Level 99 costs half the XP it did, your level has already gone up to match, and the hard charters now pay what they cost: Hard 3x, Nightmare 6x, Hauler Hell 10x XP.
The late-game curve was tuned so hard that a monster match at level 50 bought a single level. The early game stays exactly as it was — the change lives in the high levels, where it mattered.
| Total XP to reach | Was | Now |
|---|---|---|
| Level 25 | 15,384 | 14,866 |
| Level 50 | 131,304 | 93,789 |
| Level 75 | 982,528 | 537,460 |
| Level 90 | 2,757,373 | 1,410,347 |
| Level 99 | 4,802,000 | 2,401,000 |
Update, 30 Aug: the curve was halved again the following day and trimmed again the same evening — level 99 now totals 792,330 XP, a third of where it began. Levels rose to match each time, by up to fourteen in total.
Levels are always computed from your total XP, so the moment this landed every career was re-read at the new rate — several of the top careers jumped 5 to 8 levels on the spot. If one of your saved talent trees was overspent, the extra points may bring it back into budget by themselves.
| Charter | XP was | XP now |
|---|---|---|
| Easy | 75% | 75% |
| Normal | 100% | 100% |
| Hard | 200% | 300% |
| Nightmare Express | 300% | 600% |
| Hauler Hell | 500% | 1000% |
Costs are unchanged — Hell still charges ten times the running and infrastructure costs and earns at full rates. What changed is the reward for surviving it: ten times the XP, so the danger pay finally matches the danger.
Asked why a huge match paid so few levels? The match recap now answers it: every player's card shows a full breakdown — monthly accrual + record XP + the whistle — plus your level before and after and exactly how much XP the next level needs.
The new mass-clone command now builds up to 99 copies per command, up from 25 — one command for a whole route's fleet. Money and the map's fleet caps remain the real limits, and a partial build still reports the honest count.