Once we download, install, and run the game, we will be presented with the main menu, as shown to the right.
Clicking the New Game button will bring us to the World Generation screen. You can leave these to their defaults for now and click on Generate, creating a new world and starting the game. However, if you’d like to change the options, here are some of the options explained.
We get a few choices for what kind of map, or environment, we play in, and each one has different features that change game-play. A sample of what each one looks like, what they are based of, and some of their features are as follows in the same order as they are shown in the World Generation screen.
The temperate environment dates back to the original Transport Tycoon and is based on the United Kingdom, as shown by the vehicles and the architecture. This is the most popular environment and is the best place to begin for someone just picking up the game since it features the highest variety of and fastest trains, and has one of the highest valued goods, coal, making it the easiest to make money in. Also, there are no requirements of food or water for any towns to grow and there are very few restrictions as to where industries can be located.
The Sub-Arctic environment was added in Transport Tycoon Deluxe and is based in North America, most probably Canada, as shown in the style of the trains available and the fact that the town names are still British-based. Here, snow appears above a certain height line, which means that every building and tree above the line also appears covered in snow, and some graphics are different, but most of them are reused. There are new industry chains available, including food cargo which must be delivered to towns above the snowline to enable them to grow. However, there aren’t many choices in trains and there are no electric trains.
The tropical environment was also introduced with Transport Tycoon Deluxe and is based in Latin America. There are lush rainforests and grass growing near water locations, and barren deserts with cacti where there is no water. Towns located in the desert require food and water to grow and there are quite a few restrictions as to where industries may be placed, most notably the Food Processing Plants and Agriculture which must be placed in grassland, Lumber Mills which must be surrounded by Rainforest, and Water Sources which can only be found in the desert. The choice of trains in this environment is the same as Sub-Arctic.
Toyland is a completely fictional environment containing surreal graphics, emulating a child’s world. Candy and sweets represent buildings and trees, as well as toys replacing goods and trains. Every single graphic in Toyland is new, including roads and rail. The roads simulate a toy race track, while the railways have larger sleepers. All vehicles have silly sounds and faces drawn on them. There is very little choice of vehicles, with only basics provided with low horsepower. All factories and goods are replaced with surreal ones, such as a Toffee Quarry and Battery Farm.
The rest of the options are simple enough and are as follows.
- Map size
- This is how big that map is. The smallest size is 64 tiles while the biggest is 2048. For single player 512×512 will give you plenty of room.
- This is the starting date where your game starts. Default game starts at 1950.
- Land generator
- This is the way the land is generated. I suggest you leave it where it is if already on TerraGenesis.
- Snowline height
- Only available in the Sub-Arctic, this is how many tiles up before snow will stay there forever.
- No. of towns
- This is how many towns are on the map. It will depend on the size of the map. There is Very Low, Low, Normal, High, and Custom.
- No. of industries
- This is how many industries are on the map. It will also depend on the size of the map. There is User funded, Minimal, Very Low, Low, Normal, and High. User funded means you will have to fund all industries throughout the game.
- Terrain type
- This is how flat or hilly the terrain is.
- A smooth map has large fields of even land and slopes are mostly straight lines. A rough map has more changes in height levels and curved slopes.
- Random seed
- This is the map the game plays on. Copy it and paste it if you want to play the same map over again or give to a friend. However the other options in this window also apply and modify the resulting map. In order to recreate the exact same map you must also set the other options to the values they had when creating the original map. Town names will still be different.
- Sea level
- A higher sea level will create a map with more sea and less land, and vice versa.
- Tree algorithm
- This is how the trees are aligned. Keep it where it is, or it wont look good, unless you don’t want any trees, which is Nonea.
- Variety distribution
- Gives the option of more variability across the map
- Map edges
- This is whether you want the map edges to be randomly generated or you manually generating them.
- Whether this edge of the map is water or freeform (water and land)