Troubleshooting
When a vehicle will not move, a station is refused or the money runs out.
Most problems have one of a few causes. Find yours below.
The Problems window
| Colour | Means | For example |
|---|---|---|
| Stuck: nothing moves or pays until it is fixed | A lost vehicle, one the game stopped, cargo no stop on the route accepts, an industry about to close | |
| Costing money or goodwill | A breakdown, a train held at a signal for 10 days, a vehicle that lost money last year, a station nobody has called at for 60 days, cargo piling up, a council that refuses you, an industry cutting output, a plant holding one input while it waits for another | |
| Worth a look | A vehicle held in a queue for 2 days, overdue a service or past its working life, a train too long for its platform, an industry short of staff, a wind farm going up |
- Tabs sort them into vehicles, stations, and towns and industries. The count on the top bar is red while anything is stuck.
- Each line's button does the fix: Open the vehicle or industry, Buy a vehicle with that station as a stop, Show platform, or the town's Council.
- Show on map turns on the Problems map layer: a pin on each problem.
A vehicle will not move
- It says Lost. No road, track or water leads all the way to its next stop. Look for a gap, a missing junction or a one-way signal facing it. Mend it and the vehicle carries on by itself.
- It waits at a station. Full load is ticked there and too little cargo arrives. Untick it in the vehicle's window, or see No cargo is waiting below.
- A train waits at a signal or a junction. The track ahead is taken. Two trains facing each other on a single line need a passing loop: Passing loops. After about a month the waiting train turns round if the track behind it leads to one of its stops; if not, it goes on anyway, and crashes if the other one is still in the way. To turn a train round yourself, use Turn around in its window.
- It is waiting in traffic. Buses and trucks queue behind each other, at stops too. Give a busy stop more tiles: they spread over them. After 3 days stuck, a bus or truck drives on through.
- It waits for a berth, or circles over an airport. A dock takes one ship at a time and an airport 3 planes. Build another dock beside the first, or spread the vehicles out. An oil rig's dock is one berth for every company and can't be extended. After 15 days a ship or plane goes in anyway.
- It is stopped. If you stopped it, press Start in its window. If the game stopped it, none of its stops can be reached or used: give it stops it can use.
- It has broken down. An amber light blinks. It moves again within 3 days; a depot on its route keeps it serviced: Depots & servicing.
A station or depot is refused
The red note beside the mouse gives the reason. The usual ones:
- The council says no. Your rating in that town is below 30. Open the town and advertise or plant trees: Town councils.
- The ground is not level. Rail stations, depots and airports need flat ground. Use Raise land and Lower land first.
- It points the wrong way. A station must run along the road or track. Press R to turn it.
- It is in the wrong place. A road stop goes on a straight piece of road. A dock goes on a shore slope that runs straight down to open water.
- Something is in the way. Bulldoze buildings and trees, or go round. Industries cannot be removed.
- Not enough money. Borrow in Finances (F).
A vehicle cannot be bought
The buy window says what is missing. The usual reasons:
- No depot. A bus, truck or train needs a depot joined by road or track to its first stop.
- No way through. Each stop must be joined to the next by road, track or water. Buses and trucks may use town streets.
- The wrong kind of stop. Trains need platforms, road vehicles a road stop, ships a dock and aircraft an airport.
- No wires. An electric train needs overhead wires on every tile from the depot to each stop: Electric trains.
- Airports too close. A flight needs at least 10 tiles between the two airports.
- The model is not in the list. It has not been invented yet: Year by year.
No cargo is waiting
- Cargo only gathers once a vehicle that carries it has the station in its orders.
- The industry or the houses must lie inside the catchment. The station's window lists what it supplies: Catchment.
- With a low rating most of the cargo never reaches you. Call more often, with faster and newer vehicles: Station ratings.
- A rival's station with a better rating takes the larger share.
- A plant only makes what it is fed: a sawmill that gets no wood has no goods.
A delivery pays nothing
- The station does not accept that cargo, so it stays on board. The station's window lists what it accepts.
- No stop on the route accepts the cargo. The vehicle fills up, earns nothing and cargo piles up where it loads; its window and the company overview warn you. A stop takes passengers only with enough houses or an industry that wants staff in its catchment, and freight only with an industry or a town that takes it. Extend or move the station, or add a stop that does accept it: Catchment.
- The trip was very short or very slow. Pay grows with distance and falls when cargo is late: How you're paid.
The company is losing money
- Open Problems (I): it lists what is going wrong, each with a fix.
- In the Vehicles window (V), sell or re-route vehicles that lose money year after year.
- Too many vehicles on one route wait for each other's cargo. A low average load in a vehicle's window shows it.
- Short routes pay little. Aim for 30 to 60 tiles.
- Every vehicle costs money to run, busy or not, and track, signals and stations cost upkeep. Sell and remove what you do not use.
- Repay the loan when cash piles up: interest is 4% a year.
- Balance below zero? Borrow enough to end the month above zero, then fix the cause: Loan & bankruptcy.