On this page
  1. How it plays
  2. In Factorio’s lineage
  3. Related
  4. Mechanics
  5. References
  6. Sources

Transport Tycoon is a business simulation in which the player runs a transport company, building railways and roads and buying trains, trucks, buses, aircraft and ships to carry passengers and cargo, and has to grow before computer-run competitors force it out of business1. Chris Sawyer made it, and Deluxe’s credits name him for design and programming; MicroProse published it in 19942,3. PC Zone’s December 1994 review gives its British release as November2. A World Editor add-on followed in mid-19954, and Transport Tycoon Deluxe, a reworked edition with new climates, a world editor, and network play, was announced for November 1995 and came at the end of that year by Sawyer’s account5,6.

Sawyer has said the game grew out of two spare-time interests while he was converting Amiga games to the PC: playing Sid Meier’s Railroad Tycoon, and an isometric game world he had been building, into which he tried putting little trains7,8. In development it was “Chris Sawyer’s Transport Game” or “Interactive Transport Simulation”9, and because MicroProse had published Railroad Tycoon, MicroProse felt Transport Tycoon would be an appropriate name10. He wrote it entirely in x86 assembly language11, and Simon Foster replaced Sawyer’s own low-resolution graphics with high-resolution ones12.

British magazines reviewed it warmly. PC Review’s John Bennett called it “the ultimate model railway” and a better game than SimCity 2000 or Railroad Tycoon13. PC Zone’s Duncan MacDonald, who thought everything about it “screams Sim City 2000”, called it “one of the very best strategy games around”, with one complaint: the map was “sort of too vast”14. Wired’s 2013 retrospective calls it “an immediate and unqualified success” for MicroProse, which put Sawyer to work on the Deluxe edition and then a sequel15. That sequel was abandoned; Sawyer has said RollerCoaster Tycoon grew from it, and that his Locomotion (2004) was Transport Tycoon’s spiritual successor16. OpenTTD, an open-source game, is based on Transport Tycoon Deluxe and aims to mimic it as closely as possible17.

#How it plays

The Deluxe edition starts in 1950 with a £100,000 loan and a hundred years to make a fortune, on a map generated at random in one of four worlds; the 1994 original started in 193018. Towns and industries send their passengers and cargo only to stations within four squares. Where several stations compete, each gets a share by its rating, which rises with frequent services and new, fast vehicles and falls when cargo is left waiting19,20. Industries produce less when they are poorly served21. The manual suggests winning a rival’s cargo away with a fast, frequent service that always waits for full loads20.

Every vehicle follows a list of stations set in its Orders window. An order can make it wait until it is full, skip a station, or unload at a station that doesn’t want the cargo so that another vehicle can carry it on; trains can also run non-stop22,23,24. The number of tracks a station is built with sets how many trains can unload at once25. Vehicles due for servicing head for the nearest depot26.

Signals keep trains apart. Each one lets a train into the section beyond only when that section is empty, and a train waits at a red signal27. Passing loops let two trains share a single line; for more, the manual recommends two parallel tracks with single-direction signals, one track for each way28,29. Retro Gamer remembers Deluxe as the edition with improved signals30. Its manual describes only these two kinds, signals for the section ahead and one-way signals. Pre-signals, which let a train into a block only when one of its exits is clear, come from TTDPatch, a patch to Deluxe, whose manual presents them as a new type of signal and calls the game’s own ones “block signals”31,32.

:::gap{internal}[The 1994 original] These rules come from the Deluxe manual. The 1994 manual hasn’t been read, so which rules Deluxe changed, and what its “improved signals” were, isn’t known here. :::

#In Factorio’s lineage

Factorio’s developers name Transport Tycoon among the games they grew up playing33. In February 2013 kovarex proposed taking Transport Tycoon’s railway concept for Factorio “almost completely”: stations, a route for each train, and a train that waits at a station34. Where a train in Transport Tycoon Deluxe can wait for a full load, his waited until the inserters had nothing left to do35. Factorio’s ordinary rail signals keep Transport Tycoon Deluxe’s rule of one train to a section36.

Factorio’s developers compared their chain signal with “TTD pre signals” in 2015, and said the two work differently37. The pre-signals meant are TTDPatch’s. A pre-signal turns green when any exit from the block ahead is clear, and a chain signal checks the exit the train will take38. OpenTTD, many of whose features were inspired by TTDPatch39, inspired the train preview on Factorio’s train screen40.

Mechanics

MechanicKindHow
Rail signallingBlockin Deluxe, signals split the line into sections and let one train into each; one-way signals suit double track
Rail transporteach train runs a list of stations, and can wait for a full load or leave its cargo for another vehicle
Every claim about this game, by concept (42)
generalChris Sawyer said in 2014 that he thought Railroad Tycoon's gameplay was fantastic and set out to take it further, with more modes of transport and his isometric view. In 2000 he put his aim as something "less complex but more fun than Railroad Tycoon".Interview
Asked in 2014 about other world-builder games of the time, Sawyer said he hadn't played SimCity.Interview
The player runs a transport company, building railway lines and roads and buying trains, trucks, buses, aircraft and ships to carry cargo and passengers for profit, and has to grow before computer-run competitors force it out of business.Publisher
MicroProse published Transport Tycoon in 1994. PC Zone's December 1994 review, a British magazine's, gives its release date as November, and a MicroProse advertisement in the same issue calls it "available now".Publisher
PC Review had put a demo of Transport Tycoon on its September 1994 cover disk, ahead of its review in the December issue.Magazine
MicroProse published a World Editor add-on for Transport Tycoon on DOS in mid-1995. Sawyer's page says it let players make new landscapes and added a two-player game over a modem and an alternative "Martian" graphics set.Publisher
Sawyer's page puts Transport Tycoon Deluxe at the end of 1995 and gives its platforms as DOS and Windows 95/98. PC Review's November 1995 news pages announced it for November and listed among its new features "dirty tricks", a world editor, new climate regions, and network play for two.Publisher
The Deluxe manual's introduction says the aim was not just an updated version but a new game built on the successful elements of the first, keeping its gameplay while radically improving the game.Manual
Chris Sawyer, credited in the Deluxe manual with game design and programming, began writing games in 1983 in Z80 machine code on the Memotech MTX, and from 1988 to 1993 converted Amiga games to the PC. His page calls Transport Tycoon the first of the original games he developed on the PC from 1993.Publisher
Sawyer has said the game grew out of two spare-time interests while he worked on conversions: playing Sid Meier's Railroad Tycoon, and an isometric game world he had been building. He wondered whether an isometric view would be better than Railroad Tycoon's overhead map, and whether other kinds of transport should be in it, and he tried putting little trains into his isometric world.Interview
In development the game went by other names, among them "Chris Sawyer's Transport Game" and I.T.S., "Interactive Transport Simulation". Sawyer put an advertising hoarding reading "Coming Soon - Chris Sawyer's Transport Game!" inside a space port in his PC conversion of Frontier: Elite II.Interview
Sawyer said that because MicroProse had published Railroad Tycoon, MicroProse felt "Transport Tycoon" would be an appropriate name for his game.Interview
In 2013 Sawyer named Sid Meier, Peter Molyneux and Will Wright, and their games Railroad Tycoon, Populous and SimCity, as his biggest influences at the time, and said he wanted a game world full of little vehicles going about their business, "fun to watch as well as rewarding to play".Interview
Sawyer said he had a fully playable version running, in low resolution with his own hand-drawn graphics, by the time his last conversion contracts ended. Simon Foster then replaced his bitmaps with new high-resolution ones of the trains, trucks, buildings and scenery.Interview
Sawyer's agent, Jacqui at Marjacq, showed the game to several publishers. Sawyer said they came very close to signing with another before a visit to MicroProse's offices in Chipping Sodbury decided him for MicroProse.Interview
Sawyer recalled that MicroProse's producer had him plan what was left; his estimates added up to over two years, so he divided them all by four, then beat them, and the game was ready to publish four or five months later. He added that some ideas that didn't work out for the original went into the Deluxe version.Interview
In 2000 Sawyer called Transport Tycoon his first self-designed "big" game, taking around 12 months, and said he added more transport types, more detail and better opposition.Interview
Sawyer said MicroProse suggested some changes but few made it into the game, though he did add their suggested references to other MicroProse games, Submarine and UFO among them.Interview
Sawyer has said Transport Tycoon was written entirely in x86 assembly language, which is why the 2013 mobile version had to be rewritten rather than recompiled.Interview
The Deluxe manual credits game design and programming to Chris Sawyer, graphics and animation to Simon Foster, original music to John Broomhall, and sound design and programming to Andrew Parton. PC Zone's 1994 review says the game was written, coded and drawn by a team of two.Manual
Reviewing it for PC Review in December 1994, John Bennett called it "the ultimate model railway" and a better game than both SimCity 2000 and Railroad Tycoon, and ended "It's fabulous". The magazine named it one of that month's Recommended games.Magazine
In PC Zone's December 1994 review Duncan MacDonald wrote that everything about it "screams Sim City 2000", called it "one of the very best strategy games around", and had one complaint, that the map was "sort of too vast".Magazine
Wired's 2013 retrospective calls Transport Tycoon "an immediate and unqualified success" for MicroProse and says: "Sales were brisk, and Microprose immediately put Sawyer to work on an expanded 'Deluxe' version of the game, and then commissioned a sequel."Interview
Sawyer has said RollerCoaster Tycoon grew from the abandoned Transport Tycoon 2 project, and that Chris Sawyer's Locomotion (2004), built on the RollerCoaster Tycoon engine, felt like the spiritual successor to the Transport Tycoon games, though it didn't carry the Tycoon name for technical reasons.Interview
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.Manual
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.Manual
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.Manual
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.Manual
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.Manual
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.Manual
Rail signallingIn 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.Manual
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.Manual
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.Manual
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.Interview
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".Manual
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.Manual
Rail transportIn 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.Manual
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.Manual
In Transport Tycoon Deluxe, the FULL LOAD order makes a vehicle wait at a station until it is fully laden.Manual
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.Manual
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.Manual
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.Manual

References

  1. ^The player runs a transport company, building railway lines and roads and buying trains, trucks, buses, aircraft and ships to carry cargo and passengers for profit, and has to grow before computer-run competitors force it out of business.PublisherChris Sawyer, site biography · PC Review 38, Transport Tycoon review · Computer Games Magazine, Sawyer interview, 2000revised
    How we know
    You build railway lines and roads, buy trains, trucks, buses, aircraft, and ships, organize them to transport the cargo and passengers, and reap the profits when you deliver the goods.
    Games, Transport Tycoon · archived copy ↗
    You're in charge of a transport company, and you have to expand and make money before your competitors freeze you out of business.
    p. 64, review opening · archived copy ↗
    if you've watched a computer-run company building a zigzag railway line which is five times the length it needs to be, you'll know the company AI wasn't particularly clever!
    The Tracks of His Games, Transport Tycoon · archived copy ↗

    Checked against the evidence by its author, an AI model, 2026-10-26.

    Revised after a check by a second AI model, 2026-10-26.

    In the claim ledger

  2. ^ abMicroProse published Transport Tycoon in 1994. PC Zone's December 1994 review, a British magazine's, gives its release date as November, and a MicroProse advertisement in the same issue calls it "available now".PublisherChris Sawyer, site biography · PC Zone 21, Transport Tycoon review
    How we know
    Transport Tycoon (DOS,Mac,PSX) Published by Microprose in 1994
    Games, Transport Tycoon · archived copy ↗
    Release Date: November Publisher: MicroProse
    p. 108, review spec box · archived copy ↗
    Make it big with Transport Tycoon AVAILABLE NOW
    p. 11, MicroProse advertisement · archived copy ↗

    Checked against the evidence by its author, an AI model, 2026-10-26.

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    In the claim ledger

  3. ^The Deluxe manual credits game design and programming to Chris Sawyer, graphics and animation to Simon Foster, original music to John Broomhall, and sound design and programming to Andrew Parton. PC Zone's 1994 review says the game was written, coded and drawn by a team of two.ManualMicroProse, Transport Tycoon Deluxe manual · PC Zone 21, Transport Tycoon review
    How we know
    Game Design and Programming Chris Sawyer Graphics and Animation Simon Foster Original Music John Broomhall Sound Design and Programming Andrew Parton
    p. 5, Credits · archived copy ↗
    the entire game was written, coded and drawn by a team of two.
    p. 104, review · archived copy ↗

    Checked against the evidence by its author, an AI model, 2026-10-26.

    Checked by a second AI model, 2026-10-26.

    In the claim ledger

  4. ^MicroProse published a World Editor add-on for Transport Tycoon on DOS in mid-1995. Sawyer's page says it let players make new landscapes and added a two-player game over a modem and an alternative "Martian" graphics set.PublisherChris Sawyer, site biography
    How we know
    A 'World Editor' version of Transport Tycoon followed in mid-1995, followed by Transport Tycoon Deluxe at the end of that year.
    biography · archived copy ↗
    An add-on pack for Transport Tycoon, allowing the creation of new landscapes to use in Transport Tycoon, modem link for the 2-player game, and alternative 'Martian' graphics set.
    Games, Transport Tycoon World Editor / Scenario · archived copy ↗

    Checked against the evidence by its author, an AI model, 2026-10-26.

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  5. ^Sawyer's page puts Transport Tycoon Deluxe at the end of 1995 and gives its platforms as DOS and Windows 95/98. PC Review's November 1995 news pages announced it for November and listed among its new features "dirty tricks", a world editor, new climate regions, and network play for two.PublisherChris Sawyer, site biography · PC Review 49, Transport Tycoon Deluxe newsrevised
    How we know
    Transport Tycoon Deluxe (DOS,Win95/98) Published by Microprose in 1995
    Games, Transport Tycoon Deluxe · archived copy ↗
    Microprose is releasing an update to its popular train sim, Transport Tycoon in November. … will include a number of new features, including "dirty tricks", a world editor, new climate regions and network play for two. Release: Nov. '95
    p. 38, "PCR news", Transport Tycoon Deluxe · archived copy ↗

    Checked against the evidence by its author, an AI model, 2026-10-26.

    Revised after a check by a second AI model, 2026-10-26.

    In the claim ledger

  6. ^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.ManualMicroProse, Transport Tycoon Deluxe manual
    How we know
    • 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 types
    p. 6, Introduction · archived copy ↗

    Checked against the evidence by its author, an AI model, 2026-10-26.

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  7. ^Sawyer has said the game grew out of two spare-time interests while he worked on conversions: playing Sid Meier's Railroad Tycoon, and an isometric game world he had been building. He wondered whether an isometric view would be better than Railroad Tycoon's overhead map, and whether other kinds of transport should be in it, and he tried putting little trains into his isometric world.InterviewRetro Gamer 138, Chris Sawyer interview · Arcade Attack, Chris Sawyer interview (2018)
    How we know
    The viewpoint was just an overhead 2D map though, and I wondered whether my favourite isometric viewpoint would be better, and if other modes of transport should be included
    p. 94, "What was the inspiration for the game?" · archived copy ↗
    The two interests sort of collided and one day I decided it would be fun to try having little trains running around in my 3D isometric game world, and the game kind of grew from there.
    answer on his early inspiration · archived copy ↗

    Checked against the evidence by its author, an AI model, 2026-10-26.

    Checked by a second AI model, 2026-10-26.

    In the claim ledger

  8. ^Chris Sawyer, credited in the Deluxe manual with game design and programming, began writing games in 1983 in Z80 machine code on the Memotech MTX, and from 1988 to 1993 converted Amiga games to the PC. His page calls Transport Tycoon the first of the original games he developed on the PC from 1993.PublisherChris Sawyer, site biography · MicroProse, Transport Tycoon Deluxe manualrevised
    How we know
    Chris entered the games industry in 1983, writing games in Z80 machine code on the Memotech MTX home computer, and then the Amstrad CPC series home computer. … From 1988 to 1993, Chris worked on PC conversions of Amiga games … Since 1993, Chris has been developing original games on the PC, the first of which was Transport Tycoon, released through Microprose in 1994.
    biography · archived copy ↗
    Game Design and Programming Chris Sawyer
    p. 5, Credits · archived copy ↗

    Checked against the evidence by its author, an AI model, 2026-10-26.

    Revised after a check by a second AI model, 2026-10-26.

    In the claim ledger

  9. ^In development the game went by other names, among them "Chris Sawyer's Transport Game" and I.T.S., "Interactive Transport Simulation". Sawyer put an advertising hoarding reading "Coming Soon - Chris Sawyer's Transport Game!" inside a space port in his PC conversion of Frontier: Elite II.InterviewRetro Gamer 138, Chris Sawyer interview · Arcade Attack, Chris Sawyer interview (2018)
    How we know
    I started creating Transport Tycoon - aka ' Chris Sawyer's Transport Game' or I.T.S. 'Interactive Transport Simulation' - just for fun really.
    p. 94, "What was the process of development for the game like?" · archived copy ↗
    you might come across an advertising hoarding inside a space port proclaiming "Coming Soon - Chris Sawyer's Transport Game!"
    answer on his early inspiration · archived copy ↗

    Checked against the evidence by its author, an AI model, 2026-10-26.

    Checked by a second AI model, 2026-10-26.

    In the claim ledger

  10. ^Sawyer said that because MicroProse had published Railroad Tycoon, MicroProse felt "Transport Tycoon" would be an appropriate name for his game.InterviewArcade Attack, Chris Sawyer interview (2018)revised
    How we know
    It also had the happy result that because MicroProse had published Railroad Tycoon they felt it would be appropriate to call my new game Transport Tycoon.
    answer on his early inspiration · archived copy ↗

    Checked against the evidence by its author, an AI model, 2026-10-26.

    Revised after a check by a second AI model, 2026-10-26.

    In the claim ledger

  11. ^Sawyer has said Transport Tycoon was written entirely in x86 assembly language, which is why the 2013 mobile version had to be rewritten rather than recompiled.InterviewRetro Gamer 138, Chris Sawyer interview · Gamasutra, Chris Sawyer interview (2013)
    How we know
    Both Transport Tycoon and RollerCoaster Tycoon on the PC were entirely programmed in x86 assembler code.
    p. 95, answer on assembly language · archived copy ↗
    The game is completely re-written (a consequence of the original games being written in 8086 Assembler, which can't be recompiled for other platforms)
    Sawyer on the mobile version · archived copy ↗

    Checked against the evidence by its author, an AI model, 2026-10-26.

    Checked by a second AI model, 2026-10-26.

    In the claim ledger

  12. ^Sawyer said he had a fully playable version running, in low resolution with his own hand-drawn graphics, by the time his last conversion contracts ended. Simon Foster then replaced his bitmaps with new high-resolution ones of the trains, trucks, buildings and scenery.InterviewRetro Gamer 138, Chris Sawyer interview
    How we know
    By the time the last of my conversion contracts were complete I already had a fully-functioning version of Transport Tycoon up and running. It was in low-res and had my own clunky hand-drawn graphics but it was fully playable.
    p. 94, "What was the process of development for the game like?" · archived copy ↗
    I had the good fortune to cross paths with Simon Foster, who binned my low- resolution bitmaps and created wonderful new high-resolution bitmaps of trains, trucks, buildings and scenery for the game.
    p. 94, same answer · archived copy ↗

    Checked against the evidence by its author, an AI model, 2026-10-26.

    Checked by a second AI model, 2026-10-26.

    In the claim ledger

  13. ^Reviewing it for PC Review in December 1994, John Bennett called it "the ultimate model railway" and a better game than both SimCity 2000 and Railroad Tycoon, and ended "It's fabulous". The magazine named it one of that month's Recommended games.MagazinePC Review 38, Transport Tycoon review
    How we know
    It's immaculately done: the ultimate model railway. This is where Transport Tycoon really scores over both SimCity 2000 and Railroad Tycoon. I'd even say that it's a better game than both of them.
    p. 66 · archived copy ↗
    In terms of sheer addictiveness, Transport Tycoon has a hook to it the size of a ship's anchor. It's fabulous.
    p. 66, closing · archived copy ↗
    We have five copies of this month's newly Recommended games. Magic Carpet and Transport Tycoon on CD- ROM
    p. 106, PC Review Recommended · archived copy ↗

    Checked against the evidence by its author, an AI model, 2026-10-26.

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    In the claim ledger

  14. ^In PC Zone's December 1994 review Duncan MacDonald wrote that everything about it "screams Sim City 2000", called it "one of the very best strategy games around", and had one complaint, that the map was "sort of too vast".MagazinePC Zone 21, Transport Tycoon review
    How we know
    everything about Transport Tycoon screams Sim City 2000
    p. 104, review opening · archived copy ↗
    SCORE One of the very best strategy games around.
    p. 108, score box · archived copy ↗
    If I've got one problem with Transport Tycoon (and it is only one) it's that the land¬ scape is sort of too vast.
    p. 108 · archived copy ↗

    Checked against the evidence by its author, an AI model, 2026-10-26.

    Checked by a second AI model, 2026-10-26.

    In the claim ledger

  15. ^Wired's 2013 retrospective calls Transport Tycoon "an immediate and unqualified success" for MicroProse and says: "Sales were brisk, and Microprose immediately put Sawyer to work on an expanded 'Deluxe' version of the game, and then commissioned a sequel."InterviewWired, Chris Sawyer interview (2013)revised
    How we know
    was an immediate and unqualified success for Microprose.
    paragraph after the naming · archived copy ↗
    Sales were brisk, and Microprose immediately put Sawyer to work on an expanded "Deluxe" version of the game, and then commissioned a sequel.
    same paragraph · archived copy ↗

    Checked against the evidence by its author, an AI model, 2026-10-26.

    Revised after a check by a second AI model, 2026-10-26.

    In the claim ledger

  16. ^Sawyer has said RollerCoaster Tycoon grew from the abandoned Transport Tycoon 2 project, and that Chris Sawyer's Locomotion (2004), built on the RollerCoaster Tycoon engine, felt like the spiritual successor to the Transport Tycoon games, though it didn't carry the Tycoon name for technical reasons.InterviewRetro Gamer 138, Chris Sawyer interview · Chris Sawyer, site biography
    How we know
    For technical reasons we chose not to use the Tycoon label for Locomotion but it definitely felt like it was the spiritual successor to the original Transport Tycoon games.
    p. 96, answer on Locomotion · archived copy ↗
    RollerCoaster Tycoon was developed from the ashes of the abandoned Transport Tycoon 2 project, and now the well-honed RollerCoaster Tycoon game engine was then being adapted to create a new transport game.
    p. 96, same answer · archived copy ↗
    The long-awaited sequel to Transport Tycoon, Chris Sawyer's Locomotion, was finally completed and released through Atari in October 2004.
    biography · archived copy ↗

    Checked against the evidence by its author, an AI model, 2026-10-26.

    Checked by a second AI model, 2026-10-26.

    In the claim ledger

  17. ^OpenTTD's About page says the game is based upon Chris Sawyer's Transport Tycoon Deluxe and attempts to mimic it as closely as possible while extending it with new features.PublisherOpenTTD, "About"
    How we know
    OpenTTD is an open source simulation game based upon the popular Microprose game "Transport Tycoon Deluxe", written by Chris Sawyer. It attempts to mimic the original game as closely as possible while extending it with new features.
    About · archived copy ↗

    Checked against the evidence by its author, an AI model, 2026-10-26.

    Checked by a second AI model, 2026-10-26.

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  18. ^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.ManualMicroProse, Transport Tycoon Deluxe manual · PC Zone 21, Transport Tycoon review · Chris Sawyer, site biographyrevised
    How we know
    It's 1950, you've been loaned £100,000 and you've got 100 years to prove yourself a Transport Tycoon. … Transport 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.
    p. 8, Background/The Game · archived copy ↗
    You'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.
    p. 11, MicroProse advertisement · archived copy ↗
    It's 1930
    p. 11, MicroProse advertisement, headline · archived copy ↗
    It's 1930. You're presented with a vast game world made up of numerous small towns and raw material resources.
    Games, Transport Tycoon · archived copy ↗

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  19. ^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.ManualMicroProse, Transport Tycoon Deluxe manual
    How we know
    Each 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.
    p. 96, Cargo accepted by stations · archived copy ↗
    When cargo is produced by an industry, or passengers want to travel, only stations within four squares of their industry or town building are considered. … If 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.
    p. 96, Cargo and passenger distribution to stations · archived copy ↗

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  20. ^ abIn 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.ManualMicroProse, Transport Tycoon Deluxe manual
    How we know
    The 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.
    p. 96, Ordering Vehicles & Vessels · archived copy ↗
    Run 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 transport
    p. 100, tips · archived copy ↗

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  21. ^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.ManualMicroProse, Transport Tycoon Deluxe manual
    How we know
    The 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.
    p. 94, Cargo production and distribution from Industries · archived copy ↗

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  22. ^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.ManualMicroProse, Transport Tycoon Deluxe manual
    How we know
    There 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.
    p. 96, Vehicle Orders · archived copy ↗
    The 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.
    p. 98, GO TO · archived copy ↗
    SKIP: Clicking on SKIP will miss out the next station on the vehicle's route.
    p. 98, SKIP · archived copy ↗
    To 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.
    p. 98, NON-STOP · archived copy ↗

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  23. ^In Transport Tycoon Deluxe, the FULL LOAD order makes a vehicle wait at a station until it is fully laden.ManualMicroProse, Transport Tycoon Deluxe manual
    How we know
    The Full Load Bar is used to order a vehicle to wait at a station until it is fully laden.
    p. 98, FULL LOAD · archived copy ↗

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  24. ^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.ManualMicroProse, Transport Tycoon Deluxe manual · PC Review 38, Transport Tycoon review
    How we know
    The 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. … For 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.
    p. 98, UNLOAD · archived copy ↗
    A lorry load of steel, for example, could be transferred to a ship and then a train before it reaches its final destination
    p. 66 · archived copy ↗

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  25. ^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.ManualMicroProse, Transport Tycoon Deluxe manual
    How we know
    The 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.
    p. 80, Station and Depot Icon · archived copy ↗
    Multiple 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.
    p. 106, Hints & Tips 17 · archived copy ↗

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  26. ^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.ManualMicroProse, Transport Tycoon Deluxe manual
    How we know
    When 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 lines
    p. 94, Train and road vehicle servicing · archived copy ↗

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  27. ^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.ManualMicroProse, Transport Tycoon Deluxe manual
    How we know
    As 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.
    p. 94, Using Railway Signals, The Basics · archived copy ↗

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  28. ^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.ManualMicroProse, Transport Tycoon Deluxe manual
    How we know
    Each 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.
    p. 94, Passing Loops · archived copy ↗
    Running 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.
    p. 94, Parallel Tracks · archived copy ↗

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  29. ^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.ManualMicroProse, Transport Tycoon Deluxe manual
    How we know
    A 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.
    p. 80, Signals · archived copy ↗
    You will know that you have successfully planted a single-direction signal because only 1 signal will appear on the track.
    p. 94 · archived copy ↗

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  30. ^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.InterviewRetro Gamer 138, Chris Sawyer interview
    How we know
    The 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.
    p. 97, Transport Tycoon Deluxe 1995 sidebar · archived copy ↗

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  31. ^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".ManualMicroProse, Transport Tycoon Deluxe manual · TTDPatch manual, Pre-signals · TTDPatch manual, Pre-signals (detailed)revised
    How we know
    Each signal tells the train if the section of track ahead is clear (green signal), or occupied (red signal).
    p. 94, Using Railway Signals · archived copy ↗
    These switches introduce a new type of signal to TTD, the "pre-signal."
    3.12 Pre-signals · archived copy ↗
    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.
    4.2 Pre-signals (detailed) · archived copy ↗

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  32. ^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.ManualTTDPatch manual, Pre-signalsrevised
    How we know
    The 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 entrances
    3.12 Pre-signals, the idea of pre-signals · archived copy ↗

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  33. ^Factorio's 2013 Indiegogo campaign says its developers grew up playing games "like Transport Tycoon, Civilization or Simcity", games about designing, building, and creating things, and then tells how the idea of a game where you build your factory came.PublisherFactorio Indiegogo campaign, 2013
    How we know
    We have spent a significant portion of our childhood and youth messing with lego, programming and playing games like Transport Tycoon, Civilization or Simcity. … They were all about designing, building and creating things. … Then there came the idea for a game where you build your factory.
    Motivation · archived copy ↗

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  34. ^In February 2013 kovarex wrote that "the game is inspired by Transport Tycoon" and proposed using its concept for Factorio's trains almost completely: stations, a route for each train, and trains that wait at a station until the inserters have nothing to do.Dev blogkovarex, "Railroad" forum post, 7 February 2013
    How we know
    We are saying everywhere, that the game is inspired by Transport Tycoon. … I 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.
    first post, kovarex, 7 February 2013 · archived copy ↗

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  35. ^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.ManualMicroProse, Transport Tycoon Deluxe manual · kovarex, "Railroad" forum post, 7 February 2013
    How we know
    The Full Load Bar is used to order a vehicle to wait at a station until it is fully laden.
    p. 98, FULL LOAD · archived copy ↗
    I 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.
    first post, kovarex, 7 February 2013 · archived copy ↗

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  36. ^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.ManualMicroProse, Transport Tycoon Deluxe manual · Friday Facts #81revised
    How we know
    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.
    p. 94, Using Railway Signals, The Basics · archived copy ↗
    While normal signal prevents train from entering the occupied block
    The definition · archived copy ↗
    In Factorio, trains know exactly where to go, and signals are mainly just preventing them from crashing to each other or blocking each other.
    The chain signal in detail · archived copy ↗

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  37. ^Friday Facts #81 (2015) says Factorio's chain signals have some similarities with "TTD pre signals" but work differently, so they were given a different name. The TTDPatch manual describes pre-signals as a new type of signal that its switches introduce to Transport Tycoon Deluxe; who had them first isn't shown here.Dev blogFriday Facts #81 · TTDPatch manual, Pre-signals
    How we know
    The 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.
    The chain signal in detail · archived copy ↗
    These switches introduce a new type of signal to TTD, the "pre-signal."
    3.12 Pre-signals · archived copy ↗

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  38. ^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.ManualTTDPatch manual, Pre-signals · Friday Facts #81revised
    How we know
    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.
    3.12 Pre-signals, the idea of pre-signals · archived copy ↗
    While 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.
    The definition · archived copy ↗
    The 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.
    The chain signal in detail · archived copy ↗

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  39. ^OpenTTD's About page says many of its features were inspired by TTDPatch, and others are original. It doesn't name which.PublisherOpenTTD, "About"revised
    How we know
    Many features were inspired by TTDPatch while others are original.
    Features · archived copy ↗

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  40. ^Friday Facts #126 (2016) says Factorio's single train screen gained an "open ttd" inspired preview of the train, with a camera view and a map view.Dev blogFFF-126
    How we know
    Namely adding the "open ttd" inspired preview of the train. There is a switchable "camera view" and "map view".
    Updated train screen · archived copy ↗

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Sources

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