A server patch on top of v0.97, almost all of it the Rail Baron. Its double-track mainlines are now two full lanes end to end, signalled the right way round, fed by one train per 20 tiles bought as the line earns them — and its trucks and buses are only bought where a road actually goes. Also inside: the construction rebate that was paying out nearly four times what it rebated, and the 30% cap that replaces it.
The AI's double track used to arrive with one end joined and the other not, with a three-platform ladder standing at a station one train could reach and a loop no train could use. The order was the bug: the second lane was laid last, after the ladder, the loop, the signals, the depot and the running train, onto ground those things had since taken — and when it failed, the clean-up took the first lane's throat down with it. Now:
Every one-way lane the AI has laid for the last three weeks permitted travel in the direction opposite to the one it was designed for. Nobody noticed because two opposite one-way lanes make the same railway either way round — the trains ran and the money came in — but everything built against the intended direction was inverted: the balloon loop was an entry loop, and the depot meant to hold arriving trains sat on the departure lane, so departing trains dipped into it. Corrected, and pinned by a test that reads every signal's facing.
A correction to v0.97: it promised "path signals through the throat, one per platform". A signal cannot stand on a ladder tile — the engine refuses any tile whose tracks cross — so that could never physically exist, and only one ever did. The path signal at the end of the arrival lane is the version that works.
A double track now sizes its fleet from the route it actually laid: one train plus one for every 20 tiles. It opens with two, then buys the rest one at a time as the line earns them, and the Rail Baron starts no new railway until that queue is paid for.
| Route | Opens with | Fleet target |
|---|---|---|
| 35 tiles | 2 | 2 |
| 115 tiles | 2 | 6 |
| 208 tiles | 2 | 11 |
| 300 tiles | 2 | 16 |
Cargo supply still decides whether a route gets a second lane at all — two trains' worth or it stays single — it just no longer caps the fleet. On this economy more trains lift the transported share, which lifts the source's own output, so a line grows into the fleet it is sized for. Expect a Rail Baron to run fewer, fuller lines and to sit on one for a while before starting the next.
Where a station stood broadside to the line, the AI's track would turn away from it, run a long way past and swing back in — the "coathanger". The waypoint it aimed for sat on the station's axis a whole 50 tiles out. It now sits 16 tiles out, so the turn is made where a person would make it; 50 remains as the fallback when the close point cannot be built.
The AI's feeder stops around a rail, ship or air station were being linked with vehicles before anyone checked that a road joined them — a truck stop and depot on a stub dead-ending at the track, vehicles ordered between two stops with no road between. Every purchase path now builds and verifies the road first; where it cannot be joined, nothing is bought and the log says so.
Two older faults fell out of the same hunt: every feeder the AI had ever tried to buy was refused — its "best road engine" was usually a tram, handed to a road depot — and the money it checked against was its loan headroom rather than its cash. Both fixed, so you will start seeing AI trucks feeding AI railheads for the first time. Rail Barons still run no road vehicles at all, by design.
A player's finance window showed it plainly: +3.2 million on the infrastructure line against 830 thousand of construction that year — the rebate paid 3.9 times what it was rebating. It priced a piece of track off an upkeep constant instead of the real build price, then applied the inflation index a second time. It now asks the engine what a piece costs and pays a percentage of that, and nothing else.
Each rebate has its own 50% ceiling, and the ceiling counts everything that feeds it — your talents, your class innate and the research track — so the pieces can no longer stack past it:
| Rebate | What counts toward its 50% |
|---|---|
| Vehicle purchase | talents + Fleet Procurement research |
| Construction | talents + the Industrialist's innate 30% + Civil Engineering research |
| Asset preservation | talents |
| Research Grants | the Research Grants track |
Difficulty multiplies your operating costs and can never touch capital costs, so a capital rebate sized against the operating scale was always going to outrun what it rebated. A maxed Magnate's rebates rise from 30% to 50%; a maxed Industrialist's construction rebate, which could reach 100% with everything stacked, now stops at 50%. The operating-side reliefs are untouched.