a suggestion for theotown's next update

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Mrcatsaysyesyes
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Joined: 10 Jan 2026, 11:02

a suggestion for theotown's next update

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Post by Mrcatsaysyesyes »

Alright. I lwk made this for 1 reason. my suggestions on new incoming Theotown updates. Firstly, let’s put this into sections, since, it would be too confusing if I put it all in one.

1. Freight Transportation

Ok, first of all, I think every Theotown player has gone and tried to build a freight station. But, I have a solution for this… THE FREIGHT TOLL! (works almost like the normal toll). Ok, the vanilla freight station is genuinely like mastering how to fly a plane over Area 51, but what if it was a toll in which the truck/freight just has to go through for it to collect freight? See it like this: Truck goes through, toll collects freight, the freight station truck collects the freight and takes it to the freight station, it goes around the roundabout inside the station to repeat the process, and the train goes off. Cool right? Well, what about instead of having just that, we make it more complex. Once that train reaches the other station, it doesn’t get transferred to commercial instantly. It gets collected by trucks from the commercial zone and back. To be fair, it will not be a random 100 Theons. Might be 7K or more. Instead of having random freight, we have different types of freight depending on where their location was from. For example:
1. T freight gets sold to T commercial for maybe around 300-500
2. TT freight gets sold to TT commercial for around 1200-1900
3. TTT freight gets sold to TTT commercial for about 1900-2100
(Note: T can also be sold to TT and TTT for higher prices, but only to specific buildings like restaurants or etc who need it, and, each T goes to their own specific business to be sold at different prices depending on value.)
And Industry also has an effect. For T industry, the largest expansion could have it turned into a coal mine, coal factory, and mineral processing alongside etc. TT industry could be cementing factories, steel manufacturing, and more middle-class expansions. TTT industry is where the real money comes in. Isotope factories, rare-mineral production (diamonds, rubies, etc), highly durable metals, etc. HOWEVER, all of these needs each other to survive. T supplies T and TT, T and TT supplies TTT, and TTT supplies them with money to upgrade businesses.

(Note: Industrial buildings MUST be far from the freight station in order for the fair-game system to still be in mind)

2. Systems, Tiers, and Features

Right now, most people can’t have single T or TT cities without them randomly turning into TTT, so, how do we fix this? Well, with the T lock! An option when placing zones, you can choose what tier it stops at. This way, cities can balance all 3 low, mid, and high-class wealth. Why? Because then, businesses can be filled with the right number of workers, and making bonuses easier to achieve. If every city/town has their own management building, then that building will control the entire city/town, and so, different cities have their own tax rates, schools, and freight trade depending on the wealth and size (but wealth matters more). So, TTT cities can give large amounts of money, while TT cities can support businesses and trade, and T supplies the industrial backbone (T industry). AND, these cities can trade with one another, BUT, the management building is what decides tat since they have their own range.


Alr, that’s my thoughts on what Theotown needs. Any other suggestions?

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