loopsSeveral trains on one line, and double track.
Running vehicles
7 pages
Buying a vehicleModel, cargo, wagons and stops.
Stops & ordersWhere a vehicle goes and what it does there.
LinesVehicles that share their stops, add up their earnings and keep apart.
Depots & servicingWhere vehicles start, and how they stay reliable.
Ageing & renewalWhy old vehicles cost you customers.
Electric trainsOverhead wires and the trains that need them.
Ships & planesDocks, oil rigs and airports.
Money
4 pages
Towns & industries
9 pages
Industry chainsWhat goes where.
WorkersBring commuters to an industry and it makes more.
Passengers & growthWhere passengers come from and what makes a town grow.
Zones & land valueHow good transport reshapes a town.
AttractionsCinemas, resorts, funfairs and stadiums.
Town councilsWhat the council thinks of you, and why it matters.
Subsidies & requestsOffers anyone can take: double fares, and what councils ask for.
RivalsComputer-run companies after the same cargo.
ErasFive ages of new vehicles and buildings.
Reference
9 pages
Cargo tableRates and time limits for every cargo.
Industry tableWhat every industry makes and takes.
Building costsThe price of everything you can build or remove.
Road vehiclesEvery bus and truck.
TrainsEvery locomotive.
ShipsEvery ship.
AircraftEvery plane.
Year by yearWhat arrives in each era.
Game optionsWhat you choose for a new game, and in Settings.