Cheap Flights
VERSION 0.94 · 28 AUGUST 2026 · VEHICLE PACK v94
Aviation has been the most expensive way to move anything
since the big air reprice — deliberately, because a plane spends
most of its cycle parked. It stays the premium mode, but the whole
ladder just got 30% cheaper: every aircraft in the game, from the
oldest vanilla biplane to a Cargostrife Mk8, costs less to buy and less
to run. And on tropic maps, lumber mills finally earn their keep.
Nothing else moved. The new vehicle pack was
verified against the old one byte by byte: outside aircraft prices,
every train, road vehicle, ship, tram, wagon and industry is
bit-identical.
Every aircraft: −30% purchase, −30% running
| Was | Now |
| Purchase price | ×4.0 of vanilla base | ×2.8 |
| Running cost | ×8.0 of vanilla base | ×5.6 |
- Everything with wings, evenly. All 41 vanilla
aircraft, every specialist, and every Mk2–Mk8 tier take exactly
the same 30% off — so no plane got relatively better or worse,
the whole mode just costs less.
- Full-speed flight stays. Planes still fly at 4×
classic speed and still pay a premium for the time they spend
loading, refuelling and queueing — the premium is just smaller.
- Aviators and helicopter lines benefit most —
airports were already the hardest first purchase in the game, and a
30% cheaper fleet leaves more for the runway.
Why: the air reprice existed to price dead time, and it
worked — a little too well. This trims the dial without touching
the design.
Lumber mills work now
Tropic lumber mills are the one industry in the game that produces
nothing by itself — every tonne of wood comes from chopping real
trees around the mill, and the mill clears them as it goes. A
working mill would eat its own forest and quietly starve to ~45 tonnes
a month, and no amount of development could fix it, because development
scales production rates and a lumber mill has none.
- The forest gets replanted. Serve a mill and trees
are planted around it every month — funded by the company
hauling its wood (you cut it, you replant it; the cost is small).
- Development finally matters for mills. Replanting
scales with the mill's development: an undeveloped mill sustains
about half output, a fully developed one runs at the mill's true
ceiling — about 200 tonnes a month — and banks a
forest besides.
- Recovery takes a few months — new trees have
to grow before the mill can cut them, so a starved mill climbs back
rather than snapping back.
- A mill nobody hauls from gets nothing — there is no
one to plant for, and no one collecting the wood anyway.
Also live since the last notes
- Inflation is anchored to 1920 — the game's own
year zero. Holdings dividends and indexed costs now carry each
world's full replayed inflation instead of being normalised to one
reference era: a 1950 world pays about 2.4× the old flat
rates, a 2020 world about 19× — and its costs scale the
same way. Details in the updated
v0.932 notes.