![[Transport_Tycoon_Coverart.png]](http://1.bp.blogspot.com/_UspbkCQvJXg/SX2LsnOzu0I/AAAAAAAAAnw/usuqazQxIPE/s1600/Transport_Tycoon_Coverart.png)
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The game begins in the year 1930 (1950 in TTD). The user must start out by borrowing money to finance construction of his or her transport facilities, and is charged interest until the loan is repaid. As the user plays the game and earns revenues, they will have the capacity to expand service or to build even more grandiose transport systems. In any particular year of the game, generally only the type of technology that would be present at that time is available. For example, railroad signals which allow more than one train to use a section of track, are initially semaphores, and then later in the game, red and green traffic-light style signals become
available. Initially, only steam engines are available, then diesel engines become available, then electric locomotives. By the game year 1999, monorails become available (which operate on an entirely different track system than railroads). If the user is able to stay in business until 2050, the game announces that they have won, allows them to post their name on the "hall of fame" and then continues. At this point, the year stays 2050 and never goes any higher although the user can continue to play the game. To play the entire 120 years of the game from 1930 to 2050 takes about 40 hours of wall-clock time. The game allows saving at any time, and multiple saves of a particular game at any point are possible. The other necessary components of a transport network are the vehicles themselves, built at appropriate depots, which must be connected to the road or rail networks. Towns and cities have their own road networks, but extra roads may be needed to connect them to other towns, or to various resources.

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