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Cecilie's TT hints:
Simple town development

TT Flats 2 Landscape the cities? Why??
Roads with bends!
Stop unfriendly bridges
Terraced cities! - Macchu Picchu!

Theatre
Business Area
Cities in TTd - buses - streets
City development in TTd


Office u.Construct
see also my 2 other texts relevant to towns, cities:
Advanced town development
Trees, city ratings
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Bank, temperate Landscape and develop cities?
If you want a given town to grow to a profitable size; then yes.
For me, one of the challenges in TTo / TTd Temperate, is to coax cities into building banks! Valuables between banks pay very well.

Stop unfriendly bridges

Terracina In a terraced city, it is sometimes practical to replace the small local bus service with a small mini-train service, 1 level down from the city centre, with tunnels under: it's almost a subway! Is the town on level-1? Then use level-0 (sea level) tunnels!

What about my Computer opponents - won't they sneak in and profit from my costly city planning?
Well: Either play without opponents for the time being; or keep a close watch.
Don't leave 2 free tiles beside each other - Take (rail) one of them! Your AI friends ALWAYS want the road depot NEXT to the bus/lorry station.
One good method: place a rail across some of the streets - about 1 of every 2! this will stop Mr AI from building his Bus stop + Depot couple. Remember: he's quite capable of bashing a few houses to get his stations!

Make the streets your OWN! then you might trap their cars by removing roads!

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Theatre . Bank, temperate Cities in TTd - buses - streets
City development in TTd
In TTo, I advised you to build about 3 bus stops in each city, and send bus(es) between them.
In TTd, city growth is not so dependant on LOCAL traffic. Here it's probably better to have 1 big main station per city, with mixed trains from your bus+rail MEGA.
If you want to develop this town faster, make those extra bus stops, with 1..3 buses. Same if you have a city rating problem - the rating increase depends on number of central stations.
If the town already produces quite a few passengers, you can take the majority off to another town, making MONEY; and let the buses handle just a few locally.

Streets: In TTo, I advised you to CLOSE street loops. In TTd: DON'T !!! Unless the closing street tile belongs to YOU!
Reason: once a loop is closed, you can't cut it to walk your extended station out or in. So:
Watch almost-closed loops, and keep these OPEN! Block them with a rail, a depot or something. Or add YOUR half-road on next tile.

Cars can be U-turned in TTd, so road loops for vehicles is not quite so important. Still, the vehicles won't U-turn without help ...

In my MEGA Workshop , I have shown an example of an open-roaded city: lots of roads with good house sites, but few/no CLOSED road loops
This is a good model for future scenarios: I wish they wouldn't make those long loooong intercity roads, which we players can't cut up without cheating!
Scenario alternative: make that city, complete with 4x4 house blocks; then remove the intersections! Leave it to the player to connect these.
I wonder what the AI opponents would do with such a city??

Street network: Since we don't want too many street tiles, avoid 1x1 blocks. These are OK in TTo - u can easily remove the extra road tiles later.
In TTd: let the streets in one direction be spaced with 2 houses between them; in the other direction, variable from 1 to 4,5,6...
Each house block near the centre having contact with 2 streets - seems to be quite enough - more than enough!

Tall Office
BIG houses demand contact with 2 paved streets, or so they say - I've seen many TTd G-Houses which have only 1 street neighbour.
TTd: the TTd BIG houses seem to get (re)built inside the city's business area, even if no proper connected road is next to them!
In cities large enough, I've seen the same Shop+Office be rebuilt several times, in spite of no proper roads in contact with it.
And: NEW houses on grass do not demand 2 street neighbours. These new houses may be rebuilt into G-Houses later.

Office u.Construct
Watch street BENDS, avoid having them blocked with houses: this is important in TTd too. Wiggly streets lead to inefficient structure. Straight streets are best. So try to build a straight street grid around the city centre (which you maybe can't change).

About making the city streets yours: Both I and 2 other TT players I have EMailed with have noticed that the TTd cities seem to prefer the city's streets to yours when building - especially big stuff.

So maybe the best road strategy for TTd is:
Gradually make all intersections yours; let the city extend it's own roads from your stubs; if the town road makes an unwanted bend, straighten it out.
This way, you get a network of YOUR intersections, from where you can delete and modify roads; and the city's own roads next to those house plots.
Whether this works or not - I haven't enough experience yet; I'm working on it - sloooowly.

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Business Area shrinkage:
Business Area - In the Tropical scenarios it's the streets with a mid-stripe; there's also an 'inner B.A.': roads with streetlights.
In the Temperate scenarios, all the roads have mid-stripes. But the B.A. looks 'paved' when there is one. Further in: 'Tree-lined roads' - I don't know their significance, but they look nice.
The BA - business area - has sizes from 3x3 up - usually odd numbers. 1x1 is not visible. Desert towns are special - they often have irregular BAs - I've seen 9x6!
5x5 Business Area. 3x3 Business Area










The 2 pictures show a 3x3 and a 5x5 BA; the corners marked with L, R, T, B. Note the inefficient road structures! These towns have not been shaped by a human player.
In the 5x5 one, only 11 of the 25 BA tiles are available for houses! And one of the 11 - the broken tree-tile marked 'L' - has no road next to it.
A simple road cross through the centre of a 5x5 BA would leave 16 house-sites; one would need roads outside to get at the 4 corner sites.

If too many houses are removed, the city will shrink it's B.A. So test this before you bulldoze a building!
With my games I keep a list of important towns, and check how many houses can be deleted before the B.A shrinks.

Note that B.A. shrinkage can happen without your help! If the town itself removes a building, leaving 'bare land', this can start the B.A shrink. Or your opponents might do some city-wrecking ...

Bulldozing a house 'under construction' is less of a risk to the B.A. I've removed 4 houses 'under construction' from a 16-house town, without harm; where deleting 1 ordinary house would start the shrink process.

Business Area expansion: Business areas also grow, but I don't know any method to push this (more bus stops?) - It's a slow random process.
A house being built where there was no building before is a step towards a larger B.A.
In my first Delta North year, the 3..4 most important towns built about 2 new houses each. 2..3 per year would give 8 new houses after about 3-4 years - then the BA would expand, I hope.
After some TT years one sometimes sees cities with huge B.A.s, many small houses, inefficient roads; and not a very big population.
'Fund Buildings' gives the city a temporarily enlarged B.A., but this usually shrinks again after a few months. And it costs a LOT!

Warehouse . TT Trees . TT Small houses . TT Trees . TT Flats 2
After some experimenting in the temperate and tropical climates, I believe I have the main algorithm:
a 3x3 B.A. needs 16 houses.
a 5x5 B.A. needs 24 houses.
a 7x7 B.A. needs 32 houses.
a 9x9 B.A. needs 40 houses. ... etc?
My hacking experiences show that a 3x3 B.A. needs 16 houses; but the 16 includes houses bulldozed while 'under construction'; this is why sometimes a 13 house town can have a B.A.

So when selecting which towns to start developing, count the number of houses. Town A with 23 houses is more promising than town B with 19 houses, even if B has a larger population right now! Also check how hard it is to get a good central road structure.

If you need your city to grow SOON, try to plan the city streets so that most of those 3x3 or 5x5 or 7x7 B.A. tiles are HOUSE tiles, not ROAD tiles! Place roads just OUTSIDE the business area, not just INSIDE.
When the BA expands, you can remove some of those 'just outside' roads.

In TTd use main roads either in NS or in EW direction, with just one or 2 connecting roads the other way. A bend which is not an intersection is inefficient!

When trial-building a MEGA station with a large airport, I've seen the business area shrink from 7x7 to 3x3!
Moral: do the trial build, to see how it can be done.
Then progress SLOWLY towards your large Airport plan - note which houses must go - bulldoze them slowly over time, when they come 'under construction'.
After a year or 2, you should be ready for that Airport MEGA, probably without any city shrinkage.


This page was tested on a 15" screen, full screen mode, in Netscape 4.7, and Opera 7

Last updated: towneasy.htm 2004-0409,0213,0201 , 2003-0107,
(2001-0602,0529, 2000-0610,0130,...1999...1998)

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