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Cecilie's Transport Tycoon hints
Using the TTdx or TTo Editor - Back and Forth.

Old TTo originally had no editor; at one point a new version appeared, including the "World Editor". TTdx included an editor from the start.

Bad scenario design
Fix the bad stuff - use the Editor
Host a competition?

Timing in TTd(x)
Add or move Industries
Controlled growth for your cities
Blasting hills!
Change starting year: What about vehicles?
Split personalities! 'Opponent quits' BUG!

Bad scenario design
Some of the scenarios I've seen may look nice, but are awkward to play, because the designer has included some of the following:

... - ... - ... - ... - ... - ... - ...

Fix the bad stuff - use the Editor
The scenario you're looking at may be a good one, excepting the awkward things mentioned above. So, unless you intend to play it in a competition with 'no cheating allowed': Before 'Play Scenario', use the editor to remove the unwanted stuff:

... - ... - ... - ... - ... - ... - ...

Host a competition?
If you intend to host a competition using this scenario, you should certainly go through it, deleting unwanted stuff. Make up your mind what sort of player this competition is for: do you want it to be an easy, medium or difficult map to work on?

Note that the competition players might use the editor before starting!
One of them might expand the towns, add a few well-placed industries, remove trees, straighten coastlines etc; giving himself an unfair advantage over the other players.

So: the competition host should generate the game, saving it on January 1st, wanted start year. With the right difficulty settings etc.

The would-be cheater might still try, but this would be an ordinary 'editor cheat' after the game is generated; this usually leaves traces.
What traces? I'm not telling! Not here!
But if one of you out there starts a competition using these methods:
EMail me and ask, and I'll tell you.

... - ... - ... - ... - ... - ... - ...

NB! The old hints below were written from TTo - TT-original; not from TTdx.
I have no screen capture facility for TTo; so: Sorry, few/no pictures.
I haven't checked all the stuff below in TTdx, but I believe it works there too.

Timing in TTd(x)
A lot of things can be done to an existing game, by going back and forth between TT gameplay and TT editor.
Warning: in a competition, using the Editor would be cheating.
Some of the changes done in the Editor you (Player No 1) have to pay for; but many of them are quite free! In the Editor:

Rule No 1:
Do NOT have Road/Rail crossings on your map!
Do NOT have a rail where a city might cross it with a road!
Why? - because the city grabs 'your' roads and converts them to hers! - The city will now own the road/rail crossing; you may remove the road but not the rail! and if the road is removed your trains can't even travel on it!

Rule No 2:
Elsewhere I've advised you to remove the town's streets, and lay out your own instead. Don't do this until after you've finished your positively last round in the editor!
Reason as above: You might have to pay twice to do the job.

Rule No 3:
Don't go via 'Play scenario'! This will create a NEW PLAYER, with your old one as your opponent! - as 'Player no 0'.
See Split personalities!

Coal mine Add or move Industries
An industry requires a flat site, with size and shape to fit the minimum shape for that industry. It also demands a minimum of 8..10 tiles between it and it's 'twin' - (Forest / Sawmill; Oil / Refinery)

Adding or deleting an industry costs you nothing; the rocks/trees bulldozed by the industry are free. But: The industry tries to avoid trees and rocks. It will often 'jump' to a place away from where you point! and sometimes remove another industry!

If you want the sawmill at an exact spot: prepare the site by placing restraining rails on some of the flat tiles around.
If near to another industry: place a rail between the two.

Controlled growth for your cities

Expanding cities costs none of 'your' money.
For nice controlled growth - good street network - no steep tiles, - you need several rounds of back and forth:

Blasting hills! instead of lowering points
I changed my original expression 'Dynamiting' to 'Blasting' after I saw TTd, which uses a dynamite icon instead of a bulldozer.

Creating a small new town;
- maybe expanding it;
- then deleting it:
can have a 'dynamiting' effect on the hillside nearby!
And is often a cheaper way of lowering land than standard 'lower points'.


Change starting year: What about vehicles?
When saving from the editor, you can always change the date to the 1st of January any year.
If you change from 1930 to 1958: what about vehicles?

The 1958 ones will arrive en masse on the 1st of February!
But their reliabilities will be relatively bad for a while.

Petty cash? After some rounds TT gameplay/Editor, you approach the end of January: set the date back to January 1st! avoid paying Loan and Taxes at the end of the month.


Split personalities! 'Opponent quits' BUG!

This experiment was done in TTo - Original TT.

'Play scenario' creates a new player for you, leaving the old one as your 'opponent no 0', he's before you on the list:
This happens even if you have selected 'NO opponents', and/or 'starting time later'.
But you could use this for a really sneaky, naughty - infamous ... cheat:

But be warned: This often causes a BUG in the program!
Probably the same bug other people have reported - the one when an opponent goes out of business.

But - another thought:
If before 'Play scenario' you spend the rest of his cash on building a reasonably good rail line for Mr Crumbletown-Badluck, (far from YOUR interest area, of course!); and buy a train for him:
Then this investment may earn him enough to pay his loan interest, and he will stay on, and on, maybe for the rest of the game!

I haven't tried it. Over to YOU!

NB! Most of these hints are from plain old TTo, no one way signals, etc!
- some hints may be obsolete, or downright wrong - in TTdx - TT deluxe.
- Few graphics? Sorry, no screen capture facility for TTo.
- Most of those you see are 'borrowed' from others - Thank you!!

Last updated: editoria.htm 2004-0415,0201 , 2003-0105 ,(2001-0705a,0602,0525 ...1998)

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