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Thirty-Two Worlds

VERSION 1.022  ·  15 SEPTEMBER 2026  ·  GRF v102

There are 32 worlds now, and each server draws its next world at random when it resets. Sixteen of them are new real-world maps. Markets have events such as droughts, plagues and wars. The network bonus now goes to healthy networks rather than to the company with the most routes.

Nothing new to download. The vehicle set has not changed since GRF v102 on 13 September. The game changes reach each world at its next reset. The website and broadcast changes are live now.

Thirty-two worlds, drawn at every reset

The eight generated worlds are joined by twenty-four real-world maps. When a server resets, it draws its next world from all 32. The draw is weighted. A world never runs on two servers at once, and a server never draws the world it has just run. The servers page no longer names a next world, because it is decided at the reset. Each server's Discord channel follows the world it is running.

A real map sometimes comes up as Toyland, as before.

The sixteen new maps, with their authors:

The new maps by Moriarty (New Guinea, Southern South America, The Black Sea, The Caspian Sea and Arabian Peninsula) are much hillier than the real places, because their heights are spread evenly across every level. Alaska is almost flat. The season's Cartographer challenge now reads: Finish a session on 16 different worlds.

Network health

The network multiplier on the TRANSPORT board, up to three times, now reads how healthy your networks are. Each network is judged on three things, each counted up to full: how much of its cargo moves instead of waiting, how many destinations it delivers to, and how far it carries its cargo.

The reach premium and the brand boost from networks work as before. Your Network in the story book shows the three parts for each cargo. The Rankings tab on Headquarters shows how much more health would lift you a place.

Market events

A market event changes the price of a few cargoes for 6 to 14 months. There are twelve of them: drought, bumper harvest, heatwave, plague, war, gold rush, oil shock, building boom, blizzard, tourist season, sugar rush and toy craze. Some only happen on the climates they suit. The first can start 24 months into a session. After that, every 12 months there is a 60% chance of a new one, with no more than two running at once. A price that falls during an event stops at plain vanilla pay.

The news tells every company when an event starts and ends. The Market page in the story book names the event beside each cargo it touches. The Market tab on Headquarters has a card for each event.

Towns

Subsidies

A subsidy you win pays for five years instead of one. An offer nobody has claimed stays open for five years. The game would normally withdraw it after a year.

Station and airport upkeep

A station up to four tiles long in each direction pays no size premium. The premium starts at five tiles. Airport tiles were being billed twice, once as an airport and again as station tiles. They are now billed once, by airport type.

Headquarters

Train kits on the rail talents

Every carrying train and wagon line now unlocks on the rail talent that pays for its cargo. Commuter Fares unlocks the Commuter DMU with its coaches and mail wagons. Wholesale Deals unlocks the Boxcar DMU and the goods wagons. Armoured Runs unlocks the Bullion Express and the valuables wagons. Store Shelves, Hopper Fleets, Tonnage Deals and the two Bulk Rates talents unlock the food, hopper, ore, log and tank wagons. The Commuter DMU had never been reachable before. The talent board also lists the monorail and maglev wagons from v102 now. Nobody needs to respec.

Records and results

Recaps

On the broadcast

See the worlds