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* Their station going to a farm may have hundreds of units of grain waiting for pick-up, while your station right next to theirs is empty.
* This can happen even if you're the one supplying the resources to an industry that needs them; if your train is running that grain to a food plant and you have a second train there to pick up the food and transport it, the AI can build a train running to the plant and leach off your hard work.
* This can happen even if you're the one supplying the resources to an industry that needs them; if your train is running that grain to a food plant and you have a second train there to pick up the food and transport it, the AI can build a train running to the plant and leach off your hard work.
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clean-up
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Made by Chris Sawyer of RollerCoasterTycoon fame Chris Sawyer's Locomotion is the SpiritualSuccessor to ''Videogame/TransportTycoon''.
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NeedsWikiMagicLove.
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* ArtificialStupidity: AI has propensity for adding senseless elevations and choosing bad bridge types for curved tracks on more or less uneven terrain. Both hurt advanced vehicles by capping their travelling speed while not saving much money during construction.
* AnEntrepreneurIsYou: You buy vehicles to make a profit by transporting goods, passengers and a lot of other things as well.
* GuideDangIt:
** "Roll-on-Roll-off", or "Ro-Ro" for short, railroad station layout. Computer-controlled players never use it, start screens do not have it. A novice player has three options: stick with the simplest low-efficiency designs, bring knowledge of "Ro-Ro" from an external source, or reinvent the wheel so to speak.
*** [[http://www.locomotiondepot.net/networks/rorostats Ro-Ro Station Guide]]
** Any given piece of industry can never supply more than roughly 3/4 of its production to a single loading spot (preferring to lose the rest), but will start supplying 100% when serviced by two (i.e. two 2-tracks railway stations will net more goods for transportation that one 4-tracks station). Even more "obvious", only off "100%-mode" does a consistent job of hauling the goods become an incentive for non-random production increase in raw industries.
* AnEntrepreneurIsYou: You buy vehicles to make a profit by transporting goods, passengers and a lot of other things as well.
* GuideDangIt:
** "Roll-on-Roll-off", or "Ro-Ro" for short, railroad station layout. Computer-controlled players never use it, start screens do not have it. A novice player has three options: stick with the simplest low-efficiency designs, bring knowledge of "Ro-Ro" from an external source, or reinvent the wheel so to speak.
*** [[http://www.locomotiondepot.net/networks/rorostats Ro-Ro Station Guide]]
** Any given piece of industry can never supply more than roughly 3/4 of its production to a single loading spot (preferring to lose the rest), but will start supplying 100% when serviced by two (i.e. two 2-tracks railway stations will net more goods for transportation that one 4-tracks station). Even more "obvious", only off "100%-mode" does a consistent job of hauling the goods become an incentive for non-random production increase in raw industries.
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* ArtificialStupidity: AnEntrepreneurIsYou: You buy vehicles to make a profit by transporting goods, passengers and a lot of other things as well. This game takes it a bit further, however, in that supply and demand allows you to speed up city growth, and you can create roadways and raise and lower land to affect where new houses and buildings are placed as the city grows. Though you only control the transit companies, a player that does a good job of it can also serve as an urban planner in this way.
* ArtificialStupidity:
** AIhas enemies have the propensity for adding senseless elevations and choosing bad bridge types for curved tracks on more or less uneven terrain. Both hurt advanced vehicles by capping their travelling speed while not saving much money during construction.
** Boats tend to have trouble finding a route between ports, even if it's a straight line.
*AnEntrepreneurIsYou: You buy AwesomeButImpractical: The earliest planes available can only carry tiny cargoes. Go ahead, transport those 8 people across the map in an instant! It won't make you any money, but it's cool to do!
* BoringButPractical: Trucks won't make you a fortune; in fact they'll usually barely make back their operating costs. But when the oil field is just six squares away from the refinery, they're a reliable way to transport that oil so a train or ship can pick up the produced goods.
* TheComputerIsACheatingBastard: The AI tends to inexplicably hog all the resources to themselves on a competing line
* Their station going to a farm may have hundreds of units of grain waiting for pick-up, while your station right next to theirs is empty.
* This can happen even if you're the one supplying the resources to an industry that needs them; if your train is running that grain to a food plant and you have a second train there to pick up the food and transport it, the AI can build a train running to the plant and leach off your hard work.
** Even if their vehiclesto make a profit by aren't transporting goods, passengers and the cargo to a lot of other things as well.
* GuideDangIt:
** "Roll-on-Roll-off", or "Ro-Ro" for short, railroad station layout. Computer-controlled players never use it, start screens do not haveplace that needs them, their stations will hog it. A novice player has three options: stick This can lead to your train with boxcars for food leaving the simplest low-efficiency designs, bring knowledge of "Ro-Ro" from an external source, or reinvent food plant empty, while the wheel so AI's ''bus station'' nearby has 200 units of food sitting there. At this point it's obvious the system is just built to speak.
*** [[http://www.locomotiondepot.net/networks/rorostats Ro-Ro Station Guide]]
**sabotage you even if it doesn't benefit AI players.
* GuideDangIt: Any given piece of industry can never supply more than roughly 3/4 of its production to a single loading spot (preferring to lose the rest), but will start supplying 100% when serviced by two (i.e. two 2-tracks railway stations will net more goods for transportation that one 4-tracks station). Even more "obvious", only off "100%-mode" does a consistent job of hauling the goods become an incentive for non-random production increase in raw industries.
* ArtificialStupidity:
** AI
** Boats tend to have trouble finding a route between ports, even if it's a straight line.
*
* BoringButPractical: Trucks won't make you a fortune; in fact they'll usually barely make back their operating costs. But when the oil field is just six squares away from the refinery, they're a reliable way to transport that oil so a train or ship can pick up the produced goods.
* TheComputerIsACheatingBastard: The AI tends to inexplicably hog all the resources to themselves on a competing line
* Their station going to a farm may have hundreds of units of grain waiting for pick-up, while your station right next to theirs is empty.
* This can happen even if you're the one supplying the resources to an industry that needs them; if your train is running that grain to a food plant and you have a second train there to pick up the food and transport it, the AI can build a train running to the plant and leach off your hard work.
** Even if their vehicles
* GuideDangIt:
** "Roll-on-Roll-off", or "Ro-Ro" for short, railroad station layout. Computer-controlled players never use it, start screens do not have
*** [[http://www.locomotiondepot.net/networks/rorostats Ro-Ro Station Guide]]
**
* GuideDangIt: Any given piece of industry can never supply more than roughly 3/4 of its production to a single loading spot (preferring to lose the rest), but will start supplying 100% when serviced by two (i.e. two 2-tracks railway stations will net more goods for transportation that one 4-tracks station). Even more "obvious", only off "100%-mode" does a consistent job of hauling the goods become an incentive for non-random production increase in raw industries.
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* LoopholeAbuse:
** You can expand a station's service radius by building adjacent stops. You can do this repeatedly, allowing a single stop to service an entire town.
** You have full reign to turn the cheating back on AI opponents by building a tram or train track across the road their cars are using, dump an engine or tram on the crossroads, and let it sit their blocking their trucks. You can also build a road for their trucks to use, then demolish that road and watch their trucks crash.
** You can expand a station's service radius by building adjacent stops. You can do this repeatedly, allowing a single stop to service an entire town.
** You have full reign to turn the cheating back on AI opponents by building a tram or train track across the road their cars are using, dump an engine or tram on the crossroads, and let it sit their blocking their trucks. You can also build a road for their trucks to use, then demolish that road and watch their trucks crash.
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As this is the SpiritualSuccessor ''Videogame/TransportTycoon'' a lot of the tropes that apply to that apply to this.
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As this is the SpiritualSuccessor ''Videogame/TransportTycoon'' to''Videogame/TransportTycoon'' a lot of the tropes that apply to that also apply to this.
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As this is the SpiritualSuccessor ''Videogame/TransportTycoon'' a lot of the tropes that apply to that apply to this.
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NeedsWikiMagicLove Badly.
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*** [[http://www.locomotiondepot.net/networks/rorostats Ro-Ro Staion Guide]]
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*** [[http://www.locomotiondepot.net/networks/rorostats Ro-Ro Staion Station Guide]]
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*** [[http://www.locomotiondepot.net/networks/rorostats Ro-Ro Staion Guide]]
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** "Oil Oasis" for a map with landscape styled after a desert, with oil wells representing big share of industries on the map and oil transpotation being the map objective.
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** "Oil Oasis" for a map with landscape styled after a desert, with oil wells representing big share of industries on the map industries, and oil transpotation being the map objective.
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* AddedAlliterativeAppeal: Used in names of scenario maps for new games, vast majority of those that don't use "Region name - Starting Year" template. Atleast one prominent feature of the map is covered.
** "Oil Oasis" for a map with landscape styled after a desert, with oil wells representing big share of industries on the map.
** "Oil Oasis" for a map with landscape styled after a desert, with oil wells representing big share of industries on the map.
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* AddedAlliterativeAppeal: Used in names of scenario maps for new games, vast majority of those that don't use "Region name - Starting Year" template. Atleast At least one prominent feature of the map is usually covered.
** "Oil Oasis" for a map with landscape styled after a desert, with oil wells representing big share of industries on themap.map and oil transpotation being the map objective.
** "Oil Oasis" for a map with landscape styled after a desert, with oil wells representing big share of industries on the
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** "Vache and Vineyards" is a map with unusually large number of livestock farms and grape farms industries.
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** "Vache and Vineyards" is a map with unusually large number of livestock farms ("Vache" is French for "cows") and grape farms industries.
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* AddedAlliterativeAppeal: Used in names of scenario maps for new games, vast majority of those that don't use "Region name - Starting Year" template. Atleast one prominent feature of the map is covered.
** "Oil Oasis" for a map with landscape styled after a desert, with oil wells representing big share of industries on the map.
** "Race to Read" for a map with objective to deliver certain tonnage of paper to printing works industries in time.
** "Vapid Volcano" is a map with landscape forming a crater-like shape in the center making use of ashen tiles.
** "Vache and Vineyards" is a map with unusually large number of livestock farms and grape farms industries.
** "Boulder Breakers" is a beginner's level map, a single small island in the center of large water body, with less than ten cities and industries combined. Not like more could fit on such a small patch of land.
** On "Bottleneck Blues" a high ridge runs through big plain, the "bottleneck" referring to small section of no elevation in the ridge, kind of a pass through the mountains.
** "Clifftop Climb" is split by very large abrupt elevation of one half of the map over the other.
** "Oil Oasis" for a map with landscape styled after a desert, with oil wells representing big share of industries on the map.
** "Race to Read" for a map with objective to deliver certain tonnage of paper to printing works industries in time.
** "Vapid Volcano" is a map with landscape forming a crater-like shape in the center making use of ashen tiles.
** "Vache and Vineyards" is a map with unusually large number of livestock farms and grape farms industries.
** "Boulder Breakers" is a beginner's level map, a single small island in the center of large water body, with less than ten cities and industries combined. Not like more could fit on such a small patch of land.
** On "Bottleneck Blues" a high ridge runs through big plain, the "bottleneck" referring to small section of no elevation in the ridge, kind of a pass through the mountains.
** "Clifftop Climb" is split by very large abrupt elevation of one half of the map over the other.
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typo
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** Any given piece of industry can never supply more than roughly 3/4 of its production to a single loading spot (preferring to lose the rest), but will start supplying 100$ when serviced by two (i.e. two 2-tracks railway stations will net more goods for transportation that one 4-tracks station). Even more "obvious", only off "100%-mode" does a consistent job of hauling the goods become an incentive for non-random production increase in raw industries.
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** Any given piece of industry can never supply more than roughly 3/4 of its production to a single loading spot (preferring to lose the rest), but will start supplying 100$ 100% when serviced by two (i.e. two 2-tracks railway stations will net more goods for transportation that one 4-tracks station). Even more "obvious", only off "100%-mode" does a consistent job of hauling the goods become an incentive for non-random production increase in raw industries.
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tweaks
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* ArtificialStupidity: AI has propensity for adding senseless elevations and bad choice of bridges type for curved tracks on more or less uneven terrain. Both hurt advanced vehicles by capping their travelling speed.
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* ArtificialStupidity: AI has propensity for adding senseless elevations and choosing bad choice of bridges type bridge types for curved tracks on more or less uneven terrain. Both hurt advanced vehicles by capping their travelling speed.speed while not saving much money during construction.
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cutting sinkhole of Captain Obvious; cutting Lets Play as not belonging on trope example lists; adding Guide Dang It, Artificial Stupidity
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Made by Chris Sawyer of RollerCoasterTycoon fame [[CaptainObvious Chris Sawyer]]'s Locomotion is the SpiritualSuccessor to ''Videogame/TransportTycoon''.
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Made by Chris Sawyer of RollerCoasterTycoon fame [[CaptainObvious Chris Sawyer]]'s Sawyer's Locomotion is the SpiritualSuccessor to ''Videogame/TransportTycoon''.
* ArtificialStupidity: AI has propensity for adding senseless elevations and bad choice of bridges type for curved tracks on more or less uneven terrain. Both hurt advanced vehicles by capping their travelling speed.
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* LetsPlay: [=JustinBeiberIsPoop=] has a set of clips on playing this game on YouTube.
* InCaseYouForgotWhoWroteIt: see right ->
* InCaseYouForgotWhoWroteIt: see right ->
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* LetsPlay: [=JustinBeiberIsPoop=] GuideDangIt:
** "Roll-on-Roll-off", or "Ro-Ro" for short, railroad station layout. Computer-controlled players never use it, start screens do not have it. A novice player hasa set three options: stick with the simplest low-efficiency designs, bring knowledge of clips on playing this game on YouTube.
"Ro-Ro" from an external source, or reinvent the wheel so to speak.
** Any given piece of industry can never supply more than roughly 3/4 of its production to a single loading spot (preferring to lose the rest), but will start supplying 100$ when serviced by two (i.e. two 2-tracks railway stations will net more goods for transportation that one 4-tracks station). Even more "obvious", only off "100%-mode" does a consistent job of hauling the goods become an incentive for non-random production increase in raw industries.
* InCaseYouForgotWhoWroteIt:see right ->Chris Sawyer from the full name is at the very least a guy whose name coincides with that of the main guy behind the game development. Googling just "Locomotion" is likely to produce results on non-game meaning of the word first.
** "Roll-on-Roll-off", or "Ro-Ro" for short, railroad station layout. Computer-controlled players never use it, start screens do not have it. A novice player has
** Any given piece of industry can never supply more than roughly 3/4 of its production to a single loading spot (preferring to lose the rest), but will start supplying 100$ when serviced by two (i.e. two 2-tracks railway stations will net more goods for transportation that one 4-tracks station). Even more "obvious", only off "100%-mode" does a consistent job of hauling the goods become an incentive for non-random production increase in raw industries.
* InCaseYouForgotWhoWroteIt:
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** The same happens if a truck, bus or anything else goes off road or if you sell the track or road under a train or road vehicle, unless its broken down
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** The same happens if a truck, bus or anything else goes off road or if you sell the track or road under a train or road vehicle, unless its broken downdown.
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* InCaseYouForgotWhoWroteIt: see right ->
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* InCaseYouForgotWhoWroteIt: see right ->
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Adding examples, for the wiki magic.
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* WideOpenSandbox: Once you beat any scenario, the level opens up for you to do whatever you want. Also with the included LevelEditor, you can make your own.
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Chris Sawyer's Locomotion is the SpiritualSuccessor to ''Videogame/TransportTycoon''.
NeedsWikiMagicLove.
NeedsWikiMagicLove.
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Made by Chris
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* AnEntrepreneurIsYou: You buy vehicles to make a profit by transporting goods, passengers and alot of other things as well.
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* AnEntrepreneurIsYou: You buy vehicles to make a profit by transporting goods, passengers and alot a lot of other things as well.
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''Chris Sawyer's Locomotion'' is the SpiritualSuccessor to ''Videogame/TransportTycoon''.
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** The same happens if a truck bus or anything else goes off road or if you sell the track or road under a train or road vehicle, unless its broken down
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** The same happens if a truck truck, bus or anything else goes off road or if you sell the track or road under a train or road vehicle, unless its broken down
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Chris Sawyer's Locomotion is the SpiritualSuccessor to Videogame/TransportTycoon.
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namespace, Circular Links
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Chris Sawyer's {{Locomotion}} is the SpiritualSuccessor to TransportTycoon.
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Chris Sawyer's {{Locomotion}} Locomotion is the SpiritualSuccessor to TransportTycoon.
Videogame/TransportTycoon.
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''Chris Sawyer's Locomotion'' (2004) is the SpiritualSuccessor to ''Videogame/Transport Tycoon''.
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{{Locomotion}} is the SpiritualSuccessor to {{Transport Tycoon}}.
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* MadeOfExplodium: When two vehicles or convoys collide (except the train in a road/train collision), the vehicles will explode into a fireball. This occurs even if the vehicles aren't carrying flammables of any type, such as an electric passenger train.
** The same happens if a truck bus or anything else goes off road or if you sell the track or road under a train or road vehicle.
*** Unless its broken down
** The same happens if a truck bus or anything else goes off road or if you sell the track or road under a train or road vehicle.
*** Unless its broken down
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* MadeOfExplodium: MadeOfExplodium:
** When two vehicles or convoys collide (except the train in a road/train collision), the vehicles will explode into a fireball. This occurs even if the vehicles aren't carrying flammables of any type, such as an electric passenger train.
** The same happens if a truck bus or anything else goes off road or if you sell the track or road under a train or roadvehicle.
*** Unlessvehicle, unless its broken down
** When two vehicles or convoys collide (except the train in a road/train collision), the vehicles will explode into a fireball. This occurs even if the vehicles aren't carrying flammables of any type, such as an electric passenger train.
** The same happens if a truck bus or anything else goes off road or if you sell the track or road under a train or road
*** Unless
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''Locomotion'' is the SpiritualSuccessor to ''TransportTycoon''.
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*InCaseYouForgotWhoWroteIt: see right ->
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[[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/256px-chrissawyerlocomotion_9494.jpg]]
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* LetsPlay: [=JustinBeiberIsPoop=] has a set of clips on playing this game.
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* LetsPlay: [=JustinBeiberIsPoop=] has a set of clips on playing this game.game on YouTube.
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* AnEntrepreneurIsYou: you buy vehicles to make a profit by transporting goods, passengers and alot of other things as well
to:
* AnEntrepreneurIsYou: you You buy vehicles to make a profit by transporting goods, passengers and alot of other things as wellwell.
* LetsPlay: [=JustinBeiberIsPoop=] has a set of clips on playing this game.
* LetsPlay: [=JustinBeiberIsPoop=] has a set of clips on playing this game.
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''Locomotion'' is the SpiritualSuccessor to ''TransportTycoon''.
NeedsWikiMagicLove.
----
!!Locomotion contains examples of:
* AnEntrepreneurIsYou: you buy vehicles to make a profit by transporting goods, passengers and alot of other things as well
* MadeOfExplodium: When two vehicles or convoys collide (except the train in a road/train collision), the vehicles will explode into a fireball. This occurs even if the vehicles aren't carrying flammables of any type, such as an electric passenger train.
** The same happens if a truck bus or anything else goes off road or if you sell the track or road under a train or road vehicle.
----
NeedsWikiMagicLove.
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!!Locomotion contains examples of:
* AnEntrepreneurIsYou: you buy vehicles to make a profit by transporting goods, passengers and alot of other things as well
* MadeOfExplodium: When two vehicles or convoys collide (except the train in a road/train collision), the vehicles will explode into a fireball. This occurs even if the vehicles aren't carrying flammables of any type, such as an electric passenger train.
** The same happens if a truck bus or anything else goes off road or if you sell the track or road under a train or road vehicle.
----