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3 examples of MEGA stations with AIRPORTs
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Many of you will have found out about the 'extended station': a station
consisting of several touching station elements. Useful for moving the
railway station and / or airport slightly out of a city, while keeping
the bus stop relatively central.
But did you know that if one deletes one of the MIDDLE station elements, so
that the remaining ones no longer hang together, the station is still one?
Once you realize this, you can make a quantum leap in station design
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The station shown will both have and accept Farmstuff and steel;
It receives Wood because the Saw is on one of the lines between legs.
The station both has and accepts Goods: the factory and
refinery produce Goods; the 4 G houses in the 3 towns combine to give
Goods Acceptance!
Assume another MEGA station e.g. from the NW quadrant of the map. If this
station also both Has + accepts Wood, Wood transport can go
both ways! Same for FarmStuff, Steel, Goods.
So Wood / Farmstuff / Goods trains between these 2 stations will be very
efficient - no empty journeys! This, combined with long pay
distance, shorter train distance, will give very high earnings.
Also, the many resources make this mega station scheme resilient against
closing industries; the station does not depend on just one thing.
Note that in TTdx this enormous station 'stretch' is not allowed.
Also, I and some other people now agree that station 'stretch' should
be no larger than 20 or so.
.
But one should know which city the station belongs to, and make sure one
is 'hopping' the right one! So I always rename my station to a name
the computer wouldn't choose.
Warning 1: Maximum distance between mega station legs:
Warning 2: only industries within 16 (15+1) tiles of your station's
origin will produce secondary cargo: Goods, Food, Paper.
Warning 3:
Only city or industries within 9+7 tiles of your station's
origin count when subsidies are given!
- So if you don't go for very 'long pay', your station should have it's
origin near one or more resources which are likely future subsidy endpoints.
Station Origin priorities:
Exceptions?: In TTo I have tried this combination:
In TTd, you may also have a problem walking your Mega through a city
- it's not so easy to tear down those urban streets.
Still, even in TTd you can reap large benefits from Mega stations. But
you may have to trial-build a few times, until you get it right.
Advantages of simply collecting 2 or more resources into 1 station,
rather than using 2 separate ones:
If you play it 'standard', you might have:
But with a MEGA AB station, you can use 2 or 3 long mixed trains; 2 tracks,
max 3, are enough between stations AB and C.
What about 'FULL LOAD'? You can 'LOAD' if the balance is kept right between
the 2 resources. But with mixed loads it's usually better to let
trains just GOTO, not FULL LOAD. With mixed loads the trains will usually
visit quite often, one maybe doesn't even need a train or
truck piglet as a ratings booster.
.
You might also have a look at
Cecilie's MEGA Workshop: constructed examples of MEGA stations in TTd;
- with pictures, and a save file to download.
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Now let's see some difficult TTd examples:
"WalkBack Mega station": Example of a MEGA station with Airport + Rail station,
both stretched in the 'bad' direction, 'Down Right'. Origin
= final Bus stop at 'O', 2+1 tiles from town centre. From there the station
was walked along path 'w' to tile 'W'; deleting
all other station elements.
This town had not been 'prepared' by chopping trees in advance.
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Another example of a MEGA stretched the 'bad' way - Down, Right:
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My Melbourne MEGA station - all 5 station elements - is stretched the 'good'
way, Up + Left: Stretch 14,17 is possible!
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Mega stations - Is this cheating?
Some of you will think: Some arguments - both ways:
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NB! This page was originally written from plain old TTo experience;
station stretch had almost no limits. Revised 2002, 2003.
Last updated:
megastat.htm 2004-0415,0201 , 2003-0105 ,(2001-0528, 990424,0404, 980602)
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This one's in 1 piece. .
This one's not!
This gives short train distance,
but long 'pay' distance. Payment for your transport is calculated
from the origin: i.e. the place where the station started .
This picture was made in a Paint program, before I had TTd screen capture.
It tries to describe a 4-leg MEGA station in the N-East corner of the
map. The station was 'born' centrally in Gvarv.
it was then 'hopped' (small violet tiles) to the extreme N-East corner,
to get the 'transported from' origin far out.
From there, the station was 'walked' (brown rectangles) to places A, B,
C, D to form the 4 legs: Docks, Airport, Lorry station, Railway station.
And one might also move one of the station legs later, if needed.
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Why did I start a station 'centrally', hop it out, then walk it back?
In 1998 I formed the impression - in TTo - that the station
works better later if this is done. Probably quite wrong.
TTd: 11 to 16 (or 20, with TTdPatch).
TTo: about 120 tiles, = half the width of the map.
At longer distances than this, the station stops accepting anything!
See also: Subsidies and MEGA stations.
See also:Handling EXTREME MEGA stations.
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In TTd - TT DeLuxe - Mega Stations are restricted: Max 'stretch'
is somewhere between 8 and 16 tiles, depending on WHICH DIRECTION
you are extending in!
See my updated 'Max Stretch rules'.
NB: If you use TTdPatch, you can avoid those stretch limitations.
Just Coal, Iron, Wood: These rarely get subsidized in TTo;
go for 'long pay'. If subsidy is offered: you can afford to rebuild.
Cities: passengers or mail, to/from many cities - many possibilities:
So place origin within 10 tiles of the city centre;
even better: within 5 tiles of city centre - better town growth!
If you plan to use airplanes with this MEGA station, there's a risk of
a crash! Within 10, 15 or 20 tiles of a city centre gives you a chance to
repair the bad station ratings with an advertisement.
Factories: A number of things may be subsidied to / from it! so get that
origin within the factory's acceptance range.
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Warning 4: At least in TTo: Do not, DO NOT use the 'long pay'
technique for the city stations you use to develop a town, and increase
your popularity there! To develop a city, you should
normally do the opposite! Have the station origins near the city centre;
earn almost nothing now; the money can come later, when the city gets big.
- A station started with a Lorry station in city A, extended to bus stop
in city B
- A station started with a Lorry station in city B, extended to bus stop
in city A
- an extra local bus station in each city
- 1 bus per city, 2 stops; they both have short trips,
but 'long pay' from the neighbour town.
- This works; your city rating and the towns' population grow; but more
slowly than in the simple standard model with only local bus stops.
- This technique can even be used to transport valuables both ways,
even if only 1 of the 2 cities has a bank! Try it!
Both stations have and accept valuables from bank A, but because one of
the stations belongs to city B, it works - in TTo -
probably not in TTd, unless the cities are very near to each other.
- You save a little 'Property maintenance' - fewer stations!
-- Station A with Copper; Station B with Rubber; Station C at the factory
- (for both).
-- 2 short copper trains, with 2 tracks most of the way between A and C.
-- 2 short Rubber trains, with 2 tracks most of the way between B and C.
And if one of the resources doubles production: just add some more wagons,
or an extra train.
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The Blood Transfusion trick:
if 2 stations A and B both produce goods;
- but only A accepts Goods. So what?
You can have a goods train running back and forth A------B;
- use 'goto B UNLOAD; goto B'
The train will transport e.g. 100 cases of goods from A to B; unload them
there; then load 220 cases: the 100 just dumped, and the 120
produced by B; all 220 now count as goods from B!
Then back to A, unload, money in the bank!
Same principle for coal, wood etc. Unload the cargo from the Low-pay station
into the High-pay station; wait a little (send train to depot), then load up
and go.
In some of my other pages I now have screen shots from my
"Tropical competition" TTd game - showing a few of my Mega stations there.
Especially your Airport should be attached to a MEGA station.
With it's origin, Bus or Lorry stop near the heart of a city, but Airport
and Rail Station well outside, giving the town lots of house space.
from 'W': Airport, then Rail station were added. Then I walked back from the
Airport, making docks on the way - maybe useful?
From Dock: back to Lorry stop, Bus stop at 'O'.
This station's stretch:
10 NS (Up right - Down left) -
12 EW (Down right - Up left).
The rail at 's' is a stadium-stopper! and those rails on coast ('b') stop
the town from making silly bridges.
The empty stripe between Airport and Rail station makes room for a rail
track here - very useful for a RoRo arrangement.
City ratings: VG3 --> mediocre 1; the whole operation chopped 14 trees in
the town's area: 2 for the walk path, 12 more for rail station, airport.
More than half of the rail station is outside, in NONE territory.
My Broome MEGA station (AusTrans game) has all 5 station elements.
The origin + lorry stop is 7 tiles north of the bus stop, hidden behind
the bank; it catches Wood from the lumber mill.
The Lorry + Bus stops cover the whole city, generating lots of
passg/mail; +wood,+copper.
To build this MEGA I had to walk out to north of the Airport site; delete
all station elements minus one; add Airport. Then walk back to the
origin, put the lorry stop there. Then use a temporary 1-track rail station
from the airport to get the bus stop into place.
Finally add the real rail station, then docks, at maximum NS stretch.
The rail station might have been 1 more South, (depots less cramped);
but then no docks would have been possible.
The rail station has 2 separate RoRo loops, and is used by 6 mixed trains
with: passengers, mail, wood, copper; and goods, diamonds coming in.
All 5 station elements are being used.
City ratings: I had been 'saving up' for this; and most of the raintrees had
been removed by the helpful lumber mill (NE corner of picture).
The bus- and lorry-stop straddle the city, with 8 tiles inbetween; so they
cover the whole central city ... lots of passengers / mail.
This station was easier to build than Broome.
Origin = Bus stop. From there I walked around town
to the North lorry stop. From this: a temporary 1-track rail station going
West, in order to add the Airport - EW stretch 11.
Then a temporary 1x1 rail station south of airport, in order to add docks
in the river near Geelong; Then the real Rail station: 4 tracks is possible;
3 tracks was enough for me. The rail station can be rebuilt without disturbing
the other station elements.
The railstation might have been 1 more South, to get wood from the
Mt Gambier lumber mill. Now Mt Gambier MEGA gets that Wood.
Note the half-roads, to invite Melbourne to build houses!
Here is a discussion about this.
Since the programmer put in a maximum span (120 tiles, or 12 or ...)
for station stretch, he is aware of the possibilities, and has left them
there on purpose; unlike some other 'cheat' methods, which are simply
due to straight bugs in the program.
How to walk the station from A to B without tearing down mountains:
through cities is often OK! temporarily remove some streets;
but it's good TTetiquette to rebuild the streets afterwards!
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