Wagons & Industry
VERSION 0.92 · 16 AUGUST 2026
Thirty specialist wagons, one for every cargo in the game.
Industry development now multiplies your output instead of capping out
early. And the top three charters ask a great deal more of you.
Your saved builds are safe. Nothing here forces a
respec.
Specialist wagons
Rail finally gets rolling stock of its own. Every cargo in the game has a
specialist wagon behind a talent unlock.
- 50% more capacity than the ordinary wagon it upgrades,
for twice the price. That is the whole trade.
- Thirty of them, one per cargo, from coal and iron ore
through to bullion, diamonds, toffee and fizzy drinks.
- They cost nothing to run and carry no speed limit of
their own, exactly like the wagons they sit beside.
- A wagon upgrades every train you already own. There is
no new locomotive to buy and no Mk ladder to climb.
Unlocked at eight nodes across the board, grouped the way the
tram and barge lines already are, so the talents you took for trucks and
boats pay out on rail too.
| Talent | Wagons it unlocks |
| Steel Corridor | Coal, Ore, Copper, Battery |
| Junction Command | Hopper, Sugar, Fruit |
| Investor Note | Log, Paper, Candyfloss |
| The Trading Floor | Boxcar, Steel, Toy, Toffee, Plastic |
| Price Discovery | Bullion, Diamond, Bubble |
| Civic Compact | Oil Tank, Water Tank, Rubber, Cola Tank |
| The Streetcar Doctrine | Corridor Coach, Mail |
| Heavy Plant | Refrigerated, Livestock, Sweet, Fizzy |
Industry output rebuilt
Development used to be one bonus among many, and it stopped counting once
you passed a certain point. It is a multiplier now.
- Output is base times development, then everything else.
Population, your HQ and every sink you feed multiply that product.
- Development no longer caps. Every point you earn past
200% is worth something for the first time.
- Hooking up power is worth hooking up. A developed
factory that connects electricity now moves substantially, where the
old sum barely noticed it.
- The industry window tells you when you have hit the
engine's hard ceiling, so you know when to build the next factory
instead of feeding this one.
Worked example: a factory at 208% development with an HQ, a
town behind it and power connected goes from 3.5x its base output to
5.2x.
Charters worth the name
Talents, research and holdings have all grown a great deal. The top three
charters have grown with them. Running costs and infrastructure both scale,
while holdings keep a gentler curve of their own.
| Charter | Running & infrastructure | Market bonus | Holdings | XP |
| Easy | 0.8x | 115% | 100% | 75% |
| Normal | 1x | 100% | 100% | 100% |
| Hard | 3x | 35% | 80% | 200% |
| Nightmare Express | 6x | 20% | 65% | 300% |
| Hauler Hell | 10x | 12% | 50% | 500% |
- Easy and Normal are untouched. If that is where you
play, nothing changes.
- Running costs and infrastructure move together. The
same multiplier applies to both, so a sprawling network is a real
commitment on the hard charters.
- Holdings get their own, gentler curve. Dividends keep
80% on Hard, 65% on Nightmare and half on Hell, so building an industry
or a town empire is still worth doing at the top.
- XP rates are unchanged, so the hard charters pay the same and
ask a great deal more.
- Cost reduction talents still work, and now they have something
worth reducing. A fully built cost specialist used to walk Hard for
free.
Smaller things
- Research shows what you put in. Every track now lists
the total you have invested beside what is banked toward the next
level, so a level purchase no longer looks like money gone missing.
- Armoured vans and trucks haul gold on temperate maps,
and can be loaded straight from the depot.
- Vehicle rebates appear under New Vehicles in your
finance window rather than folded into running costs, so operating
costs read as operating costs.
- Town holdings rebalanced. Dividends per resident come
down, which puts the payoff on developing a town deeply rather than on
town size alone.