Two ideas land together: every charter earns at full rates — difficulty is now purely about costs — and holdings pay on a service slider: the better you actually serve a town or industry, the harder its dividends multiply. Absentee landlords earn scraps; operators who move the cargo get rich.
Harder charters used to shrink your market bonus and your holdings on top of raising your costs. That double penalty is gone: the market bonus and holdings pay 100% on every charter, Easy through Hauler Hell.
| charter | running + infrastructure | earning rates | xp |
|---|---|---|---|
| Easy | −20% running | full | 75% |
| Normal | face value | full | 100% |
| Hard | 3× | full | 200% |
| Nightmare Express | 6× | full | 300% |
| Hauler Hell | 10× | full | 500% |
Why: taking away your ability to earn just made hard charters feel smaller. Now the game is identical everywhere — it is simply far more expensive to run, and profit is the achievement. (Easy players: your old +15% bonus is folded into this — everyone earns the same now.)
Holdings dividends used to scale linearly with how much of a town's or industry's output you moved. Now it is a slider that rewards pushing service high:
| serviced | town holdings | industry holdings |
|---|---|---|
| 10% | 1× | 1× |
| 30% | 3.8× | 2.2× |
| 60% | 8× | 4× |
| 100% | 20× | 10× |
Feeding a town's sinks already boosted its industries. Now it boosts your town holdings too: every sink kind fed to demand — electricity, hydration, wealth — doubles the town's dividend pool.
Big unserved cities had crept up to 120–160% growth through stacked bonuses. Fixed: a town with unmet needs grows at 30% — a real penalty — and everything above it is earned by service. Fully served cities still hit the same ceilings as before (a four-demand city runs up to 260%).