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DaleStan
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Post by DaleStan »

Prebral wrote:Btw, is it possible to force a "city" building to produce for example grain in addition to passengers?
Does callback 2E do what you want?
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Post by Prebral »

DaleStan wrote:
Prebral wrote:Btw, is it possible to force a "city" building to produce for example grain in addition to passengers?
Does callback 2E do what you want?
I am not sure, I do not understand how callbacks work yet.
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Post by SkeedR »

Image
This is what you want to be aming for.
It's a typical urban land use model. Pretty neat eh?
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Post by Geo Ghost »

weirdy wrote:This is what you want to be aming for.
It's a typical urban land use model. Pretty neat eh?
There are more than just those two.

As far as i know and can tell, most TTD cities are constructed around the Burgess Model (Circular) with the CBD in the center, and moveing out to the smaller houses, or suburbs.
Although im guessing that most people are already awear of that.
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Post by VIPStephan »

Well, talking about town growth, additionally I would suggest medium and/or light industrial zones/buildings to be built near railway stations, as it used to be in the early days of the railroad.
It always bothered me that a station somewhat outside of the town never influenced growth in its direct environment...

How 'bout that? :wink:
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Post by Caelan »

Aside from the cover (spread) of a station for a city is very minimal, i think the central station should service a larger area then it currently does. If that is possible and the town growth is influenced by the area of the station that would be a major influence. At the moment towns dont like (big) stations in their midst and will not really grow a lot due to that fact. If you build them more outside you have the problem that they tend to attract little passengers.

I did notice that the tram track does very much influence the building of a city, houses are placed next to the tram tracks...


Well my two cents
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Post by 3iff »

I always noticed that building a train station in a city always blocked off the non-city side to development.

I now conciously build roads to the 'blank' area and buildings appear. These roads must be linked to the main road system of the city. I've now plenty of stations that are surrounded by city growth that adds to the passengers and mail arriving at the station.
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Post by VIPStephan »

Caelan wrote:[...] i think the central station should service a larger area then it currently does.
I think this is on the to do list.

Caelan wrote:At the moment towns dont like (big) stations in their midst and will not really grow a lot due to that fact. If you build them more outside you have the problem that they tend to attract little passengers.
Yeah sure. You're probably right with your assumption but that's not what this thread is about. We're not at "Problems" but at "Suggestions" and I just suggested to have the growth as I suggested because that would be more natural in my opinion.
Caelan wrote:I did notice that the tram track does very much influence the building of a city, houses are placed next to the tram tracks...
Not more influence than roads, I guess... since tram tracks have equal behaviour as roads that's probably just a "minor bug" because it hasn't been corrected yet (if this is intended at all because I think people will also move where they "just" have a light rail/tram connection and I like it like that).
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Post by Patchman »

3iff wrote:I always noticed that building a train station in a city always blocked off the non-city side to development.
It doesn't as such, but due to the way town expansion works (a random walk from the town center), it makes it much harder to reach there.

One way to help this is to build a road tunnel from as close to the town center as possible to the other side of the station.
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Post by 3iff »

Patchman wrote:It doesn't as such, but due to the way town expansion works (a random walk from the town center), it makes it much harder to reach there.
Ah, that's what I meant to say...with a large station and signals and crossovers, the random walk roads find it almost impossible to reach the far side.

However, as I said, I do manually build road to access the far side and this dead zone does burst into life.
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Post by Caelan »

Exactly i even have played games where towns actually shirnk because of the large station blocking its development. And the local governments tend to dislike you when you are building large stations. (especially more of them)
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Post by Axlrose »

How about a patch option allowing a player to build a certain number and sized station(s) in accordance to the size of the city's or town's population?

A village up to 500 people will allow a single track station two squares long.

A town up to 1000 people will allow a double tracked and three length station.

A small city up to 1500 people will allow a triple tracked and four length station with the added option of allowing two such stations within its borders.

A robust city of 1501+ people will allow any sized station in multiple numbers.

The same options could be used towards the small and large airports since a small village would be quite annoyed at the nearby large airport taking up more squares than the city itself! Industries would not be limited since a thriving farm would invest in larger stations to move raw materials faster.
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Post by 3iff »

Some shots of my recent/current game inspired by the network tutorial by Raichaise. I decided to try a game moving only passengers and mail and limiting myself to no industry to start with and just a low number of cities (about 12 for the game I started).

After a slow start trying to generate enough cash to expand, I'm now exceeding rich and have expanded to every city on the map. The network is not absolutely interconnected but I'm happy with what I have.

As this thread deals with stations blocking city growth, I include some shots where stations are surrounded with city buildings. A lot of this is due to my diligent work manually expanding the road system so it encloses the stations and allows a city to continue growth.
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Post by 3iff »

And the final two screenshots
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Post by Jim Starluck »

One tactic I've taken to using is to build extensions of the station into the town...they're much less upset if, say, you tear up a road and one building to get a single square of station right into the heart of the city than they would be for building an entire station there.

Of course, it requires Station Spread to be set much higher than normal...
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Post by Caelan »

Basically what i see here are terminal stations. I use he drive through stations a lot and connect eachline. With terminals i agree it is easier to place it near the town centre without stopping the city to grow. But try drive through...
Also it seems that bridges an tunnels lessen the growth a bit (usually because the distance they cover)

I do not really like the idea of limiting station to the size of a town, because when you want a large industry station (for the nearby factory) it would not work there.

However it suits better i agree.
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Post by 3iff »

I had planned to have drivethrough stations but the small number of cities made this difficult/impossible. Having terminal stations only will generate different effects. I'll try a new game with a few drivethroughs to see if that changes things.

I agree though that a large station will cast a buildingless shadow in the city that makes it look bare, especially if there are four platforms with 4 incoming and outgoing tracks.
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Post by furdude6 »

Ususally if I have a station like that I put bridges over the track incase I have vehicles going that I dont want crashed, and the town usually does continue its building spurts. I got a question(I know its in the wrong area but) I recall from TTO that after a while the city would hit a certain number of commercial buildings(I think this is how it worked) and then would start exploding with population and the streets would be all streets with lights even the ones not owned by them. What happened to that?
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Post by Korenn »

if you know what you're doing, a tunnel actually helps town growth, quite the opposite of slowing it down. A tunnel counts as only one hop along the road for the town building AI, so with some good 'tunnel chaining' you can create mega cities easily.
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