>>1838988Define "issue". One track is one tile and it looks weird aesthetically but I think it actually plays better than in A-Train 9 which isnt tile-based, letting you have more natural looking track setups, but it requires more fiddling and intuition to build. The tiles however are easy to predict once you know the basic rules. Biggest downside is really no diagonal stations. Beyond that, especially in "proper" scenario play the game heavily encourages you to be efficient with tracks and use somewhat elaborate scheduling to optimize the utility you get out of them. It's not really an elaborate interchange sim like OTTD... unless you really want it to be.
I think it's actually pretty fun to continue after beating scenarios to then try and extend the "naturally" grown train networks. There is a feeling of synergy and continuous growth, every line you build has a purpose, but you don't have the money to build everything you want to immediately so you have to plan ahead, then once you have the resources to expand the situation might have changed slightly, someone might have built an expensive highrise where you wanted to extend the line... You're basically always building the starting point for the next puzzle, and the conditions are never perfect.
Or you can go into the editor and spend hours trying to setup stupid stuff like this hellish global depot that is supposed to hold about half the trains overnight. This is about as bad as it gets if you go out of your way to make rail noodles.