As I know you are a creator, I'll throw in a suggestion. Asus' ProArt monitors, the colour profile on them is quite good (100% sRGB, and 99% Adobe RGB), and with minimal change seen when I've calibrated using a Spider4.
I currently use an Asus ProArt PA279Q (2560x1440), and find it a really nice monitor to use. The difference with my second screen (an older AOC) is astounding, the AOC is much more washed out (to give an idea, the blue band at the top of Chrome is a nice mid blue on the Asus, and a very pale 'baby blue' on the AOC).
And one feature I do like with it is that there's a button on the side that enables a 'grid' move that overlays a grid on the screen (ie 1cm squares, 1inch squares, third lines, an a couple of others). Really handy for lining stuff up in photoshop or 3DSMax, I find I use it a lot for aligning parts in 3DSMax.
There's a few other brands of 'budget' artist/pro monitors around these days. I remember looking at them when I needed to replace my last ProArt monitor (screen got damaged); but the Asus one out for me at the time.
I will touch on the colour profile side of things. As a creator, IMO this is important, as it helps ensure that you are using 'correct' colours. Although colour is subjective, when it comes to what our monitor gives us, it's important that it is fairly accurate so that our subjective choice then matches what we put into the computer. The first is colour range; 100% sRGB is going to be the important one for Trainz, since Trainz textures are sRGB. By being a 100% sRGB screen, every pixel is going to show the actual colour that the image has. A screen that isn't 100% sRGB is going to 'lose' colour information (ie it will change the colour to a 'nearest match'; or potentially clip down on the brighter/darker ends of the colours), which means that potentially you might get a brighter/darker/different look to what you intended on screens with better colour ranges.
The other part is the calibration from stock, especially if you don't have equipment or software to help calibrate it. You don't really want to make the texture 'dark blue' when you have an overly light screen, and then find it actually comes out a very dark 'midnight' blue/black colour for many other users.
This happened to me the other day, when I had a 'preview' window open on my second screen whilst texturing a wagon; it looked really pale on the screen so I darkened it up to look right, then put it on my Asus screen and it was waaaaay too dark (went from an oxide red, to a dark brown-red). Was a good reminder to me that my other screen is not for working on textures on (when I'm trying to work out colours)!
Regards