| TTmain | T.O.C. | Games |
|
Link-TT | Link-O | Holiday | Home |
TTd and TTo: The 'Blood Transfusion' trick:
- . - . - . - . - . - . - . - .
This is a clear case for blood transfusion: transport those large amounts
from B to A, UNLOAD;
As a result, all your coal gets paid at A to C rate!
NB: UnLoading cargo on top of the same sort of cargo does odd things with the
age of the combined cargo! So after UnLoading, you need a pause before
reLoading:
If you forget about this wait, you may get a bad surprise!
Maybe half the price you expected!
Your B to A transport is unpaid. But often B is more or less between
A and C - a flat sort of triangle trip - so the B to A lap is part of
your train's return trip! However, you will need more trains and wagons
for the blood transfusion than for the 'straight' way.
Even without blood transfusion:
2 trains on 1-way tracks doing B--A--C--B--A--C is usually more efficient
(frequent visits - better ratings) than:
Case: You will soon have (or already have?) - a SUBSIDY for passengers from
city "Hope" to (far away) city "Glory". Near "Hope" lies the city "Useful".
Problem: "Hope" is so small - there are few of those valuable passengers.
Cure - in 6 steps:
"Why this assistant train? Can't the same train do both jobs??"
... etc ... I wrote in 1998. Forget it!!!
It seems more research is needed into combined transport, with something
'en route from A to B'. From TTo I have bad experiences with
'en route' stuff - so for a long time I didn't use this much.
One typical example: In the tropical climate, players often go for
DIAMONDS!
A diamond mine in TTd produces only 63 units per month; most other resources
produce more: 90, 108,..130... in the tropical climate, the lumbermill
makes 180 units per month!
Your diamond wagon only takes 20 units, compare to 25 or 30 units for most
other resources. It's a good idea to compute in wagon loads!
since a train can only drag 9 of those (and 9 is heavy early in the game)
And diamonds to Bank ends there; no secondary product, like food or goods.
A good engineer calculates before she builds:
(I AM an electronics engineer, and a 'she') - Example:
Should I maybe extend those stations a little? the copper station up North
7 tiles, to the lake; the factory station a little the other way (but not
so far as to lose the GOODS production....)
Cost of extending the station(s): .....
When you have gotten into the habit of calculating your projects, it will
be easier to see at a glance what is really good, and what isn't.
Calculate! - It's often a good idea to FUND a lumber mill!
Extra: a lumber mill near a city will help clear away those rainforest trees,
giving development land for the city and YOU.
NOTE: It's often difficult to route a ship to such a station's docks!
message: 'Too far from previous destination'. A series of
'between' stations or buoys will do it.
In TTd, if such a station receives grain/livestock/wheat/fruit ... it will
pay you well for that, but produce no food! - same principle for
Goods, Steel, Paper - the secondary production goodies.
After experimenting with 4 or 5 Factories and Food plants, I think I have the
formula: Your station's ORIGIN must be within 16 tiles (North+West, etc)
of the TOP (North-East) CORNER of the Food Plant / Factory / Steel Mill /
Paper Plant / Refinery - for the station to produce the secondary product.
So you've taken the time and expense to walk such a station towards 'long pay'.
What to do?
So if you take 'normal pay' for the fruit by sending it to an ordinary
(short-walk) station, you may get high pay FOOD in your extreme station!
The opposite does NOT work: send fruit to the extreme one will NOT make Food
in 'Old V'.
The 'ricochet' principle can be useful even if you are NOT using extreme MEGA
stations: Suppose you have LOTS of trains arriving at station A, with Oil or
Wood etc. Station A has no capacity left for more trains.
Note that when 2 stations contend for the food, as here, the total food
production is somewhat LOWER then if there had been just one station in
the area.
I once thought that by making 2 stations near a resource, each with 60%
ratings, I could get 120% of the production .... but THAT bug is not in the
program! Maybe the A.S. opponents can do this?
Some may recognize stuff from
Mike Wieclawek's Tropical competition:
Theory is best shown by examples. At Thor Hovden's TT fan club, you COULD -
I don't know where he is now - download this competition:
There's a subsidy on offer for FOOD from Shepparton (you already have a station)
- to the Mt.Gambier FARM! You have a station at the farm, but it's too
far from the town to accept FOOD!
But the subsidy now belongs to those 2 STATIONS. There's nothing to hinder
you from moving these stations elsewhere!
So in a TTd game with high subsidy multiplier (3 .. 4), you should plan
a little before developing expensive MEGA stations. example:
Factory near to city X: Place the station's origin within 9+7 from
the factory top corner, and no more than 4+2 from the city centre.
That way, any subsidies offered for 'passengers to/from X' - or -
'Wood, Copper, Rubber, etc to Factory' will fall in your lap easily.
You often have to make a choice between 'long pay' with an extreme MEGA station,
and possible future subsidy offers.
In principle, once a subsidy has been established: it belongs to the STATIONS.
These can be hopped or walked elsewhere. As long as they end up with
anchors to the subsidized commodities (Oil and Refinery), the stuff will be
paid for at subsidy rates, wherever it comes from - or goes to.
But remember: as always: a subsidy only lasts for 1 YEAR. So compute the
cost of the whole operation, and decide whether you will be happy with the
resulting transport line, when that year is OVER.
NB: Important! Never let a station which has a subsidy disappear!
-.- -.- -.- -.- -.- -.- -.- -.-
Last updated:
ttd-tips.htm 2004-0417, 2003-0905a, 0106, (20020226, 2001-1004,..980602,..)
---- to Top of document
TTd (and TTo?) - The 'Blood doping' trick:
Calculate! - before building
Lumber mills!
Handling EXTREME MEGA stations
TTd - The 'Ricochet' trick:
Subsidies and MEGA stations
Port'a Subsidy!
![]()
The 'Blood Transfusion' trick: TTd and TTo
Sometimes you have several rail-connected stations producing the same resource,
e.g. Coal. Station A pays best per unit (subsidy maybe?).
Station B produces lots of units, but doesn't pay so well.
then Goto A, LOAD; then goto C (the Powerstation).
The A station doesn't know the difference between B's coal and it's own.
a: Wait till A produses another round of cargo. This takes between
3.5 and 17.5 days - 3.5 days for most industry things; 10.5 days for wood.
b: Let your train spend the waiting time going to depot! In the 3.5 day case, a
simple short depot-force behind the rail station will do the job.
If 7 or 10.5 days between productions, use longer rails to the depot force.
1 train A--C; + 1 train B--C.
![]()
The 'Blood doping' trick: TTd and TTo - passengers or mail
WARNING A: Tricky! Needs lots of meddling / fiddling.
WARNING B: this technique can be used only in 'intensive care' mode;
you have to watch your trains, and your timing!
Send only a few of them to other stations.
There the partially filled carriages will fill up:
You have 'converted' 35 or so cheap folk from "Useful" into 40 valuable
"VIP passengers" from Hope!
The reason for 'surprisingly bad pay' in combined transport is what
I mentioned further up: When unloading some cargo "En Route from..."
on top of OTHER cargo of the same type, the program has to compute the AGE
of the stuff. This age computation may make the cargo rather old, resulting
in bad pay.
New cargo generated from the station fixes it.
TTd seems to have the same problem. My experiments indicate that the program
uses the age of the stuff which came first, plus a 'penalty' addition.
Bad news for players who UNLOAD stuff (oil?) from ships, and transport it
onwards with trains - this seems such a good idea for oil rigs!
CALCULATE before building!
This is no trick! Just common sense!
I often see games where the human player has gone to a lot of trouble and
expense to build a rail or truck line - to transport tiny amounts of something
- far too little to pay well!
Sometimes the explanation is an expired SUBSIDY - when (s)he built that line,
it was subsidized. But subsidies only last a year ...
This is human and understandable - diamonds are a girl's best friends?
but calculate first!
The A copper mine makes 90 units/month; at ratings 78% or so (use a piglet!),
that's 70 units/month; = 840 units/year; = 28 wagon loads / year.
with pay distance jj tiles, this should give about: nn £/wagon,
or mmm £/year
Cost of developing the line: 2 stations, depots, rails, ...
Cost of train(s): ...
Running cost for train(s): .... (don't forget loss of value for engine and wagons!) ...
Cost of piglet: about 1500£ 1st year; less later.
Extra gain from extending the station(s): pay distance 11 tiles extra.
![]()
Lumber mills!
The lumber mill is to the Tropical climate what COAL is to the other 2,
and more!
The lumber mill makes 180 or 225 units/month - (45/week, 2340/year);
at ratings 80% you can transport 1872 u/year, or about 62 wagonloads/year.
Far more than most other industries. And it pays very well per unit!
With a good Wood-to-Factory line - (use extended stations!) - you can get
back your funding money in 3 to 6 years; after that, it's pure high profit.
You can also plant cheap trees on FIELD tiles you wish to build on,
and let the friendly lumber mill clear them for you! Cactus is enough!
see Subsidies and MEGA stations further down.
Handling EXTREME MEGA stations
An 'Extreme MEGA station': is one which has been walked a good distance
away from it's ORIGIN. (Uhmmm.. 1999: I no longer use them now)
My definition: If the origin is more than 16 tiles 'North+East' (or 8
tiles diagonal) from ALL the resources the station uses, it's an extreme
station.
a: Use the station; get well paid for grain etc; go without food.
b: abandon the extreme one. Make another, nearer station for grain and food.
c: or use:
![]()
TTd - The 'Ricochet' trick:
Food is important for developing cities; so I re-created 'old V' - the old
bad-ratings station next to 'new E' - the 'extreme' one; and sent the fruit
to 'old V'.
Surprise! - Food was produced in both stations! a little in
'old V' (bad ratings), but most of the food in 'new E' - starting ratings 69%.
Then a second station B can pick up those goods for you, and chug-chug them
to a city.
Only 2 stations get stuff from a source - the 2 stations with the 2 best ratings.
You never get more totally than the BEST station's ratings; the worst station
of the 2 gets at least 1 unit at each production DATE (production DATE
periods: from 3 1/2 days to 17 1/2 days, I think).
Typically, when your station competes with the AS's one: you get 1 unit,
the AI gets the rest; they get higher ratings than we mortals are allowed.
The righthand station is old 'Valdivia North' with bad ratings. It receives
fruit from 'Bolivar', producing most of the food in the lefthand big station:
ElliVivaldi (started near EL LImon, trains near VALdivia).
From ElliVivaldi train 2 takes the food to Coro, and earns a small fortune
each time. then to a depot force, then back for piglet duty (1 copper,
1 rubber wagon) - wait for next food lump.
ElliVivaldi also has large amounts of Cops'n Robbers (... Copper and Rubber)
- The fruit/Food is just one of it's functions.
![]()
Subsidies and MEGA stations
MEGA stations do not always mix well with Subsidies. Reason:
For a subsidy to be established, both the sending and the receiving station
need to have their origins near enough to the subsidized resource.
Near enough means: within 16 tiles (S+W) of Top (North) CORNER;
but no more than 9 tiles in ONE direction ... I've had to rebuild one
big station because I thought that 14+2 was ok!
9 N, 7 W is OK; Earlier, I thought 10+6 was OK; it's NOT.
a 98k deluxe AusTrans saving. Look at the South East map corner:
Solution: extend the Mt.Gambier farm station towards town:
add bus, lorry, bus-stop. Now the farm station accepts FOOD
- if food is brought from Shepparton, you will get the SUBSIDY.
Since there's another subsidy on offer: Passengers from Mt.Gambier to
Broken Hill: You can destroy the whole Mt.Gambier station; hop it
South East through the town; give it a new origin by the sea, East of the
town, but still near to the centre.
Now extend back through Mt.Gambier: remove some streets to get through.
Leave an anchor near the lumber mill - you want to transport WOOD -
Broken hill has a FACTORY!
Extend out to the old rail station site - reuse that.
Your Mt.Gambier station is in position to get it's next subsidy: PASSENGERS.
![]()
Port'a Subsidy 1:
Suppose you're offered a subsidy for 'Oil from W to Z'. First build a
temporary small W1 rail station (1 short track); send a small train to Z,
get that subsidy; on the 1st of a month, preferably!
Now destroy the temporary W1 station, and hop it away from Z. At the new spot
W2 (far from oil and all, maybe near a city centre), place the new origin of your subsidized station.
Then extend back towards the oil; make a new permanent rail station nearer to
Z, with an anchor around W1 - 4 tiles from the oil well.
You now have a long pay oil station with a subsidy!
The Z station - at the refinery - may also be moved about after the subsidy.
Note: If you've ported your oil station too far, it will receive no NEW
subsidies! - If a new subsidy is offered to that oil well some day, you would
have to do the whole job again; or forget about the subsidy.
![]()
Port'a Subsidy 2:
After a subsidy has been established, the program doesn't check WHERE the
station gets it's oil from!
So if the oil subsidy in the example above was from a small oil well,
you might do your porting to another oil well! With a higher
production.
Same for the Z station: you might port it to a more convenient refinery,
maybe one where you want a station for other purposes as well.
When a station Y is deleted, it's name shield turns grey. It can be recreated
until about 25 days later; by the same or another player!
But after those ~25 days the Y name shield is gone, the Y station can't be
remade. If this happens to a station which has a subsidy, your game
will crash next time you invoke the subsidy list, or a train containing
cargo from Y.
NB: TTdPatch has a fix for this.
---- To Cecilie's home page
---- to my Transport Tycoon Main
---- intersections
---- beginners'