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Strategy
Guide
The
Newbie Guide Part 1 - Buses
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a strategy guide? Click here to send it to us! (we will defiantly
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The Beginners Guide - Buses
Buses are the basic building blocks of any
transport empire. A good bus transport network will bring in a steady income,
and encourage the growth of towns. Buses take a while to recoup their monetary
value due to their usually short journeys, but are a great help in making towns
expand.
In Locomotion, towns expand when passengers or
cargo are taken from or brought to a city. Where the cargo is delivered
from or taken to is irrelevant, and so setting up a simple internal bus route in
a city will, over time, encourage the growth of the town.
Take the following town of Fishywig. It's
not too large at the moment, but with time and a little attention, it could be.

his then throws up the road construction
window.
| Lets build our bus network
here. Select road construction from the menus in the top-right of the
screen. |
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| This then throws up the
road construction window. The two tabs at the top toggle between
construction of road sections and station buildings: Cargo Loading Bays,
Passenger Stops and Passenger Terminuses.
The yellow arrows select the direction and
type of the next piece of road to be placed.
The green shapes designate the
elevation angle of the next road section.
The picture of the bridge is a drop
down box containing all the bridge choices.
The image of the road represents the
next section to be constructed, and is a button to build the selected
piece.
The red arrow is used to rotate the
currently selected piece. |
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| By selecting the second
tab we are presented with this menu, from which we select Passenger Stop
from the drop down menu. A graphical representation of the selected
station building is shown below. Passenger Stops can be placed on any
straight section of road, whereas Passenger Terminuses and Cargo Loading
Bays must be placed at the end of roads, on straight sections. Each
building takes up one square. |
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After selecting Passenger Stop, we need to build some. Looking at the shape
of the town, it's pretty much a straight road, so one at each end will suffice.
There's a slight bias towards the bottom end, so I decided to place one stop
covering this area, and the other more in the centre of town, covering the
central area and the top end of town. It's hardly ever possible to cover all the
buildings in a town.

When placing station buildings, the blue haze surrounding the cursor will be
the station's catchment area. All the buildings within this area will be able to
provide cargo for the station. Later I'll mention how to bring this up after the
station has been built. As you can see, the expansion of Fishywig has already
begun, with new buildings being built. Now we need a bus.
| Select 'Build Buses' from the vehicle construction menu. |
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| This brings up the bus construction menu. At this stage
in time, only one bus is available, thus making the choice an easy one.
Later in the game when more different types of transport are available,
you must choose your vehicle on the specifications listed to the right.
This bus has a cost of $806 and a running cost of $8 each month. These
will not always be the same - prices in Locomotion rise over time with
inflation. This does not mean it's more expensive to buy a bus - it may
cost $20,000, but it'll make a lot more profit than this $806 model as
the pay rates for cargo will be higher too.
The power and weight of the bus (30hp and 13t respectively) directly
affect the acceleration and speed when travelling uphill, and the max
speed is, well, the maximum speed of the bus. The capacity is the
number of passengers the bus can carry.
Click on the name 'WMC Bus' in the left hand pane to build one. |
 |
| The window to the right will appear if you've bought the
bus correctly. The only new information you find out now is the
reliability of the bus. This represents how likely the bus is to break
down. When broken down, a vehicle will not move, and clog up the road or
track. Repairs are carried out automatically, but take time, and the
reliability will decrease over time, forcing you to eventually replace
the vehicle as time takes its toll, and the bus spends more time broken
down than running. |
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| The cursor will change to the vehicle drop tool, and
placing the bus over a section of road where it can be viably placed
will give a ghost image of the bus. Click to place. |
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| Select the route tab - the last one - and the route is
displayed. Simply click on the stations with the route tab active to set
them into the list of stations to visit.
NOTE: Any vehicle will travel
without a route, and in a closed environment like this, the bus will
travel between the two stops happily. However, if you then connect
this town to another, the bus will become confused and drive off into
the middle of nowhere. Thus I recommend always setting orders for all
vehicles, whether they're on closed loops or not. |
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| The list of stations is now added to the route in the
order they're clicked, and the little numbers representing their
position in the route appear beneath the station name, as shown by the
inset. At this point, your bus is ready to go and start making money!
While it's chugging away, I'll just go through the other tabs and
buttons. |
 |
| The first tab is the bus view. An image of the bus's
current location is shown, which can be centred in the main view by
clicking the 4 faint grey arrows in the bottom right corner of the view
window. The red flag represents that the bus is stopped, and is a
button to start/stop the vehicle. This becomes a green flag if the bus
is started.
The icon underneath it is to pick up the vehicle. Only available when
the bus is stopped, the bus is lifted from the ground and placed as you
do when it's new. The U icon reverses the direction of the vehicle. |
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| The second tab is the vehicle details.
The top icon
(crane and bus) is to add new items to this vehicle. At the moment,
though available, nothing can be added to this vehicle. This button is
mainly used for adding wagons to trains.
The place icon below it is used to select the drop tool if the
vehicle is not on the road after using the pick up icon on the previous
tab.
The trash can is used to sell this vehicle. Selling a vehicle brings
in less money than it cost to buy. Clicking this icon sells the bus and
deletes all memory of it. Dragging the vehicle representation from the
left however to the trash can sells the bus, but preserves the route so
another bus can be added to the route. This is done by selling the
vehicle (as just mentioned) then clicking the 'add new items to this
vehicle' button. This will be covered in better detail at a later date. |
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| The cargo tab shows the cargo currently on the vehicle. |
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| The finance tab shows the financial details of the bus.
The last income (this bus has none because it's brand new) shows the
amount gained from the last journey. It also tells you how much cargo
was carried, how far and how long it took.
The monthly running cost and monthly profit are self explanatory, as
is the sale value of the vehicle. |
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The route tab has 6 icons. From top to bottom they are:
- Unload all cargo
- Wait for full load
- Skip to next order
- Delete order
- Move up in list
- Move down in list
The first 2 will be covered in more
detail in the trains or trucks section. |
 |
| Skip to next order (the
green arrows) moves the current order to the next one ie. the vehicle
will head for the next station in the order list. The currently
active order is shown by a small white triangle. In this particular
situation, the bus will head for Fishywig Central, rather than Fishywig.
Delete order deletes the currently
selected order (selected with a left-click). The move up and down in
list buttons become active when an order is selected (again with a
left-click).
You can see that the top of the list of
orders now says 'Express' rather than 'Local'. This is changed just by
clicking that line. Express vehicles travel directly between the
stations in their orders, passing straight through any stations they
might drive by without stopping. 'Local' vehicles will stop at every
station they pass through, whether it is in their order list or not. |
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After setting up the one bus route, I added 2
more stations to cover the whole town and an extra bus. After 2 years game time,
the town looked like this:

The population had grown to 924 from about 840,
and that's just with the use of 2 buses over 2 game years. Bringing in more
passengers from other towns would have increased the growth further.
This guide © 2004
Tim The Badger. Used here with kind permission
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