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Glossary

Terms as the game uses them, not as the railway industry does. Where they differ, the game's meaning wins.

Checked against build 1648Updated 12 Nov 2026

The network

TermMeaning
LineAn ordered list of stops with a colour and a schedule. One mode: train, tram, bus or ferry.
StopA station or a route point that a line calls at.
LoopA line that circles back on itself rather than reversing at the end.
LapOne one-way run of the line. The round trip is both directions.
HeadwayTime between departures at a stop. Derived from the fleet and the lap time.
TransferChanging lines during a trip. Costs the transfer fare, and often the most valuable thing your network does.
PassageA paid link between two nearby stations, making them one complex for transfers.
ComplexA group of stations joined by passages. Upgrades can apply to the whole complex.
TerminalA station upgrade with sidings past the platform, letting trains turn off the platform and doubling turning capacity.
DepotThe notional pool of vehicles you own. Lines draw their vehicles from it.

Track and capacity

TermMeaning
BlueprintTrack or stations you have drawn but not constructed. Free until built, and editable.
LevelOne of seven heights, +3 to −3, at which track is drawn. A level difference makes a flyover.
FlyoverTrack crossing another line at a different level, so the two do not conflict.
Flat crossingTwo tracks crossing at the same level; one route waits for the other.
JunctionA point where track splits or joins, with its own capacity cost.
MergeA point where trains from several lines join one track.
Passing pointA place on single track where trains can pass each other.
Passing tracksA station upgrade letting faster trains overtake slower ones that are stopped.
Braking gapThe spacing each train needs behind it for braking and signals — longer at higher speed.
DwellTime a train spends stopped at a platform. Counts against the lap time.
Rated capacityThe load a vehicle is designed to carry.
Crush capacityThe maximum it can physically take. Above rated, riders are uncomfortable and the model penalises it.

Demand

TermMeaning
Demand bubbleA cluster of homes shown on the map, coloured by how those people mostly travel.
Mode splitThe share of trips walking, driving and using transit. Shown on the bar at the top.
Transit shareTransit trips ÷ all trips, in a city. The game's headline score.
Effective timeThe single minutes figure the model compares modes with: walking, waiting, riding, parking, fares and vehicle ownership all converted to minutes.
Demand periodOne of five parts of the day the model solves separately: morning peak, midday, evening peak, evening, night.
Demand levelThe three buckets the schedule uses — high, medium, low — which map onto the periods.
PurposeWhy a trip is made: work, school, university, errands, leisure, medical, airports, attractions.
Intercity tripA trip between two cities, as opposed to within one.
Metro areaThe modelled extent of a city. A station belongs to the smallest area containing it.

Money

TermMeaning
Base fareThe fare for the shortest trip, at the start of the fare curve.
Fare curveBase fare plus rates per kilometre across stretches of distance.
Transfer fareCharged each time a trip changes lines.
UpkeepDaily cost of everything you have built, running or not.
Running costsDaily cost of the vehicles in service.
ProfitFares minus running costs and upkeep. Excludes one-off construction and vehicle purchases.
PointsLeaderboard currency: one per trip, one per kilometre, counted over 24 hours.
SandboxA game with unlimited money. Excluded from leaderboards and community sharing.

Modes and vehicles

TermMeaning
High-speedA vehicle and track class. High-speed cars run only on high-speed track, and up to a much higher top speed.
TramA lighter vehicle running on tram track, including on streets.
FerryA boat line drawn between ports across water. Routes are free to draw; ports and boats are not.
Standard track speedThe ceiling normal track puts on ordinary trains, regardless of what the trains could do.

A note on numbers

This glossary defines the concepts. The game's exact thresholds, prices and speeds change between builds and are quoted in its own panels — those panels are always the authority. Everything here was checked against build 1648.