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Steam News1 July 20261mo ago

National Transit v0.1.6 - Update

This update centres on making the economy realistic and a rewritten population / urbanisation model, plus a lot of map-control and UI improvements.

In this update5

Full notes

Full National Transit update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

4 fixes5 additions7 changes0 removals
  • UI and audio
  • Gameplay
  • Balance
  • Maps
  • Performance
changedThis update centres on making the economy realistic and a rewritten population / urbanisation model, plus a lot of map-control and UI improvements. Wherever a change affects gameplay rules or how you do something, there's a summary below.
addedPopulation & Urbanisation (more realistic simulation)Five new development policies for settlements with less population (smallest to largest target): Rural Revitalization, Tourism Resort, New Town, Coastal Trade, and Special Economic Zone.
fixedEconomy & Tolls (more realistic simulation)Tolls are billed on real traffic and capacity — no more assuming 24/7 full load, so runaway income on busy roads is fixed and payback is realistic.
changedEconomy & Tolls (more realistic simulation)Pricing has a sweet spot: price too high and traffic diverts or trips drop, so maxing tolls actually earns less.
addedEconomy & Tolls (more realistic simulation)Fairer upkeep , sub-linear multi-lane cost, plus new depreciation and a 5-year overhaul cycle (staggered per road).
addedEconomy & Tolls (more realistic simulation)Road/rail lists and popups add maintenance / depreciation / revenue / net columns, all sortable.

National Transit changes

changedThis update centres on making the economy realistic and a rewritten population / urbanisation model, plus a lot of map-control and UI improvements. Wherever a change affects gameplay rules or how you do something, there's a summary below.
addedFive new development policies for settlements with less population (smallest to largest target): Rural Revitalization, Tourism Resort, New Town, Coastal Trade, and Special Economic Zone.
fixedTolls are billed on real traffic and capacity — no more assuming 24/7 full load, so runaway income on busy roads is fixed and payback is realistic.
changedPricing has a sweet spot: price too high and traffic diverts or trips drop, so maxing tolls actually earns less.
addedFairer upkeep , sub-linear multi-lane cost, plus new depreciation and a 5-year overhaul cycle (staggered per road).

This update centres on making the economy realistic and a rewritten population / urbanisation model, plus a lot of map-control and UI improvements. Wherever a change affects gameplay rules or how you do something, there's a summary below.

Population & Urbanisation (more realistic simulation)

  • Cities rise and fall. People now migrate: connected, prosperous, job-rich places attract them; poor, isolated ones lose them and shrink.

  • Grow a town into a city. Assign a development policy and connect the town by road to trigger an in-migration surge — a few thousand people can become several hundred thousand over a few decades, then plateau. Without roads it barely grows.

  • Five new development policies for settlements with less population (smallest to largest target): Rural Revitalization, Tourism Resort, New Town, Coastal Trade, and Special Economic Zone.

  • Lists and the city detail now show Population Growth (colour-coded ±, sortable).

Economy & Tolls (more realistic simulation)

  • Tolls are billed on real traffic and capacity — no more assuming 24/7 full load, so runaway income on busy roads is fixed and payback is realistic.

  • Pricing has a sweet spot: price too high and traffic diverts or trips drop, so maxing tolls actually earns less.

  • Fairer upkeep, sub-linear multi-lane cost, plus new depreciation and a 5-year overhaul cycle (staggered per road).

  • Road/rail lists and popups add maintenance / depreciation / revenue / net columns, all sortable.

Map & Controls

  • + / − zoom now centres on the cursor (like the mouse wheel).

  • Located cities get a highlight ring; click a place name in the demand/road detail to jump to that city.

  • The congestion overlay defaults to a "Peak" view, with an Average / Peak switch.

  • ~4× faster map loading with a progress screen; more natural coastlines.

UI & Building

  • List panels are resizable and remember their size; the province list adds a Population Density column.

  • New km ↔ mi unit toggle in Settings; airport/policy info moved into the city detail; airport-built toast.

  • Demolish roads/rail/waterways from the info popup; reliable snap-to-road when founding a settlement; promote a city to a province (special city/zone).

Bug Fixes

  • Fixed a loan-panel crash, stuck popups, Space advancing the month, lost rail names, province borders not re-highlighting on load, and more.

Read full change log (with mechanics details)

Thanks for playing — feedback welcome!

Source

Steam News / 1 July 2026

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