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Every Hour Counts

VERSION 0.992  ·  6 SEPTEMBER 2026  ·  GRF v99 UNCHANGED

A server patch on top of v0.991. Session XP now rewards staying the course: every hour marker you are still standing at banks base XP, podiums are doubled and the finish multiplier is steeper. AI companies keep out of towns another company holds a Monopoly Charter in, HQ reach skips those towns for everyone, and the research page gains a track for every industry type on the map.

Nothing to download. GRF v99 is unchanged. No talent node moved and nobody respecs. The XP changes are live on every world now; the rest arrives as each world takes its next reset, so within four hours the whole farm is on it.

Every hour you stand, you bank

At the 1-hour, 2-hour and 3-hour boards, every company still standing banks 50 base XP. The finish banks a fourth. A company that plays the whole match therefore carries a base of 250 where it carried 50. Each marker is paid the moment it is reached, through the same multipliers as the rest of your session XP (your charter, the finish multiplier, your talents and your research), so it shows in your XP straight away rather than at the whistle. A company founded in the second hour banks only the markers after its founding.

Each hourly board now also posts the current standings to that world's Discord channel, so the table you see at the whistle is one you have watched build all match.

TermWasNow
Base XP5050 + 50 per hour marker (up to 250)
Podium, within your charter150 / 100 / 60300 / 200 / 100
Per company beneath you on each board+3%+10%
Per company beneath you overall+5%+15%
Per contract completed+10%+30%
Per record set this match+2% monthly / +5% all-time, x charter XP rateunchanged

A worked example on the Normal charter: a solo company finishing first with 400 points and one contract completed banked 297 XP before talents and research. Under the new terms the same match banks about 1,030 XP. The level curve is unchanged, so careers climb faster from here.

AI companies stay out of monopoly cities

An AI company no longer builds anything in a town where another company holds a Monopoly Charter: no station, no airport, no feeder stop and no city bus network, whatever that town produces or accepts. That includes towns inside its own HQ region, which is where the leak was: an Urbanist AI's reach could cover a town a player had just chartered, and its region strategy sent buses and an airport there. The monopoly rule now overrides the region. Stations an AI built before the charter was established stay until that world resets and are not rebuilt.

Reach skips another company's monopoly town

Your HQ's reach slots are filled first from the towns you have planted your HQ in, then from the nearest towns. A town where another company holds a Monopoly Charter is now skipped in both, because your stations could load nothing there and the slot would be wasted; the next town takes it instead. A planted town that later falls under a charter stays in your chain and returns when the charter lapses, and the Holdings page marks it SKIPPED in the meantime. The same rule steers where AI companies draw their regions and plant their headquarters.

Research: specialise in one industry

The Industry category of the research page now lists every industry type on your world as its own track, named for the industry: Fruit Plantation Industrialisation, Coal Mine Industrialisation and so on. Each level adds 5% development speed on industries of that type you serve and 5% to your stake dividends from them. The tracks sit beside the general Process Engineering and Industry Holdings tracks, so an Industrialist can take a whole climate's worth of industries a little further, or one industry a long way. Levels cost more as they climb, like every other track, and like all research they last the session.

Truck stops stand on their own road

An AI's depot, stop, stop spur used to join the town road directly at the first stop, so a bridge head or a building at that spot blocked the site. It now lays one road tile of its own between the stops and the town road, and that tile may turn, so the stops can run alongside a bridge approach instead of into it. A spur needs one more free tile, so a cramped town centre falls back to a roadside bay a little more often than before.

Fixed