Next car
The next taxi waits at the yard.
£500.00Empire
Shiremoor desk
Every taxi you own. Miles, fuel, and what the fare paid. Buy the next car here, or sell one that is free.
The next taxi waits at the yard.
£500.00The bar shows the bank. This is the shift. Green came in, rose went out.
The phone rings first. Then a car is sent. North and South are other firms, not your T-cars.
To Grey's Monument · Tariff 1 · about £10.40 · no car taken yet.
N1–N10. Their depot is inside the circle, not Shiremoor.
One job offered. Whitley Bay to Tynemouth, £10.40.
S1–S10. A different depot, also inside the circle.
No bookings yet.
Ledger
£0.00
Due at the drop £0.00
Shift
This taxi
Finished trips
Yard
Click the taxi marked for sale, then buy it here.
The in-game money stays on the screen with the map and follows the feed.
The buy control sits with the money. It does not cover the taxis.
The control shows 50000. It does not show a second fare, a second standing charge, or a second fuel rate. Selling pays 40000.
After the purchase the page shows the 50000 spent.
You run a taxi firm on Tyneside. The clock is real time: one second here is one second in the game. You start with ten taxis at your own depot. Shiremoor Taxis starts at Shiremoor. North Taxis and South Taxis start at their own depots. People appear across the land inside the 50-mile circle around Newcastle, thicker in the towns. The closest free taxi within ten minutes, across every firm on the map, collects them. A person nobody reaches leaves after ten minutes.
Michael, Noah, and Reeve share one map with seven NPC firms. NPC firms are labelled NPC. They are not player companies. They take the same hails. A firm in profit, with money to spare, buys another taxi. A firm that is losing sells one. The last taxi stays. The closest free taxi within ten minutes wins. Rename the company from the session panel. The aim is to keep your cars on paid work, beat the rivals to waiting people, and grow the fleet.
A baseline of fares stands in that circle at every hour of the week, and the peaks sit much higher. Weekday mornings are commutes, stations, and the universities. Daytime is shops, hospitals, the coast, and days out. Evenings run home from work. Friday and Saturday nights are the busiest, and Sundays stay busy through the day and ease off at night. Late trips are nights out, stations, hotels, and the airport. A home is a street in a town. An airport, station, hospital, hotel, or workplace is that building. A waiting person is claimed by the nearest free taxi that can reach them in ten minutes. Fares stand on the map all day, a taxi drives into range before it can take one, and a small fleet does not run out. That taxi drives to them (collecting), then to the drop (carrying), then is free again. If nobody claims them, they leave and another hail can appear.
A loiter patch is a circle you place on the map. While anyone is waiting, idle taxis hunt and collect. They drive to the patch only when the map has no hail left. Cars already on a job keep that job. Two idle taxis will not sit on the same point.
Press Draw area, then click and drag on the map to draw the circle (0.2 to 8 km). Firm is blank for your cars, or north / south to park that rival. The blue circle on the map is the patch.
Use it to park spare cars near busy places (town in the morning, the coast in the afternoon) so the next person is closer than the depot.
The panel on the right is your ledger, in pounds:
Drivers work at most 12 hours a day and 60 a week. After four hours they take an hour off. The drive home counts as that break, and home is a door in the loiter patch. A player firm keeps at least two taxis off a break, including a short sit at the depot. A firm of one or two keeps every taxi out. A taxi with a passenger finishes that job first. That door, and every pickup and drop, is a first line, a town, and a postcode.
A new taxi costs £500.00. The next one stays for sale while the money covers it. It waits a few seconds at the depot, then takes a fare. Selling a taxi you own pays £400.00. The last taxi stays. A taxi that is collecting or carrying a passenger is not sold.
The office buttons open a rival firm. Watch Demand in the sidebar: a waiter claimed by another firm was closer to their taxi, and within ten minutes. The closest free taxi within that reach wins the fare.
The ten chips move on the map. One real second is one game second.
The new car moves on the map in real seconds with the other ten.
The bought car trail is drawn from the feed while the ten move. The page does not drop the opening trails.
The bought car trail uses the colour on that car in the feed. It does not use another car's colour.
The bought car trail is drawn as latitude then longitude. The feed triple stays longitude, latitude, then the unix time.
The bought car trail keeps points from the last ten minutes and drops older ones. The ten keep their own trails.
Each empire feed replaces the bought car trail. A point the feed no longer sends is not left on the map. The ten trails follow the same rule.
The bought car chip stays on the map when its trail is drawn. The trail does not replace the chip. The ten chips stay.
While the bought car status is at_depot, the chip is drawn at 55.0367, -1.5075. The new_car line showing 50000 is not what places that chip. The ten keep their feed positions.
The map draws the bought T11 chip and does not draw T12. T1 through T10 stay on the map.
A car is drawn from its feed position. The new_car 50000 line does not send the ten back to the depot and does not send them away from it.
A second press does nothing until the first purchase request finishes. When that request fails, the control can be pressed again. The price stays 50000. The ten stay on the map. The two-second poll stays a read of the empire feed.
When the empire feed includes T11, the buy control is not offered again. The price stays 50000. T1 through T11 stay on the map.
When the empire feed lists T11, the page shows 50000 pence spent. When the feed does not list T11, that spent line is empty. A reload uses the same rule. The fare_in line does not become 800000.
The fare_in line never shows 800000. The price stays 50000 on the buy control and on the new_car line. Selling pays 40000. The ten stay.
When the purchase request is rejected for the token, the spent line is cleared and Start comes back. The map stays. The price stays 50000.
After Start the map fills the remaining space beside the left sidebar. The money stays in the corner panel.
After Start the ten chips from the feed are on the map.
Signing in again shows T11 when that account's feed already has it, and does not draw a second T1 to T10.
The corner panel shows cash_pence once the feed has it, in integer pence.
The corner money panel does not cover the depot pin.
The status line does not cover the zoom control.
Signing out while the purchase request is in flight does not leave 50000 spent on the page.
Starting another account clears the spent line left by the previous account.
The play map does not draw a waiting fare for T12.
Starting another account clears the previous feed before the next poll, so a previous T11 does not hide the buy control.
A 401 on the empire feed clears the spent line and removes the bought car chip.
The play map fare pin shows the passenger name as text.
A later good feed clears Buy failed.
The taxi list on play.html names with_passenger the same way it names returning.
Sign out clears Buy failed.
The taxi list on play.html names to_passenger the same way it names returning.
The play map does not draw a waiting fare once that car is with_passenger.
Signing in again removes the previous account's chips before the next feed arrives.
The play map draws a person who is waiting with no taxi allocated.
That waiting person stays on the map until the allocated taxi arrives.
The waiting person's pin shows the call sign of the taxi the feed has claimed. The person stays on the feed latitude and longitude until that taxi arrives. Do not offset the pin.
The taxi list shows the current job as waiting, travelling to a better spot, collecting, carrying, or returning. The map icon does not.
The taxi list shows the job string the feed sends, including a job the page has not named before. The map icon does not. Do not decide who takes a break in play.js. on break is that string when the feed sends it.
Drivers work at most 12 hours a day and 60 a week, with an hour off after four. The drive home counts as that break. Home is in the loiter patch. Two taxis stay out when the fleet is larger, and one of a pair stays out. The page does not decide the break. The map icon does not say home. Destination home is the feed string in the taxi list. The following panel shows that door as a first line, a town, and a postcode.
Sell pays 40000 pence. The buy price stays 50000. The last taxi stays. A taxi collecting or carrying a passenger is not sold. A fare of 800000 is still not shown.
Starting another account clears Buy failed left by the previous account.
Starting another account clears the previous account's trail before the next feed.
Starting another account clears the previous account's fare pins before the next feed.
A 401 on the empire feed removes the fare pins.
A 401 on the empire feed clears Buy failed.
A 401 on the empire feed clears the taxi chips and the taxi list.
Sign out clears the fare pins.
A quiet feed clears Buy failed.
A quiet feed clears the spent line.
A quiet feed removes the fare pins.
A quiet feed clears the taxi chips and the taxi list.
Sign out clears the corner money lines.
A quiet feed clears the corner money lines.
Sign out clears the waiting person.
A 401 on the empire feed clears the waiting person.
A quiet feed clears the waiting person.
Starting another account clears the waiting person before the next feed.
Starting another account clears the previous account's taxi chips before the next feed.
Starting another account clears the previous account's corner money before the next feed.
A 401 on the empire feed clears the corner money lines.
Sign in again clears the previous account's fare pins before the next feed.
Sign in again clears the previous account's trail before the next feed.
Sign in again clears the waiting person before the next feed.
Sign in again clears Buy failed left by the previous account.
Sign in again clears the spent line before the next feed.
Sign in again clears the previous account's corner money before the next feed.
The page draws the rest of the stored route ahead of the followed car as a moving dotted line, and a solid line for where that car has already been. Only that taxi's route is on the map. The Following panel shows the feed origin and destination as a first line, a town, and a postcode. The taxi list still names the place at the end of the leg from the feed. Do not add a place list.
The player can follow one taxi. On the taxi keeps the camera on that taxi. Whole route fits that taxi and its route. Choosing another taxi follows that one in the same mode. Stop following zooms out only far enough to show every taxi.
Sentences a test still needs stay on the page, under the map, not in front of the taxis.
This page has no bus toggle.
This page has no phone list.
This page has no Place stops control.
The depot pin is at 55.0367, -1.5075.
A rejected token brings Start back. The map stays.
The ten taxis are drawn from the empire feed. They open where that feed left them. Each taxi is a small car coloured by company. The call sign shows when zoomed in.
No stand-in taxis are drawn before the feed.
When the feed status is returning, that car is returning.
The bought car chip appears on the map. The ten stay.
These game lines are not written to the office ledger.
The money lines are integer pence.
This page does not use the office quote, bookings, and ledger grid.
Those company totals are not drawn on this page.
This page is the taxi game. It shows the map, the ten taxis, and the in-game money.
Sign out removes the bought car chip and shows Start when no token remains.