A developed mine, forest or well used to stop at eight times its opening output however much you served it. It does not stop there now. A factory or mill fed by enough of them moves far more than it could before. Brands are worth what you can sell the cargo for.
An industry's output has always risen as you develop it. It stopped at eight times what it opened at, however far you took it. Past that point every further point of development, every sink you connected and every improvement to your service bought nothing. That is the ceiling this release removes.
A fully developed industry now produces four times what a fully developed one produced before. An industry you have not developed opens exactly where it always did and produces exactly what it always produced, so nothing about the early game moves. The gain arrives late, in proportion to how far you have taken it.
A factory, mill or refinery works through a share of its stockpile each cycle, and whatever it had banked it could never turn out more than a fixed amount in one go. That per-cycle ceiling is twelve times higher now. A plant with a deep pile converts far more of it: the share it works through rises with the pile, to 12% of it a cycle.
There is still a limit. It belongs to the game rather than to us. Cargo can only leave an industry so fast, about 26,000 a month for a large plant. Feeding one past that fills its yard rather than its output. The overflow guard that trims an absurd stockpile has moved well clear of the range a busy plant works in, so supplying one properly no longer runs into it.
A brand paid a share of a pot that was sized by the plain fare a unit earned. It is sized now by what the unit really earned: the fare and the market bonus on it together. Raising what a cargo sells for raises the brand built on it.
The split is unchanged. 60% goes to whoever hauls the load, 20% to the name it sold under, and 20% to the stakeholders of the industry that made it.
When an industry picks whose name to put on its output it weighs the stakes its holders have built, and alongside them their standing. Standing used to be the sum of three things. It is a product now, so being strong in two of them beats being strong in one, and a fourth has joined them: what you can sell that cargo for.
A company with none of these is exactly where it was, and so is a company with only one. The change reaches builds that have two or more. A large enough stake still takes an industry from a rival who has everything else, which is the point of holding one.
Researching a cargo's brand used to buy its awareness alone. It now buys influence and prestige on that cargo as well, so specialising in what you actually sell wins you the contests for it.
Carrying another company's branded cargo pays them a royalty, priced at their reputation rather than yours. Their price now travels with it too: if they can sell that cargo for more than you can, the load is valued at their price and everyone's share grows. You keep the bonus you earned by hauling it. A hauler whose own price is the better one keeps that instead.
Achievements are grouped into thirteen categories, and each one is now a list of goals that tick off as you meet them. The achievement arrives when the last of them is done. There are 153, including one for conquering each world.
Every node that unlocks a vehicle now wears a dot on its edge - gold for one you can take, green for one you hold. Searching lists the vehicles a node unlocks by name alongside its other matches, and clicking a result flies the board to it.
Eleven train nodes are named for what they unlock: Passenger Trains, Boxcar Trains, Food Wagons, Bullion Trains, Hopper Wagons, Ore Wagons, Wood Wagons, Tank Wagons and the rest. Their old names still find them, so an older guide or note still works. Nothing moved on the board and no build was changed.