Locomotion Manual Enu
Locomotion Manual Enu
INTRODUCTION
One of the most common questions people ask me is, “How many are there on your development
team?” Most expect an answer of at least five, maybe 10, even 15 or more — like most, if not all,
other games development teams. They are usually stunned to learn that I create my games with
only the help of a freelance graphic artist and a musician. I do all the design, programming, project
management and research myself. Does this mean my games can’t be as good as those developed
by large teams? Not at all. In fact, I think many game designs suffer from having too many people
working on them, losing their individual character and becoming games that look and play like so
many others. Of course, the work involved in creating a modern game is immense, and when you
don’t have a large team it takes a long time.
Chris Sawyer’s Locomotion™ started life in 1999 after I completed RollerCoaster Tycoon®, but has much
earlier roots. In the early 1990s, I created the game Transport Tycoon, which was a tremendous suc-
cess. In 1996, I wanted to start from scratch on a sequel to Transport Tycoon, and put a lot of work
into it, but then something came along and distracted me — roller coasters! So, the whole project
was gradually re-shaped into what we now know as RollerCoaster Tycoon, one of the best-selling PC
games of all time. In 1999, I resumed work on the Transport Tycoon sequel, but once again I post-
poned the project while creating RollerCoaster Tycoon 2. In fact, RollerCoaster Tycoon 2 was created
using large parts of the programming intended for this game. Once RollerCoaster Tycoon 2 was com-
plete, the sequel got my full attention again, and after two more years of work, the game is at last
completed.
In some ways, Chris Sawyer’s Locomotion is a very simple game. The concept is basic: transport
cargo and passengers from a location that produces them to a location that wants them. But the
game is vast in scale and depth, where you can play in your own style and get drawn into the
world you are building in, getting personally attached to your handiwork. It isn’t the perfect game,
but then I don’t see that as the aim of my job — a perfect game would have no flaws, no character,
no individuality. I try to create games that are unique and different in style, games from which the
player can achieve satisfaction through construction rather than destruction, games with ongoing
gameplay rather than a limited script or only a single definition of success. People are still playing
Transport Tycoon 10 years after it was published — I hope that 10 years from now people are still
playing Chris Sawyer’s Locomotion! Chris Sawyer
Locomotion_ManInt2.qxd 7/15/04 12:00 PM Page 2
TABLE OF CONTENTS SURVEY THE LANDSCAPE 34 TOWNS AND CITIES 76 BUILDING ON DIFFICULT TERRAIN95
Mini-Map 35 Towns List 76 Slopes 95
WELCOME TO CHRIS SAWYER’S Supply and Demand 38 Town Information Window 77 Bridges 96
LOCOMOTION 4 INDUSTRY 39 Local Authority Rating 78 Tunnels 98
GETTING STARTED 5 MANIPULATING THE LANDSCAPE 42 AVAILABILITY AND STATION MANAGEMENT 99
THE README FILE 5 BUILDING ROADS 46 OBSOLESCENCE 79 WORKING ON THE RAILROAD 101
SYSTEM REQUIREMENTS 6 BUILDING RAILROADS 49 FINANCIAL MATTERS 80 Locomotive Power 101
SETUP AND INSTALLATION 7 BUILDING VEHICLES 54 Loans 80 Building Junctions 102
MAIN MENU 8 Vehicle Information Window 56 Optimizing Your Finances 81 Signals 103
Vehicle Status Window 63 The Companies List 82 EFFECTIVE TRACK DESIGN 104
TAKE CONTROL 9
CONTROLLING THE VIEW 13 MESSAGES 64 Rival Owner Characteristics 84 INDUSTRIES 112
GAME OPTIONS 14 MONITORING YOUR PROGRESS 85 SCENARIO EDITOR 114
RUNNING YOUR TRANSPORTATION
SOUND MENU 19 EMPIRE 66 Company Value 85 SCENARIO MAIN SCREEN 114
VIEW MENU 19 STATIONS 66 Performance Index 85 CREATING A SCENARIO 116
STATUS DISPLAY 20 Building a Station 68 ADVANCED STRATEGIES 88 CREDITS 130
TIME DISPLAY 21 Station Catchment Area 69 ADVANCED VEHICLE CONCEPTS 88 ATARI WEB SITES 132
SINGLE-PLAYER GAME 22 Road Stations 70 Adding To Existing Vehicles 88
TECHNICAL SUPPORT
TWO-PLAYER GAME 23 Rail Stations 71 Refitting a Vehicle 89 (U.S. & CANADA) 133
CHRIS SAWYER’S LOCOMOTION Airports 72 Vehicle Reliability 90
BASICS 29 END-USER LICENSE
Docks 73 Routes and Stops 91
AGREEMENT 136
THE OBJECT OF THE GAME 29 The Station Window 74
FIRST STEPS 29 INDEX 140
Status Window 30 KEYBOARD SHORTCUTS 144
WELCOME TO CHRIS SAWYER’S LOCOMOTION GETTING STARTED
E v e rything needs to get somewhere: iron ore to the steel mill, steel to the factory, THE README FILE
goods to the city, and passengers and mail across town or across the country.
The world needs transport. Your challenge is to build and run the transport net- The Chris Sawyer’s Locomotion CD-ROM game has a ReadMe file that includes
works to keep the world moving — to provide the locomotion! the License Agreement and up-to-date information about the game. We strong-
ly encourage you to take the time to read this file in order to benefit from
Of course, you’re not in the transport business just to keep the world moving... changes made after this manual went to print.
you’re in it for the m o n e y. Design and build efficient networks, and you’ll be raking
it in and extending your routes before you know it. While you’re doing this, the To view the ReadMe file, double-click on the ReadMe.txt icon on the Chris
world is changing: well-served towns grow, industries close down as new ones start Sawyer’s Locomotion d i re c t o ry found on your hard drive (usually C:\Program
up, and transport technology advances with faster and more efficient vehicles. Files\Atari\Locomotion). You can also view the ReadMe file by clicking on the
Start button on your Windows® taskbar, and then selecting Programs > Atari >
But not everything will be smooth sailing — resources will run dry, vehicles will Locomotion > ReadMe.
break down and, worst of all, you probably won’t be the only company com-
peting for items. Your opponents might be ruthless and aggressive, building
stations right next door to yours to compete for passengers and cargo, running
better services to attract more cargo, and generally getting in your way. But
with careful planning and good management you can beat them at their own
game and build a dominant transport company worth millions.
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Installation of DirectX®
The Chris Sawyer’s Locomotion game requires DirectX® 9.0b or higher in order to
run. If you do not have DirectX® 9.0b or higher installed on your computer,
click “Yes” to accept the DirectX® 9.0b License Agreement. This will then launch
the DirectX® 9.0b Install.
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5 6 Tracks: Build train and tram tracks (see “Building Railroads” on page 49).
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Status Window” on page 63). clicking on its title bar and dragging it.
Stations: Access information about your stations (see “Stations” on 2.Close Button: Click to close the window. You
page 66). can also press Backspace to close the topmost
window. Pressing Shift + Backspace closes all
Town/Industry: Display information about towns and industries (see open windows.
“Industries” on page 112 and “Towns and Cities” on page 76). 3.Tabs: Many windows include multiple panes of
information, which you can access by clicking
Status Display: View financial information and
the tabs at the top of the window.
approval ratings for all companies
(see “Financial Matters” on page 80). 4.Checkboxes: Some windows include options with checkboxes.
Time Display: View the current date, control 5.Drop-Down Menus: Some windows include drop-down menus.
game speed, and open the Messages Most windows are resizable. To resize a window, click and drag the resize
window and Mini-Map (see “Mini-Map” on handle in the lower-right corner.
page 35).
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Sound Options The drop-down menu below the volume slider allows you to select the music
tracks you want played in the game. You have three choices:
• Sound Driver: Chris Sawyer’s
Locomotion automatically selects an • Play only music for current era: Select this option to play only music associated
appropriate sound driver when the with the current game year (or time period).
game is installed. To change to a different sound driver, select it from the
drop-down menu. • Play all music: Select this option to allow all music tracks to play throughout
the game.
• Sound Quality: The game automatically selects the most appropriate sound-
quality setting (low, medium, or high) upon installation. You can change this • Play customized selection of music: Select this option to play only the music
setting here. tracks selected (checked) on the Edit Music Selection menu.
• Forced Software Buffer Mixing: Some computer/sound card combinations When “Play customized selection of music” is selected, click on “Edit selection…”
can cause compatibility issues with Chris Sawyer’s Locomotion. If you experi- at the bottom of the window to create your own list of music tracks. The Edit
ence a crackling in the sound or the game hesitates when sound effects play, Music Selection window will open, listing the names of all music available in
toggle this option to its opposite setting to alleviate the problem. If you do the game. Check music tracks to select them. When you finish making your
not experience sound problems, you do not need to change this option. choices, close the window to save your changes.
• Currently Playing: Shows the name • Distance and Speed: Toggle the
of the music track currently playing. distance and speed measurements
To play a different music track, select between Imperial (miles, miles-per-
it from the list. hour) and Metric (kilometers,
kilometers-per-hour).
• Music Player Controls: Controls the music playback. From left to right the
controls are: Stop, Play and Next Track (skip to the next music track on the • Heights: Toggle the height marker displayed when the Show Height Marks on
Currently Playing list). Land option is selected on the View menu. Options are: Real Values (feet,
meters) and Units (a positive or negative number that shows the land height
• Volume: Controls the music volume. in units relation to sea level: +1, -5, and so on).
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• Current Currency: Sets the currency type (dollars, Euros, yen, and so on) Miscellaneous Options
used in the current scenario. Current Currency defaults to the currency defined
The miscellaneous options group
by the scenario.
allows you to set a default owner
• Preferred Currency: Set the default currency. This setting has no effect unless name. To change the preferred owner
you click one or both of the checkboxes described below. name, click on Change. Check the “Use preferred owner name when starting a
new game” option to use this name every time you start a new scenario.
• Use preferred currency when starting a new game: Select this option to
use the currency type displayed in the Preferred Currency menu each time SOUND MENU
you start a new game. When you load a saved game that specifies a type of
currency other than the preferred currency, that specified currency is used. • Mute: Toggle all game sounds and music ON and OFF.
When Mute is selected, the Sound Menu icon has a red
• Use preferred currency always: Select this option to use the currency type X through it. You can also toggle mute mode by clicking
displayed in the Preferred Currency menu at all times. the Sound Menu icon.
Control Options • Play Music: Toggles the music ON and OFF.
• Scroll View when Pointer at Screen • Music Options: Opens the Music Options section of the Game Options window.
Edge: When this option is checked, the (See “Music Options” on page 16 for details.)
view automatically scrolls when you move
your mouse pointer to the edge of the screen. (You can also scroll the view VIEW MENU
by holding down the right mouse button and dragging the mouse in the
• Underground view: Renders the ground trans-
direction you want to scroll, or by pressing the arrow keys.)
parent so that you can see tunnels.
• Customize Keys: To change a keyboard shortcut, click the command on the list
• Hide foreground tracks & roads: Hide roads,
and then press the key to which you want to map the control. If you select a
railroads, airports and docks in the lower half of
key that is already used, the newly selected shortcut replaces the old one. Click
the screen.
on Reset Keys to reset to default values. Close the Keyboard Shortcuts window
to save the settings. (See “Keyboard Commands” on page 144 for a list of
default shortcuts.)
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• Hide foreground scenery & buildings: Hide terrain objects (such as trees) in the game from highest-ranked (top) to lowest-ranked (bottom). To open a
and buildings in the lower half of the screen. competitor’s Status window, click that company name.
• Height marks on land: Display the height of every land square not occupied Click the Companies List option to open the Companies List window, which
by a road or railroad. These marks are only visible in the closest zoom mode. contains a number of graphs and displays that compare your company’s
progress to those of your competitors. (See “The Companies List” on page 82.)
• Height marks on tracks and roads: Display height marks on all roads and
tracks. TIME DISPLAY
• One-way direction arrows: Display one-way arrows on roads and tracks. • Pause: While paused, you can look at status
• Town names displayed: Display town names. menus and displays, but you cannot manipulate any objects on the landscape.
Doing so starts play again at normal speed. To manually resume play, click on
• Station names displayed: Display station and passenger stop names. Pause again, or click one of the three Play controls. You can also pause the
game by pressing the Pause key.
STATUS DISPLAY
• Play Normal Speed: Play at normal speed. This is the default time rate.
The Status Display in the lower-left corner provides
access to information about all of the transport • Fast Forward: Play at three times the normal rate.
companies in the game. This display shows your
• Extra Fast Forward: Play at nine times the normal rate.
company’s current treasury (the amount of cash on
hand) and Performance Index. (See “Performance Click the icon on the right side of the Time Display to open the Mini-Map (see
Index” on page 85 for more information.) “Mini-Map” on page 35 for details).
The face icon on the left side of the display is your Note: The fast-forward play options are not available in two-player games.
owner image. Click this image to open your
The Time Display also shows scrolling ticker-tape messages. Click this display to
company’s Status window. (See “Status Window” on page 30 for details.)
open the Message window. (See “Messages” on page 64.)
Move the cursor over the face icon to display the Owners menu, which lists all
of the companies competing in the current scenario and their current standing
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• Two-Player Game — Options: The time-out value sets the amount of time error prompt to return to the Two-Player Game window.
the game will wait for expected data from the other computer while playing.
The games will disconnect if this time-out value is exceeded. The second Start New Game/Load Game
option, “Share additional companies/owner faces”, allows you to share owner Once two machines are connected, both players see a message in the Two-
images that you import from an external faces editor (not yet available) with Player Game window that indicates a successful connection and identifies the
your opponent. Select this option to automatically copy your custom compa- computer to which they are connected. At this point, the Main Menu updates
nies and faces to your opponent’s machine when you connect over the LAN and displays new controls:
or Internet.
• Start New Game: Start a new two-player game. This opens the Select
Host A Game Scenario window, from which you can choose any available scenario.
To host a game, click “Set this computer up as host” on the Two-Player Game • Load Saved Game: Load a previously saved game. You can only load two-
window. The game will wait for another player to join. Click Cancel to exit player saved games when in two-player mode. Either player can start or load
Host mode before another machine connects. a game.
Join a Game A Chat (red telephone) icon appears on the updated Main Menu. Click this
icon to send text messages to your opponent during the setup mode. Just type
To join a game hosted by another player, click “Connect to host” on the
your message and press ENTER to send.
Two-Player Game window. This opens the Enter Host Address dialog.
Click Disconnect on the Two-Player Game window to return to the Main
The next step varies for Internet and LAN play:
Menu before the game begins.
• Internet Games: To join an Internet game, type the IP address of the host
machine in the text field and click OK. You must know the host IP address in Connecting Through a Firewall
order to play over the Internet. When attempting to play a two-player game on a computer that uses a software
or hardware firewall, you might have to change some settings in order to
• LAN Games: To join a game on a local area network, type the IP address or
connect.
the name of the host computer in the prompt and click OK. To search for any
valid host machine, leave the dialog box blank and click OK. Some firewalls automatically prompt you when an attempt is made to send
data from a program that the firewall doesn’t recognize. If the connection fails,
If the host computer isn’t located, an error message appears. Click OK on the
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you might need to manually configure your firewall to open the following All single-player scenarios are available in the two-player version. Two-player
ports: saved games are stored in a folder separate from single-player saves. You cannot
load a two-player saved game in single-player mode (or vice-versa).
• 6073
The game automatically disconnects when either player quits the game.
• 2032 through 2400
If you are attempting to use an Internet connection through a network router How to Play Chris Sawyer’s Locomotion in GameSpy Arcade
with NAT, you must configure the router’s Port Forwarding to forward the You can play Chris Sawyer’s Locomotion online through GameSpy Arcade, which
above-listed ports to your local computer’s IP address. comes conveniently bundled with the game. If you haven’t done so already,
insert your Chris Sawyer’s Locomotion CD and install Arcade now. Then, to play
If you are unfamiliar with changing your firewall settings, consult your firewall’s
Chris Sawyer’s Locomotion online, just follow these simple instructions:
documentation.
Launch GameSpy Arcade and Go to the Chris Sawyer’s Locomotion Room:
Playing the Two-Player Game Click on the GameSpy Arcade link in your Start Menu. When the software starts,
Once you and your opponent are connected, the two-player version of Chris you’ll see a list of games and more along the left-hand side. There’s plenty to
Sawyer’s Locomotion plays nearly identically to the single-player game, with a do, but there’s time for that later: Click on the Chris Sawyer’s Locomotion button
few exceptions: on the left to enter the Chris Sawyer’s Locomotion room.
• Human opponents are not bound by the time restrictions for entry of new Find or Start a Chris Sawyer’s Locomotion Server: Once you’re in the Chris
companies — both human-controlled companies are present from the Sawyer’s Locomotion room you can meet or greet other players, find servers or
moment the game starts. create your own server. The top half of the application will list all of the avail-
able servers, including the number of people playing and your connection
• The game’s only speed-related controls are Play and Pause. When either player speed (measured by something called “ping.” The lower your ping, the better.)
pauses in a two-player game, the game pauses for both players. Don’t like any servers? Click on the “Create Room” button to start your own
• Above the Time Display, there is a Send Message control. Click this to send server and wait for people to sign up. (A clever server name, such as “Taste the
text messages to your opponent. Type a message in the prompt and press end of my rusty hob-nailed boot!” usually attracts people). Otherwise, double-
ENTER to send it. Messages from your opponent appear in a pop-up window click on a server of your choice to join in.
tagged with the opponent’s image. Joining and Starting a game: Once you double-click on a server or start your
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own, you’ll be in a staging room, in which you can trash talk with your fellow CHRIS SAWYER ’S LOCOMOTION BASICS
players and prepare for combat. When you’re ready to play, click the “Ready”
button at the top of the screen. When everyone in the room has signaled their
readiness, the host can then launch the game. Arcade will fire up Chris Sawyer’s
THE OBJECT OF THE GAME
Locomotion and the carnage will begin! Your company starts with a modest bank loan and a simple survey map. Where
you go from there is, well, your business.
Problems?
Your underlying mission in Chris Sawyer’s Locomotion is always the same: deliver
If you have problems using Arcade, whether installing the program, registering cargo and passengers from one place that produces them to another place that
it, or using it in conjunction with Chris Sawyer’s Locomotion, consult our help requires them. You must provide necessary services to the towns and industries
pages, located at http://www.gamespyarcade.com/help/ or e-mail us by using in the areas you serve. If you do a good job, you are rewarded with a burgeon-
the form located at http://www.gamespyarcade.com/support/contact.shtml. ing bank account and a high Performance Index. If you are unable to meet the
transportation needs of the people, your Performance Index drops… along with
your profits.
In order to complete each scenario, you must successfully reach defined goals.
Your first few Chris Sawyer’s Locomotion games might seem a bit overwhelming
— there can be a lot to think about at once, especially once rival companies
enter the scene. However, if you understand the basic game systems and take a
measured approach to planning and building transport lines, you’ll soon be at
the top of your own transport empire.
FIRST STEPS
Each scenario begins with a view of the game world. Pause the game and take
some time to scroll around the landscape and check out the terrain features,
towns, and industries. Once you’ve done an initial survey, it’s time to set up
your company.
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Unless you set a preferred owner name in the Miscellaneous Options section of
the Game Options menu (see “Game Options” on page 14 for details), enter-
ing your name is the first task. There are a number of additional company-relat- Use the Status View to keep an eye on your opponents. If they’re surveying
ed tasks that you need to attend to before you get started. All of these initial the landscape, chances are they’re about to build in that location.
options are set on the Status window.
Details
Status Window
The Details section tab shows basic company performance statistics and allows
The Status window automatically opens you to construct and view the company headquarters.
when you start a new game. To open the
Status window while playing, click the • Company started: Lists the year the
owner icon on the Status Display. There company was founded.
are six tabs on this window: • Performance index: Displays the
Company Owner and Status company’s current Performance
Index.
• Status View: Shows the viewpoint of the
company owner. The Status View is • Owner: Displays the owner’s name.
most useful for “spying” on other When viewing a computer-controlled
company owners, to see where they are building, or what they have their opponent’s Status window, the owner’s Intelligence, Aggressiveness, and
sights on next. Click the cluster of arrows in the lower-right corner of the Competitiveness ratings appear below his or her name. (See “Rival Owner
Status View to center the game screen on the area shown. Charactistics” on page 84 for details about competing owners and companies.)
• Owner Image: The owner image is randomly selected at the start of each The image on the right side of this display shows the company’s headquarters
scenario. Click your owner image to select a new one. (if one exists). Click the icon on the right edge of the window to construct your
• Owner Name: The owner name appears below the owner image. Click on headquarters. Select a spot on the landscape and click to construct the building.
the name to change it. You can click on the title bar of the window to change Construction is completed after a short time.
the name of your company.
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To move your headquarters to a different location, click the construction icon Finances
and then click the new headquarters location. When construction begins on
The Finances tab shows a break-
your new headquarters building, the old one is automatically destroyed.
down of the company’s income
You can operate your company successfully without a headquarters, but building and expenditures, company value
this structure is inexpensive, and its growth and changes in style (or lack thereof) and current profits, and provides
over the course of the game serves as a visual symbol of your success. an interface for applying for and
paying off loans.
Color Scheme
• Expenditure/Income: Shows
The Color Scheme tab allows you to specify the company’s profit and loss for each year.
colors for your company displays, structures, and
vehicles. You can set both an overall color scheme • Loan: Shows the total amount of money owed to the bank. Click the up
for your company and a specific color scheme for arrow to the right of the loan amount to
every vehicle type. borrow more money, and click the down arrow to pay down your loan.
• Main color scheme: Defines the background • Cash: The current amount of cash available.
hue of your window title bars and the colors
used on your buildings. The two colored squares • Profit from Vehicles: The monthly profit or loss you are incurring from vehicle
show the currently selected colors. To pick a new operations.
color, click on a square to open the palette of
available colors and then click on a new color.
If you run out of cash and need some more, be sure to check with the
• Special color schemes used for: Defines the colors for individual vehicle bank to see if they’ll loan you more money. Banks continue to raise your
types. Click the checkbox beside a vehicle type to display the vehicle type’s credit rating as you progress in the game.
current color scheme. Change the colors as described above.
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Cargo Delivered One of the best resources for surveying the landscape is the Mini-Map. You can
examine the landscape, towns and industries with the game paused, which is
This tab provides information on cargo suc-
usually a good idea at the beginning of the game. Click Pause on the Time
cessfully transported and delivered.
Display (or press the Pause key) and then open the Mini-Map.
Mini-Map
The Mini-Map provides a strategic overview of the territory covered
Challenge in the scenario. To open the Mini-Map, click Map on the Zoom
menu or click the Mini-Map icon on the Time Display.
The Challenge tab provides an overview
of your goals in the current scenario, Click a spot on the Mini-Map to center the main game view on that
including a summary of your progress, area. The black dashed-line rectangle defines the area that is currently displayed
and, if the scenario has a time limit, the on the main view.
time remaining to achieve these goals. On the right side of the window is a list of items, each of which is represented
by a different color on the Mini-Map. Moving the mouse cursor over an item
causes every object of that type to flash on the Mini-Map for easy identification.
SURVEY THE LANDSCAPE This Mini-Map has five tabs:
After naming your new company and double-checking your objectives, you Default View
need to determine your first transportation task. Should you haul grain with
The default Mini-Map view provides a basic
trucks, build a railroad and carry coal to a steel mill, set up a bus line in the
overview of the scenario landscape. It shows the
biggest town? The choices are usually many, but not all of them make sense as
locations of towns, industries, roads, railroads,
your first venture.
stations and vegetation.
You generally start a new game with enough cash to build a modest transportation
network. Once that starts to turn a profit, you are able to afford more expensive
vehicles and more ambitious routes.
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Companies View
The Companies view lists all of the compa-
Industries View nies in the game. In this view, the map
The Industries view shows all of the industries breaks down the routes, vehicles and stations
currently in the scenario, and is probably the by the company that owns them.
most important Mini-Map tab early in the
game.
The total number of industries is shown in the
space just below the map. When you place the
mouse cursor over an industry on the list, this
number changes to show how many facilities
of that type exist. The
supplies or demands of that industry type are Getting too ambitious too quickly is a good way to go bankrupt. In many
shown in parentheses next to the industry type. scenarios, setting up simple bus or tram services within towns is a safe way to
start. It not only provides a steady income, it encourages population growth.
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• Production Transported: The percentage of the industry’s total cargo output industry, click the gray arrows in the lower-right corner of the image. Listed
that is currently being transported. below the image are the items it requires (if any) and the goods it produces.
Monthly Production
Right-click an industry on the landscape to quickly display The Monthly Production tab shows a graphic
the Industries window representation of the facility’s production. The line
graph charts the number of cargo units produced
To obtain more detailed information on any listed industry, click on it to access on the left and the game year along the top.
its Industry Status window. (See “Industry Status Window” below.) Industries that require the delivery of raw materials
The second tab opens the Fund New Industries view. This section of the win- in order to produce goods — factories and steel
dow displays a scrolling list of industry buildings. From here you can fund the mills, for example — show production growth only
construction of new industries. This is expensive, and is not a viable option early when they receive a steady supply of the materials
in the game (see “Funding New Industries” on page 112 for details.) they need. It is up to you (or your competitors) to
ensure a steady flow of materials to these facilities.
The Industry Status Window
Statistics
Like other buildings, the products and requirements of an industry are displayed
when you move the mouse cursor over the industry building. To obtain detailed The Statistics tab is the most important
information on an industry’s production and statistics, click the industry on the tab to examine before deciding whether
landscape to open its Industry Status win- to build a transport route to a particular
dow or click its name on the Industries win- industry. It shows the amount of
dow. The Industry Status window has three required goods or raw materials the
tabs. industry has produced or received in the
past month, and the amount of produced goods that have been transported
Industry away from the facility. Use this display to determine whether it’s worth investing
The Industry tab shows a status view of the in transporting cargo from this industry.
industry. To center the main view on this
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The Clear Area option allows you to clear areas of trees Raising and Lowering Land
and other obstacles — including houses and other man-
made objects — from the landscape. (To clear roads and When in Adjust Land mode, the cursor is a shovel
tracks, use the tools on the Build Roads and Build attached to a grid (brush) that defines the area
Tracks menus.) of land you affect as you make your changes.
The number of brush squares indicates the
Select the Clear Area tool to open the Landscape window number of terrain squares you will raise or lower
to the Clear Area tab. The graphic in the center of the at a time. Click the + and – buttons in the
window shows the size of the “brush” you are using. The number of brush corners of the graphic to adjust the brush size.
squares indicates the number of terrain squares you clear each time you click
the landscape. Click the + and – buttons in the corners of the graphic to adjust Click and hold the left mouse button. Move the
the brush size. Click on the landscape to clear it. mouse away from you to lower the land section or toward you to raise it.
If the land in the defined area isn’t level, the land evens itself out first and then
moves up or down as a unit.
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Adjust Water
Some landscape elements — trees, for example — are cleared You can create lakes, canals and other
automatically when you build track, roads, and so on in the squares waterways using the Adjust Water tool. It
they occupy. The cost of clearing these items are automatically added works nearly identically to the Adjust Land
to the construction cost. tool (see “Adjust Land” on page 43).
Plant Trees
Every land square you raise or lower costs money for each unit of height change.
As you move the cursor over the landscape, the cost of raising and lowering the The towns that you serve enjoy on-time cargo
area defined by your brush is displayed at the bottom of the Landscape delivery and a good passenger transportation
window. Objects such as trees, and houses are automatically cleared from the infrastructure — but they also love nature. If
land square when you raise or lower it, and you are charged accordingly. you cut down too many trees around a town,
your Local Authority Rating drops (see “Local
Changing Slope Authority Rating” on page 78). Planting trees
You can change the slope of a land square by near a town helps to stabilize and improve
raising or lowering only one corner at a time. To your Local Authority Rating. A few well-placed
do this, set the brush size to one square. Next, trees can even soothe town officials who are
move the brush onto the land square you want unhappy because you’ve destroyed too many of their town’s buildings in the
to change, and adjust the pointer so that only name of progress.
one corner of the square is highlighted. Once the Select Plant Trees from the Landscape menu to display available foliage. The
cursor is positioned, click and drag the mouse to raise or lower the selected corner. types of trees available vary by scenario.
When using a brush size of one square, you can raise the whole square or
a single corner. The cost is the same, so be sure to select the entire Not all species of trees grow in all climates.
square if that’s what you want to raise or lower.
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Click on a tree and then click on the landscape where you want to plant it. The road will take when you start building it (and, in the case of One-Way Roads,
cost of planting the selected tree is shown at the bottom right of the Landscape the direction of the traffic flow when the road is built). Click the Rotational
window. You can rotate some trees to change their appearances. If the selected Arrow at the bottom of the Build Roads window to change the road section’s
tree can be rotated, a rotational arrow appears on the right side of the window. facing, or press the Z key. When the road is facing in the direction you want to
Click the arrow to rotate the tree to a different view or press the Z key. build, click the terrain square where you want to place it.
BUILDING ROADS The main view of the Build Roads window is divided into several sections:
Part of building a transportation empire is • Curve: Determines whether the section you are
ensuring that your vehicles can get from their about to build is straight or curved. Click a button
source to their destination. Early on, this often to select the desired curve. A preview of the road
involves building roads. To build a road, right- section appears on the Build This button and the
click on an existing section of road or select a cursor indicates the shape and direction of the pro-
road type from the Roads menu. There are posed road section.
three types of roads available: • Slope: Determines whether the section of road you
• Rough Roads: These two-way unpaved thoroughfares are the cheapest to are about to build is level or at an uphill or downhill
build, but restrict the speed of the vehicles. grade. A preview of the road section appears on the
Build This button and the cursor indicates the
• Roads: Paved roads are more expensive, but allow two-way traffic, higher shape and direction of the proposed road section.
speeds. For more detail on dealing with slopes see “Slopes”
• One-Way Roads: These paved roads allow traffic flow in only one direction. on page 95.
One-way roads are generally used to build divided highways — two side-by- • Bridge: When an uphill or downhill slope is selected
side roads running in opposite directions. If you have a particularly busy route and the slope cannot be built without building a
or a road that covers a long distance, divided highways allow faster vehicles to bridge, a drop-down menu of bridge types appears
pass their slower counterparts. (see “Bridges” on page 96).
When the Build Roads window opens, the cursor automatically changes to a
road-building cursor. The arrow on the cursor indicates the direction that the
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• Build This: The Build This button shows a preview of the road section you Build Stations
are about to build and its construction cost. Click this button to build a new
The second tab at the top of the Road Building
road section at the flashing point on the main view. Each time you click the
window allows you to build stations and passenger
button, a new road section of the displayed type is constructed.
stops along your roadways. See “Stations” on
The bottom section of the Build Roads window displays tool icons required in page 66 for details on building cargo and
the road construction process: passenger stations and stops on roads.
• Rotational Arrow: Click this button to change the facing of your initial road BUILDING RAILROADS
section before you place it. Once you place the initial section, the Bulldozer
and Crosshair icons replace the Rotational Arrow. Railroads provide a faster means of transporting cargo and passengers from
place to place, especially when long distances or large cargos are involved.
• Bulldozer: Click to destroy the previous section of road (the section behind Creating an efficient rail network requires forethought, planning and practice.
the current position of the build road cursor). When you destroy a section of Your first rail lines are likely to be simple, but you’ll have to build more advanced
road, you receive a partial refund for cost of the road section destroyed. To lines in order to compete in more advanced scenarios. The basic track-building
destroy sections of a previously built road, right-click on the road section and tools are presented here, for information on advanced rail-building, see
then click the Bulldozer. “Working on the Railroad” on page 101.
Select a track type from the Tracks menu. There are up to three different track
types in each scenario:
You can use a shortcut when adding sections to an existing road. Move
• Railroad Track: Standard railroad track.
the cursor onto the end of the existing road and right-click to begin
construction. The tool automatically defaults to the type of • Narrow Gauge Track: Typically used in mountainous terrain, narrow gauge
road to which you are adding the new section. track can make sharper turns and climb steeper slopes than standard railroad
• Crosshair: Click to halt construction in the current location and select a new Tram tracks are more expensive per section than railroad tracks, but the trams
starting point for a road. themselves are more economical to run if passenger service is your goal.
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track. Narrow gauge trains are smaller than standard trains, and their carrying Track Electrification/Enhancement and Signals
capacity is less than their standard-sized counterparts.
The Build Tracks window has up to two additional tabs that allow you to build
• Tram Track: Trams are strictly used for passenger transportation in urban special track enhancements and signals along your rail lines. This tab accesses
areas. Tram tracks are laid in parallel pairs that can be connected at the ends, track enhancements required for certain train types. Each selected enhancement is
creating a closed loop. Unlike other types of tracks, tram tracks can be built automatically added to every track section you build while the option is checked.
along existing roads. Track enhancements increase the construction cost of each track section.
To select a track type from the menu, click it to Depending on the scenario and track type, one or more of these enhancement
open the Build Tracks window. options might be available:
When adding to an existing track, move the cursor • Electric 3rd Rail: An electrified rail that provides power to some electric trains.
onto the end of an existing track section and right-
• Overhead Elec. Wires: A series of poles and overhead wires that provide
click to begin construction. The tool automatically
power to some electric trains and trams.
defaults to the type of track to which you are
connecting the new section.
Stations
The second tab on the Build Tracks window allows
you to build stations for your railways and
tramways. (See “Stations” on page 66 for details.)
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• Rack Rail: When a narrow gauge railroad is built on an uphill or downhill To add the selected enhancement(s), move the cursor over the section of track
slope that is too steep for the engine to climb by normal means, a central to which you want to add it and click.
cogwheel must be mounted on the engine. This wheel grips a third “rack” rail
and provides additional traction when climbing and descending hills. Not all Signal Construction
narrow gauge engines are equipped to use rack rails. (See “Slopes” on page The Signal Construction tab allows you to place track
95 for more details.) signals along your rail lines. Track signals warn train
engineers of dangerous situations on the track ahead.
Properly placed signals can prevent disasters. If you
Add rack rails only on steeply sloped sections of track. Adding them to the want to run more than one train on a track, you need
entire track is expensive and severely limits the train’s speed. to install signals.
There are two signal types. The difference between the
Check the statistics of the train type you intend to build to determine what two signal types (and the different styles within each
enhancements you need to incorporate into the track. signal type) is purely cosmetic. All signals perform the
To add enhancements to an existing track section, select the enhancement or same function, and all are equally effective.
enhancements you want to add. When you do so, a drop-down menu appears • Colorlight: Signals trains using colored lights. There are several models of col-
below the enhancement options. Choose one of the following options from the orlight signals.
menu:
• Semaphore: Signals trains using one or more arms that are arranged in a pat-
• Single Section: Add the enhancement(s) to a single section of track. tern to identify the impending situation.
• Block Section: Add the enhancement(s) to all connected track up to the next To place a signal, select the signal type from the drop-down menu. Two images
signal in all directions from the clicked square. If there are no signals placed of the selected signal appear in the window — a two-way signal that serves
along the track, this option functions identically to the All Connected Track trains approaching from either direction and a one-way model that serves trains
option. approaching from a single direction. (Trains are not allowed to pass a one-way
• All Connected Track: Add the enhancement(s) to all track sections connected signal going in the wrong direction.)
to the clicked square. Click the model you want to build, and move the cursor over the track section
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where you want to build it. If you select a one- The Build Vehicles window includes the following elements:
way signal, an arrow appears on the track to
• Vehicle List: Lists pictures and names of all available vehicles of the selected
show the direction of travel the signal serves.
type. Move the mouse cursor over a vehicle to highlight it and display its
Click to place the signal.
statistics. Click on a vehicle to buy it.
The proper placement of signals along your rail
• Vehicle View: A rotating image of the vehicle currently highlighted on the
lines takes practice. See “Signals” on page 103
Vehicle Menu.
for more information.
• Vehicle Statistics: Lists of statistics for the highlighted vehicle, including cost,
BUILDING VEHICLES monthly operating cost, the year it was designed, its requirements, power,
Start vehicle construction by selecting a vehicle type from weight, and maximum speed.
the Vehicle Construction menu. There are up to six choices, In scenarios where both standard and narrow gauge trains are available, two
depending on the scenario: tabs appear on the Build Vehicles window directly above the Vehicle Menu
• Build Trains: Build trains for both standard and narrow when Build Trains is selected. These tabs toggle between standard and narrow
gauge tracks. gauge railroad vehicles.
• Build Trucks: Build trucks to haul cargo. To build a vehicle, click its name on
the Vehicle List. This deducts the cost
• Build Trams: Build rail-bound passenger vehicles. of the vehicle from your available
• Build Aircraft: Build passenger and cargo aircraft. cash and opens the Vehicle
Information window for that vehicle.
• Build Ships: Build ships to carry passengers and cargo. The cursor changes to allow you to
When you select a vehicle type from the Vehicle Construction menu, the Build place the vehicle on the landscape.
Vehicles window opens. Tabs display each vehicle type listed on the Vehicle When you are building a train, you
Construction menu. can add cars before or after you set it
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on the tracks. Continue clicking cars on the Vehicle list to add them to the Show View
newly constructed train. As each car is built, it is added to the train’s Vehicle
The vehicle’s position on the landscape
Information window.
is displayed in the Show View tab. To
Vehicle Information Window center the main view on the vehicle,
click the gray arrows in the lower-right
The Vehicle Information window displays options and controls to place the corner of the image. The text below
vehicle on the landscape and to operate it. This window opens automatically the image describes the current activi-
when you build a new vehicle. To open the Vehicle Information window for a ties and speed of the vehicle.
selected vehicle at any point during the game, click the vehicle on the land-
scape or click the vehicle’s name on the Vehicle Status window. If the vehicle is not currently on the
game landscape — immediately after
the vehicle is constructed, for example
— the vehicle view is not displayed. Instead, a prompt appears instructing you
If you close the Vehicle Information window before you place a vehicle on to place the vehicle on the landscape. To place the vehicle on the landscape,
the landscape, it still incurs operating expenses but produces no income. To click in an appropriate square.
locate an orphaned vehicle, open the Vehicle List window, find the missing While in Show View mode, up to four control buttons appear along the right
vehicle on the list and click its name (its status shows “No Position”). side of the window:
• Stop/Start Vehicle: Set the vehicle in motion or stop it in its current location
The vehicle’s name appears on the title bar. To change a vehicle’s name, click (or in the case of aircraft, at the next airport). When the vehicle is stopped,
the title bar. You can open the Vehicle Information window for vehicles the flag is red; when the vehicle is in motion, the flag is green.
belonging to rival companies for observation purposes, but you cannot issue
orders or make changes to vehicles that don’t belong to you. • Place/Remove Vehicle: If the vehicle is not currently on the game landscape,
you can click this button to switch the cursor to Place Vehicle mode. When
The Vehicle Information window has five tabs. the vehicle is on the landscape and stopped, this button changes to a Remove
Vehicle button. In this mode, click the button to remove the vehicle from
the landscape.
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• Pass signal at danger: This button, which appears only when the Vehicle
Information window for a train is selected, orders the train to pass a track
signal at which it would normally stop. In the case of attachable vehicles (trains, etc.), clicking the Sell (Vehicle)
button sells the entire train including the locomotive and all attached cars.
To sell an individual car, drag it to the trashcan.
Use the “Pass signal at danger” command with caution —
ignoring signals can lead to costly collisions. • Modify vehicle: Click this button to add onto attachable vehicles — to add
cars to a train, for example. When you click the button, the Build Vehicles
• Change direction: Click this button to change the vehicle’s heading by window opens, displaying compatible vehicles. (For details, see “Refitting a
180-degrees. This button is only available when the vehicle is stopped. Vehicle” on page 89.)
• Place/Remove Vehicle: This button is identical to its counterpart in the Show
Vehicle Details
View mode.
This tab lists the image and name of the
• Sell Vehicle: Click to sell the current vehicle When you do so, the vehicle’s
vehicle and any attached cars. Vehicle
sale price is automatically added to your bank account. To sell an individual
statistics appear below the vehicle list,
car, drag it onto the trashcan.
including total power, weight, maximum
speed, and vehicle reliability. In the case
Cargo
of attached vehicles, these numbers
apply to all attached cars. Select this tab to display an image of
the selected vehicle and a summary
For attachable vehicles, the vehicle list of the amount and type of cargo it is
provides an interface for changing the carrying. The text at the bottom of
order of the attached cars. To change the window shows the total number
the position of a car, click and drag it to a new position. Release the mouse but- of cargo units the vehicle is carrying.
ton when the car is positioned where you want it. In Vehicle Details mode,
there are up to three control buttons on the right side of the window: Some vehicles are “refittable” — you
can update them to carry one of
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several types of cargo. When the selected vehicle is refittable, a Refit button • Monthly Profit: The monthly profit of the vehicle based on activity during the
appears on the right side of the window. For details on refitting, see “Refitting a past few months.
Vehicle” on page 89.
• Sale value of vehicle: The amount of money that would be added to your
treasury if you sold the vehicle. In the case of attached vehicles, this is the sale
price of all cars combined.
If you are unable to place a train on a track, it usually means that another
train is in the way. To avoid this problem, use signals to designate blocks Route
of track into which only one train can enter. See “Signals” on page 98. The Route tab allows you to set sta-
tion stops and waypoints for the
selected vehicle, and provides a num-
Finances
ber of routing-related controls.
• The Finances tab shows a summary of
The Route List shows all of the current
all of the vehicle’s monetary statistics.
waypoints, orders and stops set for the
The following stats are displayed:
vehicle. Click the Local/Express toggle
• Last Income: The day, month, and at the top of the list to switch the
year of the last cargo delivered by the vehicle between local and express
vehicle, the cargo type and amount, service. A Local vehicle stops at all sta-
the transport distance and transit time, tions between route waypoints. An Express vehicle only stops at the waypoints
and the amount of money earned on on its route.
the run.
To highlight an item on the route list, click it. To center the main game view on
• Last journey average speed: The average speed of the vehicle over the a stop or waypoint, double-click it on the Route List. When a vehicle is in
course of its most recent run. motion, a white arrow on the Route List indicates its next destination.
• Monthly Running Cost: The amount of money the vehicle costs to run and
maintain monthly. In the case of attached vehicles, this is the cumulative cost
of maintaining all cars.
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As you click waypoints, and stops on the landscape, they are automatically Vehicle Status Window
added to the Route List in the order clicked. Waypoints and stops are numbered
Although your vehicles take care
to indicate their order. Orders, waypoints, and routes are explained in “Planning
of themselves for the most part,
Vehicle Routes and Stops” on page 91.
it is important to monitor their
There are up to six buttons available along the right side of the window in this activities to ensure that your
mode: transport routes remain prof-
itable. The Vehicle Status
• Unload all cargo: Click this button to insert an order to unload all of the window helps you track down
cargo the vehicle is carrying. If the vehicle can carry more than one cargo and monitor your planes, trains,
type, click and hold this button to display a menu of available cargo types. ships, and road vehicles.
• Wait for full load: Click this button to insert an order for the vehicle to wait Click the Vehicle Status menu icon to open the Vehicle Status window. This
for a full load of cargo at a station stop. If the selected vehicle can carry more window has one tab for each vehicle type. The following information is displayed
than one cargo type, click and hold this button to display a menu of cargo for each vehicle on the list:
types and then select one.
• Name: The name and picture of the vehicle, as well as a description of the
• Skip to next order on list: Orders the vehicle to skip to the next order on the vehicle’s general activities and speed.
Route List. Click the button once for each order you want the vehicle to skip.
• Monthly Profit: What the vehicle is currently earning.
• Delete last/selected order: Click this button to delete the currently highlighted
order/stop from the Route List. If no order is highlighted, clicking this button • Age: The number of years the vehicle has been in service.
eliminates the order added most recently.
• Reliability: The vehicle’s reliability rating. (See “Vehicle Reliability” on page 90
• Move selected order up/down the list: Click these buttons to move the cur- for details.)
rently highlighted order up or down the Route List.
If you need additional information on a particular vehicle or you want to pin-
point its location on the landscape, click the vehicle’s name to open its Vehicle
Information window.
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Building a Station • Catchment Area Report: When the cursor is placed over an appropriate sta-
tion location on the main game view, the bottom section of the Station
For road and rail stations, access the station-building
Construction window displays a report of the cargo that will be accepted
controls by clicking the Stations tab on the appro-
and produced within the station’s defined catchment area (see below), were
priate build menu. To build a dock or airport, select
the station to be built on that spot.
that station type from the Port menu. This opens
the Station Construction window. To construct the station, move the cursor over a suitable terrain square and
click. All station types have restrictions on their placement, as described later.
The Station Construction window has three tabs:
All stations are company-owned — you cannot load or unload cargo at another
• Station Type List: Lists all available station types.
company’s station.
Open the list and click the desired station type to
select it. Station Catchment Area
• Station View/Cost: Displays an image of the sta- Every station has a catchment area
tion selected on the Station Type list. When you that defines the area that it serves.
move the cursor over a suitable location on the main game view, the cost of The catchment area for the station
building the station appears directly below the station image. you are building is highlighted in
blue when you place the cursor over
a suitable build site.
When you hold the cursor over a
Select station sites that provide a good balance of accepted and produced
potential site, the Catchment Area
cargo. Also, avoid building stations whose catchment areas overlap those
Report at the bottom of the Station
of other stations — unless you are attempting to steal business from a
Construction window shows the
rival company or you find that a single station cannot handle
cargo types accepted and produced
the cargo volume for a given region.
in the projected catchment area.
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Road Stations You can only build this station type at the end of a road, but a passenger
terminus has two advantages over a passenger stop:
Road stations are cargo and passenger pickup and
drop-off points that serve trucks and buses. There • It allows buses to wait for a full load of passengers, thus maximizing the profit
are three road station types. potential of the vehicle.
Cargo Loading Bay • It allows two buses to load and unload simultaneously.
Cargo loading bays are used to load and unload Rail Stations
non-passenger cargo from trucks. They are two
Rail stations can be placed on
lanes wide, so two trucks can load and unload
any straight and level section of
cargo simultaneously. Cargo loading bays can only
railroad or narrow gauge rail
be built at the end of a rough or standard road. You
tracks (including on bridges),
cannot construct them on one-way roads.
but not on tram tracks. Rail sta-
Passenger Stop tions are universal — they
accept both passengers and
Passenger stops are designated roadside pick-up cargo.
and drop-off points for passengers that you can
construct on any road type. Buses and trams can stop briefly at passenger stops You can build a rail station up to
to deliver and discharge people, but cannot remain at these stations to wait for 16 squares in length. Multiple
a full load of passengers. On the main game view, stations built in adjoining ter-
passenger stops appear as small signposts along rain squares automatically
the side of the road. merge to form one large station.
Any size rail station can load and unload any size train. However, the speed at
Passenger Terminus which a train is loaded or unloaded is based on the size of the station in relation
Like a passenger stop, a passenger terminus serves to the size of the train. A 10-car train can be unloaded at a single-square station,
as a pick-up and drop-off point for passengers. but it takes much longer than it would at a 12-square station (10 squares for
the cars and two squares for the locomotive).
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The best rule of thumb is to build rail stations as long as the longest train
running on the rail line. This maximizes loading and unloading efficiency and
minimizes delays. Airports (other than city heliports) are extremely expensive to build. You
can greatly minimize the cost by only building these facilities in locations
Airports
that require a minimum of landscaping.
Airports allow you to transport
cargo and passengers from one • Medium Airport: A larger field that serves a wider variety of aircraft than its
point to another across areas that smaller counterpart. Available from 1935 through 1975.
aren’t connected by roads or
tracks — even locations that aren’t • Large Airport: The biggest and most modern airfield in the game. Available
on the same landmass. Although starting in 1970.
they can carry all cargo types, air- • City Heliport: A helicopter pad on top of a building. Can serve as base for a
craft are better for passenger single helicopter. Available starting in 1952.
transport than for cargo transport
in most situations. Docks
Docks can also link two locations not
The sizes and type of airfield affects the number and type of aircraft it can
connected by land routes. Ship
accommodate and serve.
transportation offers exceptional
• Small Airport: A limited-capacity airfield available from game years 1919 cargo capacity, but is slow. Like
through 1940. airports, docks serve as terminals for
both passengers and cargo.
Docks must be constructed along a
You need at least two airports in order to set up aircraft routes — planes coastline bordering a river, lake, or
must travel between two compatible airports. Until you can afford to build ocean. Each dock can service one
two airports, don’t bother with this type of station. ship at a time. Docks are like rail sta-
tions in that docks built adjacent to
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one another automatically merge into a single station, increasing the vehicle This tab shows a list of the cargo wait-
loading and unloading efficiency of the facility. ing for transport at the station and
the types of cargo the station accepts.
Ships can only travel between docks — they cannot stop at any other type of
facility. Like airports, docks must be constructed in pairs in order to set up Click the button to the right of the
transport routes. menu to highlight the station’s catch-
ment area on the landscape.
The Station Window
Cargo Rating
You can monitor the efficiency of stations, passenger stops, airports and docks
using the Station window. To open this window, click the name of the station The Cargo Rating panel tracks the
on the landscape, or click the station’s name on the Station List window. station’s effectiveness. For more infor-
mation on cargo ratings, see “Station
The station name appears in the window’s title bar. Click it to change a station’s
Management” on page 99.
name. The Station window has
three tabs:
Station
The Station tab shows an image
of the station. To center the
main view on the station, click
the gray arrows in the lower-
right corner of the image. An
overview of the cargo types and
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well — you must ensure that your rivals do poorly. Keep an eye on your • Company Performance Indexes: This graph charts the rise and fall of each
opponents’ transportation ventures, and build your own routes into lucrative company’s Performance Index. The company names are listed on the right
areas. If you serve your stations better than your opponents, you can grab the side of the window, and each is represented by a different color line on the
majority of the business. Even if you can’t get a majority share, every little bit graph. Move the cursor over a company name to make its line flash on the
of cargo you divert from an opponent’s station robs your rival of potential graph. (See “Performance Index” on page 85 for details.)
revenue.
• Units of Cargo Delivered per Month: This graph charts the total number of
The Companies List cargo units delivered by each company each month, starting with the first
month of the scenario.
You can keep tabs on your opponents using the Companies List window. Place
your cursor over the owner image on the Status Display to open the Owners • Distance x Units of Cargo Delivered per Month: The statistic charted on
menu, and click Companies List to open the window. this graph multiplies the units of cargo delivered by the distance the cargo
traveled to reach its destination each month. This statistic accounts for half of
The Companies List window has seven tabs: each company’s Performance Index.
• Companies: Lists company name, owner status (the activities the owner is • Company Values: Tracks the rises and drops in each company’s value starting
currently engaged in), Performance Index, and current value. To obtain addi- in the first month of the scenario. Company value figures prominently in the
tional information on a company, click its name to open that company’s goals of certain scenarios.
Status window. (See “Status Window” on page 30 for details.)
• Cargo Payment Rates: Illustrates the amount of money you make for trans-
porting cargo based on the amount of transit time between pickup and drop-
off. Payment rate is charted on the vertical axis, and time is charted on the
horizontal axis.
• Speed Records: Accesses a list of speed records set by various companies.
Displayed here is the owner image and company name, and the type, speed,
and date that the record was set. Records are updated and added throughout
the scenario.
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• Aggressiveness: Aggressive owners expand their transportation networks Company value is one of the many outward indicators of your success. A high
faster. Owners with low aggression tend to build and expand slower. company value means that your company is financially healthy, with lots of
cash on hand, a steady source of profits, and low debt. Some scenarios require
• Competitiveness: Highly competitive companies go head-to-head with their that you achieve a certain company value level in order to win. The following
opponents. They seek out existing routes and build their own competing equation is used to calculate company value:
routes in the same region to steal business. Owners with a low competitive-
ness trait tend to find their own routes well away from those of other compa- • Company Value = Cash – Loan + potential sale price of all currently active vehicles
nies. + (32 x current monthly profit of all vehicles)
You can view the traits of a computer-controlled owner by checking the Performance Index
Company Details tab on his or her company’s Status window. Your Performance Index constantly monitors your proficiency. A high
Performance Index shows that you are doing a good job. A low rating indicates
that your efforts are not providing for the needs of the towns and people who
are depending on you. This rating figures prominently in the goals for many of
the scenarios.
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Your Performance Index is expressed as both a percentage and a Corporate • Monthly Vehicle Profit/Loss: Positive cash flow with regard to your vehicles
Rating. The Corporate Ratings that correspond to each percentage score are leads to a higher rating. Vehicles whose operating costs exceed their income
listed in the following table. detract from your rating.
Corporate Rating Percentage Each of these factors accounts for 50% of your Performance Index. You can
Platelayer 0 – 9.9% monitor these statistics and compare your statistics to those of other companies
on the Companies List (see “Companies List” on page 82 for details).
Engineer 10 – 19.9%
The Performance Index is calculated exponentially, so doubling the number of
Traffic Manager 20 – 29.9%
units of cargo you deliver every month doesn’t necessarily double your rating.
Transport Coordinator 30 – 39.9% The higher your rating, the more difficult it is to increase the rating further. In
Route Supervisor 40 – 49.9% other words, expect large increases early in the game, and proportionally slower
Director 50 – 59.9% increases as the game progresses.
Chief Executive 60 – 69.9% If you see your Performance Index dropping, check the profitability of your
Chairman 70 – 79.9% vehicles and cargo routes and eliminate those that are losing money. Also,
check the supply and demand at the various stations and passenger stops, and
President 80 – 89.9% establish new cargo and passenger routes in areas that aren’t adequately
Tycoon 90 – 100% served.
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ADVANCED STRATEGIES
A firm grasp of the basic game concepts is the first step toward success in Chris As long as the Vehicle Information window of a compatible attachable
Sawyer’s Locomotion. However, as you move on to progressively harder scenar- vehicle is open to the Vehicle Details tab, building new vehicles attaches
ios, the challenges you face demand that you expand your knowledge. them to the selected vehicle. To build a separate vehicle, you must first
close the Vehicle Information windows of all other compatible vehicles.
The following sections expand discuss concepts and strategies that should help
you when the going gets rough.
becomes an integrated part of the vehicle. From that point on, the game treats
ADVANCED VEHICLE CONCEPTS all attached pieces as a single vehicle rather than multiple separate vehicles.
Some vehicles — trains and certain trucks — are capable of linking with other Certain vehicles are desig-
compatible vehicles to form a single unit. Once you build an attachable vehicle, nated as “refittable” and can
you can link additional compatible vehicles to it at any time. To do so, open the be modified to carry one of
Vehicle Information window for several different types of
the vehicle, select the vehicle cargo. To find out whether a
details tab, and click the Modify vehicle is refittable, check its
Vehicle button. This displays the statistics on the Build
Build Vehicles window with a list Vehicles window.
of compatible vehicles that can be “Refittable” appears in the Capacity statistic for vehicles with this attribute.
added to the selected vehicle
type.
To add to the vehicle, click an Refitting vehicles takes no time at all, and doesn’t cost you a dime.
item on the Build Vehicles list. It is a cost-effective way to transport multiple cargo types in a region
Once a new piece/car is added to using a limited number of vehicles.
an existing vehicle, it immediately
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The controls for refitting a vehicle are located on the Cargo tab of its Vehicle You can check a vehicle’s current reliability rating by selecting the vehicle details
Information window. Open the window to this tab and click and hold the tab on the Vehicle Information window, or by checking the vehicle’s status on
Refit button on the right side of the window to display a list of cargo types and the Vehicle Status window. The longer a vehicle remains in service, the lower
amounts that the vehicle can carry. An arrow designates the type of cargo the its reliability becomes. When the vehicle becomes obsolete, it takes an additional
vehicle currently carries. To refit the vehicle, click the new cargo type on the reliability hit.
menu. A vehicle must be stopped in order to refit it.
Planning Vehicle Routes and Stops
Vehicle Reliability
Simply placing a vehicle on
The reliability of your vehicles is a vital consideration. Even the best-planned the landscape and sending it
transport route in the most lucrative town sees a significant drop in monthly on its way is no way to earn
income if the vehicles on the route keep breaking down. a profit. In order to get the
most out of a vehicle, you
must define its route. To plan
a vehicle’s route and assign
When a vehicle becomes too unreliable, it is likely to be costing you more cargo stops, open its Vehicle
than it’s worth. From time to time you should sell aging vehicles and Information window
replace them with newer, more reliable models. (described in the previous
sections) and select the Route tab. This displays the vehicle’s Route List and
places the cursor in route mode.
When a vehicle breaks down, it ceases to function until it is repaired. Repairs take
only a short time to complete and are performed automatically. While a vehicle
is broken down, it earns no money, however, and can block other vehicles.
One exception is a train that has more than one locomotive. If one locomotive Setting waypoints for trains traveling on complex tracks and ships sailing in
breaks down, the train’s speed is only reduced as long as the other open water is usually a good idea.
locomotive(s) attached to the train are functional.
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There are several different items that can define a vehicle’s route: As mentioned earlier in the manual, you can also set two special cargo orders
for a vehicle:
• Station Stops: A station stop on the vehicle’s Route List orders the vehicle to
stop at a designated station to pickup and discharge cargo. Under normal • Unload all cargo: When this command is in place all cargo is unloaded at the
conditions, the vehicle only discharges the type of cargo the station accepts. preceding station stop whether or not the station accepts that cargo type.
A vehicle can only pick up the type of cargo with which it is compatible. To You are not paid for a delivery of this type, and the unaccepted cargo simply
set a station stop, click on the station in the main view. sits at the station and waits for you to pick it up at a later time — you are only
paid for the cargo when it is finally delivered to a station that accepts it. This
• Passenger Stops: A passenger stop is a point along a road or tram track
order must be placed immediately after a station stop on the Route List in
where a vehicle can pickup and discharge passengers. To set a passenger stop,
order to be effective.
click on the station in the main view.
• Wait for full load: When this command is in place, the vehicle waits at the
• Waypoints: Waypoints are numbered markers that allow you to fine-tune a
station stop that precedes it on the Route List until it is filled to capacity and
vehicle’s route. When no waypoints are set between stops, the vehicle chooses
then moves on to the next destination on the Route List. This order has no
its own path from one destination to the next. If you place waypoints
effect at passenger stops — vehicles can only wait for full loads of cargo at
between stops on the Route List, the vehicle moves through all of the desig-
stations and terminals. This order must be placed immediately after a station
nated waypoints, following the route you choose. You can set vehicle way-
stop on the Route List in order to be effective.
points in any location along the appropriate travel route. When the cursor
passes over an appropriate waypoint position on the landscape, it changes to Stops, waypoints, and orders are added to the Route List in the order they are
four inward-pointing arrows. To set the waypoint, click. selected. You can change the order of and delete items from the Route List
using the controls next to the Route List.
Click the Local/Express toggle at the top of the Route List to select a type of
You can copy route orders from one vehicle to another by clicking another service for the vehicle.
vehicle’s orders while both windows are open. You can also click the other • Local: Local vehicles stop at all stations and stops along the defined vehicle
vehicle’s ‘end of list’ marker to copy the entire route. route regardless of whether the Route List orders the vehicle to stop there.
Local routes are ideal for densely populated areas where busy stations are
plentiful.
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• Express: Express vehicles stop only at the stations designated as stops on their BUILDING ON DIFFICULT TERRAIN
Route List, ignoring all other stops that they pass along the way. Long haul
vehicles and vehicles carrying cargo that must be delivered to a distant desti- Not all roads and tracks run along flat level ground. Obstacles — both natural
nation in a timely fashion should be set to Express service. and manmade — often get in the way of your expansion efforts. Several
advanced road and track concepts help you get around (or through) these diffi-
You can toggle a vehicle between local and express service at any time. cult situations.
Setting up effective and efficient vehicle routes is a task that takes some prac- Slopes
tice. As you experiment with different routes and orders, keep an eye on the
vehicle’s progress and profitability, and change the route as necessary to You can build standard railroad
increase the vehicle’s efficiency. tracks on a shallow slope — one
unit of increase or decrease in
height over two terrain squares. In
order to achieve this, you must
build a bridge, since terrain always
rises or falls at a minimum of one
unit of height per square. Note
In Chris Sawyer’s Locomotion, you don’t have to construct a loop at the end that certain bridge types are not
of a straight line track to allow a train to turn around. Trains automatically suitable for slopes. (See “Bridges”
turn in place at the end of the line provided they have a straight track on page 96 for details.)
section that is at least as long as the train itself in which to do so. Roads, narrow gauge railroad
tracks and tram tracks can be built at steep angles — one unit of increase or
decrease in height over a single terrain square. If the positioning of the road
and the slope of the landscape are an exact match, you can build steeper-grade
roads and tracks directly on the terrain. When the terrain and the projected
course of the road/track don’t match up, you must construct a bridge to fill the
gap and support the road/track.
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Road vehicles and trams are equipped to handle any grade without assistance, • Suspension Bridge: Suspension bridges accommodate high vehicle speeds
but narrow gauge trains require the addition of a rack rail — a central rail that and can be built higher than any other bridge type, thus making them ideal
is gripped by a cogwheel in the train engine — in order to negotiate steep for spanning deep canyons. Suspension bridges are limited to straight roads,
slopes. Not all narrow gauge engines are equipped to use a rack rail, so make and cannot accommodate junctions or slopes.
sure you choose the proper type when travel on steep slopes is necessary. (See
• Steel Girder Bridge: Steel girder bridges cannot be built on slopes, and are
“Building Tracks” and “Building Vehicles” for details on rack rails and vehicle
limited in height. They can, however accommodate curves, junctions, and
statistics.)
vehicles of any speed.
Bridges • Steel Arch Bridge: Steel arch bridges are more economical than steel girder
When the terrain requires it, the bridges, and share the same “no speed limit” advantage and height limita-
Bridge menu appears below the tions. The trade off for a lower price is that steel arch bridges do not accom-
grade options on the Road Building modate curves, slopes, or junctions.
window. There are six bridge types,
When you are building a road or track and you come to a change in terrain
each with its own unique characteris-
that requires a bridge, the game automatically constructs a bridge to span the
tics:
gap. The default type of bridge built in this instance is determined by the cur-
• Wooden Bridge: Wooden bridges rently selected bridge type and the terrain. To ensure that the game constructs
are the most economical, but they the type of bridge you want, select a preferred bridge type from the bridge
are limited in height and can only menu before you start building your road/track across the gap.
accommodate slow vehicle speeds.
Wooden bridges must be built level
— you cannot slope them up or down. Wooden bridges accommodate curves,
junctions, and straight tracks and roads. If you want to build a junction into a bridge type that doesn’t accommodate
junctions, you need to delete the bridge section where you want to build the
• Brick Bridge: Brick bridges are the most versatile in the game. They accom- junction and replace it with a compatible type, such as steel girder or brick.
modate curves, junctions, straight roads and slopes. However, brick bridges
are limited to medium height and moderate vehicle speeds.
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Tunnels
Changing the landscape to make way for
roads or tracks is not always feasible, You can often improve your cargo rating at a train station by running a
especially in mountainous terrain. For a number of short trains through the station rather than one long train.
price, you can tunnel through rugged This keeps the interval between departures shorter, which in turn
terrain so that your vehicles can continue leaves less time for cargo to accumulate.
on their way without having to navigate
around the hills. STATION MANAGEMENT
Building tunnels is as easy as building Station management plays a big role in your transport empire. You can build a
roads and tracks in open terrain. In order large station next to a thriving livestock farm, for example, but your share of
to start a tunnel, you need a vertical cliff face. You might have to do a bit of ter- livestock cargo is limited if the transportation to and from that station is
rain altering to get the proper surface. Once the hillside is properly prepared, inefficient.
simply continue building the road or track through the mountain.
Every station has a cargo rating based on how well it is serving the needs of its
To select an underground starting point for a road or track section, hold down catchment area. Steady and efficient movement of cargo in and out of the station
the Shift key while in road/track construction mode and move the cursor into leads to a high rating. Allowing cargo and passengers to pile up at a station caus-
the area where you want to start the road/track. When the cursor passes over es the cargo rating of the station to drop. A different rating is calculated for each
an appropriate starting point, the Underground view option automatically cargo type associated with the station.
engages, allowing you to place your first road/track section.
You can see a station’s cargo rating in the third tab on its Station Overview win-
dow. The cargo rating determines the percentage of available goods and pas-
sengers in the catchment area that that is available at the station. For example,
if the station’s coverage area produces 100 units of iron ore and the station’s
Press the Shift key while building tracks or roads to start cargo rating for iron ore is currently 75%, 75 units of iron ore appear at the sta-
construction underground. tion for delivery. The other 25 units simply disappear if there is no other station
in the area.
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Make sure your train has a locomotive! The game allows you to build
individual train cars and place them on railroad tracks — but without
a locomotive attached, they won’t get very far.
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EFFECTIVE TRACK DESIGN layout is designed for one-way traffic — one or more trains running in the same
direction at all times.
The following sections show several track configuration ideas that illustrate a
number of effective track layouts. In addition to these examples, you might Signals are placed at intervals around the loop, all facing the same direction of
want to run through “Tutorial 3: Building a rail service between two towns” travel. The distance between the signals should be enough to accommodate
(accessible via the Show Tutorial button on the Main Menu). the longest train you plan to run on the line. If a train stretches between two
signals, it could cause a slowdown.
Basic Loop
You can add as many as stations on a basic loop as you need to accommodate
A simple loop track layout is ideal for circling a city or for connecting several cargo and passengers along the way. The stations should ideally be as long as
towns or industries in succession for the transportation of people or cargo. This the longest train.
The number of trains you place on a track configuration of this type should be
based on the size of the layout and the number of signals in place. The bigger
the track and the more signals you place, the more trains you can effectively
run.
When running multiple trains, all trains will move only as fast as the slow-
est train on the track, so there is no advantage in adding fast trains to the
route when more than one train is present unless all of the trains are fast.
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Another variation In this example, we’ve created two additional platforms at this central station,
on this layout one in each direction, which significantly eases traffic through the station. Place
involves joining single-direction signals just before and after the junctions in each direction, and
two tracks into a make sure that all of the station platforms are as long as the longest train on
single track and the line.
then splitting
This design is also effective in that it allows you to run a combination of local
them back off
trains (trains that stop at every station along the line) and express trains. When
into a double
the local trains stop at this station, the express trains can continue through
track at an “X”
unhindered.
junction. The
results of this
design variation
are similar to
those of the
other advanced
double-track design except that this arrangement is more compact and efficien-
cy is increased because the junction is blocked for a shorter length of time as
trains move through it.
Junctions in Double Track Layouts Another drawback is that a train crossing the junction blocks all other routes as
it passes through. If you are running a lot of trains on this track network, this
Often, as you expand your train network, loop tracks and dual tracks that run in
can lead to frequent slowdowns and delays.
straight lines are impractical. For example, if you’ve already built a double-track
line between two towns — Town 1 (to northwest) and Town 2 (to southeast) — A solution to the delay problem is to construct the junction as a “fly-over”
and you want to connect this existing track network to Town 3 (to southwest). junction. Instead of curving the southern-most track in this example across the
The pictured junction allows you to run trains between Stations 1 and 2, 3 and oncoming westbound track, you instead curve the junction off to the southeast,
2, and 1 and 3. Note the direction and positioning of the signals at the junction. slope the track upward, and then curve back north over a bridge that spans the
track.
There are some drawbacks to this type of junction. First, you cannot run trains
directly between Town 2 and Town 3 (the junction is in the wrong direction).
This can be remedied by building additional junctions.
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INDUSTRIES Click an industry to select it. When the industry is selected, the cursor changes
to a build cursor. As you move the cursor over the terrain, the cost of construct-
The basics of industries and their role in the game are discussed earlier in the ing the industry is shown in the lower-right corner of the Industries window.
manual. There are, however, a number of things you can do — both positive To build the industry, left-click the terrain.
and negative — that impact industrial output.
The industry types you can fund in this manner are limited to industries that
Interfering With Industry Output produce products as opposed to raw materials — factories as opposed to
The cargo output levels of many industries are affected by their surroundings. mines, for example. Funding such an industry can be useful if you have a raw
For example, a grain farm’s output depends on the number of fields around it. material-producing industry in the area that is producing cargo that isn’t
If the fields the farm is using get cleared or covered up — by trees, roads, required by any other industry currently in the scenario. By building an industry
tracks, buildings, and so on — output drops. that requires this cargo, you are creating a new potential cargo route.
Take extra care not to destroy the resources that allow local industries to pro- There are a couple of disadvantages to funding industries. First, it is expensive.
duce in your haste to expand your transportation network. If space is available, Second, once the industry you spend millions to fund is up and running, all of
these industries might attempt to increase output — in this example, by creat- your rivals have access to it. Unlike the stations and track that are yours exclu-
ing new fields in the surrounding landscape squares — but the best way to sively when you build them, funded industries are in the public domain. So,
ensure a steady production rate is to avoid the random destruction of valuable that new source of revenue you create for yourself might enhance your oppo-
industry resources. nents’ bankrolls as well.
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SCENARIO EDITOR
Chris Sawyer’s Locomotion includes a full-featured scenario editor Make a backup copy of any scenario file that you edit so that you can
that allows you to modify existing scenarios and to create your restore the scenario to its original state if necessary.
own entirely original scenarios to play and share with other play-
ers. This editor makes it easy for anyone to become a scenario • Save Landscape: Save the landscape that you are currently editing.
designer. • Quit Scenario Editor: Close the scenario editor and return to the Main
This manual doesn’t cover the theory of balanced game design Menu.
— it simply gives you the information you need to start working with the edi- The remaining options on the Editor Options menu are similar to the cor-
tor. As you play the game, take note of all of the elements that make each of responding options in the game. (See “Game Options” on page 14 for
the included scenarios balanced and fun to play, and keep these elements in details.)
mind when you start creating worlds of your own. To start the scenario editor,
click on the Scenario Editor button on the Main Menu. Sound Menu
The scenario editor Sound menu has a single option: Mute. This option
SCENARIO MAIN SCREEN
functions identically to the corresponding option in the game. (See “Sound
The main screen of the scenario editor contains a number of controls. In the Menu” on page 19 for details.)
top-left corner are two menu buttons that are similar to the menu selections in
the game but with a few different options. Objects Window
The scenario editor main screen is dominated by the Objects window. This
Editor Options Menu
window allows you to fine-tune the game elements that go into your sce-
• Load Landscape: Load a saved landscape. nario. The controls and displays on the Objects window are described in
Select the name of the landscape you want the scenario creation walkthrough that follows.
to load and click OK. In addition to land-
scapes you create, you can load any sce-
nario files that are included with the game.
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CREATING A SCENARIO — STEP-BY-STEP The illustration in the right portion of the window shows a sample of the archi-
tecture and vehicle style of the region you select.
This section describes the creation of a new scenario. To edit an existing sce-
nario, first load it from the Editor Options menu and then follow the same steps If you select one of these options and move on to the next step, the editor gen-
outlined below for creating a new scenario. erates a world with the default characteristics of the selected region. To fine-
tune the elements of your game world before it is generated, click the
Scenario creation is a rela- Advanced button in the upper-right corner of the Objects window.
tively simple, step-by-step
process that is presented in a This changes the Scenario Elements
series of screens. During each section of the process, there is a Forward to Next window from a simple, one-tab win-
Step button in the lower-right corner of the screen. When you are finished with dow to one that contains 20 tabs,
each step, click this button to move the next. If, after moving forward you each of which includes a different set
decide you want to return to a previous step of the process, click the Back to of scenario elements. Selecting certain
Previous Step button in the lower-left corner of the screen. elements (such as trains) will make
other elements (such as tracks)
Step 1: Object Selection required, and you will be unable to
The first step is to either select a world region or go the more advanced route deselect them. Place the cursor over an
and design and tweak every detail of your world before moving on. object name to display more informa-
tion about it on the right side of the
If you choose the simple route, you window.
need to simply select the region of the
world in which you want to set your
scenario. In addition to terrain differ-
ences, the world region affects the Make sure you include a variety of building types (houses, office buildings,
types and models of vehicles you have and so on) to ensure a good mix of generated and accepted cargo in the
to choose from and the style of the scenario. Also, make sure the building availability dates match
buildings. the intended era of your scenario.
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The tabs and their basic functions are as follows: • Track Stations: Choose from among several rail station styles. Apart from cos-
metic and year availability differences, all of these stations perform the same
• World Region: Select the setting of your scenario.
function. You must have at least one track station selected in order to effec-
• Industries: Select the industries that are present in the game. You can add tively operate a train line.
and remove industries, up to a maximum of 16.
• Bridges: Set the availability of bridge styles. See “Bridges” on page 96 for
• Buildings: Select the buildings that are present in the world. You can add any details on the functional differences between bridge types.
number of buildings, mixing and matching styles at will, up to a maximum of
• Level Crossings: Select the crossing gate styles that appear in the game.
128 building types.
There is no functional difference between crossing types, and they automati-
• Climate: Select a weather pattern from a list of six options. cally appear at any junction where a road crosses a track.
• Trees: Select up to 64 different varieties of trees. • Signals: Select the signal styles available in the scenario. There is no functional
difference between signal types and sub-types — the variations are strictly
• Vehicles: Choose up to 224 vehicles that will appear in the scenario. Selecting cosmetic.
a vehicle automatically selects its requirements (overhead wires, etc.).
• Walls: Select the walls and fences that automatically appear around industries
• Airports: Select the airport types available in the scenario. and fields in the game.
• Roads: Select the types of road available in the scenario. There are only three • Town Names: Select a style for the town names that are generated when the
basic road types (road, one-way road, and rough road) but there are a few scenario is created.
graphic variations. Tram Track is also listed under the Roads tab.
• Land: Choose up to 32 land textures for the scenario. When the map is gen-
• Road Extras: Select extra options for enhancing roads and Tram Tracks. erated, the editor uses only the selected texture styles.
• Road Stations: Select road station types and styles. • Currency: Set a single currency standard for the scenario.
• Tracks: Select railroad track types. Selecting items doesn’t guarantee that all selected items will appear on the gen-
• Track Extras: Select available enhancements for railroad and narrow gauge erated terrain. The selected items are merely those items that are available to
tracks. the scenario editor when it generates the landscape. When all of the options are
set to your liking, click Forward to Next Step to proceed.
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Step 2: Landscape Generation the landscape. To build a wall or fence, select the style you want to build and
click on the edge of a landscape square to place it.
When you advance to step two, the editor generates a basic game map based
on the options you defined in step one. You can scroll around the game view Town/Industry Menu
and zoom in and out just as you would in the game itself. At this point, a num-
ber of additional menus appear at the top of the screen: The Town/Industry Menu in the
Scenario Editor allows you to place
• Zoom Menu industries, buildings, and even
entire towns on the map in
• Rotate Menu
addition to its normal in-game
• View Menu functions.
• Landscape Menu The Towns List window in the Scenario Editor has three additional build tabs:
• Roads Menu • Build New Towns: Select this tab to build a new town on the map. Select the
town size from the drop-down list, and click the landscape to place the town.
• Town/Industry Menu
• Build Town Buildings: Select this tab to construct individual buildings. Select
These menus and their options function identically to their in-game counter-
the building type from the list of available buildings. Click the rotational arrow
parts, all of which are described earlier in the manual, with several additional
on the right to change the building’s facing. Click the landscape to place the
options on certain menus (as described below). You can use these options to view
building.
the game world from any angle, to reshape the world, and so on before you
move on to the next step. • Build Miscellaneous Buildings: Select this tab to construct power lines, trans-
mitters, and other miscellaneous structures. Select the structure you want to
Landscape Menu
build from the list, and click the landscape to place it.
The Landscape Menu in the Scenario Editor contains one option not present in
On the Industries List window, the Fund tab is replaced by a Build tab in the
the game version of the menu:
scenario editor. Select this tab to place new industries on the map. To build a
• Build Walls: Opens the Landscape window to the Walls and Fences tab. new industry, select it from the list and click the landscape to place it.
This tab shows all available walls and fences, and allows you to place them on
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challenge text, as it will appear When all of your scenario options are
in your scenario’s overview on set, click on “Forward to Next Step.”
the Select Scenario window in
the game, appears at the bot- Step 4: Save Scenario
tom, and is updated as you The only thing remaining at this point is
select options. to save your newly created scenario.
• Company Options: Set the fol- When you proceed to Step 4, a stan-
lowing for your scenario: the dard Save dialog appears. If you entered
maximum number of compet- a name on the Scenario Options tab in
ing companies (not including Step 3, this name appears in the File
the player); a delay time before computer-controlled companies are estab- name field on the Save dialog.
lished; and the preferred levels of computer company owner Intelligence, Otherwise, enter a name for the scenario.
Aggressiveness, and Competitiveness. You can also select vehicle types that After choosing a save directory and entering a file name, click OK to save the
are forbidden to competing companies and/or the player’s company. (For scenario. Player-generated scenarios are saved in the \Chris Sawyer’s
additional information on computer-controlled players and their statistics, see Locomotion\Scenarios folder. Remember that you can also save the landscape
“Rival Owner Characteristics” on page 84.) during any step of the creation process.
• Financial Options: Set the monetary options in the scenario, including the Step 5: You’re Done!
amount of the starting loan, the maximum amount that companies can bor-
row, and the yearly interest rate. After you save your new scenario, the scenario editor closes and you are
returned to the Main Menu. If you want to create another scenario, click the
• Scenario Options: Access a few miscellaneous options that help to give your Scenario Editor button to start the process again. Otherwise, dive into the game
scenario polish and an identity. Enter a name for your scenario by clicking and start playing in your custom-created game world. Have fun!
Change… next to the Scenario Name field and entering a name on the result-
ing prompt. Select the group (difficulty) in which you want your scenario to
appear on the Select Scenario window. Finally, click the “Change…” button
next to Scenario Details to enter a description of your scenario. This description
appears below the scenario name on the Select Scenario window.
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NOTES NOTES
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NOTES NOTES
128 129
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several places (on the CD label, package and/or plastic disc case) and is usually Product Return Procedures in the United States & Canada
identified by a number such as 04-12345. When prompted by the Automated
In the event our technicians at (425) 951-7108 determine that you need to for-
System, enter the last five digits of your product’s Part #. (For example, Part #
ward materials directly to us, please include a brief letter explaining what is
04-12345 would require that you enter the “12345” portion of the number for
enclosed and why. Make sure you include the Return Merchandise
that product.) Note: Some
Authorization Number (RMA#) supplied to you by the technician, and your tele-
products simply feature a five-digit Part # without an “04-” prefix.
phone number in case we need to call you. You will receive the mailing address
Live support is generally available Monday through Friday, 8:00 AM until 6:00 when the technician gives you the RMA#. Any materials not containing this
PM (Pacific Time). Note: We may be closed on major holidays. RMA# will be returned to you unprocessed.
Before making your call, we ask that you be at your computer, have the follow- Warranty Policy in the United States & Canada
ing information available, and be ready to take notes:
If our technicians determine that the product storage medium is found to be
• System Make and Model defective within ninety (90) days of original purchase, (unless otherwise
• Processor Type provided by applicable law), Atari will replace the item free of charge, to the
original purchaser, if the item is accompanied by the original dated receipt and
• Operating System, including version number if possible (such as Windows® packaging.
98; Windows® Me)
• RAM (Memory)
• Video and sound card data and drivers
• Any screen or error messages you’ve encountered (and where)
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3. You may permanently transfer all your rights under this EULA, provided you retain no copies, you transfer all of the Software
END-USER LICENSE AGREEMENT (including all component parts, the media and printed materials and any upgrades) and the recipient reads and accepts this EULA.
RESTRICTIONS
IMPORTANT — READ CAREFULLY: Please be sure to carefully read and understand all of the rights and restrictions described
in this End-User License Agreement (“EULA”). 1. You may not delete or obscure any copyright, trademark or other proprietary notice on the Software or accompanying printed
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AGREEMENT
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This document is an agreement between you and Atari, Inc. and its affiliated companies (“Company”). The enclosed software game
disc(s), cartridge or Game Pak (“Software”) and any accompanying printed materials are licensed to you only on the condition that 3. You may not copy, rent, lease, sublicense, distribute, publicly display the Software, create derivative works based on the Software
you accept all of the terms contained in this EULA. (except to the extent expressly permitted in the Editor and End-User Variation section of this Agreement or other documentation
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By opening this package and installing or otherwise using the Software you agree to be bound by the terms of this EULA. If you do
not agree to the terms of this EULA you may not install or use the Software and within 15 days of purchase you must call the Tech 4. You may not electronically transmit the Software from one computer, console or other platform to another or over a network.
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The Software is protected by copyright laws and international copyright treaties, as well as other intellectual property laws and treaties.
ing such Variations available for sale or as part of a pay-per-play or timesharing service.
All title and copyrights in and to the Software (including but not limited to any images, photographs, animations, video, music, text and
“applets” incorporated into the Software) and any printed materials accompanying the Software are owned by the Company or its Licensors. TERMINATION
GRANT OF LICENSE This EULA is effective until terminated. You may terminate this EULA at any time by destroying the Software. This EULA will termi-
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The Software is licensed and not sold to you and its use is subject to this EULA. The Company grants you a limited, personal, non-
as to warranties, limitation of liability, remedies and damages will survive termination.
exclusive license to use the Software in the manner described in the user documentation. The Company reserves all rights not
expressly granted to you in this EULA. LIMITED WARRANTY AND DISCLAIMER OF WARRANTIES
PERMITTED USES You are aware and agree that use of the Software and the media on which is recorded is at your sole risk. The Software and media are
supplied “AS IS.” Unless otherwise provided by applicable law, the Company warrants to the original purchaser of this product that the
1. If the Software is configured for loading on a hard drive, you may install and use the Software on a single computer.
Software storage medium will be free from defects in materials and workmanship under normal use for ninety (90) days from the date
2. You may make and maintain one copy of the Software for backup and archival purposes, provided that the original and copy of the of purchase. The warranty is void if the defect has arisen through accident, abuse, neglect or misapplication. If the Software fails to con-
Software are kept in your possession. form to this warranty, you may at your sole and exclusive remedy, obtain a replacement free of charge if you return the defective
136 137
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Software. Follow the Product Return Procedures described in the Manual. The Company does not warrant that the Software or its © 2004 Chris Sawyer. All Rights Reserved.
operations or functions will meet your requirements, or that the use of the Software will be without interruption or error.
© 2004 Atari Interactive, Inc. All Rights Reserved. All trademarks are the property of their respective owners.
TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, EXCEPT FOR THE EXPRESS WARRANTY SET
FORTH ABOVE, THE COMPANY DISCLAIMS ALL WARRANTIES, EXPRESS OR IMPLIED, INCLUDING AND WITHOUT This product contains software technology licensed from GameSpy Industries, Inc.
LIMITATION, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE AND © 1999-2003 GameSpy Industries, Inc. All rights reserved.
NON-INFRINGEMENT. EXCEPT FOR THE EXPRESS WARRANTY SET FORTH ABOVE, THE COMPANY DOES NOT Windows and DirectX are either registered trademarks or trademarks of Microsoft Corporation
WARRANT, GUARANTEE OR MAKE ANY REPRESENTATION REGARDING THE USE OR THE RESULTS OF THE USE in the United States and/or other countries.
OF THE SOFTWARE IN TERMS OF ITS CORRECTNESS, ACCURACY, RELIABILITY, CURRENTNESS OR OTHERWISE.
SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED WARRANTIES, SO THE Pentium is a trademark or registered trademark of Intel Corporation or its subsidiaries in the United States and other countries.
ABOVE EXCLUSIONS AND LIMITATIONS MAY NOT APPLY TO YOU.
LIMITATION OF LIABILITY
IN NO EVENT WILL THE COMPANY OR ITS EMPLOYEES OR LICENSORS BE LIABLE FOR ANY INCIDENTAL, INDI-
RECT, SPECIAL, CONSEQUENTIAL OR PUNITIVE DAMAGES, OR ANY DAMAGES WHATSOEVER (INCLUDING, WITH- DISCLAIMER: Some forms of transport in this game have names that may be similar to those of real vehicles.
OUT LIMITATION, DAMAGES FOR INJURY TO PERSON OR PROPERTY, FOR LOSS OF PROFITS, BUSINESS INTER- This is a device to help players relate to the fictional universe of the game. The qualities (including speed, capacity, reliability,
RUPTION, LOSS OF BUSINESS INFORMATION, LOSS OF PRIVACY, FAILURE TO MEET ANY DUTY AND NEGLI- and cost) that have been attributed to various vehicles are for game purposes only, and are not intended to represent those of
GENCE) ARISING OUT OF OR IN ANY WAY RELATED TO THE USE OR INABILITY TO USE THE SOFTWARE, EVEN IF real, commercially available machines whether similarly named or not.
THE COMPANY OR AN AUTHORIZED REPRESENTATIVE OF THE COMPANY HAS BEEN ADVISED OF THE POSSIBIL-
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IN NO EVENT WILL THE LIABILITY OF THE COMPANY FOR DAMAGES WITH RESPECT TO THE SOFTWARE EXCEED 07154
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INDEX C F L
Finances, 10, 33, 60, 80-81 Landscape
Cargo
Funding New Industries, 40, 112 Generation Options Menu, 122
Delivered, 34, 60, 81, 83, 86
A Menu, 42, 45, 120, 122
Loading Bay, 70
Rating, 75, 99-100
G Loans, 33, 80
Adding To Existing Vehicles, 88 Local Authority Rating, 43, 45, 78
Adjust Waiting and Accepted, 75 Game Options Window, 14-15, 19 Locomotive Power, 101
Land, 42-43, 45 Changing Slope, 44
Water, 42, 45 Clear Area, 42 H M
Advanced Vehicle Concepts, 88 Color Scheme, 32
The Companies List, 21, 81-82, 87 Host A Game, 24 Main Menu, 8, 14, 22-23, 25, 104,
Airports, 10, 19, 38, 66-67, 72-74, 118
Availability And Obsolescence, 79 Companies View, 37 114-115, 125
Company I Manipulating the Landscape, 9, 42
B Owner and Status, 30 Industries View, 36, 40 Messages, 10, 21, 25-26, 64-65
Value, 33, 80, 83, 85 The Industry Mini-Map, 9-10, 21, 35-36
Bridges, 10, 47, 71, 95-97, 119 Connecting Through a Firewall, 25 Miscellaneous Options, 19, 30, 124
List, 12, 39
Build Tracks Window, 50-51, 102 Control Options, 13, 18 Monitoring Your Progress, 85
Status Window, 40
Building Controlling the View, 13 Monthly Production, 41
Information and Control Windows, 11
Junctions, 102 Creating a Scenario, 116 Music Options, 16, 19
Interfering With Industry Output, 112
on Difficult Terrain, 95
Railroads, 9, 49 D N
Roads, 10, 46, 50, 98
J
Vehicles, 10, 54-55, 96 Display Options, 15 Join a Game, 24 New Game, 8, 22, 25, 30, 34
Docks, 10, 19, 38, 66-67, 73-74
K
E
Keyboard Shortcuts, 18, 44
Editor Options Menu, 114-116
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