Railways

From Workers & Resources: Soviet Republic Official Wiki
(Redirected from Train depot)

Background

A rail is a steel bar or continuous line of bars laid on the ground as one of a pair forming a railway track. A railway track (British English) or railroad track (American English), also known as permanent way or simply track, is the structure on a railway or railroad consisting of the rails, fasteners, railroad ties and ballast (or slab track), plus the underlying subgrade. It enables trains to move by providing a dependable surface for their wheels to roll upon. Early tracks were constructed with wooden or cast iron rails, and wooden or stone sleepers; since the 1870s, rails have almost universally been made from steel. Rail bars are used by trains and metros.

A metro is a type of high-capacity public transport generally found in urban areas. A metro system that primarily or traditionally runs below the surface may be called a subway, tube, or underground. Unlike buses or trams, metro systems are railways (usually electric) that operate on an exclusive right-of-way, which cannot be accessed by pedestrians or other vehicles, and which is often grade-separated in tunnels or on elevated railways.

A train is a series of connected vehicles that run along a railway track and transport people or freight. Trains are typically pulled or pushed by locomotives (often known simply as "engines"), though some are self-propelled, such as multiple units. Passengers and cargo are carried in railroad cars, also known as wagons. Most trains operate on steel tracks with steel wheels, the low friction of which makes them more efficient than other forms of transport.

Not only are trains among the fastest modes of land transport, but they are very safe. They are less vulnerable to disruption due to poor weather conditions, and are less likely to suffer accidents or mishaps than other types of land transport. They have also been great enablers of economic progress.

The difference between the train and metro is that a train is defined as an effective mode of transportation for travelling long distances and runs on laid tracks of rails; a train usually runs outside city limits whereas a metro is a train specifically designed to run in metropolitan cities and their suburbs, covering shorter distances than a train.

When there is an obstacle (such as a body of water, valley, road, or rail) in the way of a rail, a bridge can be used. A bridge is a structure built to span a physical obstacle without blocking the way underneath. On the other hand, there are tunnels. Tunnels are civil engineering structures that create an underground passage that may pass through a hill, under buildings or roads, under water or even under entire cities.

Gameplay

In Workers & Resources: Soviet Republic players can build their own railway system or metro railway systems[1] according to their needs. The player has train platforms, metro stations[1], cargo stations, different loading and unloading stations, rails and semaphores available for this.

Bridges are also available in the game for crossing a valley or river. Bridges can be built from concrete or steel. Tunnels can be dug through hills and mountains, with the help of a Tunnel Boring Machine (TBM)[1] to speed up construction.

Railway tracks for trains can be connected to other railway tracks, no matter what type they are, but they cannot interconnect with metro railway tracks.

The player should always strive for a two-way railway system with double railway tracks. It is possible to play with a single railway track, but setting up the signalling system becomes very challenging when more than one train is using the railway system.

Railway "block"

Unlike road vehicles, trains have to keep a good distance between them. Signalling block systems enable the safe and efficient operation of railways by preventing collisions between trains. The basic principle is that a track is broken up into a series of sections or "blocks". Only one train may occupy a block at a time, and the blocks are sized to allow a train to stop within them. That ensures that a train always has time to stop before getting dangerously close to another train on the same line.

The principle is like this: When train A is in a block, train B can't enter that same block. The signal limiting the block is coloured red, preventing train B from entering the block; train B will come to a halt and wait until train A leaves the block. When train A has left the block, the signal limiting the block will change to green and train B can enter the block.

To create these blocks semaphores are used. A semaphore is a signal that displays the different indications to train drivers by changing the angle of inclination of a pivoted 'arm'. The modern version of a semaphore is the coloured light signal.

Semaphores/Signals

A semaphore is a signal that displays the different indications to train drivers by coloured light. In Workers & Resources: Soviet Republic the player has to place semaphores on railway tracks to create blocks. When the semaphores are placed the blocks become visible with colours on the railway track. There are different kinds of semaphores and colours, each with its own meaning.

A semaphore is placed after the railway track or a piece of railway track is planned. But it's also possible to place a semaphore when the railway track is finished building. To place a semaphore, first select one from the menu, then move the cursor to the spot on the railway track where it should go, not beside it. When the cursor turns from white to green, the semaphore can be placed with a mouse click. When the player is done placing the semaphore, a green arrow appears on the railway track where the semaphore was placed. The arrow indicates the direction a train will travel to. When placing the semaphore and multiple times clicking to place a semaphore, the player can limit the direction a train will travel to. With every click the green arrow changes into another direction: both directions, to the right, to the left. These arrows appear in a circular way, so with the fourth click the both directions-arrow will appear again.

On the spot where the semaphore is placed, a node is created on the railway track. A semaphore cannot be placed on nodes from a junction or too close to a junction.

Railway semaphores or signals.

There are four kinds of semaphores:

  1. Semaphore (regular) - used right after a junction or to create a block or multiple blocks on a railway track between two junctions.
  2. Chain semaphore - used to enter a junction.
  3. Mixed semaphore - used in front of platforms and stations.
  4. Double semaphores - used for placing two regular semaphores on parallel railway tracks.

The regular semaphore checks only whether the next block the train wants to enter is free. If the block is free, that is, no train is in it, the signal will turn green. If there is a train in the block, the signal will turn red.

The chain semaphore not only checks the next block, but also the block that follows. This semaphore is used in front of a junction. The first block it checks is the junction itself. If the junction is not free, that is, a train is on it, the signal will turn red and the train will come to a halt. If the junction is free, the block beyond the junction that the train will travel to is checked. If that block is also free the signal will turn green and the train will travel to that block.

A mixed semaphore is a regular semaphore and a chain semaphore in one, hence the mixed semaphore. This semaphore is used in front of platforms and stations. The rules for each part of this semaphore are the same as explained previously. The chain part is used in front of a junction and the regular part creates the block.

The player can use the double semaphores when placing semaphores on parallel railway tracks. Placing these semaphores will place two separate semaphores on each track, each in one direction, facing away from each other.

Railway track and signal colours

Railway track colors.
Explanation how to use signals in Workers Resources: Soviet Republic.

A semaphore indicator can have one of these colours:

  • Red - The path the train is going to is blocked, the train comes to a halt and stops.
  • Blue - At the junction (Junction with more than one exit) there is at least one path open for a train.
  • White - The junction is blocked, but trains can pass each other without collision. (If the player doesn't use crossovers within their junctions, they should see this often.)
  • Yellow - On the path in front of the train the track is not clear, a train is driving in the opposite direction.
  • Green - The path in front of the train is clear, the train will continue in that direction.

The player can view these colours when opening the trains section of the editor, and choosing a build item in the signals category.

When semaphores are added to railway tracks, the section of track between two or more signals, called a block, becomes colour coded based on certain parameters:

  • Blue: Blocks that take on the blue colour (two alternating shades; a lighter blue and darker blue) indicate a section of track between two semaphores with no junctions or crossovers.
  • All other colours: All other block colours (mainly orange, purple, light green, teal/very light blue, and white) indicate a block section with junctions or crossovers. Orange and purple can be seen most commonly, whilst the other colours are used in circumstances where the block section shares a semaphore with another junction block section that already uses other colours.

These block colours remain the same in planning mode, although they take on a lighter hue.

Signal and block explained

Signal and block explained
Signal and block explained

1. In the above image, a piece of railway track is displayed, visible are two signals, recognizable by the green arrows. The green arrows point to the right, so trains will follow that direction and will travel from left to right over the railway track. The space between the two signals is called a block.

Signal and block explained
Signal and block explained

2. When a train passes the first signal, that signal turns red, stating that the block is occupied by a train. Trains that come behind will stop at the first signal.

Signal and block explained
Signal and block explained

3. The second train stops at the signal and the first train travels further along the railway track, heading to the second signal. Because the first train is still in the block, the first signal is red. The second signal is green so the first train can pass that signal.

Signal and block explained
Signal and block explained

4. The first train has left the block and therefore the first signal turns to green. The second signal turns red because the first train passed the second signal and occupies the next block. The second train can travel further along the railway track into the block.

Signal and block explained
Signal and block explained

5. The second train enters the block and the first signal is turned red, because the second train occupies the block. The second train will stop at the next signal, because the first train occupies the block ahead.

Signal and block explained
Signal and block explained

6. When the second signal turns green, the second train will continue its journey and leave the block. The second signal will turn green when the first train has left the next block.

Signal and block explained
Signal and block explained

7. The block is free and the first signal is turned into green, other trains may enter the block. The second signal is turned red, because the second train occupies that block. When the second train leaves the block ahead, both signals turn green just like the first image.

There is not just one block in a railway system, but every part of a railway track between two signals is actually a block. All these blocks together form the railway system on which trains can safely travel.

Chain signal explained

Chain signal explained
Chain signal explained

1. In the above image, a piece of railway track is displayed with five blocks, the first four blocks named A, B, C and D. The blocks are delimited with a signal. The first signal is red because there is a train occupying the block. All other signals are green. The signal between blocks C and D is a chain signal.

Chain signal explained
Chain signal explained

2. When a train passes the chain signal, the signal turns red, stating that the block after the chain signal is occupied, just as a regular signal.

Chain signal explained
Chain signal explained

3. The train passes block C and travels along the track to block B. The signal between block B and C turns red, because block B is now occupied. When looking at the chain signal between block C and D notice that the signal remains red. This is because the chain signal checks the block immediately after the chain signal and one block more after that. In this case the chain signal checks block B and C. So, block C remains free.

Chain signal explained
Chain signal explained

4. Trains coming behind will stop at the chain signal.

Chain signal explained
Chain signal explained

5. When both trains ahead continue their journey, the blocks become free and the accompanying signals turn green. When the train has left block B, the (regular) signal in front of the block turns green and also the chain signal turns green.

Chain signal explained
Chain signal explained

6. As long as there is a train in block B or C, the chain signal will remain red.

Chain signal explained
Chain signal explained

7. When the train has left block B, the chain signal turns green and also the chain signal turns to green, because there are no trains in blocks B and C.

When should the player use a chain signal? Chain signals are usually used in combination with junctions. The goal of using chain signals is to keep junctions free of trains, so other trains can pass the junction on their way through the railway system.

Mixed signal explained

Mixed signal explained
Mixed signal explained

1. In the above image is a piece of railway track displayed including a passenger platform. It's a kind of end station because the trains can't drive any further in the direction they came from. Trains swap direction and drive opposite where they came from. Trains drive on the right side of the railway track and do come from the left in the image above, so they drive on the lower railway track. The return direction is the upper railway track. In the image there is one green regular signal, one blue chain signal (meaning that there is at least one free path to take) and two mixed signals. One mixed signal, in the upper track, is green in both directions and the other mixed signal, in the lower track, is green in one direction and in the other direction it is red.

A mixed signal is a combination of a regular and a chain signal. The regular part of the mixed signal, on the upper track, faces the passenger platform and is green because there is no train in block C. The chain part of the mixed signal faces the blocks in the return direction of the upper track. This signal is green because both blocks (A and B) in the upper track, after the chain part signal, are both free, no train. The mixed signal in the lower track has two colours, the regular part of the mixed signal faces the passenger platform and is red because there is a train in block C. The chain part of the mixed signal is green. This signal points to the left and checks the blocks with signals which face in the same direction. So the blocks A and B of the upper track are checked if there is a train. There is no train in blocks A and B, so therefore the signal is green. The conclusion in this case is that the chain parts of both mixed signals check the same blocks A and B of the upper track.

Mixed signal explained
Mixed signal explained

2. A train has the passenger platform as destination and enters the junction. The chain signal turns red because the train is in block B, the junction. The chain part of both mixed signals also check block B, so they also turn red.

Mixed signal explained
Mixed signal explained

3. The train reached the platform and is now in block C, the regular part of the mixed signal has turned red. The chain parts of both mixed signals have turned green, as there is no train in block B, the junction.

Another train is coming via the lower track, also heading over to the passenger platform. The chain signal ahead is red, because the chain signal checks for trains in block B and C, which there are in both blocks. For block C both tracks are checked, because the chain signal points to the right, and a train can go into two directions because of the regular part of both mixed signals between block B and C also pointing to the right, these regular parts are red because of the trains in block C.

Mixed signal explained
Mixed signal explained

The train on the upper track has left the passenger station and is now in block A, therefore the regular signal between block A and B is turned red. The mixed signal on the upper track, between block B and C, is also red on the chain part, because of the train in block A. The other part of the same mixed signal, the regular part, is green, there is no train in block C, on the upper track. The direction of the regular part is pointing to the right, the passenger platform, so trains coming from the left, via the lower track, can go to that block.

Because of this the chain signal between A and B, lower track, turns blue, there is a free path a train can travel to. The train on the lower track, before the blue chain signal, will travel to block C on the upper track.

Mixed signal explained
Mixed signal explained

All signals are red, so no other train can enter the passenger platform if it would come via the lower track.

Red because:

  • The chain signal checks block C on both the upper and lower track. The chain signal points to the right, every other signal pointing to the right, after the chain signal will be checked.
  • The regular part of both mixed signals checks the same block, each for its own track. They both point to the right.
  • The chain parts of both mixed signals check block A on the upper track. They both point to the left, so every other signal pointing to the left, after the mixed signal will be checked.
Mixed signal explained
Mixed signal explained

The train has left block A, so the regular signal turns to green. The chain parts of both mixed signals also turn green. The trains in block C can leave the passenger platform via block B and A via the upper track.

No change for the chain signal because block C is still occupied by trains on the upper and lower track.

Mixed signal explained
Mixed signal explained

The train on the upper track has left the passenger station and is now in block A, therefore the regular signal between block A and B is turned red. The mixed signal on the upper track, between block B and C, is also red on the chain part, because of the train in block A. The other part of the same mixed signal, the regular part, is green, there is no train in block C, on the upper track. The direction of the regular part is pointing to the right, the passenger platform, so trains coming from the left, via the lower track, can go to that block.

Because of this the chain signal between A and B, lower track, turns blue, there is a free path a train can travel to. The train on the lower track, before the blue chain signal, will travel to block C on the upper track.

Mixed signal explained
Mixed signal explained

The trains have left the passenger platform. All signals are green, except for the lower track, because of a train in block C. The regular part of the mixed signal is therefore red. There is a free path for a train to travel to and therefore the chain signal is blue.

The player has to pay attention to the direction the signals point in, and analyse how and where to place each signal.

(more coming soon.)

Node

Just like roads, railway tracks have nodes. Nodes are recognizable by the purple dots on the track. These dots appear at the beginning and end of each stretch of railway track the player places in the world. So every piece of railway track, a player places in the world, starts and ends with a node. When interconnecting pieces of railway tracks, the railway tracks start sharing nodes.

Remove node

Removing nodes is only possible where railway tracks interconnect to each other, except on junctions. Removing nodes is a two-step process:

  • Place a waypoint on the node
  • Remove the waypoint

Railway

Type Cost Max. speed Notes

Wood based
Workdays Workdays, Gravel Gravel,

Steel Steel, Boards Boards
Usage depends on length.

70km/h

Concrete based
Workdays Workdays, Gravel Gravel,

Steel Steel, Prefab panels Prefab panels
Usage depends on length.

150km/h

Electrified
Workdays Workdays, Gravel Gravel,

Steel Steel, Prefab panels Prefab panels,
Electro components Electro components
Usage depends on length.

150km/h
[1]
Metro
Workdays Workdays, Gravel Gravel,

Steel Steel, Prefab panels Prefab panels,
Electro components Electro components
Usage depends on length.

100km/h

Bridges and tunnels

Type Cost Max. speed Pillar distance Notes

Railway bridge
Workdays Workdays, Steel Steel,

Prefab panels Prefab panels
Usage depends on length and height.

121km/h 23m

Electrified railway bridge
Workdays Workdays, Steel Steel,

Prefab panels Prefab panels, Electro components Electro components
Usage depends on length and height.

121km/h 23m

Truss bridge
Workdays Workdays, Steel Steel,

Prefab panels Prefab panels
Usage depends on length and height.

135km/h 39m

Electrified truss bridge
Workdays Workdays, Steel Steel,

Prefab panels Prefab panels, Electro components Electro components
Usage depends on length and height.

135km/h 39m
[1]
Electrified truss bridge for metro
Workdays Workdays, Steel Steel,

Prefab panels Prefab panels, Electro components Electro components
Usage depends on length and height.

135km/h 39m

Truss bridge
Workdays Workdays, Steel Steel,

Prefab panels Prefab panels
Usage depends on length and height.

140km/h 38m

Electrified truss bridge
Workdays Workdays, Steel Steel,

Prefab panels Prefab panels, Electro components Electro components
Usage depends on length and height.

140km/h 38m
[1]
Electrified truss bridge for metro
Workdays Workdays, Steel Steel,

Prefab panels Prefab panels, Electro components Electro components
Usage depends on length and height.

140km/h 38m

Steel deck truss
Workdays Workdays, Steel Steel,

Prefab panels Prefab panels
Usage depends on length and height.

135km/h 58m

Electrified steel deck truss
Workdays Workdays, Steel Steel,

Prefab panels Prefab panels
Usage depends on length and height.

135km/h 58m
[1]
Electrified steel deck truss for metro
Workdays Workdays, Steel Steel,

Prefab panels Prefab panels, Electro components Electro components
Usage depends on length and height.

135km/h 58m

Railway Tunnel
Workdays Workdays, Gravel Gravel,

Bricks Bricks, Boards Boards,
Steel Steel,Prefab panels Prefab panels
Usage depends on length and depth.

120km/h
[1]
Metro Tunnel
Workdays Workdays, Gravel Gravel,

Bricks Bricks, Boards Boards,
Steel Steel, Prefab panels Prefab panels,
Electro components Electro components
Usage depends on length and depth.

120km/h

Notes

  • Tunnels can't be used under a depth of 0m.
  • Upgrading wood based railway to concrete based is very expensive.
  • The length of a train must be less than the length of a block; otherwise, the train can block an intersection and halt all train traffic behind it.
  • Train railways cannot interconnect with metro railways.[1]

Buildings related to railways

Train depot

Main article: Depot

Read the main article to learn how to use a railway depot.

Name Cost Lifespan Station length Energy Wattage Structure Notes

Train depot
Workdays 1327 Workdays, Concrete 40t Concrete,

Gravel 31t Gravel, Asphalt 24t Asphalt,
Bricks 51t Bricks, Boards 32t Boards,
Steel 15t Steel

35 years 150 m 3.0 MWh 50 kW Access 1x road access
Select this building to buy a metro train/engine.[1]
L/U None

Long train depot
Workdays 2640 Workdays, Concrete 80t Concrete,

Gravel 61t Gravel, Asphalt 49t Asphalt,
Bricks 103t Bricks, Boards 64t Boards,
Steel 30t Steel

35 years 450 m 3.0 MWh 50 kW Access 1x road access
Select this building to buy a metro train/engine.[1]
L/U 1

Railway end stations

Main article: End station

Read the main article to get to know how to use end stations.

Name Cost Lifespan Storage Station length Energy Wattage Structure Notes

Railway end station
Workdays 578 Workdays, Concrete 16t Concrete,

Gravel 12t Gravel, Asphalt 10t Asphalt,
Bricks 23t Bricks, Boards 14t Boards,
Steel 6.8t Steel

28 years Fuel 75t Fuel 50 m 3.0 MWh 50 kW Access 1x road access
L/U None
[1]
Metro end station
Workdays 578 Workdays, Concrete 80t Concrete,

Gravel 20t Gravel, Asphalt 10t Asphalt,
Steel 13t Steel,
Mechanical components 13t Mechanical components

28 years 60 m 3.0 MWh 50 kW Access 1x road access
L/U None
[1]
Metro ground level end station
Workdays 578 Workdays, Concrete 16t Concrete,

Gravel 12t Gravel, Asphalt 10t Asphalt,
Bricks 23t Bricks, Boards 14t Boards,
Steel 6.8t Steel,
Mechanical components 13t Mechanical components

28 years 50 m 3.0 MWh 50 kW Access 1x road access
L/U None

For passengers

Buildings for train and metro which are available for handling passenger traffic.

Background

A railway platform is a section of pathway, alongside rail tracks at a railway station, metro station or tram stop, at which passengers may board or alight from trains or trams. Almost all rail stations have some form of platform, with larger stations having multiple platforms.

Gameplay

These buildings can be placed in the world connected with railway tracks for trains or metro. At these buildings citizens can take the train or metro to their destination or vice versa leave the train or metro to go to work on foot or continue their journey by using a bus, metro or train. Connect buildings with road, footpaths and/or passenger tunnels, so that citizens can reach a platform

For cargo

Buildings for cargo which are available for handling cargo loading and unloading.

Refuelling

Buildings for refuelling or providing power to trains and metros.

Name Cost Lifespan Storage Station length Energy Wattage Structure Notes

Train diesel station
Workdays 106 Workdays, Concrete 11t Concrete,

Gravel 3.8t Gravel, Steel 3.0t Steel

28 years Fuel 150t Fuel
26 m 3.0 MWh 50 kW Access 1x road access
1x oil/fuel pipes
L/U None

Train diesel station[3]
Workdays 291 Workdays, Concrete 30t Concrete,

Gravel 10t Gravel, Steel 8.8t Steel

28 years Fuel 50t Fuel
38 m 3.0 MWh 50 kW Access 2x road access
2x oil/fuel pipes
L/U None

Railroad electric connection
Workdays 93 Workdays, Concrete 3.7t Concrete,

Gravel 2.9t Gravel, Asphalt 2.3t Asphalt
Steel 1.7t Steel
Electro components 0.36t Electro components

28 years 24 m Access 1x road access
4x Medium voltage wire connections
L/U None
[1]
Underground railroad connection -12m
Workdays 125 Workdays, Concrete 9.4t Concrete,

Gravel 2.7t Gravel, Asphalt 2.2t Asphalt
Steel 3.3t Steel
Electro components 0.29t Electro components
Mechanical components 0.29t Mechanical components

28 years 12 m Access 1x road access
4x Medium voltage wire connections
L/U None
[1]
Underground railroad connection -18m
Workdays 142 Workdays, Concrete 11t Concrete,

Gravel 2.7t Gravel, Asphalt 2.2t Asphalt
Steel 4.0t Steel
Electro components 0.31t Electro components
Mechanical components 0.15t Mechanical components

28 years 12 m Access 1x road access
4x Medium voltage wire connections
L/U None
[1]
Underground railroad connection -24m
Workdays 162 Workdays, Concrete 13t Concrete,

Gravel 2.7t Gravel, Asphalt 2.2t Asphalt
Steel 4.9t Steel
Electro components 0.33t Electro components
Mechanical components 0.20t Mechanical components

28 years 12 m Access 1x road access
4x Medium voltage wire connections
L/U None
  1. ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.20 1.21 Available from Workers & Resources: Soviet Republic patch 0.8.8
  2. ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 Metro available from Workers & Resources: Soviet Republic patch 0.8.9
  3. ↑ Available from Workers & Resources: Soviet Republic patch 0.9.0