[[caption-width-right:350:"Drontburg Coal Mine increases production!"]]

''Transport Tycoon'' is a pair of [[SpaceManagementGame business management]] [[SimulationGame simulation games]] created by legendary Scottish game developer [[http://www.chrissawyergames.com/ Chris Sawyer]] (of ''VideoGame/RollerCoasterTycoon'' and Creator/MicroProse fame). The apparent object of the games is to end up with a monopoly of transport services for a usually randomly generated map. Transport is provided in all four major modes; air, rail, road and water, though the most profit tends to come from rail and then air.

The two games in the series are ''Transport Tycoon'' (released in 1994 and now referred to as Original) and ''Transport Tycoon Deluxe'' (released in 1995). An expansion pack for the original game, named ''Transport Tycoon World Editor'', was also released in 1995, which featured a scenario editor (which was eventually included in ''Deluxe'') and a "Martian" set of graphics.

''Transport Tycoon Deluxe'' is an [[UpdatedRerelease updated version]]. It contains numerous bugfixes and gameplay improvements, including new transport modes and UI. The primary difference between the games is how signals operate. The original Transport Tycoon allows only bi-directional signals, which allow trains to pass in either direction. The Deluxe version introduced uni-directional signals, that only allow a train to pass in a single direction.

The FanRemake, ''[[http://openttd.org OpenTTD]]'', is derived from ''Transport Tycoon Deluxe''. Originally a set of patches called ''[=TTDPatch=]'', it was created to allow enthusiasts to include other vehicles, especially historical trains and the like, and eventually grew to add all sorts of features. It supported a plug-in architecture, so users could download add-ons they were interested in. Eventually ''[=TTDPatch=]'' grew much larger than the original game, so some developers decided to replace the remaining bits, allowing the now much-more-elaborate game to be played by anyone. The replacement code was completed in 2004, and an effort begun to replace the art and music, which finished in 2010. ''[=OpenTTD=]'' is free/open source, and works on a wide variety of operating systems. ''[=TTDPatch=]'' was maintained in parallel for some time, however OpenTTD eventually surpassed it in nearly every way, and the majority of the huge library of plugins and add-ons only works with ''[=OpenTTD=]''.

There is also a FanSequel of sorts, called ''{{VideoGame/Simutrans}}'', but it's an indie game only InspiredBy and not related or legally connected to the ''Transport Tycoon'' series. ''VideoGame/TrainFever'' was an attempt at a modernised SpiritualSequel by [[Creator/UrbanGames Urban Games]], however it had a myriad of limitations and bugs which eventually necessitated the release of ''Transport Fever'', the SurprisinglyImprovedSequel with backwards compatibility for most ''Train Fever'' mods (either natively or using a mod that autotranslates the code so it to be usable with ''Transport Fever'').

The original game was superseded officially by its 2004 SpiritualSuccessor, ''VideoGame/{{Locomotion}}''.

''Transport Tycoon'', [=TTDPatch=] and ''[=OpenTTD=]'' have a very long, complex history. Sites that were once useful such as [[http://www.transporttycoon.net/ Owen's Transport Tycoon Site]] and the (now-defunct) Transport Tycoon Semi-FAQ ([[http://web.archive.org/web/20150415090002/http://i-want-a-website.com/about-tt/ Archive link]]) were very informative fansites around the TurnOfTheMillennium, but are almost useless now. The most valuable information can still be found at [[https://www.tt-forums.net/index.php TT-Forums]], with only the [[http://forums.ttdrussia.net TTDRussia Forums]] showing any other activity to this day.

!!The ''Transport Tycoon'' series contains examples of:
* AcceptableBreakFromReality: Even the most sprawling metropolises will only house about 30,000 people.
** The effects of events like UsefulNotes/WorldWarII or the 1970s oil crisis on the economy are completely absent.
* AdamSmithHatesYourGuts / RidiculousFutureInflation: The prices eventually rise so high that a piece of road costs more than a skyscraper in real life. While this is no problem for a company that has been around and profitable since 1930 or 1950, rival companies that are established late in the game will often find themselves unable to even afford building a simple bus line since the starting loan is always £100,000 and the maximum loan amount doesn't quite catch up with inflation. ''[=OpenTTD=]'' does allow turning off inflation, however.
* AfterActionReport: Some fans of the series frequently compile these to describe how they built up their company and the country's transportation infrastructure during their playthrough. Pre-made scenario maps are especially popular for AAR recaps.
* AIGeneratedEconomy:
** The towns will automatically develop over time, without your assistance. This includes the building of roads, but you can assist in doing so if you want to coerce the development of a town in a specific way. You can accelerate, but not control, the growth of town buildings by dealing in Passengers there. This is necessary in some cases because towns will only pay for Goods once they build enough high-rise buildings, which only happens once they reach a certain size.
** The alternate climates in the ''Deluxe'' version have additional restrictions. Arctic towns above a certain elevation have to have Food delivered before they grow. Tropical towns in the desert require Food and Water.
* AnEntrepreneurIsYou: The series is considered one of the classics of the "tycoon" genre of business sims.
* ArtificialStupidity:
** The stupid things the AI tries to pass as traffic routes [[http://nylon.net/ttd/stupid.htm has to be seen]] to be believed. The custom AIs available for ''[=OpenTTD=]'' are much less insane, even the one that tries to emulate the "classic" AI.
** It's quite possible for a bus/lorry driver to see the vehicle in front be hit by a train and go up in flames, and decide to take its place - with predictable results.
* PhysicsGoof: Trains can go around extremely tight corners at 300mph, but immediately slow down to a crawl when encountering a tiny hill. Only the ''[=OpenTTD=]'' implementation finally added a (more) realistic acceleration model.
* AwesomeButImpractical: Aircraft. There is no doubt that they are [[CoolPlane awesomely cool]] and fast (despite their actual speed being a ¼ of their advertised speed), but their low cargo capacity and need for expensive airport infrastructure makes them, well...[[ExactlyWhatItSaysOnTheTin impractical]].
** Averted in ''[=OpenTTD=]'', where vast maps (up to 4096x4096 in the stock game; custom builds can go even higher) can make Planes a game-breaking tool. The fact that the speed handicap can be adjusted or removed entirely doesn't help either.
* {{Bizarrchitecture}}: Some of the [[TwentyMinutesintotheFuture post-1990s]] futuristic buildings and vehicles are really odd looking.
* BoringButPractical: Road vehicles. They don't have the allure of trains or the inherent coolness of aircraft, but they can use existing city roads (and roads laid by your competitors!) and are much less affected by gradients. ''[=OpenTTD=]'' has a large number of add-on packs that increase their usability, especially since ''VideoGame/TrafficGiant''[=/=]''Simutrans''-style individual destinations for passengers and cargo have been introduced which for example make town buses as feeder lines to a train station or an airport possible.
* ClownCarBase: The depots can hold hundreds of vehicles despite being only big enough for one of them. The train depots are especially ridiculous; a 100-car train can enter a depot barely big enough for the engine just fine!
* TheComputerIsACheatingBastard: The AI in pre-''[=OpenTTD=]'' versions gets a lot of help from the game to compensate for their ArtificialStupidity:
** The "Intelligence of rivals" difficulty setting actually regulates the bonus the AI receives for their station ratings, which is none for "Low", 12% for "Medium" and 24% for "High".
** AI companies never get affected by disasters. [=UFOs=] and zepplins never target them and their infrastructure doesn't get destroyed by coal mine subsidences or UFO bombers.
** NotPlayingFairWithResources: AI can completely destroy their environments around towns, free of charge, with no ill effect; the local authority will hate you and you will hate it if you bulldoze one tree.
** In ''Original'', industries serviced by the player have an annoying tendency to randomly announce imminent closure. Curiously, industries serviced by AI companies never seem to close.
** Averted in ''[=OpenTTD=]'': the landscaping handicap was removed, which means the custom AIs must be programmed to survive without that advantage (and they're able to do so rather well).
* [[ColourCodedArmies Colour Coded Companies]]: All companies have a single, associated colour. ''[=OpenTTD=]'' allow you to violate this, letting you choose different colours for different vehicles (e. g. different colours for steam, diesel, and electric locomotives).
* CoolPlane: Several, from early propeller driven craft to the supersonic Concorde (a.k.a. [[LawyerFriendlyCameo Yate Haugan]]). Custom packs like the av8 set and the Planeset can give you even more of these.
* CoolTrain: Of course. Classic steam engines, diesel and electric locomotives of various sizes. And, from the 1990s onward, monorails and even maglevs! Lots and ''lots'' of custom train packs exist for about every major railroad nation.
* CorruptCorporateExecutive: Acting like one is optional for the player. You can [[ScrewTheRulesIHaveMoney bribe local governments]] for [[{{Nepotism}} transport monopolies]], [[PropagandaMachine city-wide advertising campaigns]], and [[VehicularSabotage "essential" reconstruction of a town's roads (in a competitor's town, of course)]].
* CrapsackWorld: Intercity transport is controlled solely by [[CorruptCorporateExecutive private companies]] who tear up the landscape, dominate small towns with massive transport complexes, and compete with each other to the point of bribery and [[SuicideMission sabotage]]. Also, [[ArsonMurderAndJaywalking there are UFOs]].
** Gets doubly crapsack when you realise who the [[VideoGame/XCom UFO's belong to...]]
* CreatorProvincialism:
** The buildings in Original and the "Temperate" climate in ''Deluxe'' are of a British style: several were [[http://www.chrissawyergames.com/feature1a.htm explicitly based]] on real buildings in Glasgow. A few houses in Original which had a more American design were moved to the "Artic" climate in ''Deluxe''.
** The vehicles play it straight or avert it on a case-by-case basis. The initial UK release of ''Original'' used real names for the vehicles, which were changed in later releases (see LawyerFriendlyCameo below for details):
*** The locomotives all play it straight: they're named and modeled after famous British models such as the [[https://en.wikipedia.org/wiki/LNER_Class_A4 Class A4]] and the [[https://en.wikipedia.org/wiki/InterCity_125 InterCity 125]].
*** The starter road vehicles use British makes (Leyland, Bedford, Scammell, AEC, Dennis), but the 1970's-era vehicles use European (Renault, Volvo, Peugot, Fiat) or American (Ford) brands.
*** The boats are all generic (they didn't have brands in Original), but the hovercraft is clearly modeled on the classic British [[http://en.wikipedia.org/wiki/SR.N4 Saunders-Roe SR.N4 "Mountbatten class"]].
*** Only a few of the aircraft are British (such as the [[http://en.wikipedia.org/wiki/Vickers_Viscount Vickers Viscount]], [[http://en.wikipedia.org/wiki/BAC_1-11 BAC 1-11]], [[http://en.wikipedia.org/wiki/BAe_146 BAe 146]] and the British/French [[http://en.wikipedia.org/wiki/Concorde Concorde]]); the starter airplane in Original is the ''[[ItMakesSenseInContext German]]'' [[http://en.wikipedia.org/wiki/Ju_52 Junkers Ju 52]].
* CurbStompBattle: If an AI competitor is using road vehicles, it's possible to set up a rail line across the road and order a locomotive to "dispose" of AI vehicles. This leaves your reputation and the locomotive completely unharmed.
* DiagonalSpeedBoost: Sort of. At least ''[=OpenTTD=]'' does not provide a literal diagonal speed boost; however, the payments are tied to the number of grid lines you have to cross between the stations. If you go 50 squares diagonally, you can be faster than 100 squares parallel to one axis and still receive the same payment for your cargo.
* DifficultButAwesome: Trains. The most complicated transport method to set up initially (especially if you're trying to network all your lines together), but overall the most efficient way to ship non-passenger goods (planes are best for passengers).
* DownloadableContent: ''[=OpenTTD=]'' has this in ''spades,'' specifically with the "Check Online Content" option. There are ''hundreds'' of [=NewGRFs=], scenarios, [=AIs=], and game scripts available.
* EasyLogistics: Averted in that vehicles need to be maintained, otherwise they break down (unless you disable breakdowns). Played straight with passenger and cargo; they will go wherever you ship them.
* FlawedPrototype: The player occasionally receives offers to test out a new vehicle for a year before it's made available to every company. While this allows early access to the latest and shiniest, the catch is that the maximum reliability will be low at first, which will result in more frequent breakdowns that can potentially cancel out the added benefits of higher speed or capacity. The offer can be accepted or refused, but since there's no cost in accepting the offer and no obligation to use the vehicle, there's no reason to refuse.
* GameBreakingBug: A lot of them have been fixed by ''[=TTDPatch=]'' and ''[=OpenTTD=]'':
** Once the game reaches December 31, 2070, the calendar loops back to January 1, 2070. If a vehicle is scheduled for servicing in 2071, it will never get serviced and its reliability will steadily drop to 0%.
** The newest model of helicopter in the default vehicle set becomes obsolete after 2020, making it impossible to build new helicopter routes or maintain existing ones to acceptable levels of service (what with the 0% reliability helicopters breaking down constantly). ''[=OpenTTD=]'' hasn't fixed that, although disabling vehicle obsolescence or using [=NewGRFs=] can solve that problem.
** Buying out a competitor while a news item about them is showing can cause a crash, especially with the "[company] starts construction near [town]" message. Also, buying out a competitor with active subsidies will screw up those subsidies: they won't pay as they should, the information in the "Subsidies" box will be corrupted and opening said box will sometimes cause a crash.
** Multiplayer gameplay in the pre-''[=OpenTTD=]'' days was notoriously unstable: the game would start to go out of synchronization by the 1990's, slow down and eventually become unplayable.
* GameMod / FanRemake : ''[=OpenTTD=]''.
** ''[=TTDPatch=]'' is exactly this: a GameMod for ''Transport Tycoon Deluxe'' which alters the executed binary code at runtime while leaving the original executables intact.
** ''[=OpenTTD=]'' itself has got loads of patches and several ready-to-compile or pre-compiled patch packs.
* GenteelInterbellumSetting: The original starts in 1930. ''Deluxe'' has [[TheFifties 1950]] as the earliest date. ''[=OpenTTD=]'' can start even earlier, given the right [=NewGRFs=].
** By extension, the game features TheFifties, TheSixties, TheSeventies, TheEighties, TheNineties, and TurnOfTheMillennium.
* GroundhogDayLoop: After December 31, 2070, the date loops back to January 1, 2070, rather than proceeding to 2071. A GameBreakingBug if you have vehicles scheduled for maintenance in 2071... Thankfully, this is one of the bugs ''[=TTDPatch=]'' and ''[=OpenTTD=]'' fixes.
* GuideDangIt: After the large airport is introduced in 1955, almost every aircraft model introduced from then on will have a noticeably higher chance of crashing at small airports (which can't be built after 1959). Only a few models (3 in ''Original'', 6 in ''Deluxe'') introduced after 1955 can land safely on small airports, but the only way of knowing which ones is to either check on vehicle databases online or, in ''[=OpenTTD=]'', set "Small Airplanes" in the livery scheme to a different colour from the standard one.
* KarmaMeter: Crash accidents make your company rating go down. This can be used cleverly to cause trouble for your opposition, however.
* LawyerFriendlyCameo / CaptainErsatz : The initial UK release of Original used real company names for the vehicles and several were explicitly modeled after real models. To avoid potential lawsuits, the names were changed to fictional ones starting from the US release of Original: examples include the T.G.V. becoming the "T.I.M.", the Airbus brand becoming the "Airtaxi" brand and, most notably, the Lockheed Tristar and the Concorde becoming the "Guru Galaxy" and the "[[InherentlyFunnyWord Yate]] [[MemeticMutation Haugan]]" respectively. Those changes were carried over to the ''Deluxe'' version and remain in ''[=OpenTTD=]'' to this day.
** Several of these vehicles new names are {{Shout Out}}s to the QA testers' last names, including Bakewell, Luckett, Sampson, Kirby, Witcombe, Uhl, and Dinger.
** ''Deluxe'' includes the ability to rename the vehicles, allowing one to change the names back to the real ones if desired, and [=NewGRFs=] which do exactly that (and sometimes include new "real" names for ''Deluxe''-exclusive vehicles) exist.
* MadeOfExplodium: When two vehicles or convoys collide (except the train in a road/train collision), the vehicles will explode into a fireball. This occurs even if the vehicles aren't carrying flammables of any type, such as an electric passenger train.
* LevelAte / ToyTime: The "Toyland" climate, where the trees are lollipops and you transport such cargoes as candyfloss, sugar, toffee and fizzy drinks (which are made by combining "flat" cola and bubbles, and yes, you get to transport ''bubbles''). All those cargoes are treated as natural resources, that is, they're "extracted" from the land.
* ObstructiveBureaucrat: City and town councils can become this, for better or for worse. Especially if they don't know your company well yet and you start massively altering their surroundings and tearing down older buildings -- they'll simply ban you from constructing any of your company's structures on their territory, until you regain your reputation (which can often take years).
** Conversely, be on good enough terms with a Town Council, and the player can encourage [[CorruptBureaucrat a Council-sponsored]] reconstruction of the town's roads, blocking any [=AI=]-controlled road traffic for months.
** A common recommendation is to build the stations ''before'' building the tracks/roads, especially in forested areas. The local authority may block you from building stations, but [[LoopholeAbuse they can't block you from building tracks or roads]]!
* PlotDrivenBreakdown: Every single time [[ShoutOut a small UFO]] flies above a bus, they ''both breakdown at the exact same time'' and UFO crashes [[ActionBomb exactly onto the bus]].
* PublicDomainSoundtrack: ''[=OpenTTD=]'' has got an entire Scott Joplin soundtrack among its DownloadableContent.
* ScrewTheRulesIHaveMoney:
** Players can buy exclusive transports rights for a particular town for a year; during that time, cargo and passengers in that town will only use that player's stations and will ignore stations of all other companies, who are not notified when exclusive rights are bought.
** In ''[=OpenTTD=]'', players can outright ''bribe'' local authorities to improve their ratings. However, it is very expensive (about £750,000 before inflation is accounted for) and there's the risk of getting caught by a regional investigator, which will result in the company being blocked from interacting with the local authorities they tried to bribe for six months.
* TerrainSculpting: Players can reshape the land to suit their needs. Early on, the players tend to avoid terraforming as much as possible to save money but once they're rich enough they'll often dig huge valleys in mountain ranges to build perfectly level tracks, especially in ''[=OpenTTD=]'' with its more convenient landscaping tools.
* UnitsNotToScale: Ships are not much bigger than train cars. In reality, cargo ships carry hundreds of containers which are as big as train cars. Additionally, facilities such as train stations and railyards can be as big as or bigger than the cities they serve.
* ShoutOut / EasterEgg : Every now and then, an ''VideoGame/XCom'' fighter jet or UFO will appear and fly around the map.
* SuicideMission: As detailed below, this is a [[CrapsackWorld perfectly reasonable]] way of dealing with competitors.
* VideoGameCaringPotential: Want to try and nurse mainline steam traction into the 21st century ? Now's your chance.
* VideoGameCrueltyPotential:
** It's possible to cause the deaths of thousands of people in one go by judicious use of the "Ignore signal" button.
** It takes a little time to set up, but if you have created cities directly at sea level, only protected by a dike, and then delete the dike, the city will be overrun by the water and destroyed. (There is a map in Transport Tycoon Deluxe called "Damn!" where the ''entire map'' is at sea level and protected by a dike.)
** You can [[VehicularSabotage take revenge]] on the [[TheComputerIsACheatingBastard computer-favoured]] [[ArtificialStupidity AI opponents' badly built railways]] by building a railway depot at the end of their stations, buying a cheap locomotive and [[SuicideMission sending it running into the opponent's station]]. His train eventually enters the station, your locomotive charges at his train kamikaze-style ''[[StuffBlowingUp and...]]''
* VideoGameTime: A day passes every few seconds, so trains take weeks to travel from one town to another. Because of this, we have the oddity that passengers will pay through the the nose for the privilege of travelling a couple of miles in "only" ten days.