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- ******************************************************
- *** FAQ for Transport Tycoon by Microprose ***********
- *** Version 1.1 **************************************
- ******************************************************
- *** compiled and edited by Peter Elfers **************
- ******************************************************
- *** please send additions, corrections, hints etc. ***
- *** to elfers.pad@sni.de *****************************
- ******************************************************
-
-
- With additions from: Mark Dobie (mrd@ecs.southhampton.ac.uk)
- Orin Thomas (orin@werple.apana.org.au)
- [who made the Reunion FAQ]
- Dave Calvin (calvid@rpi.edu)
- Martin Nilsson (d90mn@efd.lth.se)
- David Skreiner (david@htu.tu-graz.ac.uk)
- Robert Court (robert@court.cityscape.co.uk)
- Ben Blaukopf (jbb1003@hermes.cam.ac.uk)
- Chuck O'Toole (otoole@chuck.enet.dec.com)
- David Leadbetter (davidl@cs.uq.oz.au)
- [writer and maintainer of the Theme Park FAQ]
- Chuck Jones (cej@ccsitn.att.com)
- Bert Paul Rauhut (hz262ra@rs1-hrz.uni-duisburg.de)
- Dave Budd (budd@bnr.ca)
- Edmund Stephen-Smith (stephens@solartron.com)
- Chris Smith (csmith@convex.com)
- Markku Tuovinen (mjtuovin@cc.Helsinki.FI)
- [mentioned in arbitrary order]
-
- Many thanks to all and special thanks to the FAQ writers mentioned above.
-
-
- TABLE OF CONTENTS
-
- 0 Introduction
- 0.0 Sorry
- 0.1 Abbreviations
- 0.2 This FAQ's version
- 0.3 About Transport Tycoon
- 0.4 The demo
- 0.5 Cheats
- 0.6 Patches
-
- 1 Installation
- 1.1 Hardware requirements
- 1.2 Software requirements
- 1.3 Problems during installation
- 1.4 Problems during gameplay
- 1.5 Serial link with TT
-
- 2 Options
- 2.1 Difficulty level
- 2.2 Other game options
-
- 3 Gameplay
- 3.1 Building stations
- 3.2 Connecting two stations
- 3.3 When to use what type of transportation
- 3.4 Changing train layout/selling vehicles
- 3.5 City menu
- 3.6 How trains and signals work
- 3.7 Reliability of vehicles
- 3.8 The monorail system
- 3.9 Disasters
- 3.A Anything becomes more expensive
-
- 4 Strategies
- 4.1 Starting strategies
- 4.2 Strategies during the game
- 4.3 Fighting against opponents
- 4.4 Cities growth
-
- 5 Tables
- 5.1 Resources
- 5.2 Trains
- 5.3 Road vehicles
- 5.4 Ships
- 5.5 Airplanes
- 5.6 Limitations
-
- ============================================================================
-
- 0 Introduction
-
- 0.0 Sorry
- Sorry for not so good English. I am German and using a German version of
- Transport Tycoon. So please send me corrections where translation is
- incorrect or language is *+%&$&.
-
- 0.1 Abbreviations
- RMB Right Mouse Button
- LMB Left Mouse Button
- TT Transport Tycoon
- MS Microsoft
- FAQ Frequently Asked Questions
-
- 0.2 This FAQ's version
- This is now version 1.1 of the Transport Tycoon FAQ.
-
- Anything added since the last version is marked on column 1 with a '#'.
- Creation and administration by: Peter Elfers (elfers.pad@sni.de)
- Any hints, corrections, and additions are very welcome.
-
- 0.3 About Transport Tycoon
- Transport Tycoon was programmed by Chris Sawyer inspired by Railroad
- Tycoon as mentioned in the manual.
- TT is distributed by Microprose.
- The main idea of TT is to develop a universal transportation system in a
- randomly created world using road vehicles, trains, ships and airplanes.
- The games time range is between 1930 and 2030. The game is 'real time'
- so the speed cannot be changed (but it can be paused).
- Is it worth the money? Well I think you will need about 120 hours
- (depending on your machine speed) to complete one game.
- If you pay 60$ / 100 DM / 330FF for the game you are entertained 120
- hours for only 0.50$ / 0.83DM / 2.75FF per hour. Than you can start a
- second game.
-
- 0.4 The demo
- # There is an official Microprose demo available on several ftp-sites.
- # The demo should be on ftp.std.com in the /vendors/COMPUTER_EXPRESS
- # directory.
- # Filename is ttycoon.exe.
- # The demo works only with trains (no airplanes, ships or road vehicles).
- # You never find oil wells. The number of years you can play is limited.
-
- 0.5 Cheats
- "[...] Start a new game, and before you build anything else, go to one
- coast and try to build a tunnel all the way through to the other. It
- doesn't have to go all the way, just has to be really expensive.
- Instead of telling you that you don't have enough money, it gives you
- about 400 billion! I've tried this a couple of times and it worked, but
- I didn't try messing with my settings to see if that made a difference.
- [...]" provided by Dave Calvin (calvid@rpi.edu)
-
- In my German version that doesn't work (perhaps its better this way).
-
- 0.6 Patches
- There are rumours about a patch available from MicroProse but as far as
- I know, nobody is really informed what it will be for.
-
- I send mail to Brian from MicroProse to get information about a possibly
- existing patch. If I get an answer I will post it and write it down
- here.
-
-
- 1 Installation
-
- 1.1 Hardware requirements
- IBM PC AT min. 80386DX25 with 4 MB (as said in technical guide)
- # Bert Paul Rauhut (hz262ra@rs1-hrz.uni-duisburg.de) told me that even
- # a 386SX with 16 MHz and 4 MB is possible (for patient players :) ).
- You will need about 6 MB on your HD and perhaps lots of additional space
- if you want to store lots of saved games (they take up to 250K each).
- A mouse is also required.
- The game is in 640x480 256 colors so you need a SVGA card.
- [T On a normal ET4000 (1MB) the game runs without any VESA-driver and using
- TLIVESA the mouse cursor leaves trailers on the screen.
-
- 1.2 Software requirements
- MS-DOS 5.0 or higher (I'll never tried other DOS versions like Novell or
- IBM DOS).
- MS mouse driver 8.2 or higher.
- (requirements taken from the manual of TT)
- # Further notice from Bert Paul Rauhut is that TT is playable with OS/2.
-
- 1.3 Problems during installation
- There are no known problems.
- # "TT will not install if you haven't a mouse driver installed." (Bert
- # Paul Rauhut, mentioned above).
-
- 1.4 Problems during gameplay
- During the game the mouse pointer can leave trails behind.
- Some people mention that a VESA driver works. Especially that one coming
- with SimCity 2000 should do well.
-
- Mark Dobie (mrd@ecs.southampton.ac.uk) wrote:
- "I have also had one solid lockup. It happened when two of my trains
- collided in a station. The game froze during mid explosion..not even
- ctrl-alt-del would work."
-
- And at one time I had a cold reboot during the game without any
- noticable reason (which means: the game reboots my PC without any action
- from me).
-
- 1.5 Serial link with TT
- # Bert Paul Rauhut tried to connect two machines via a null modem cable
- # but failed.
- # I never heard of an existing connection controlled by TT so if anyone
- # did it, please email me.
-
-
- 2 Options
-
- 2.1 Difficulty level
- There are three preset and one custom difficulty levels.
- The following difficulty settings are possible:
- Custom Custom
- Option Easy Medium Hard easiest hardest
- ========================================================================
- number of oppon. 2 4 7 0 7
- opponents start aft.6 mon. aft.3 month immediatly aft.9 month immed.
- number of cities normal normal many few many
- number of firms many normal normal many few
- max. start. loan 1,200,000 600,000 400,000 2,000,000 400,000
- interest rate 2% 3% 4% 2% 6%
- vehicl.work.exp. low medium medium low high
- opp.build.speed medium fast fast slow vy fast
- opp. intelligence low medium high low high
- vehicl.breakdowns reduced normal normal never normal
- subsidies x3 x2 x1.5 x4 x1.5
- building costs low medium high low high
- area flat hilly mountain. flat mount.
- numb.of lakes/sea low low medium low high
- economy constant uneven uneven constant uneven
- Train change dir. station & end o.track end o.track end o.track end o.
- end o.track & station track
- disasters off on on off on
-
- # Description of the options:
- # Number of opponents:
- # This value indeicates how much opponents will try to make a bigger
- # transport empire than yours.
- # With this value increasing you harder find a good area to build a
- # station. Furthermore you will sooner reach the vehicle limit.
- # Opponents starts:
- # This is the time you have to find a good place to start before your
- # opponents crowd the map. But even if you select 7 opponents starting
- # immediately they won't. They need time to search for good place, too.
- # Number of cities:
- # Few cities are about 17 or so. In normal condition there were 29 and
- # many means about 40.
- # Number of firms:
- # This indicates how much facilities there are. If you select 'few' you
- # will hardly find two facilities to connect in the beginning (because
- # of the big distance between them).
- # Max. starting loan:
- # This value will change depending on the currency option. I saw it on
- # a minimum of 400,000 DM and 200,000 $. This option is a heavy one
- # because in the beginning you will need lots of money and (like in real
- # life) the bank won't give it to you. Later on you have enough money
- # but could take loans of x millions.
- # Interest rate:
- # Well, the interest rate?
- # Vehicle working expenses:
- # How much you have to pay to keep your vehicles running.
- # Opponents building speed:
- # Here you can decide whether you want to can see the opponents laying
- # track after track (so you can hinder them building) or fast enough
- # to build (for example) their stations just on that place that you
- # have prepared to build a statioin (but you can't because they were
- # faster).
- # Opponents intelligence:
- # Uhm. All selections are synonyms for: _really stupid_
- # I know AI is hard work for a programmer. But I would never sell a
- # game with such a crappy AI.
- # Vehicle breakdowns:
- # Tired of burning or smoking vehicles? This option reduce breakdowns.
- # Subsidies:
- # The first player connecting two facilities/cities mentioned in the
- # subsidies messages gaines an extra profit for delivering goods.
- # This option is the factor.
- # Building costs:
- # You have too much money? Don't care. Set this to the maximum and your
- # tracks, roads etc. are very expensive to build.
- # Area:
- # Number opf lakes/seas:
- # These two options are for the area layout. The amount of water on the
- # map is of course increasing if you select a flater terrain. A hilly
- # area has more and bigger land masses as a very flat area even on equal
- # lakes/seas-settings.
- # Economy:
- # The only noticable thing turning this switch is that sometimes
- # facilities decide to close (without a reason). So all your stations
- # addicted to these facilities are very needles. The faclities declare
- # their closedowns a few days before so you have time to react.
- # Train change direction:
- # It can be very hard to build tracks so that trains never need to
- # change their direction except at track end. You should try that out.
- # Changing direrction in stations is very useful but only at track end
- # is a _challenge_.
- # Disasters:
- # Look at chapter 3.9 for details.
-
- 2.2 Other game options
- There are some options for the game. Some can be set before AND during
- the game and some must be set before a game is started.
- Here is a short description of the options:
-
- Option Description bef dur
- ========================================================================
- city names switches the signs with city names on and off x x
- station names switches the signs with station names on and off x x
- signs switches player signs on and off x x
- animation level can alter the level of animation x x
- (I cannot see a difference)
- buildings switches between solid and transparent buildings x x
- to see what is behind them
- details switch between high and low details x x
- the only differnece I notice is that you can see
- the colored fence along the track or not
- <unnamed button>what the heck is this button for? x x
- road vehicles let them drive on the correct [right:)] or left x -
- side
- currency switch between pounds, dollars, francs, marks or x x
- yen (of course the game will not convert really)
- distance units miles or kilometers x x
- city names switch between english (or british?), european x -
- that means german in the german version) or
- american city names
-
- 3 Gameplay
-
- 3.1 Building stations
- There are six different types of stations that can be build in TT:
- - railway station (passenger, mail, all goods)
- - bus station (passenger)
- - lorry station (mail, all goods)
- - dock (mail, passengers, all goods)
- - airport (mail, passengers, all goods)
- - oil platforms (act as airport + dock for passengers & oil)
- On some stations it is not possible to pick up some goods because there
- are no suitable transportatiopn units available (at that time).
- For example early in the game you can only pick up passengers and mail
- at airports because the planes can only transport them (and no goods).
- For efficient use several types of stations can be combined. For example
- you build an airport to make fast delivery of passengers. Your airport
- is near a coal mine and the coal at your airport is up to 1000 or so and
- your rating in coal is down to 11% then just build a train station next
- to your aiport and pick up the coal with a train. This also saves one
- station.
- Saving stations can be very important as your transport empire will
- grow.
-
- +--++--+ AP = Airport
- |AP||TS| TS = Train station
- | |+--+
- +--+
-
- An additional advantage is that you can use the existing store in an
- older station. But do not wait too long. The store will shrink if you
- never start to pick up some of it.
-
- Docks can only be built on shore lines: one field on water and one on
- the shore.
- All other stations require flat terrain to be built.
-
- # Station layout can be very interesting. A station can be spreaded into
- # two or more areas. Markku Tuovinen & Chuck O'Toole wrote this:
- #
- # ">A nice feature is that you can build different stations adjacent to
- # > each other and get a "mega-station". I built an airport, truck
- # > platform and bus station all touching. This resulted in 1 station
- # > single sign with all three services) and then the passengers and mail
- # > became a pool that the planes and busses/mail trucks could draw from.
- # > This seems to be better than having separate stations where, for
- # > example,the bus passengers could get mad and leave because of poor
- # > service while the airplanes fly with open seats.
- #
- # Also, you can build separated single stations with this feature. Build
- # an airport. Build a long station facing away from it towards the center
- # of the town (stripmine houses or, rather, a road). Build a bus station
- # or a truck stop on the other end of the railroad station. Bulldoze the
- # station. The bus stop is still part of the airport.
- #
- # Also, I moved a truck stop affiliated with a farm railroad station about
- # halfway to the center of the map and put trucks to carry farm produce
- # (livestock, grain) to a nearby factory (like 10 squares away). An
- # instant $10,000 per load, since the station sign (and the actual
- # station) were on the edge of the map, about 50 squares away so the
- # price on produce was calculated using that figure... I rationalized it
- # by using the warrior-scientist explanation. One day between breakfast
- # and lunch my company president just figured out a way (a costly one,
- # though) to transmit matter instantly... (so I'm a sci-fi buff). Of
- # course, all components of a scatter station have to be on the same
- # level, so your ability to develop mattermission is kinda cramped by huge
- # hills etc."
-
- 3.2 Connecting two stations
- To stations can be connected by laying a track (for trains), a road (for
- busses and lorries) or using an existing road system laid by opponents
- or cities (very cheap). Of course airports and docks do not need
- a special track.
-
- If you connect two stations by road be aware of rail crossings. Lots of
- busses and lorries die every year killed by reckless trains.
- Building bridges over tracks is cheaper on the long run.
-
- On the other hand lay YOUR tracks over roads which are used by opponent
- players and watch the newspaper for further reports.
-
- For ships with complex routes (around a peninsula for example) buoys are
- necessary. Place them one the turning points on the ship route and
- insert them in the ship schedule (for both directions of course (!)).
- But buoys count as a station (someone mentioned that on the news but I
- can't remember his name. Thanks to him and sorry.)
-
- 3.3 When to use what type of transportation
- That depends on the distance, type and amount of the goods. Use
- airplanes for very fast and long distance mail and passenger service.
- Use trains for fast and middle distance mail and passenger service. Use
- busses and lorries for not so fast short distance mail and passenger
- service.
- Ships are only interesting for additional service because they can't
- carry very much load (An oil tanker can carry up to 220 t of oil. A
- A train with 8 oil cars can carry up to 240 t of oil). You can make
- more money using a train.
- "Ships will sometimes give a more direct route across a river or a bay
- where a land route would be much longer. Remember that lots of bridges
- can slow a train down to less than half of its top speed.
- Hovercraft can be very profitable too." [Mark Dobie
- (mrd@ecs.southampton.ac.uk)]
-
- But if that area is very developed and there is no room for additional
- tracks a ship service can be added without bigger problems.
-
- Ships are very useful if later in the game the first oil platforms are
- introduced. For those platforms helicopters can be useful too because
- there is a helipad landing place on it and an oil platform accepts and
- supplies passengers (also accepts mail).
-
- A large lake (distance between shores >16 squares) can't be crossed by
- a bridge. Using ships can be solve such problems. And bridges with more
- than 8 squares can't be used with high speed (except from monorails).
-
- Since most of the goods can only be carried by train or lorry these two
- transportation systems are commonly used. Trains are faster a safer than
- lorries (too many lorries die on level crossings).
- But be aware of the train limit (see chapter limitations). It is very
- annoying to replace an existing track because you really need a train on
- the other side of the map but you have already 80 trains in service.
-
- Road service is very interesting for inner city service where a track is
- not possible (because you cannot clear those fields in the middle of the
- road). Besides road service is interesting as an additon to an airport
- or a train station the plane/train service is poor rated (e.g. mail
- service on airports).
-
- Dave's (davidl@cs.uq.oz.au) method:
- "...it's useful to ferry goods to/from the train station/docks from/to
- the city by lorry/bus. Kind of a linked service. Obviously the last
- link in the service gets paid though.
- I use such a strategy if I have say multiple mines on one side of a
- refinery. I unload ore from the furthest away onto the closer station,
- so that I only need a single train going the whole way (the same method
- can be applied to anything else of course)."
-
- 3.4 Changing train layout/selling vehicles
- If you want to sell a vehicle or change the layout of a train or replace
- an older model with a newer one click with LMB on the depot symbol in
- the vehicle window to direct it to the nearest depot. Once arrived in
- the depot you will get a message. Now click on the depot to open the
- depot window. Your vehicle is shown there. If you want to scrap it press
- and hold the LMB on it and drop it to the trashcan on the right. The
- value of that vehicle should now be added to your funds.
-
- "Sometimes it says 'Can't sell vehicle'. I've only ever had this with
- trains and I haven't worked out why yet. In this case you have to buy
- the new train and set up route manually. Usually you can sell the old
- train a while later." [Mark Dobie (mrd@ecs.southampton.ac.uk)]
-
- If you want to build new cars for your train scrap the old cars or move
- them to the next line. Buy new cars and (if necessary) connect them to
- your engine.
-
- If you want to replace an old fashioned model with a newer one scrap
- the engine leaving the cars where they are. Buy a new model and connect
- the cars (if necessary) to the new engine. The orders of the old engine
- should be already transferred to your new engine.
-
- Orders can only reused in the same depot.
-
- 3.5 City menu
- By clicking on a cities name with the LMB you will see an information
- window about that city. Choosing the city government button you gain
- access to a lot of possible actions (if you have enough money).
- The available options are:
-
- little advertising campaign
- raises your ratings a bit
- medium advertising campaign
- raises your ratings a lot
- large advertising campaign
- raises your ratings to the top
- give money for road improvement
- look the other players lorries standing in a tangled mass of roadworks
- build a statue of your company
- nice, isn't it? I don't know for what it is good for.
- give money for house building
- let them build office buildings (mail support and acceptance)
- buy exclusive transport rights on city terrain for one year
- you are the only one who gets goods, mail and passengers for one year
-
- 3.6 How trains and signals work
- Because sometimes the computer AI seems to be stupid while controlling
- a train network, this chapter is added to explain how trains and signals
- work.
- Of course I do not know how the programmer did his work, but observation
- gives a clue on how a track has to be laid.
-
- Every train needs a track, two stations and a depot to work properly.
- On a track there can be only one train at a time (a few exceptions are
- explained later). A track can be separated into different parts. Signals
- and depots are valid separators, stations aren't. If you want to use a
- station as a separator, place signals on all ingoing tracks in front of
- the station.
-
- Trains try to use the shortest route to their destination station. So if
- two different tracks are possible it will take the shorter one.
-
- On a switch a train (A) must choose which way to go. Before it chooses
- the way the computer is looking for the shortest route to the
- destination.
- If this route is occupied by another train (B) it will choose the longer
- route. If there is no other route to the destination it is possible that
- it will choose a track going to anywhere but never to the destination.
- I think this is done to go away from a point where it could block the
- path of the train (B).
- When two trains meet each other at a signal on a single track from
- different directions, they will both stop at signal blocking each other.
- After a short while one of them is timed out and that one will change
- directions to go back.
- To avoid this situation a train can choose the 'wrong' (that means wrong
- direction) track at a switch.
-
- The easiest way is to build one track for one train. Expensive but very
- effective because even a blonde [:)] train can use a simple track
- without getting lost.
- If you are not experienced start with this method. Later in the game you
- will usually have enough money for experiments.
-
- You can also set up two trains on one track using short parts of double
- tracks.
-
- "[...]I build tracks in this way and it works well with two trains,
- insert more parts with double track if you want more trains.
-
- SSSSSS-------<=|========|=>------SSSSSS
-
- Where
- S : Station
- - : Single track
- | : Signal
- = : Double track
- < : Split one track into two
- > : Join two tracks into one
-
- [...]" provided by Martin Nilsson (d90mn@efd.lth.se).
-
- This is also mentioned in the manual:
-
- /S-------------S\ - / \ = track
- -----S-------------S--------- S = signal
-
- This will work well with one exception. Both trains tend to use the same
- part of the double track, the straight one. A better design is:
-
- -----S-------------S\
- \S-------------S---------
-
- because if one train is after the switch but before the signal while the
- other train coming from the other side must choose a track on the switch
- they will both take the same track because the next part of the track is
- not occupied by another train. But they will end up on a signal as
- described above.
-
- This happens rarely but I saw it more than one time.
-
- The method above can be expanded to a system with three trains on one
- track using stations with three tracks and a part of triple track some-
- where.
-
- Hint1:Its more efficient to place the double/triple track near the
- station where trains are loaded because on that station they will
- need more time at the loading station and less time for the rest
- rest of the track. If they need nearly the same time for loading
- and unloading place it in the middle of the track.
- Hint2:(again from Dave (davidl@cs.uq.oz.au)) Also you should build these
- "overtake" sections of tracks so that trains can use them to turn
- around (like the computer does), so that a train heading down the
- wrong track can turn around without having to go all the way to
- the end.
-
- Sometimes train behavior seems to be strange when a train has reached
- its maintainence date. And they always seek for the nearest depot.
-
- ---------------------T>-------------------------------------STATION
- D-/
-
- So if the train T driving in direction > in the example above reaches on
- that position its maintanence date it will drive to the station, changes
- direction and went to the depot. After the maintanance it will go back
- to station for the daily work.
-
- If you set up a network connecting more than two stations together with
- lots of trains and switches, watch for the locations of your depots.
- A train will even use other trains track and depot if that depot is
- nearer. Placing depots on each connected side of a station and near
- switches which are used from more than two trains give best performance.
-
- If your network layout is buggy you will get a mess. And it is very
- difficult to clean up a corrupted track net. In that case building
- additional tracks just to let the trains to their own part is useful.
- Destroy those tracks after use.
-
- Sometimes it is useful to tell a train to went on on a red signal. Use
- the button in the train information window to do that.
-
- This is one exception where two trains can use the same part of a track.
- Watch carefully for your trains or tell them good by.
-
- It is no problem as long as they have enough room. Even this situation
- works well:
-
- ---T>S-------A(with train)
- \----A(empty)
-
- A is a station with one empty place; T a train waiting on the signal S.
- If you know that the train in the station needs more time for loading
- than the other for entering the station you can tell the waiting train
- to go on. It will not use the occupied part of the station.
- (no signals in front of the station)
-
- I noticed that sometimes in the mid game it is difficult to find a place
- to lay a track. Sometimes lowering the terrain and build long tunnels
- under a city or lots of tracks and stations of other players can help.
- The tunnel can even be on sea level without being flooded.
-
- "I've also noticed that if you are runnning a line with multiple
- routes that include lots of stations (using a junction to split the
- routes), it's sometimes necessary to explicitly include in the schedule
- the station order for both directions of the route (e.g. a route going
- from A->B->C->D and back may need to be scheduled as A->B->C->D->C->B.
- I've seen one such train service where the train refused to take the
- correct branch of a track junction until I exlicitly scheduled the
- return section of the route as above!
- In this case the lines looked something like:
-
- E---------------------/-------C-------------D
- /
- !
- A-----------B--------/ "
- (from David (davidl@cs.uq.oz.au))
-
- [The section above contains a lot of information from others]
-
- There was an interesting posting by Chuck O'Toole in the NetNews which
- I added without cutting.
-
- "Well, I got hooked on the Transport Tycoon (TT) demo during the
- Thanksgiving holiday. I know what I want for Christmas ;-)
-
- I've seen lots of posts about train behavior and I think I have part of
- it figured out. I hope the manual is more clear about it. What
- follows is my current (working) theory about train movements, signals,
- and the like. Please excuse me if I incorrectly attribute a post to
- the wrong person.
-
- First off, signals do *not* work like Railroad Tycoon (RRT). In RRT,
- signals are places where trains could pass. Not so with TT. Signals
- indicate a clear or busy path/section of track to the next down the
- line. Additionally, RRT treated each station as a signal, no such
- notion in TT.
-
- Having two trains meet at the same signal (and stop!) would
- result in a deadly embrace, each train waiting for the other to move.
- Apparently, there is some timeout which causes a train to reverse
- course if it waits too long at a signal.
-
- Someone (traynor@bostech.com (Pat Traynor) I believe) wrote:
- > I believe that the following scenario has be deemed unworkable:
- >
- > You have set up two routes. One from A-C and one from B-C.
- >
- > +---+
- > | A |--
- > +---+ \
- > \ +---+
- > >-------| C |
- > / +---+
- > +---+ /
- > | B |--
- > +---+
- >
- > As I've found out, and then seen other people report, the trains
- > will just go all over the place. The A-C line will spend a lot of
- > time at the 'B' station, and so forth.
-
- Someone (I forgot who) suggested placing 3 signals in this config, on
- each track leading to the junction.
-
- +---+
- | A |--
- +---+ \
- S +---+
- >S------| C |
- S +---+
- +---+ /
- | B |--
- +---+
-
- This would create 4 sections of track, the A section, the B section,
- the C section (please hold your puns), and the common junction. This
- arrangement is almost totally non-functional.
-
- Should the A-C train and the B-C train approach the junction at the
- same time, one would wait and the other proceed to C. Once the last
- car clears the signal leading to C, the other train would enter the
- junction. There, it would find the signal to C set Red. Here, the
- B-C train could either wait at the signal or take the A section which
- is clear. Waiting at the signal would lead to an eventual deadly
- embrace since the A-C train needs to use the junction to return to A
- and the B-C train is blocking it.
-
- When a train is confronted by a red signal, it appears to take an open
- track if one is available, stop, or sometimes reverse direction (if a
- train is on the other side of the signal). Hence, the B-C train would
- take the A section, which on the surface seems stupid, but is the only
- open path available to it. Many of the odd behaviors of my trains were
- due to signals placed close to branches or depots so that the train
- would turn rather than stop.
-
- The B-C train will go to the A station and reverse direction, allowing
- time for the path to C to free up. You can see how this would
- oscillate until the A-C train returned to the junction. Which way it
- went would depend on which section the B-C train was at that time.
-
- To correct this route, the C section needs a passing siding, thusly,
-
- +---+
- | A |--
- +---+ \
- S +---+
- >--S---------S------| C |
- S \S---------S/ +---+
- +---+ /
- | B |--
- +---+
-
- Note the placement of the signals on the siding. The space *between*
- the signals needs to be long enough to completely capture the train.
- A section of track is not considered clear until the last car passes
- the signal. I had two trains pass at a siding and both stop because the
- last car was on the same square as the signal and hence, not clear.
- This arrangement will work for the original stated purpose. Until....
-
- Trains become very single-minded when the service date arrives.
- Regardless of where they are, they head straight to the nearest depot,
- get serviced, and return to whatever they were doing. It's this
- obsession with getting serviced that sometimes puts more trains on the
- section of track than you designed for. In the above example, if the
- only depot was near B, at some time, the A-C train would try to use the
- B section to get to the depot, causing the odd reversal behavior until
- they finally sorted themselves out again.
-
- As a general rule, I do not place signals on single sections of track
- (except for X crossings) and place depots near each station.
- Additionally, the depot should not be adjacent to a signal as red would
- cause the train to enter the depot instead of stop (and then it would
- most likely reverse direction). Instead I place the depot a few
- sections down the line.
-
- Multiple platform stations need signals at the entry to the platform
- and crossing track to permit trains to enter the "switching yard" and
- go to either platform or the depot. E.g.,
-
- P1-S--------------[and later down the line]--S-------------S-----
- X [depending on how near ] \S-------------S/
- P2-S----Depot [you need the siding ]
-
- (the arrangement for 3 or more platforms is an exercise for the reader
- or for when I get the real version and have more time to play).
-
- Once I had some basic observations and a working theory of how the
- trains work, all the behavior makes sense. When I saw something
- unexpected happen, I looked for problem with my signal setup and have
- been able to correct everything so far. I've been going under the
- assumption that the game is working correctly and that I just have to
- deduce the rules of operation. Something I hope the manual will clear
- up.
-
- Hope this helps folks out there. "
-
- This article is mentioned here ignoring some review of previous stuff
- in this FAQ because it was the first posting I think which fits computer
- AI in TT best. And the auther has only got the demo(!). Good work Chuck.
-
- An example: Building a 4-track station and use it for 8(!) trains
- without getting confused
-
- On some places there are so many facilities near to each other that you
- want send lots of trains to the same station. I tried the following and
- it works well.
-
- XXXX
- XXXX
- XXXX X = airport (optional)
- D XXXX D D = depot
- ----S*S[STATION]S*S---- S = signal
- ----S*S[STATION]S*S---- - = normal track
- ----S*S[STATION]S*S---- B = bus station (optional)
- ----S*S[STATION]S*S---- L = lorry station (optional)
- D B L D * = track system looking like: /|\
- (all on one square) -+-
- \|/
-
- Don't build further depots in the near. All eight trains can share the
- four depots in the picture. And don't connect a track going to the left
- in a big circle to a track coming from the right.
-
- If you decide to add an airport, a bus station and/or a lorry station
- all those together are of course only ONE station.
- And be sure there si some traffic in that area.
-
- 3.7 Reliability of vehicles
- As time goes by (sounds sentimental, eh?) newer vehicles will be
- available. But never trust a 1.0 version you know. The first ones are
- so susceptible to breakdowns that you should wait a year (or two) before
- you start using it in your transportation system.
- Look in the 'build new vehicle' window where the technical details are
- mentioned. You will find a value of reliability. Than you can decide
- whether you want to buy a vehicle which is 45% of its time out of order
- or stay using your older model.
-
- But do not wait too long. Don't build vehicles which are introduced 30
- years ago because of their high reliability value. Lots of vehicles can
- be used 20 to 30 years. If the design is old fashioned it will become
- less reliable in the following years.
-
- After a vehicle was maintained it gains its maximum reliablity back.
- But this maximum can change with the years. You will not be informed!
-
- Best performance have models which are designed ca. 5 years ago (+/-2).
-
- 3.8 The monorail system
- In the year 1998 the first monorail will be developed.
- Monorails are something completely new. A new submenu is available under
- the 'build track' button in the menu line. Of course you cannot use the
- normal track to run monorails. And you cannot use the old stations,
- signals, depots etc.
- After playing for 68 years there are normally no more vehicles
- available. I started to rebuild my complete railway system to use only
- the monorail because of its advantages.
- Top speed is now 255km/h (railway: 249km/h). The X2001 monorail engine
- has got 10000PS (railway: 8000PS).
- More important is the maximum bridge length of 16 squares can be crossed
- with a top speed of 241km/h (railway: 112km/h) and new cars are
- available usually carrying 5t more than the ones of the railway (see
- tables below).
-
- The disadvantage: no more level crossings.
-
- 3.9 Disasters
- In the options you can set the parameter 'disasters' either on or off.
- Disasters are not normal accidents like plane crashes or traffic
- accidents. The following disasters I saw in my game:
-
- - The land under a coal mine collapses.
- When this is happen, the terrain under and around a coal mine can be
- affected. Normally lots of roads and tracks are destroyed in that
- area.
-
- - Collision with an UFO
- From time to time a little UFO flies over your cities searching for
- a road vehicle of the human(!) player. When a suitable vehicle is
- found the UFO goes down and destroys the vehicle.
-
- - Factory or Refinery was destroyed under mysterios circumstances
- In this case a flying military object (helicopter or conbat aircraft)
- destroyed a factory of refinery. I saw no other facilities destroyed
- by them.
- Don't bother about your trains or other vehicles going to the ruins.
- The production rate remains and the facilities will be rebuild soon.
-
- - UFO landing near a city
- A large UFO lands somewhere in the area. Sometimes the only thing
- happening is the start off of the UFO going to where it came from.
- But sometimes a combat aircraft attacks and destroys the UFO leaving
- a 4x4 (or was it 5x5) square of wasted land.
- If there are no facilities or tracks in the adjacent squares you can
- ignore it.
-
- - Zeppelin crashes on an airport
- A huge zeppelin is flying to an airport of the human player and than
- goes down, exploding in a tremendous fire.
-
- 3.A Anything becomes more expensive
- Like in the real world (ther is one outside your monitor) anything you
- wish to buy becomes more expensive in TT. I think there is an inflation
- model included in TT. Remember the 'starting interest rate' in the
- options? And the constant or uneven economy factor?
-
- You will notice soon that your engines, cars, stations etc. and building
- tracks and roads become more expensive.
-
- In my opinion an econmy factor is created by chance so your interest
- rates and price increases are calculated. If you choose constant economy
- this factor won't change. You can see this on the amount of payment of
- interest for 400,000 (for example). You have to pay the same every year.
-
-
- 4 Strategies
-
- 4.1 Starting strategies
- To make lots of money fast watch for subsidies. Build only those
- connections and wait until the next subsidy is published.
- After two or three years you have a basic transportation system which
- can be expanded quickly.
-
- To start with a transportation system based on railroad transporting
- only passengers and mail between nearby cities needs more time at first
- but later on you will receive lots of money for those trains, the cities
- love you and they will grow extremely fast. And you never have the
- problem finding a good site in a big city where you can build a railway
- station (that can be difficult). To add a lorry station or a bus stop
- should never be a problem.
-
- 4.2 Strategies during the game
- Build as fast as you can. Always use the credit limit to build more more
- more. You will soon reach the point where additional building is not
- longer possible (see chapter limitations). Then you can fight against
- your rivals (see next chapter).
-
- 4.3 Fighting against opponents
- There are some ruthless methods to sabotage and hinder an opponent. I
- wouldn't use these methods during a two-player game because it could be
- annoying to always look at all tracks and roads (but who cares about
- the computer?).
-
- 4.3.1 Building tracks over roads
- Trains can run over lorries and buses destroying them. So laying a
- track over opponents roads can cause lots of damage (trains never be
- destroyed).
-
- You can even build a track to the crossing, sending a train and
- destroying the track after the train arrives at the crossing. No lorry
- will ever cross that track!
-
- 4.3.2 Building tracks over roads and destroying the track
- This is a (buggy) way to destroy a road of your opponent because after
- you build the track the square will be yours.
-
- 4.3.3 Building diagonal tracks
- Since diagonal tracks can't be crossed with bridges or crossings
- building them is a good method to prevent an area or some fields to be
- used by other players.
- In earlier years you need an 3x4 field for a small airport. Later when
- bigger airplanes are available you will need a big airport on a 6x6
- area. With diagonal track segments you can keep the needed area clean
- and later there is no need to destroy the houses or the roads of the
- city or, let another player use that area.
- Hint: Two stations of different players cannot be built next to each
- other. There must be a one square gap between them.
-
- 4.3.4 Buy transportation monopols
- If you have enough money you can buy a transportation monopol in a
- city for one year (see 3.7). Use this to let your opponents routes
- become no longer profitable.
- This seems to decrease your overall performance rating in the stats
- but I don't know why.
-
- 4.3.5 Roadworks for your opponents profitable routes
- Pay those cities to improve their roads (that means a lot of roadwork
- without any improvement) where an opponent have profitable road
- service (see 3.7).
-
- 4.3.6 Build depots at rear panel of enemy stations
- Building depots on the rear side of your opponents stations is a very
- good method to get rid of his trains. Build a Jinty in your station
- and wait for an opponents train. Now start your engine...boom.
-
- 4.4 Cities growth
- # It is very difficult to say what things effects cities growth.
- # All cities start between 10 and ca. 750 inhabitants. They grow even if
- # they aren't affected from any players station or vehicles. But picking
- # up or delivering goods seem to increase their growth.
- # But constant building in the near city area will hinder growth. A city
- # with the possiblity to develop the area around it without beeing
- # disturbed by building tracks and roads (or scratching houses of the
- # city) develop best. The more goods transported from/to the city the more
- # money the city will get. In end game I saw a city with more than 16,000
- # inhabitants. Lots of cities start growing fast a few years after I stop
- # building new tracks or reconfiguring my transportation network.
- # In some cases I was able to _see_ the city growing. In two years from
- # 5,000 inhabitants up to 10,000 - 14,000.
- #
- # There was an interesting article in the NetworkNew from Chris Smith:
- #
- # "I think I figured out how cities grow. It tends to make a lot of 2x1
- # and 1x1 blocks, but you can get much higher densities if you lay out the
- # streets yourself.
- #
- # The rule seems to be that buildings need to be next to 2 road squares,
- # or one road and bare land. ('next to' as in king moves -- n,s,e,w.)
- #
- # If you just let it grow, it will make a pleasing but inefficient city.
- # If you want lots of passengers, make Manhattan -- lots of 1 x n blocks
- # to grow skyscraper canyons. If this is too boring, you can do the
- # same thing with L-shaped or S-shaped blocks, as long as they're
- # a bent form of a 1 x n strip.
- #
- # The roving stadiums are neat because they leave behind 2-wide blocks
- # which keeps the city density from deteriorating even worse. I have
- # no idea what makes banks grow, but I think they tend to appear out
- # in the boonies because they just don't fit anywhere else in a homegrown
- # city layout.
- #
- # I think bus and truck stations count as roads -- this works
- #
- # +---------+
- # | x x x x |
- # | x B M x |
- # +---------+
- #
- # Same idea for tiling around an obstacle like an industry, station,
- # tracks, lake
- #
- # +-----------------+
- # | x x | x x | x x |
- # | x # # # # # # x |
- # +-- # # # # # # --+
- # | x # # # # # # x |
- # | x x | x x | x x |
- # +-----------------+
- #
- # Stupid ASCII pictures part 2: if all the conditions are right you
- # can run double tracks one space apart and make crossovers like this
- # (RRT-style, kind of)
- #
- # ---------------:V:-----------
- # :
- # ---------------:A:-----------
- #
- # It requires 5 signals but trains can pass without stopping. They
- # still turn around when blocked but it could be worse. You need a
- # REALLY long run for it to make sense, and the blocks are pretty large,
- # and it requires a space between the tracks, but it's useful
- # when it applies. You have to be very careful with diagonal segments --
- # if one side is shorter than the other then all the trains try to run
- # on that side."
-
-
- 5 Tables
-
- 5.1 Resources
- Resource accepts supplies
- ==============================================================
- Coal mines - coal
- forest - wood
- oil well - oil
- oil platforms mail,passengers oil,passengers
- lumber mill wood goods
- refinery oil goods
- power plant coal -
- city passengers,mail,goods passengers,mails
- bank valuables valuables
- factory cattles,grain,steel goods
- farm - cattles,grain
- steel mill ore steel
- ore mine - ore
-
- 5.2 Trains
- Name weight speed capacity power constr. life exp.
- =======================================================================
- Jinty-class 45t 56km/h --- 250PS 1924 14 years
- Stanier 'Crab' 75t 96km/h --- 600PS 1927 20 years
- Gresley 'A3' 150t 112km/h --- 1100PS 1928 20 years
- Collett Pannier Tank 47t 64km/h --- 300PS 1931 15 years
- Gresley 'D49' 77t 104km/h --- 900PS 1931 20 years
- Stanier 'Jubilee' 131t 128km/h --- 1200PS 1934 21 years
- Gresley 'A4' 162t 144km/h --- 1400PS 1936 20 years
- Bulleid 'Q1' 89t 112km/h --- 900PS 1943 20 years
- BR '8P' 70t 152km/h --- 1800PS 1954 23 years
- Metro-Cammel DH 64t 112km/h 76 pass. 600PS 1956 12 years
- EE '37' 101t 144km/h --- 1750PS 1960 20 years
- BR/Sulzer '25' 72t 144km/h --- 1250PS 1961 18 years
- Brush '47' 112t 160km/h --- 2580PS 1963 22 years
- BR '86' 84t 160km/h --- 3600PS 1965 23 years
- BR '87' 82t 177km/h --- 5000PS 1974 23 years
- BREL '56' 129t 128km/h --- 3300PS 1976 20 years
- BR 'IC125' DH 140t 201km/h 8 mail 4500PS 1977 20 years
- 'Sprinter' DH 76t 120km/h 80 pass. 700PS 1984 15 years
- 'T.G.V.' DH 180t 241km/h --- 7000PS 1984 25 years
- 'Eurostar' DH 190t 249km/h --- 8000PS 1993 25 years
- X2001 (monorail) DH 190t 255km/h --- 10000PS 1998 20 years
- Note: DH means DoubleHeaded (Engine at front and rear side of train)
-
- 5.2.1 Normal train cars
- Type weight empty/loaded capacity
- ==================================================
- passengers 25t / 27t 40 passengers
- coal 18t / 48t 30t coal
- mail 21t / 28t 30 mail
- oil 24t / 54t 30t oil
- cattles 20t / 24t 25 cattles
- goods 21t / 33t 25 goods
- grain 19t / 49t 30t grain
- wood 16t / 46t 30t wood
- iron ore 19t / 49t 30t iron ore
- steel 18t / 38t 20t steel
- valuables 30t / 50t 20 valuables
-
- 5.2.2 Monorail cars
- Type weight empty/loaded capacity
- ==================================================
- passengers 25t / 27t 45 passengers
- coal 18t / 53t 35t coal
- mail 21t / 29t 35 mail
- oil 24t / 59t 35t oil
- cattles 20t / 25t 30 cattles
- goods 21t / 36t 30 goods
- grain 19t / 54t 35t grain
- wood 16t / 51t 35t wood
- iron ore 19t / 54t 35t iron ore
- steel 18t / 43t 25t steel
- valuables 30t / 55t 25 valuables
-
- 5.3 Road vehicles
- Name speed capacity constr. life expect.
- =====================================================================
- Leyland Lion Bus 48km/h 25 pass. 1925 10 years
- AEC Mail Car 48km/h 22s mail 1925 15 years
- Scammel Oil Car 48km/h 21t oil 1925 15 years
- Dennis Cattles Car 48km/h 14p cattles 1925 15 years
- Bedford Goods Car 48km/h 14b goods 1925 15 years
- Scammel Woord Car 48km/h 20t wood 1925 15 years
- AEC Iron Ore Car 48km/h 22t iron ore 1925 15 years
- Bedford Steel Car 48km/h 15t steel 1925 15 years
- Bedford Coal Car 48km/h 20t coal 1926 15 years
- Leyland Grain Car 48km/h 20t grain 1926 15 years
- Armored Car (Bedford)48km/h 14s valuables 1926 15 years
- AEC Regal Bus 56km/h 31 passenger 1929 12 years
- Leyland Leopard Bus 96km/h 35 passenger 1963 15 years
- Ford Coal Car 112km/h 25t coal 1975 15 years
- Renault Mail Car 112km/h 28s mail 1975 15 years
- Volvo Oil Car 112km/h 25t oil 1975 15 years
- Ford Cattles Car 112km/h 16p cattles 1975 15 years
- Fiat Goods Car 112km/h 16b goods 1975 15 years
- Peugeot Grain Car 112km/h 25t grain 1975 15 years
- Ford Iron Ore Car 112km/h 25t iron ore 1975 15 years
- Volvo Wood Car 112km/h 22t wood 1976 15 years
- Ford Steel Car 112km/h 18t steel 1976 15 years
- Armored Car (Ford) 112km/h 15s valuables 1976 15 years
- Volvo Bus 112km/h 37 passengers 1985 15 years
-
- 5.4 Ships
- Name speed capacity constr. life expect.
- =====================================================================
- ferry 32km/h 100 passenger 1925 30 years
- mail ship 32km/h 100 bags mail 1925 30 years
- goods freighter 24km/h 100 goods 1927 30 years
- oil tanker 24km/h 220t oil 1928 30 years
- coal freighter 24km/h 200t coal 1929 30 years
- coal freighter 40km/h 220t coal 1965 30 years
- oil tanker 40km/h 250t oil 1967 30 years
- Hovercraft 112km/h 100 passengers 1968 25 years
- mail ship 64km/h 150 bags mail 1968 30 years
- ferry 64km/h 130 passengers 1971 30 years
- goods freighter 40km/h 190 goods 1975 30 years
-
- 5.5 Airplanes
- Name speed capacity constr. life exp.
- ========================================================================
- Junkers JU52 476km/h 25 pass.& 4 mail 1929 20 years
- Douglas DC-3 Dakota 476km/h 30 pass.& 6 mail 1933 30 years
- Vickers Viscount 476km/h 65 pass.& 8 mail 1948 24 years
- Aerospatiale SE310 Caravelle 952km/h 90 pass.&10 mail 1955 18 years
- Sikorsky Helicopter 321km/h 40 pass.&15 mail 1957 20 years
- McDonnell Douglas DC-8 952km/h 200 pass.&30 mail 1958 23 years
- British Aerospace BAC 1-11 952km/h 95 pass.&10 mail 1963 22 years
- Boeing 727 952km/h 170 pass.&35 mail 1963 25 years
- McDonnell Douglas DC-9 952km/h 100 pass.&15 mail 1965 26 years
- Boeing 737 952km/h 110 pass.&15 mail 1967 22 years
- Boeing 747 952km/h 250 pass.&50 mail 1967 25 years
- BAC Aerospatiale Concorde 2330km/h 110 pass.&20 mail 1968 25 years
- McDonnell Douglas DC-10 952km/h 220 pass.&40 mail 1970 20 years
- Lockheed Tristar 952km/h 240 pass.&35 mail 1970 20 years
- Airbus A300 952km/h 225 pass.&30 mail 1972 24 years
- McDonnell Douglas MD80 952km/h 150 pass.&30 mail 1978 25 years
- British Aerospace BAe146 952km/h 80 pass.&10 mail 1980 25 years
- Airbus A310 952km/h 210 pass.&25 mail 1981 24 years
- Boeing 757 952km/h 200 pass.&25 mail 1982 25 years
- Boeing 767 952km/h 220 pass.&25 mail 1982 25 years
- Fokker 100 952km/h 85 pass.&10 mail 1987 20 years
- Airbus A320 952km/h 160 pass.&20 mail 1987 24 years
- McDonnell Douglas MD-11 952km/h 230 pass.&25 mail 1989 25 years
- Airbus A330 952km/h 220 pass.&20 mail 1993 24 years
- Boeing 777 952km/h 240 pass.&40 mail 1994 25 years
-
- 5.6 Limitations
- The number of stations, road vehicles, trains, airplanes and ships is
- limited.
-
- player city game
- Stations 48 ?? ??
- Road vehicles 80 NL -+
- airplanes 80 NL | not more than ? vehicles
- trains 40 NL |
- ships 50 NL -+
-
- NL = no limitation
- ?? = there is a limitation but I do not know the number.
-
- (information taken from news from David Skreiner
- (david@htu.tu-graz.ac.uk) and Robert Court
- (robert@court.cityscape.co.uk). Many thanks)
-
- If you reach the maximum number of vehicles you cannot build additional
- cars for existing trains.
-
- For the maximum number of vehicles this seems to be valid:
- 1 plane = 2 road vehicles
- 1 train engine = 1 road vehicle
- 1 train car = 1 road vehicle
- 1 ship = 1 road vehicle
- So a train engine with three cars is equivalent (number of vehicles)
- with 4 lorries.
-
- Watch for trains with engines at front and rear side of the train. Those
- count for two vehicles. If you build them if only one vehicle is
- possible, the back car doesn't appear.
-
- If you reach on of the limits, your difficulty options were set too easy
- for you. Try harder settings.
-
- Due to very crappy service a city can prohibit further buildings of your
- company on its area. Do better service and try again.
-
-
-