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New Transportation Modes
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Manokiller Offline
Tropico Railroad Lover
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Posts: 2
Joined: Mar 2012
Post: #1
New Transportation Modes
Hey guys,

A topic I know that has been beaten around and talked about a few times, but I suppose I wanted to lay down my own ideas. I've been reading this forum since TR 3, and just want to speak my own mind on a topic which I feel interesting and possibly needed for certain games of TR.

I realize I may be a new account here on the forums, but I assure you all, I've been reading and keeping up with whats been going on here since Tropico 3 came out.

The current TR transport system is... Interesting... To say the least in both TR 3 and 4. The roads only transport system, one style garage (Bleh, needs to be a small type for long distance mines/oil rigs, ect), and convoluted traffic laws has made things difficult for many players.

But I had an idea, to which I wanted to ask the opinions and a question, which was inspired by a few games which I used to frequent that are more transportation/supply related builders (Locomotion, Sid Meier's Railroads, Transport Giant, Industry Giant... Ect ect).

The idea is a simple one though, for a railroad suggestion, it is common place in Cuba (The REAL place, and other REAL countries, I've seen it in person... Rather efficient to a degree) to have small depots where the local farms and industry deposit their goods, then a daily narrow gauge train comes and transports it to a central warehouse. Then the goods are delivered and sent as needed.

For Tropico, why not create something like this. Small teamster (3 men maybe) station that are connected to a railway line. This station (and its teamsters) would pick up 'local' goods from the area bound for the docks. This railroad line would run to a dock 'add on' which would add a railroad stop set up next to it.

The track for this line would be laid by the player like road was, and would create small/rural 'crossings' (And maybe a different, more modern, kind for paved streets) across dirt roads. The track would have to be connected to the dock from the teamster union depot, and additional lines would have to be laid in a loop (or 'wye') like fashion for the train to stop at each stop along the line from one end to the other (Or be able to run up a line, turn around or switch back, and head to the next stop after that.)

The train would be rezed on a time basis, twice a month, from the end of the line. It could be too that you could have a selector window to choose when trains should be sent to pick up goods. Same thing for the teamster 'stations' which you could choose what buildings it is meant to supply/take from. The train would go about its route, then head for the docks.

The cargo would be unloaded directly into the 'exports' spot for the docks. The freighter would come, and poof, there ya go. A small narrow gauge railway to move goods much more easily on larger more expansive island operations.

This system would certainly cost, but if your producing and sending right, it could easily be covered for. It could also have addons for new engines, larger/more cars, faster track speed, ect ect. Start off with an older steam engine, and as the years and dollars roll in and tech comes readily open to you, you can upgrade.

Any thoughts or ideas? Opinions?
18-03-2012 03:28 AM
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Tropi'je Offline
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Posts: 1,807
Joined: Nov 2009
Post: #2
RE: New Transportation Modes
A train would be great fun to add to the game.. what city builder fan didn't like playing with trains as a kid? Wink
18-03-2012 04:45 AM
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Manokiller Offline
Tropico Railroad Lover
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Posts: 2
Joined: Mar 2012
Post: #3
RE: New Transportation Modes
(18-03-2012 04:45 AM)Tropije Wrote:  A train would be great fun to add to the game.. what city builder fan didn't like playing with trains as a kid? Wink

Lol, that is right! In all the city builders Im accustomed too, it certainly can make for useful moving of goods, people, ect ect.
18-03-2012 07:28 PM
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MiniMerc95 Offline
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Posts: 1
Joined: Mar 2012
Post: #4
RE: New Transportation Modes
Bridges to get around the island quicker if water divides most of it, traffic lights and one way systems to reduce traffic jams. Plus trains would be good to help transport goods and people more efficiently Smile
18-03-2012 11:24 PM
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Dicktator Offline
Going somewhere...
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Posts: 165
Joined: Feb 2012
Post: #5
RE: New Transportation Modes
You can have dedicated freight transport perhaps by laying down a road or road network jutting out from the main road network near the docks so as to provide teamsters a direct route to the docks, however I haven't exactly tried it myself so it's just hypothetical atm.

One way I alleviate gridlock is by keeping the interdependent buildings (resource->factory->dock) beside one another, along the periphery of the island. If the map is not ideal, for example the resources are in the interior of the island I place factories between production buildings and the ocean and build new docks where convenient - that is, have supply chains extending out towards the sea so teamsters won't have to drive across densely populated and hence high traffic interior of the island.

Bridges are (sorta) attainable by applying the edge-expansion trick. Also useful for land reclamation (e.g. for erasing those annoying little ponds in the center of the island, and building "piers" for docks if you want to import heavily) and leveling "unsuitable terrain" - I like using this to build power plants in volcano craters and pretend they're geothermal plants, or sports complexes as gladiatorial arenas over lava, or tourist attractions as sacrificial altars for El Presidente, etc. Big Grin
19-03-2012 04:34 PM
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Swixel Offline
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Post: #6
RE: New Transportation Modes
(19-03-2012 04:34 PM)Dicktator Wrote:  Bridges are (sorta) attainable by applying the edge-expansion trick. Also useful for land reclamation (e.g. for erasing those annoying little ponds in the center of the island, and building "piers" for docks if you want to import heavily) and leveling "unsuitable terrain" - I like using this to build power plants in volcano craters and pretend they're geothermal plants, or sports complexes as gladiatorial arenas over lava, or tourist attractions as sacrificial altars for El Presidente, etc. Big Grin

The problem with bridges is that the game is heightmapped. So the only way to get bridges is to be able to violate road constraints, and probably to apply additional models (or violate the placement).

The engine allows this level of manipulation, but it's not something to which the base player has access.

"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.

"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
19-03-2012 07:54 PM
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Caribbean Stud Offline
Toucan-worshiping environmentalist
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Posts: 244
Joined: Nov 2009
Post: #7
RE: New Transportation Modes
How about an elevated highway with an entrance/exit at each end, you could build it from your city center to have a straight shot at the docks.

Also, where are the bicycles? This one person = one car thing is not representative of the Caribbean. Most low-income people take buses or ride bicycles to get around. Owning a car is very expensive in places like Cuba, where they can't get replacement parts.
19-03-2012 10:04 PM
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rizt Offline
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Posts: 25
Joined: Feb 2012
Post: #8
RE: New Transportation Modes
Quote:(Or be able to run up a line, turn around or switch back, and head to the next stop after that.)

Trains can in fact, go in reverse.
20-03-2012 02:12 AM
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