Video Game: Locomotion
Made by Chris Sawyer of RollerCoaster Tycoon fame, Chris Sawyer's Locomotion is the Spiritual Successor to Transport Tycoon. The player is cast as a transportation manager in variable locations. Via road, rail, sea, or air, the player is given the objective to build a transportation empire that spans the map. Provide the supply, meet the demand, make money, and prove yourself a transportation tycoon.As this is the Spiritual Successor toTransport Tycoon a lot of the tropes that apply to that also apply to this.Not to be confused with the Railroad Tycoon series; despite the "Tycoon" suffix being common between them, the only connection is the company that produced them. Sid Meier did the Railroad Tycoon series, while Chris Sawyer did Transport Tycoon and Locomotion.
Locomotion contains examples of:
- Added Alliterative Appeal: Used in names of scenario maps for new games, vast majority of those that don't use "Region name - Starting Year" template. 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, and oil transpotation being the map objective.
- "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 ("Vache" is French for "cows") 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.
- An Entrepreneur Is You: 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.
- Artificial Stupidity:
- AI 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.
- Awesome but Impractical: 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!
- Boring but Practical: 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.
- The Computer Is a Cheating Bastard: 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 aren't transporting the cargo to a place that needs them, their stations will hog it. This can lead to your train with boxcars for food leaving the food plant empty, while the AI's bus station nearby has 200 units of food sitting there. At this point it's obvious the system is just built to sabotage you even if it doesn't benefit AI players.
- Guide Dang It: 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.
- In Case You Forgot Who Wrote It: 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.
- Loophole Abuse:
- 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.
- Made of Explodium:
- 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.
- Wide Open Sandbox: Once you beat any scenario, the level opens up for you to do whatever you want. Also with the included Level Editor, you can make your own.