TTmain T.O.C. Games
Cecilie's
Link-TT Link-O Holiday Home

Cecilie's TT hints:
TT Trees 2 Trees, Trees,... City ratings TT trees 1

Appalling - ME?!
Trees, Trees .....
Chop 9 to 12 trees!
Trees on Coast trick!
Bridge trick!
Raintree country
see also my 2 other texts relevant to towns, cities:
Simple town development
Advanced town development

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

Snowy town Q: Why am I so unpopular
with the local authorities of
'Little Sourton-on-Grumblewoods'?

A: Maybe because you have been bulldozing TREES! the TT city dwellers are nature lovers. You may tear away all of a town's streets without irritating them; but build on ONE tile with tree(s) on it, and you lose one 'city rating point' = 'popularity point'.

The City Rating scale: from Outstanding-6 to Appalling-1; Each main class has 6 main (hidden) sub-ratings. So from Outstanding-6, you can bulldoze 6 tiles with trees, before you become 'Excellent-6'. The number of trees per tile - 1 to 4 - doesn't matter.

I know it - computer freaks prefer the scale to be 0 to 5; I do myself. But for those who just play games, and do not program them, I use scale 1 to 6 as reference.

Bulldozing a medium temperate house costs 2 points; Shop&Offices 3 p up; in TTo: church 7 points; stadium about 11 points, I believe.
In TTd, Tropical climate: the smallest houses cost 0.8 p (only 7 people).

non-TT tree +lake Planting trees - I hear some of you Panting!
Planting a tree increases your city ratings by 0.2 points in my scale; but only if you are 'mediocre' or worse. In other words: to cancel the effect of chopping one tree, you need to plant five

NB: City rating is not the same as station rating! - They have very little to do with each other.

To increase your city rating: transport passengers and/or mail between stations in the town: in not too large cities this will increase your rating by 1 or 2 points per month in TTo;
0.5 or more points per month in TTd; and also help population growth.

NEW: transporting other things than passengers/mail may help if the station is central enough!
You get your city ratings increase when you load up; I don't believe you get any more when you deliver.

The city ratings increase depends on number of central stations transported from, not on no of passengers/mail/other transported!
So if you need to get your city ratings up faster, build one or 2 extra bus stations, + add another bus. 1 transport per month is enough for city ratings increase - you need more than that for good station ratings.

In TTd, Tropical: transporting diamonds to the city sometimes seems to help!? Maybe some cities 'specialize' in liking diamonds, food, goods ... but I haven't enough data on this yet.

To sharply DECREASE your city rating in TTd:
Have a central station, origin within 5 tiles of the town centre - and let cargo pile up, pile up ... When the entry in your F7-list, the list of stations shows a bright angry colour along with the item (coal, passengers, etc), your city rating is probably going down, each month!

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

Greenery Snowery Trees, Trees....
Trees are lovely in Nature, in forests, in gardens, outside my windows, and far from towns.
In TT, near cities - they are usually a nuisance.

The TTdx (TT de Luxe) players advise you to plant trees, to increase your city ratings.
I do not. The arithmetic is simple:
- bulldozing 6 tree tiles takes you down from Poor 1 to Very-Poor 1.
- planting 30 tree tiles (1 tree per tile) takes you up from Very Poor 1 to Poor 1. - Planting on NONE tiles doesn't help.
In a few years, maybe you need to BUILD where you just planted!

In an emergency, to get UP from 'Very Poor': plant near the 'none' limit, in an area where you THINK you won't be building anything ... if a new industry turns up here, don't blame me.

or: plant within 16 tiles of a TTd farm; then maybe the farm will cover your tree plantation with new FIELDS ; then you have the choice between spending city ratings, or spending money, when later you want to bulldoze here.

see also: Trees on Coast trick!

If left alone, the trees will spread. A tree tile 'seeds' a small tree on the same tile, or a neighbour one; sometimes the seed 'jumps' further out, and maybe lands on 'bare land'; this often happens with tropical raintrees; these Rainforest trees spread faster; Rail barriers won't stop them. (try a cactus barrier??) And they are expensive to remove!

After some years, undeveloped towns are surrounded by nice woolly green, and building anything here becomes difficult. Check? Look at the start scenario for a competition game, and look at some peoples' result saves 10 or 20 years later!

Developing cities will gradually remove trees near to the centre, but you can't count on which ones.

Greenery Scenery
So the sensible thing to do is to try some tree control in areas urban, or where you plan rail lines etc:

'Broken tile': one with 3 corners at the same level, but the 4th one level down or up. no road is possible here.

'Steep tile': one with 2 opposing corners stretched 2 levels from each other; not even a house is possible here.

My first special TTd hint: In TTd, Tropical climate:
plant trees (cactus) on the Field tiles you need to clear cheaply. But:
Let the nearby Lumbermill clear some of them for you! so you lose less city rating points!
The Lumbermill chops one tree(s) tile every 7 days, and always the nearest one. a cactus will do, and produce 45 t of wood. Quite a cactus!
NB: Your lunbermill has a max chop radius of 19 tiles. When all that wood is gone, you need to plant trees to keep the lumbermill producing!

Greenery Scenery By the way: In real life, I'm rather fond of trees. I protested loudly when they chopped the last two in my street.

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

--- Trees on Coast trick! ---
After all this advice not to plant trees, I've found another new TT trick!
If your town has at least ONE tile of 'Coastline / Riverbank', you can try the following, working quickly (pause; F1; do it; F1; ...):
- Bulldoze one/more coastline tile(s).
- Plant tree on the now 'bare land' tile(s).
- After a day or so, you see weeds at the bottom of your tile, and the tree disappears; the tile is back to 'Coastline' (no trees allowed!), and
- You can repeat the process!

So for those of you who do not take good care of your cities: there's a way out of the 'Appalling' hole. From Appalling-1 to Poor-1 you'll have to do the above about 60 times - 120 mouse clicks - hope you don't have mousitis!

Earlier I believed that 'Appalling' had a bottom - 30 trees below 'Very Poor 1'; Bad news: the bottom is lower down, or ... no bottom at all?
In one game (NOT one of mine!) I planted 63 trees to get a town up from Appalling to 'Very Poor'!

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

--- --- Bridge trick! --- ---
Another TT trick: When you build a bridge, say 7 long: you don't pay to bulldoze those 5 tiles under the bridge!
You do pay to bulldoze the start- and end-tile; and the city, as usual, will penalize you for all trees chopped in their area.

Fields, season animate
This trick is useful when building rail lines, or when 'saving up' for large airport etc, on fields. Instead of planting trees on 6 tiles, then chopping them - net loss 6 or 4.8 city rating points:
plant just 2 trees, with 4 field tiles inbetween; then build a cheap wooden bridge between the 2 trees! - cheaper than bulldozing 4 or 6 expensive field tiles. Net loss 2 or 1.6 city rating points.
The bridge trick is useful with bridge lengths 4 to 8; maybe 9.

This method costs about 300£ /tile between bridge start/end;
less than 500£ /tile for direct bulldoze of a field tile;
but more than plant trees, place rails (to be removed later).

By the time you're thinking of Large Airport, you should have enough money to spend.
I also use the Bridge trick to gradually reserve tree tiles; keeping my city ratings around 'mediocre'. And when Airport Time is there, it's faster to remove 4..6 bridges than 36 rails!

A good combination system:

     BBBBBBB
     B      //B
     B    //  B
     B  //    B
     B//      B
     BBBBBBB
4 wooden bridges, length 5, in a square; in the centre: Plant-tree, Place-rail (vert/horizontal) on 4 tiles, covering one diagonal. Remaining 12 tiles: half-roads, or just leave it; no need to bulldoze.
In this way, I stop Towns/Opponents from passing road / rails under my bridges. Part of the reason for reserving future station space is stopping anything else from plopping down there! a stadium, a new Industry ...

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

--- Raintree country ---
In TTd - tropical scenario - you may find it extra difficult to build stations near the city without becoming 'very poor' or 'appalling':
a: the rainforest spreads much faster
b: the raintrees cost more to chop!

This picture is from 'Temperate', but shows the walk-path nicely:
77k far-walked MEGA I use MEGA station technique, trying to get railway station and/or airport out towards 'none' territory.
Early in the game I locate the grass tiles inbetween tree tiles, and mark these with a rail / half-road.
When the time comes to build my MEGA station, this gives me some of the 'walk-tiles' I need to get my station out. Usually I need to bulldoze only 0 - 2 houses, 1 - 5 road tiles, 2 - 4 tree tiles to form the 'stretch' from city centre (bus stop) to a lorry stop out in the forest.

Then I add my railway station, but since most or all of it is in NONE territory, I usually end up as 'mediocre' instead of 'poor' or worse.
Being 'mediocre' makes it possible to bulldoze small houses for roads etc, as they come 'under construction'. Useful for city development.

Note: If the whole of your last station element - railway station or airport - is out in NONE territory, or in another city's area: You may be 'very poor' in your origin city, but may still add that station part!


NB! part of this page is from plain old TTo. Funny graphics? Sorry, I had no screen capture facility in TTo
Most of those small ones are borrowed/clipped/built from others - Thank you!!

Last updated: treerati.htm 2004-0409,0201, 2003-0106 ,(2001-0529, 2000-0610,0130...1999 ..1998)

---- to Top of document
---- To Cecilie's home page
---- to my Transport Tycoon Main
---- intersections
---- beginners'
---- stations