The game places players in command of a
railway company. There are no rival companies; the player controls the only one in the
city and the game is resultingly fairly open-ended.
A-Train III is the first game in the series to use a
near-isometric dimetric projection to present the city, similar to the later
SimCity 2000 by Maxis. There are two types of transport that the player's company can take: passengers or building materials. The former is more likely to be profitable, but building materials allow the city to grow. Wherever the building materials are delivered, they can be taken and used to construct buildings for the city. These start with
houses, but eventually, as an area grows, roads, and shops and other buildings are built. These can provide extra revenue for a passenger service, but also allowing the city to develop and grow can be seen as a goal in itself. As well as the buildings built by the computer, in response to the materials being present, the player can construct their own buildings, such as
ski resorts and
hotels, and make profits from them if the conditions are right.
Economic model A-Train contains a very challenging economic system that includes a 5% land tax on all property owned, and a 50% income tax. The economic model however fails to capture realistic land prices, which adds a major flaw to the game's design. Certain buildings the AI is not allowed to build, such as the Amusement Park, Golf Course, and stadium. These buildings cost a relatively similar price no matter where they are placed, however, if placed in a thriving city, they can be sold for up to $6mil. This bug completely circumvents the difficulty inherent in the highly restrictive economic model. ==Editor==