What changed
0 fixes3 additions1 change0 removals
changedEconomy Rework + End-of-Day Summary This patch is the biggest change to the economy since launch, based on player feedback that nightly costs felt opaque and disconnected from what the player was actually doing.
addedAdded: - End-of-day summary screen. When the in-game day rolls over you'll see a full breakdown of the day's revenue (tickets, retail, government subsidies), costs (train operating, fleet, driver salaries, station/track maintenance, loan payments), passengers delivered and reputation. No more guessing where the daily £xx,xxx went. The summary is suppressed on Very Fast speed where days fly past too quickly to read. - “Today's Breakdown” panel in the Economy tab. Live, expandable view of every revenue and cost category for the current day - same data the end-of-day modal shows, just always visible if you want to track P/L mid-day. - “Disable Upkeep Costs” sandbox toggle in the left sidebar's settings. For players who want a pure “build-the-perfect-network” experience, this skips all station, track and fleet upkeep. Driver salaries and per-km train running costs still apply (they're directly tied to the trains and services you choose to run).
addedChanged: - Maintenance now scales with what you're actually using. Stations and tracks that no service touches no longer cost a penny. Used infrastructure is charged a base rate plus a small surcharge for heavy use, capped so a busy hub doesn't cost five times a quiet branch. - Station maintenance: £40 base + £8 per platform, multiplied by 1.0–2.0 depending on how many services call there. - Track maintenance: £3/km single-track, £4/km double-track, multiplied by 1.0–1.5 depending on usage. - Train fleet upkeep: new £50/train/day flat fee, encouraging you to right-size your fleet rather than hoard rolling stock. - For a typical late-game network, daily costs drop from around £50–60k to around £30k. For a starter network, they're now £12–13k/day. Scales cleanly with the size of your actual operation rather than punishing every track on the map. - End-of-day timing fix: maintenance is now applied before the daily snapshot is taken, so the day's costs land in today's report instead of tomorrow's.
addedPlayer FAQ — “What is the minus £xx that happens every night?” That's your daily upkeep - driver salaries (£200/driver/day), station maintenance, track maintenance, and the new train fleet cost. Open the Economy tab and expand “Today's Breakdown” to see exactly where it goes. To bring it down: remove unused trains and drivers, or toggle “Disable Upkeep Costs” in the sandbox settings.
Shane's Trains changes
changedEconomy Rework + End-of-Day Summary This patch is the biggest change to the economy since launch, based on player feedback that nightly costs felt opaque and disconnected from what the player was actually doing.
addedAdded: - End-of-day summary screen. When the in-game day rolls over you'll see a full breakdown of the day's revenue (tickets, retail, government subsidies), costs (train operating, fleet, driver salaries, station/track maintenance, loan payments), passengers delivered and reputation. No more guessing where the daily £xx,xxx went. The summary is suppressed on Very Fast speed where days fly past too quickly to read. - “Today's Breakdown” panel in the Economy tab. Live, expandable view of every revenue and cost category for the current day - same data the end-of-day modal shows, just always visible if you want to track P/L mid-day. - “Disable Upkeep Costs” sandbox toggle in the left sidebar's settings. For players who want a pure “build-the-perfect-network” experience, this skips all station, track and fleet upkeep. Driver salaries and per-km train running costs still apply (they're directly tied to the trains and services you choose to run).
addedChanged: - Maintenance now scales with what you're actually using. Stations and tracks that no service touches no longer cost a penny. Used infrastructure is charged a base rate plus a small surcharge for heavy use, capped so a busy hub doesn't cost five times a quiet branch. - Station maintenance: £40 base + £8 per platform, multiplied by 1.0–2.0 depending on how many services call there. - Track maintenance: £3/km single-track, £4/km double-track, multiplied by 1.0–1.5 depending on usage. - Train fleet upkeep: new £50/train/day flat fee, encouraging you to right-size your fleet rather than hoard rolling stock. - For a typical late-game network, daily costs drop from around £50–60k to around £30k. For a starter network, they're now £12–13k/day. Scales cleanly with the size of your actual operation rather than punishing every track on the map. - End-of-day timing fix: maintenance is now applied before the daily snapshot is taken, so the day's costs land in today's report instead of tomorrow's.
addedPlayer FAQ — “What is the minus £xx that happens every night?” That's your daily upkeep - driver salaries (£200/driver/day), station maintenance, track maintenance, and the new train fleet cost. Open the Economy tab and expand “Today's Breakdown” to see exactly where it goes. To bring it down: remove unused trains and drivers, or toggle “Disable Upkeep Costs” in the sandbox settings.
Economy Rework + End-of-Day Summary This patch is the biggest change to the economy since launch, based on player feedback that nightly costs felt opaque and disconnected from what the player was actually doing.
Added: - End-of-day summary screen. When the in-game day rolls over you'll see a full breakdown of the day's revenue (tickets, retail, government subsidies), costs (train operating, fleet, driver salaries, station/track maintenance, loan payments), passengers delivered and reputation. No more guessing where the daily £xx,xxx went. The summary is suppressed on Very Fast speed where days fly past too quickly to read. - “Today's Breakdown” panel in the Economy tab. Live, expandable view of every revenue and cost category for the current day - same data the end-of-day modal shows, just always visible if you want to track P/L mid-day. - “Disable Upkeep Costs” sandbox toggle in the left sidebar's settings. For players who want a pure “build-the-perfect-network” experience, this skips all station, track and fleet upkeep. Driver salaries and per-km train running costs still apply (they're directly tied to the trains and services you choose to run).
Changed: - Maintenance now scales with what you're actually using. Stations and tracks that no service touches no longer cost a penny. Used infrastructure is charged a base rate plus a small surcharge for heavy use, capped so a busy hub doesn't cost five times a quiet branch. - Station maintenance: £40 base + £8 per platform, multiplied by 1.0–2.0 depending on how many services call there. - Track maintenance: £3/km single-track, £4/km double-track, multiplied by 1.0–1.5 depending on usage. - Train fleet upkeep: new £50/train/day flat fee, encouraging you to right-size your fleet rather than hoard rolling stock. - For a typical late-game network, daily costs drop from around £50–60k to around £30k. For a starter network, they're now £12–13k/day. Scales cleanly with the size of your actual operation rather than punishing every track on the map. - End-of-day timing fix: maintenance is now applied before the daily snapshot is taken, so the day's costs land in today's report instead of tomorrow's.
Player FAQ — “What is the minus £xx that happens every night?” That's your daily upkeep - driver salaries (£200/driver/day), station maintenance, track maintenance, and the new train fleet cost. Open the Economy tab and expand “Today's Breakdown” to see exactly where it goes. To bring it down: remove unused trains and drivers, or toggle “Disable Upkeep Costs” in the sandbox settings.