House rules...
Posted: 02 Sep 2007 21:44
I was not sure which section to put this thread, so I decided here would probably be the best place.
Over the years of playing Transport Tycoon, I created a set of "house rules" that I use to extend and toughen my games. At first, my list was small, but grew as I created different rules as I came across new situations. Sometimes my own rules can aggravate me, but in the long run, they make the game a much more enjoyable experience, at least for me. And taking a page from real life, many of my rules seem to mimic reality.
I constantly revolve through my list of cities / towns without locking onto a few at best. Each one has a total of five actions done towards it in any combination before moving onward to the next one on the list: building any single block of station, removing a construction site, laying half a section of road, laying a section of railroad track, or lowering / raising land one depth / height.
Since road construction seems to be a multiple month affair here in the States, I mimic reality by building in sections. For example, each square holds two half sections of road. Thus during the building phase of a long stretch, I lay down the first half, then return later, building and skipping sections. Attempting to ~draw~:
road-space-road-space-road-space-road-space-road-space-road... (then later)
road-road-road-space-road-road-road-space-road-road-road... (then later)
road-road-road-road-road-road-road-space-road-road-road... (then later)
road-road-road-road-road-road-road-road-road-road-road...
Trees are a thorn in my side, since I assume the gaming world is full of tree-hugging druids that frown upon me cutting them down. Thus what I do is note how many trees are per tile I would want to cut down and remove then role six-sided dice. Yep - rolling dice with the following rule: any roll of one saves a tree (and potentially a whole square), a roll of three or five is voided, and a roll of even numbers mean the tree can fall. Thus using my example above:
road-two trees-road-one tree-road-space-road-three trees-road-space-road...
And I was to attempt to remove the trees for road...
(rolls two dice for the two trees) - four and four = trees are chopped down.
(rolls one die for the one tree) - one = the solo tree lives again.
(rolls three dice for the three trees) - two and three (reroll) into a six and a one = the whole square lives.
All my building is done during pause actions, so any sets of five actions let time roll by until the red cost numbers disappear. Then back into pause mode for the next city or town building actions. Yet bridges and tunnels take a special rule. The total number of squares used in the construction (including entrances) are ticked off the unpaused days, letting the game roll by. That is, while reality takes months to years to build them, I do not have instant builds.
I have saved games if by chance people are curious just what I am babbling about here...
Well, does anyone use any special house rules of their own or am I the only oddball case?
Thanks for reading!
Over the years of playing Transport Tycoon, I created a set of "house rules" that I use to extend and toughen my games. At first, my list was small, but grew as I created different rules as I came across new situations. Sometimes my own rules can aggravate me, but in the long run, they make the game a much more enjoyable experience, at least for me. And taking a page from real life, many of my rules seem to mimic reality.
I constantly revolve through my list of cities / towns without locking onto a few at best. Each one has a total of five actions done towards it in any combination before moving onward to the next one on the list: building any single block of station, removing a construction site, laying half a section of road, laying a section of railroad track, or lowering / raising land one depth / height.
Since road construction seems to be a multiple month affair here in the States, I mimic reality by building in sections. For example, each square holds two half sections of road. Thus during the building phase of a long stretch, I lay down the first half, then return later, building and skipping sections. Attempting to ~draw~:
road-space-road-space-road-space-road-space-road-space-road... (then later)
road-road-road-space-road-road-road-space-road-road-road... (then later)
road-road-road-road-road-road-road-space-road-road-road... (then later)
road-road-road-road-road-road-road-road-road-road-road...
Trees are a thorn in my side, since I assume the gaming world is full of tree-hugging druids that frown upon me cutting them down. Thus what I do is note how many trees are per tile I would want to cut down and remove then role six-sided dice. Yep - rolling dice with the following rule: any roll of one saves a tree (and potentially a whole square), a roll of three or five is voided, and a roll of even numbers mean the tree can fall. Thus using my example above:
road-two trees-road-one tree-road-space-road-three trees-road-space-road...
And I was to attempt to remove the trees for road...
(rolls two dice for the two trees) - four and four = trees are chopped down.
(rolls one die for the one tree) - one = the solo tree lives again.
(rolls three dice for the three trees) - two and three (reroll) into a six and a one = the whole square lives.
All my building is done during pause actions, so any sets of five actions let time roll by until the red cost numbers disappear. Then back into pause mode for the next city or town building actions. Yet bridges and tunnels take a special rule. The total number of squares used in the construction (including entrances) are ticked off the unpaused days, letting the game roll by. That is, while reality takes months to years to build them, I do not have instant builds.
I have saved games if by chance people are curious just what I am babbling about here...
Well, does anyone use any special house rules of their own or am I the only oddball case?
Thanks for reading!