Train Valley 2

Train Valley 2

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The Train Valley 2 Fact Book
By Yokuyin
This guide contains all the facts and numbers of Train Valley 2, like train costs, product rewards and product chains.
   
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Introduction
This guide is a reference guide to all facts, stats and numbers in Train Valley 2. If you miss something in this guide, let me know in the comments!
Trains
Statistics for each available train

Cars*
Colour
Buy Cost
Upgrade Cost
Repair Cost
Speed
2
Green
$20.000
$10.000
$5.000
79
3
Blue
$30.000
$15.000
$7.500
98
4
Yellow
$40.000
$20.000
$10.000
123
5
Orange
$50.000
$25.000
$12.500
154
6
Red
$60.000
$30.000
$15.000
192
7
Gray
$70.000
n/a
$17.500
240

* Called 'Train Epoch' in the level editor, and have 1 lower value. A train with 6 cars has train epoch 5.

In addition to above stats, shorter trains accelerate slightly faster than longer trains, but the difference is negligible.

Accumulated upgrade cost:

Only upgrading
Cars
To 3 cars
To 4 cars
To 5 cars
To 6 cars
To 7 cars
2
$10.000
$25.000
$45.000
$70.000
$100.000
3
$15.000
$35.000
$60.000
$90.000
4
$20.000
$45.000
$75.000
5
$25.000
$55.000
6
$30.000

Buying and upgrading
Cars
To 3 cars
To 4 cars
To 5 cars
To 6 cars
To 7 cars
2
$30.000
$45.000
$65.000
$90.000
$120.000
3
$45.000
$65.000
$90.000
$120.000
4
$60.000
$85.000
$115.000
5
$75.000
$105.000
6
$90.000

Locomotive lengths:

Not all locomotive skins have the same length, and this can make a small difference. Longer locomotives have slightly lower travel times.

This is because the spawn point for each train is between the first section (the locomotive) and the second section, while the despawn point is at the front of the first section, and thus have to travel a shorter distance.

Here are all the locomotive lengths (the first section):

Cars
Skin 1
Skin 2
Skin 3
Skin 4
Skin 5
Skin 6
Skin 7
Skin 8
2
1.143
1.170
1.163
1.136
0.997
1.311
1.330
1.453
3
1.163
1.155
1.100
1.114
1.042
1.330
1.380
1.415
4
1.189
1.189
1.169
1.285
1.264
1.338
1.340
1.147
5
1.180
1.187
1.187
1.128
0.709
1.246
1.280
1.419
6
1.185
1.173
1.178
0.690
1.368
1.210
1.360
1.281
7
1.241
1.204
1.294
1.246
1.265
1.338
1.350
1.292

In conclusion: as long as you avoid Skin 4 of the 6-car train (The Locosaurus) and Skin 5 of the 5-car train, you're good to go.

Sources:
Skins 1-4: Train Valley 2 Discord (27-05-2021)[discord.com]
Skin 5: Train Valley 2 Discord (11-05-2022)[discord.com]
Skin 6: Train Valley 2 Discord (13-04-2023)[discord.com]
Tracks, Tunnels and Bridges
The following table contains the cost of tracks, tunnels and bridges.

Type
Cost/square
Sell value/square
Track Piece
$1.000
$500
Bridge
$5.000
$2.500
Tunnel
$10.000
$10.000 flat*

* Destroying a tunnel gives you $10.000, no matter the length.

A bridge or tunnel also places 2 track pieces at either end, increasing the total cost by $2.000. This cost is added even if the track pieces are already present! Destroying the bridge or tunnel does not destroy these two track pieces.

Tracks can only have one branch per square.
Tracks can only go straight or make 45° angles.

When a train is destroyed, the two track pieces closest to the locomotive are destroyed, and replaced with a prop that costs $5.000 to remove. The total cost to replace all track pieces is $12.000.
Normal Products
The following list contains all products in the game. The list is ordered by Reward per unit, then alphabetically by Product.

Reward per unit
___________
Products
_____________
Production Sites
________________
Notes
____________
$0
Electricity*
Any Power Plant*
* Only when produced by a Special Production Site and transported by train
$1.000
Candle
Workers
-
Any standard Station
$2.000
Bat
Cacao
Coal
ColorA-H*
Copper Ore
Dynamite
Fish
Gold Ore
Grain
Honey
Iron Ore
Kimberlite
Logs
Natural Rubber
Oil
Paper Clips
Potato
Pumpkin
Sand
Spider
Uranium
-
-
Coal Mine
Any colored Station*
Copper Mine
-
-
Gold Mine
Wheat Farm
Apiary
Iron Ore Mine
Kimberlite Mine
Felling
Caoutchouc Plantation
Oil Pump
-
Potato Farm
-
Sand Quarry
-
Uranium Mine
* These include all colored passengers from the Passenger Flow expansion when produced from a production site. They have different rewards when produced from a colored station.
$3.000
Boards
Brick
Cattle
Chocolate
Christmas Tree
Copper Ingot
Duct Tape
Fuel
Glass
Glue
Gold Ingot
Hot Drink
Ice Cream
Milk
Paper
Player Log
Polymers
All Potions*
Processed Rubber
Snowman
Soup
Steel Slab
Teddy Bears
Textile
Sawmill
Brick Factory
Animal Farm
-
-
Copper Melter
-
Oil Refinery
Glass Factory
Glue Factory
Gold Melter
-
-
-
Paper Mill
-
Chemical Plant
-
Rubber Factory
-
-
Blast Furnace
-
-
* These are:
Black Potion
Blue Potion
Green Potion
Red Potion
Violet Potion
Yellow Potion
$4.000
Cheese
Chewing Gum
Diamond
Letter
Lightning Juice
Medkit
Magnets
Mirrors
Steel Plates
Creamery
-
-
-
-
-
-
-
Rolling Workshop
$5.000
Cheesecake
Chemical Suit
Electric Motors
Elf
Furniture
Garland
Goods
-
-
-
-
Furniture Factory
-
Goods
$6.000
Appliances
Bonds
Books
Camera
Candy
Fireworks
Jewelry
Money*
Presents
Radio
Snowglobe
Tools
Toys
Wire
Laboratory
Bank
Printing Agency
-
Candy Factory
FireworksFactory
Jewelry Factory
Stock Exchange
Present Factory
-
-
Tools Factory
Toys Factory
Wire Factory
* Only accessible if created in a Decomposition Factory
$7.000
Building Materials
Canned Food
Engineers
Cement Factory
Canned Food Factory
University
$8.000
Microchips
Microchips Factory
$9.000
Airplanes
Artifact
Buggy
Bus
Cars
Machine Tools
Mecha Cow
Tank
Truck
Van
Airplane Factory
-
Buggy Factory
Bus Factory
Car Factory
Machine Factory
-
Tank Factory
Truck Factory
Van Factory
$10.000
Computers
Cyber Crystal
Torch
Computer Factory
-
-
$12.000
Rockets
Rockets Factory
Special Production Sites
The following Production sites are special, and work as noted:

Stations

Stations send Workers. Each Production Site (except Wind Turbine Power Plant, Market, Store and Customs) require workers to function.

To finish a level, you have to send products required by cities to the nearest station. If multiple stations are the closest to the city, you can send the product to any of those stations.

Power Plants

Power Plants produce electricity, which cannot be transported with trains, but is instead transmitted using rails. Any production site connected to the Power Plant that needs Electricity is powered when the Power Plant is producing.

Note that the tracks do not necessary have to make a valid path for trains, they only have to connect or cross each other.

Powered
Not Powered

Powerplant Name
Uses
Notes
Wind Turbine Powerplant
Always generates Electricity
Hydro Powerplant
Workers
Coal Powerplant
Workers, Coal
Potato Powerplant
Workers, Potato
Nuclear Powerplant
Workers, Uranium

Generic Production Sites

Generic Production Sites can create any Product in the game, even ones not produced by normal Production Sites, like Electricity. The type of product each site produced is specified by the level maker, and cannot be changed by the player. Each site has different requirements, as described below.

Production Site
Product
Uses
Description
Harbor Old, Harbor Halloween
One Specified
Workers
Works as a normal Production Site, requiring only Workers.
Harbor New
One Specified
Workers, Electricity
Works as a normal Production Site, requiring only Workers and Electricity.
Market
One Specified
Money (amount specified by level creator)
You can convert money to Products at the Market. Note that the price is per train, and is independent of the amount of cars the train has. The Market always produces 4 items per second.
Store
One Specified
The Store sends trains at regular time intervals. The amount of cars of these trains is equal to the max upgrade level of that map. You have no control when the trains are deployed, but you can still stop and reverse these trains.
Alchemical Lab,
Universal Factory
One Specified
Multiple Specified
Works as a normal Production Site.
Decomposition Factory,
Kimberlite Decomposition
Multiple Specified
One Specified,
Workers (if specified),
Electricity (if specified)
Production Site with multiple outputs. When processing, all outputs are produced simultaneously, until one of them reaches the cap. You can specify the train send by clicking the black output icons.

Generic Production Sites can create any Product. Here is a list of products that can be created that cannot be created by normal Production Sites:

Product Icon
Product
Reward per Unit
Used by
Behaviour
Electricity
$0
Any production site or city requiring Electricity
Harbor Old, Harbor Halloween
Sending Workers will cause it to supply Electricity
Harbor New
Sending Workers will cause it to supply Electricity. It supplies it own Electricity, not needing Electricity to start the process.
Market
Does nothing and can't be interacted with
Store
Works as a Wind Turbine Power Plant once the first timer starts. Will send trains with Electricity.
Alchemical Lab, Universal Factory
Sending all Products will cause it to supply Electricity. It supplies it own Electricity, not needing Electricity to start the process.
Decomposition Factory, Kimberlite Decomposition
Works as normal, but cannot deploy Electricity trains. This means it will stop working once the cap is reached. Does not supply Electricity.
Trains
Can be send to any station or production site requiring Electricity. Gives $0 per unit when delivered.
Money
$6.000
City (if required)
Harbor Old, Harbor Halloween
Sending Workers will cause it to work like a Stock Exchange, producing $6.000 per cycle.
Harbor New
Sending Workers and providing Electricity will cause it to work like a Stock Exchange, producing $6.000 per cycle.
Market
Once the first train is send, it will give you 4 units of $6.000 per second, or $24.000/s, $1.440.000/min.
Store
Will produce $6.000 per cycle, without input.
Alchemical Lab, Universal Factory
Sending all Products will cause it to work like a Stock Exchange, producing $6.000 per cycle.
Decomposition Factory, Kimberlite Decomposition
If Money is in the active (white) output slot, it will produce $6.000 per cycle, and will not increase the Money's resource count.
If Money is in an inactive (black) output slot, it will produce the Money normally, and you can send Money trains once swapped to the active (white) output slot.
Trains
Can be send to any station requiring Money. Gives $6.000 per unit when delivered.

Stock Market
The Stock Market requires Workers, Bonds and Electricity, and will produce $6.000 per Worker and Bond delivered in one cycle.

Money is not a product you can put on trains, unless the Stock Exchange already had Money stored at the start of the game. This is also true for Harbors and the Market.

Warehouse
  • A Warehouse can store a single type of resources or goods predefined within the Editor.
  • Delivering trains to a Warehouse will not earn you money.
  • Stored resources can be delivered from a Warehouse to another production building with a train at any time.
  • Quantity of resources that can be stored is predefined within the Editor too.
  • Storage services are provided for free and with no time limit.
  • No, storing Electricity is not allowed.
Official introduction: https://steamproxy-script.pipiskins.com/games/602320/announcements/detail/3113677356643014213
Obstacle Stations
Obstacle stations acts as various obstacles to your trains. They don't produce any Products (some even require Products!) and are just to add an extra challenge to maps.

Blocked
Free

One Way Station
The One Way Station has one track going through it, which can only be traversed in the direction of the arrow.

Embargo Station
The Embargo has one track going through it, which will block any train transporting the Product it embargoes.

Destructible Rocks
Destructible Rocks are impassible obstacles which can be removed by providing it Dynamite. Only 1 train of any length of Dynamite is require to remove the Destructible Rocks.

Customs
Customs have one entrance and one track going through the Customs. When the specified product is delivered to the entrance, the track going through is no longer blocked for a certain amount of time.

Toll Station
The Toll Station has one track going through it. When a train passes through at the toll station, the displayed fee is subtracted from your balance. if you do not have enough money to pay the fee, the train automatically stops and continues in the reverse direction. This does NOT cause you to fail the 'Do not stop any trains' objective.

Pass Limiter Station
  • A Pass Limiter station lets trains through in both directions-without a toll.
  • Every passing train uses 1 Pass Limiter charge.
  • After all charges have been used up, a Pass Limiter becomes unavailable for a certain amount of time-until it recharges.
  • A Pass Limiter can be recharged unlimited number of times.
  • While recharging a Pass Limiter will not let trains through and will reverse any incoming train's direction automatically-no explosions or money loss.
Official introduction: https://steamproxy-script.pipiskins.com/games/602320/announcements/detail/3103545525464702762
Passenger Flow Mechanics

The Passenger Flow DLC adds 8 colored stations to the game, each marked with the letters A to H. Over time, a train will automatically be scheduled at a station, marked with a colored circle and letter of another station above the departure station. Assigning a train to that station will deploy a train that has to be delivered to the other station.

The reward per car can be edited by the level creator, and it can vary between $1.000 and $10.000 per car, with steps of $1.000 in between. The reward can be different between each pair of stations, for example: A train from A to B can give $2.000 per car, but from A to C can give $4.000 per car. However, a train from A to B has the same reward per car as a train from B to A.

The time between the automatic scheduling can vary from level to level, and it can even change during the level. For example, the first 10 trains can have 20 seconds between them, while the next 10 trains may have 10 seconds in between.

Colored stations can be disabled at the start of the game, but unlike normal production sites, you can't build them by spending money. They are automatically build once a certain number of trains have been scheduled.
Version History
This is version 0.37.0 of this guide.

Version History
  • 0.37.0 (Myths & Rails Update)
    • Added the 9 new resources added in the Myths & Rails Update: Cyber Crystal, Diamond, Fish, Kimberlite, Potato, Tank, Torch, Truck and Van.
    • Added the 9 new resources added in the Halloween Update: Bat, Pumpkin, Spider, Black/Blue/Green/Red/Violet/Yellow Potion.
    • Added the new Special Production Sites: Harbor Halloween, Alchemical Lab, Universal Factory, Decomposition Factory, Kimberlite Decomposition and Warehouse.
    • Split Obstacle Stations section from Special Production Sites section, and added Destructible Rocks, One Way Station, Embargo Station and Pass Limiter Station.
    • Added Workers and ColorA through ColorH in the Normal Products sections.
    • Moved Products without a Production Site from the Special Production Sites section to the Normal Products section.
    • In the Normal Products sections: Swapped columns Product and Production Site, so the Product name is in the first column.
  • 0.27.0 (XMAS Workshop Update)
    • Added the 6 new resources added in the XMAS Workshop Update: Candy, Chocolate, Christmas Tree, Presents, Teddy Bears and Toys.
  • 0.25.0 (Passenger Flow Update)
    • Added Passenger Flow Mechanics section
    • Renamed Revenue to Reward to be inline with the level editor
  • 0.23.0 (Toll Station Update)
    • Added Toll Station section.
    • Added line about train acceleration.
  • 0.20.0 (Release Update)
    • Added all new Production Sites introduced in the Release version.
    • Split the Normal Products and Production Sites segment because it reached the character limit.
    • Rewrote the Special Production Sites section, and merged it with the Special Products section.
    • Removed references to train level to avoid confusion. Now number of wagons is used to differentiate the trains.
  • 0.19.0 (Letters Update)
    • Renamed Wagons to Cars (is the name used ingame)
    • Replaced Speed in unit/second with official speed values.
  • 0.18.0 (Market Upate)
    • First version of this guide.
7 Comments
Sims07P 26 May, 2024 @ 4:57am 
@yokuyin:
Minor mistake: Buy and upgrade train from 4 to 6 cars cost 85 (40+20+25) and not 105.
Otherwise great guide!
m.thompson 28 Dec, 2022 @ 4:34pm 
Can make an updated version in the Future? other wise a great Guide.
kittydooley99 12 May, 2020 @ 4:05pm 
Whats the train flow for Meaklong? How do I get the coal to the factory
Yokuyin  [author] 12 Jul, 2019 @ 9:19am 
@Rhekis: The level creator can put a restriction on the max level of trains on each level. You are probably playing a level where the max train level is set to 4 cars (yellow).
Rhekis 10 Jul, 2019 @ 4:56pm 
Thank you!
If I have unlocked all 3 yellow trains, how do I purchase the 2nd upgrade when in a game level? After I click the upgrade button once, the upgrade button disappears?
Any ideas?
h2onik 25 Feb, 2019 @ 10:25am 
What a great work! You prepared the scheme like a professor.
flazm  [developer] 18 Feb, 2019 @ 2:59am 
Awesome guide! Approved by developers! :tv2conductor: