Eight new marquee talents — one per class — including a town you can own outright and its exact opposite. Towns now pay every company that serves them, cities grow far larger, and the fleet has crossed ten thousand vehicles.
Each class gains one big new node out past its ring road, in the same position on every wedge. They are the strongest single nodes on the board and each one changes how its class plays.
| Class | Charter | What it does |
|---|---|---|
| Urbanist | The Monopoly Charter | exclusive transport rights over a town, forever |
| Magnate | The Open Exchange | +1%/yr Bond interest per company in your HQ town — and they each gain 1% too |
| Roadmaster | The Teamsters’ Compact | +0.10x your ROAD price floor |
| Rail Baron | The Freight Cartel | +0.10x your RAIL price floor |
| Admiral | The Shipping Conference | +0.10x your SEA price floor |
| Aviator | The Fare Accord | +0.10x your AIR price floor |
| Merchant | The Price Ring | +0.03x your market floor per company in your HQ town — and +0.01x to each of them |
| Industrialist | The Combine | +10% industry stake value everywhere |
A price floor is the minimum a haul can ever pay you. It is pure downside protection — the ceiling is untouched — so a flooded market stops being able to hurt you as much as it hurts everyone else.
The Urbanist’s charter is the biggest single thing in this release. Plant your headquarters in a town where no other company has a station and that town becomes your monopoly: only your vehicles may load there — its houses and every industry in it, including industries built later.
The town window and every industry in it say plainly who holds the rights, so nobody has to guess why their vehicles stopped loading.
The Magnate’s charter is the deliberate opposite. Every other company with a station in your HQ town adds +1%/yr to your Treasury Bond interest — and earns +1%/yr itself, whether or not it owns a single Bond. Two Magnates trading in one town pay everyone there double.
There is no cap. Fourteen rivals in your headquarters town is +14%/yr on your company value. An investor profits from company, so invite the competition in.
The Merchant’s Price Ring does the same thing to prices instead of interest. Every other company with a station in your HQ town raises your personal market floor by 0.03x — the minimum any haul of yours can ever pay — and raises theirs by 0.01x simply for trading there. Also uncapped, and two rings in one town pay every trader double.
Between them, three of this release’s changes now reward a shared town: the crowd bonus below, the Open Exchange and the Price Ring. A capital worth visiting has become a strategy in its own right — and one you cannot build alone.
Every company with a station in a town, past the first, adds +15% industry output and +15% town growth there — for everyone, the incumbent included.
| Companies serving a town | Bonus to all of them |
|---|---|
| 1 (on your own) | — |
| 2 | +15% |
| 3 | +30% |
| 5 | +60% |
A rival moving into your city now hands you a raise. Crowded is no longer the same as spoiled — a city everyone wants a piece of is a genuinely better city to operate in, and there is no ceiling on how far that goes.
Town growth is up by half again. Where a good city topped out near 10,000 by the whistle, the target is now around 15,000. The growth penalty for unserved needs is untouched: an ignored town still crawls, and every bonus above rides the served side only.
This first landed at double — a 20,000 target — and was tuned back the same day, because towns were growing fast enough to stop being interesting. The pace is derived from session length rather than typed, so it stays correct if that ever changes.
Towns also lay out their streets differently now — each town independently picks Original, Better Roads, a 2×2 grid or a 3×3 grid, so no two towns on a map sprawl the same way.
GRF v95 is published — update from BaNaNaS. The buildable fleet is now 10,950 vehicles.
The board’s cargo supernodes went from ten to thirty-one — one for every real cargo in the game, passengers and mail included, each lifting that cargo’s personal floor and ceiling by 0.10x. If you specialise in something, there is now a node for it.
Searching the talent board also works properly now: a node’s second and third powers were never indexed, so hunting “mail” or “passengers” found nothing even though the nodes existed.
| Holding cost | Was | Now |
|---|---|---|
| Heliport / month | 2,000 | 500 |
| Country strip | 3,500 | 875 |
| International | 21,000 | 5,250 |
| Intercontinental | 36,000 | 9,000 |
| Station, per tile | ~5 | 100 |
Update, 31 Aug: station and airport upkeep were both halved again since this note went up. Stations are now 50 a tile, and the airport column reads heliport 200, country 350, international 2,100, intercontinental 3,600.
Airports cost a quarter of what they did — they were far too steep for what they do. Stations went the other way: they were priced by a curve that made a seven-tile terminus cost less to hold than a bus stop ought to, so they are now a flat 100 a tile with a small premium as your network grows. A lone heliport now costs less than a small station, which is the right way round.
Fed power stations, water towers and banks pay half what they did — a well-fed super plant was running away with the economy. All figures are base rates, before your world’s inflation era, your charter and your talents.
Level 99 now costs 792,330 XP — a third of where it stood two days ago. As before the early game is untouched: below about level 40 the curve is unchanged to within a couple of percent, and the whole cut lands on the levels that were taking a monster match apiece.
| Total XP to reach | Was | Now |
|---|---|---|
| Level 25 | 14,866 | 14,607 |
| Level 50 | 93,789 | 68,653 |
| Level 75 | 537,460 | 239,265 |
| Level 99 | 2,401,000 | 792,330 |
Your level has already gone up to match — levels are always read from your total XP, so nothing was migrated and nothing was lost. Careers climbed twice over the day — the top ones by fourteen levels in total. If a saved talent tree was overspent, the extra points may well have brought it back into budget on its own.