Claim set · data/claims/transport-tycoon.yaml

Transport Tycoon Deluxe — railways, signals, stations and orders (from the manual)

Game: Transport Tycoon.

Transport Tycoon Deluxe starts the player in 1950 with a £100,000 loan and 100 years to prove themselves, in one of four worlds, each of which generates new scenarios at random. MicroProse's 1994 advertisement for the original gave 1930 and £100,000. transport-tycoon/start

ManualTransport Tycoon Deluxe instruction manual (MicroProse, 1995) · p. 8, Background/The GameIt's 1950, you've been loaned £100,000 and you've got 100 years to prove yourself a Transport Tycoon.Transport Tycoon Deluxe instruction manual (MicroProse, 1995) · p. 8, Background/The GameTransport Tycoon Deluxe presents you with a choice of four vast game worlds (each of which will randomly generate a limitless number of gameplay scenario's) made up of numerous small towns and raw material resources.Transport Tycoon review — PC Zone issue 21 · p. 11, MicroProse advertisementYou're given £100,000 and a vast land and sea area with numerous towns and cities. You've got 100 years to prove yourself a Transport Tycoon.Transport Tycoon review — PC Zone issue 21 · p. 11, MicroProse advertisement, headlineIt's 1930Chris Sawyer Software Development: INFO · Games, Transport TycoonIt's 1930. You're presented with a vast game world made up of numerous small towns and raw material resources.Checked by claude, 2026-10-26 — read the passage in the pinned PDF's text layer, the advertisement in the pinned OCR of PC Zone 21, and the game list in the pinned capture of Sawyer's page

The advertisement's headline "It's 1930" stands apart from its body text in the OCR; Sawyer's own description of the 1994 game gives the same year.

Cited by: Transport Tycoon

The Deluxe manual lists what the new edition added: three new environments with their own climates, terrain and industries; a world editor; heliports; maglev trains and track; buying and selling shares and taking over rival companies; network play; more stations and vehicles; custom names for vehicles, towns and stations; and refitting aircraft and ships for other cargo. transport-tycoon/deluxe-additions

ManualTransport Tycoon Deluxe instruction manual (MicroProse, 1995) · p. 6, Introduction• 3 new gameplay environments with different climates, environments, topography and industries • World editor - create unlimited custom made scenarios • Heliports • Maglev trains and track • Buy/Sell Shares and take-over rival companies • Network play • More stations and vehicles • Improved communication of information • Customise vehicle names/town names/station names • Re-fit aircraft and ships to carry different cargo typesChecked by claude, 2026-10-26 — read the introduction's list in the pinned PDF's text layer

The list doesn't mention signals. Retro Gamer's 1995 sidebar says Deluxe came with improved signals (claim deluxe-signals). The 1994 manual wasn't read, so nothing here compares the two editions' rules line by line.

Cited by: Transport Tycoon

In Transport Tycoon Deluxe, signals divide the railway into sections and let only one train into a section at a time: each signal shows green if the section ahead is clear and red if it is occupied, and a train always stops and waits at a red signal. transport-tycoon/block-signals

About: Transport Tycoon Rail signalling

ManualTransport Tycoon Deluxe instruction manual (MicroProse, 1995) · p. 94, Using Railway Signals, The BasicsAs in the real thing, the principle of the railway signalling system is to prevent trains from colliding by preventing more than one train from entering any one section of railway track. Each signal tells the train if the section of track ahead is clear (green signal), or occupied (red signal). The train will always stop and wait at a red signal; preventing it from colliding with a train in the next section.Checked by claude, 2026-10-26 — read "Using Railway Signals" in the pinned PDF's text layer

Cited by: Rail signalling, Transport Tycoon

To run several trains on a single-track line, the Deluxe manual has the player build double-track passing loops at intervals, with signals on both tracks at both ends and room between them for the longest train. For three or more trains it advises against passing loops and recommends two parallel tracks with single-direction signals about every ten squares, facing opposite ways on each track. transport-tycoon/passing-loops

About: Transport Tycoon Rail signalling

ManualTransport Tycoon Deluxe instruction manual (MicroProse, 1995) · p. 94, Passing LoopsEach passing loop should have signals on both tracks AND at both ends, with enough length between the signals on the double-track for your longest possible train to fit.Transport Tycoon Deluxe instruction manual (MicroProse, 1995) · p. 94, Parallel TracksRunning more than two trains on a single track railway with passing loops is not advisable. For three or more trains, build parallel tracks between the stations and add junctions and single-direction signals about every ten squares. On one track the signals should face in one direction and on the other track they should face in the opposite direction.Checked by claude, 2026-10-26 — read "Passing Loops" and "Parallel Tracks" in the pinned PDF's text layer

Cited by: Rail signalling, Transport Tycoon

In Transport Tycoon Deluxe, a single-direction signal lets trains pass in only one direction. The player makes one by clicking a second or third time with the signal tool on the same spot; only one signal then shows on the track. transport-tycoon/one-way-signals

About: Transport Tycoon Rail signalling

ManualTransport Tycoon Deluxe instruction manual (MicroProse, 1995) · p. 80, SignalsA single-direction signal will allow trains to pass in only one direction, enabling much more efficient double-track railways to be constructed. To build single-direction signals, click with the signal pointer a 2nd or 3rd time on the position where the signal is required.Transport Tycoon Deluxe instruction manual (MicroProse, 1995) · p. 94You will know that you have successfully planted a single-direction signal because only 1 signal will appear on the track.Checked by claude, 2026-10-26 — read both passages in the pinned PDF's text layer

Cited by: Rail signalling, Transport Tycoon

Retro Gamer's 2015 sidebar on Transport Tycoon Deluxe says the complete version came with improved signals for complex train systems, and a world editor. transport-tycoon/deluxe-signals

About: Transport Tycoon Rail signalling

InterviewIn the chair with Chris Sawyer — Retro Gamer 138 · p. 97, Transport Tycoon Deluxe 1995 sidebarThe complete version of TTD came with improved signals - for complex train systems - as well as a world editor to build and make your own scenarios.Checked by claude, 2026-10-26 — found the sidebar in the pinned OCR of Retro Gamer 138

The magazine's own text, not Sawyer's, and it doesn't say what improved. Which signals the 1994 original had isn't read here.

Cited by: Rail signalling, Transport Tycoon

The Transport Tycoon Deluxe manual describes only signals that protect the section ahead and single-direction ones. The manual of TTDPatch, a patch to the game, presents the pre-signal as a new type of signal its switches introduce, and calls the game's own signals "block signals". transport-tycoon/no-pre-signals

About: Transport Tycoon Rail signalling

ManualTransport Tycoon Deluxe instruction manual (MicroProse, 1995) · p. 94, Using Railway SignalsEach signal tells the train if the section of track ahead is clear (green signal), or occupied (red signal).TTDPatch Manual: Pre-signals · 3.12 Pre-signalsThese switches introduce a new type of signal to TTD, the "pre-signal."TTDPatch Manual: Pre-signals (detailed) · 4.2 Pre-signals (detailed)The regular TTD signals are called "block signals", because they always indicate whether the block protected by them is occupied, no matter where the train actually wants to go.Checked by claude, 2026-10-26 — read the Deluxe manual's signal sections (pp. 80, 94) in the pinned text layer and both TTDPatch pages in their pinned captures

The Deluxe manual's silence is a negative from one document, so the claim doesn't say the game lacks pre-signals; TTDPatch's own words carry the attribution. Factorio's FFF-81 compares its chain signal with "TTD pre signals" (factorio-lineage/chain-signals).

Cited by: Rail signalling, Transport Tycoon

In TTDPatch a pre-signal shows green if, and only if, one of the exit signals from the block behind it shows green, so trains enter the block only when there is a green exit and leave it at once. The manual names station entrances as a place where they are particularly useful. transport-tycoon/pre-signal-rule

About: TTDPatch Rail signalling

ManualTTDPatch Manual: Pre-signals · 3.12 Pre-signals, the idea of pre-signalsThe idea of pre-signals is quite simple: a pre-signal shows a green light if, and only if, one of the exit signals from the block behind it shows a green light. This means that trains will only enter the pre-signal block if there is a green exit. As a result, the block will only be entered for short times and trains will leave it immediately, allowing for a very efficient layout. This is particularly useful for station entrancesChecked by claude, 2026-10-26 — read section 3.12 in the pinned capture

Cited by: Rail signalling, Transport Tycoon

TTDPatch's pre-signal and Factorio's chain signal both hold a train back until it can leave the block ahead, but they read different exits: a pre-signal turns green when any exit signal from the block is green, and a chain signal looks at the exit on the train's own path. Factorio's developers say the two "work differently", which is why the chain signal got its own name. transport-tycoon/pre-signal-vs-chain

About: TTDPatch Rail signalling

ManualTTDPatch Manual: Pre-signals · 3.12 Pre-signals, the idea of pre-signalsa pre-signal shows a green light if, and only if, one of the exit signals from the block behind it shows a green light.Friday Facts #81 - Chain signals · The definitionWhile normal signal prevents train from entering the occupied block, chain signal prevents train from entering the block also when the exit isn't free. When more exits exist, the one relevant to the train path is taken into account.Friday Facts #81 - Chain signals · The chain signal in detailThe chain signals have some similarities with the TTD pre signals, but as they actually work differently, we also decided to call them differently to avoid confusion.Checked by claude, 2026-10-26 — read section 3.12 of the TTDPatch manual and the definition and detail sections of FFF-81 in their pinned captures

Compares the rule each document states; neither game's code was read. Factorio's side cites the evidence behind factorio-logistics/chain-signal, whose notes record that the rule FFF-81 announced for 0.12 is the one the 2.1.23 chain signal still keeps.

Cited by: Rail signalling, Transport Tycoon

Transport Tycoon Deluxe's signals and Factorio's ordinary rail signals keep the same rule: a signal lets a train into the section beyond only when no other train is in it. transport-tycoon/block-signals-vs-factorio

About: Transport Tycoon Rail signalling

ManualTransport Tycoon Deluxe instruction manual (MicroProse, 1995) · p. 94, Using Railway Signals, The Basicsthe principle of the railway signalling system is to prevent trains from colliding by preventing more than one train from entering any one section of railway track.Friday Facts #81 - Chain signals · The definitionWhile normal signal prevents train from entering the occupied blockFriday Facts #81 - Chain signals · The chain signal in detailIn Factorio, trains know exactly where to go, and signals are mainly just preventing them from crashing to each other or blocking each other.Checked by claude, 2026-10-26 — read both passages in their pinned copies

Factorio's side cites the evidence behind factorio-logistics/signals-and-blocks. Compares the rules as each document states them; neither game's code was read.

Cited by: Rail signalling, Transport Tycoon

In Transport Tycoon Deluxe, a railway station's size and number of tracks are chosen when it is built; the number of tracks limits how many trains can unload at once, so the manual advises more than one track at busy stations and signals outside them on every track. transport-tycoon/station-size

About: Transport Tycoon Rail transport

ManualTransport Tycoon Deluxe instruction manual (MicroProse, 1995) · p. 80, Station and Depot IconThe Station Icon also requires you to select the Station Size, Number of Tracks and Catchment Area Highlight. Station size greatly influences how efficiently your trains can be unloaded. The number of tracks limits how many trains can be unloaded at one time, so busier stations will need more than one track.Transport Tycoon Deluxe instruction manual (MicroProse, 1995) · p. 106, Hints & Tips 17Multiple track stations quicken loading and unloading times because you can unload more than one train at a time. The length of time taken is shortened again if you join all the tracks to all available platforms. In doing this make sure that there are signals just outside all the stations on all the tracks.Checked by claude, 2026-10-26 — read both passages in the pinned PDF's text layer

Cited by: Transport Tycoon

In Transport Tycoon Deluxe, each station has a catchment area four squares around it in every direction and accepts any cargo that a square in it accepts. Cargo and passengers go only to stations within four squares of their industry or building; with several in reach, they are shared out by each station's cargo rating, the highest getting the most. transport-tycoon/catchment

ManualTransport Tycoon Deluxe instruction manual (MicroProse, 1995) · p. 96, Cargo accepted by stationsEach station has a catchment area four squares around it in all directions, and will accept any cargo which any of the squares in its catchment area accepts.Transport Tycoon Deluxe instruction manual (MicroProse, 1995) · p. 96, Cargo and passenger distribution to stationsWhen cargo is produced by an industry, or passengers want to travel, only stations within four squares of their industry or town building are considered.Transport Tycoon Deluxe instruction manual (MicroProse, 1995) · p. 96, Cargo and passenger distribution to stationsIf two or more stations exist within the four-square distance, then the cargo or passengers are distributed according to the cargo ratings at each station, with more going to the highest rating station.Checked by claude, 2026-10-26 — read the distribution and acceptance passages in the pinned PDF's text layer

With one station in reach, the manual says a percentage of the cargo equal to the station's rating goes to it.

Cited by: Transport Tycoon

In Transport Tycoon Deluxe, a station's rating rises with frequent services and with newer, faster vehicles, and falls when goods or passengers are left waiting long. The manual's tips use it against rivals: a frequent, fast service that always waits for full loads keeps the player's ratings above an opponent's, so the opponent gets less cargo. transport-tycoon/station-rating

ManualTransport Tycoon Deluxe instruction manual (MicroProse, 1995) · p. 96, Ordering Vehicles & VesselsThe station rating is affected by the frequency of services and is higher if there are vehicles calling regularly at a station. The rating will rise if the vehicles calling at the station are newer and faster. However, the rating of a station will fall if goods or passengers are left waiting at a station for long periods of time.Transport Tycoon Deluxe instruction manual (MicroProse, 1995) · p. 100, tipsRun a very frequent and fast service, always waiting for full loads. This should keep your station ratings above your opponent's, which will mean he/she will get less cargo to transportChecked by claude, 2026-10-26 — read both passages in the pinned PDF's text layer

Cited by: Transport Tycoon

In Transport Tycoon Deluxe, an industry tries to match its production to the transport serving it, producing less when its service ratings are poor or it has no service. transport-tycoon/production-follows-service

ManualTransport Tycoon Deluxe instruction manual (MicroProse, 1995) · p. 94, Cargo production and distribution from IndustriesThe industry tries to match its actual production to the transport services available, producing less if the service ratings are poor, or no services are available.Checked by claude, 2026-10-26 — read the passage in the pinned PDF's text layer

Cited by: Transport Tycoon

Transport Tycoon Deluxe handles at most 250 stations, counting a railway station, bus station, loading bay, airport and dock linked under one name as one. transport-tycoon/station-limit

Value: 250

ManualTransport Tycoon Deluxe instruction manual (MicroProse, 1995) · p. 100, Station maximum limitTransport Tycoon Deluxe can handle a maximum of 250 stations. (A 'station' can be a railway station, a bus station, a lorry loading bay, an airport, a dock, or combinations of each of these linked into a station with a single name.)Checked by claude, 2026-10-26 — read the passage in the pinned PDF's text layer

In Transport Tycoon Deluxe, a vehicle's route is a list of stations in its Orders window, each added with GO TO. The window's other bars are SKIP (miss the next station), DELETE, FULL LOAD and UNLOAD, and a train's window adds NON-STOP, to travel to a station without stopping on the way. transport-tycoon/orders

About: Transport Tycoon Rail transport

ManualTransport Tycoon Deluxe instruction manual (MicroProse, 1995) · p. 96, Vehicle OrdersThere are FIVE action bars at the bottom of the Vehicle Orders "Window": SKIP, DELETE, GO TO, FULL LOAD and UNLOAD. The train orders "Window" has a sixth: NON-STOP.Transport Tycoon Deluxe instruction manual (MicroProse, 1995) · p. 98, GO TOThe Go To Bar is used to designate stations for vehicles to call at. Click the Go To Bar, then click on the station you want the vehicle to call at in the 3-D view.Transport Tycoon Deluxe instruction manual (MicroProse, 1995) · p. 98, SKIPSKIP: Clicking on SKIP will miss out the next station on the vehicle's route.Transport Tycoon Deluxe instruction manual (MicroProse, 1995) · p. 98, NON-STOPTo make a train travel directly to a station without stopping, highlight the station name that you want the train to go to directly, and click the Non-Stop Bar.Checked by claude, 2026-10-26 — read the orders section (pp. 96-98) in the pinned PDF's text layer

Cited by: Transport Tycoon

In Transport Tycoon Deluxe, the FULL LOAD order makes a vehicle wait at a station until it is fully laden. transport-tycoon/full-load

About: Transport Tycoon Rail transport

ManualTransport Tycoon Deluxe instruction manual (MicroProse, 1995) · p. 98, FULL LOADThe Full Load Bar is used to order a vehicle to wait at a station until it is fully laden.Checked by claude, 2026-10-26 — read the passage in the pinned PDF's text layer

Cited by: Transport Tycoon

In Transport Tycoon Deluxe, the UNLOAD order makes a vehicle unload at a station even if the station doesn't accept its cargo, so a load can be carried on in stages: one train leaves oil at a station, another collects it and takes it on. PC Review's 1994 review of the original describes the same, a load of steel passed from lorry to ship to train. transport-tycoon/unload-transfer

About: Transport Tycoon Rail transport

ManualTransport Tycoon Deluxe instruction manual (MicroProse, 1995) · p. 98, UNLOADThe Unload Bar is used to order a vehicle to unload its cargo at a station even if the station does not accept the goods it is carrying.Transport Tycoon Deluxe instruction manual (MicroProse, 1995) · p. 98, UNLOADFor example, you could use a train to deliver oil from an oil rig to a station that did not accept oil. You could then instruct another train to go to that station and load the oil, which it would then take to another destination that did accept the cargo.Transport Tycoon review — PC Review #38 · p. 66 — the OCR breaks "destina¬ tion"A lorry load of steel, for example, could be transferred to a ship and then a train before it reaches its final destinationChecked by claude, 2026-10-26 — read the UNLOAD passage in the pinned PDF's text layer and found the review's sentence in the pinned OCR of PC Review 38

Cited by: Transport Tycoon

In Transport Tycoon Deluxe, trains and road vehicles due for servicing head for the nearest depot, so the manual advises a train depot at the end of most lines. transport-tycoon/servicing

About: Transport Tycoon Rail transport

ManualTransport Tycoon Deluxe instruction manual (MicroProse, 1995) · p. 94, Train and road vehicle servicingWhen trains and road vehicles are due for servicing, they head for the nearest servicing Depot. It is a good idea to build Train Depots at the end of most railway linesChecked by claude, 2026-10-26 — read the passage in the pinned PDF's text layer

Cited by: Transport Tycoon

kovarex's 2013 proposal for Factorio's trains took Transport Tycoon's concept "almost completely": stations, a route for each train, and a train that waits at a station. His train waits until the inserters have nothing left to do, where Transport Tycoon's FULL LOAD order waits until it is full. transport-tycoon/waiting-vs-factorio

About: Transport Tycoon Rail transport

ManualTransport Tycoon Deluxe instruction manual (MicroProse, 1995) · p. 98, FULL LOADThe Full Load Bar is used to order a vehicle to wait at a station until it is fully laden.Railroad — Factorio forums, Development Proposals · first post, kovarex, 7 February 2013I believe, that we could use the concept of transport tycoon in this area of the game almost completely. Player would create stations and specify rout of the train, the train would stop at the station and wait until inserters have nothing to do.Checked by claude, 2026-10-26 — read the FULL LOAD passage in the pinned text layer and kovarex's first post in the pinned capture of the topic

A design proposal, not a reading of either game's code; the edge is factorio-lineage/transport-tycoon-trains. Factorio's shipped wait conditions, with their defaults, are factorio-logistics/schedule-defaults.

Cited by: Transport Tycoon