National Transit v0.1.6 — Full Update Notes
This update centres on making the economy realistic and a rewritten population / urbanisation model, plus a lot of map-control and UI improvements. Wherever a change affects gameplay rules or how you do something, there’s a bit of extra explanation below.
Population & Urbanisation (major rules change)
The population model has been rewritten — from “only ever grows” to a realistic mix of natural increase + migration. This directly changes how you develop:
- People move — and places can lose them. Each place’s growth rate depends on its attractiveness relative to the national average (road connectivity, jobs, GDP per capita). Places below average — poor, isolated, jobless — suffer net out-migration and shrink; attractive places pull people in. Early on, when nothing is connected yet, towns grow steadily on natural increase rather than wasting away for no reason.
- A small settlement can become a big city. Assign a development policy and connect the town to your network, and it triggers a rapid in-migration surge — a town of a few thousand can grow to several hundred thousand in about 30 years, then naturally taper off and plateau. There are five development policies, from smallest to largest target size: Rural Revitalization Zone, Tourism Resort Zone, New Town Development, Coastal Trade Zone, Special Economic Zone. Note: without roads it barely grows — the policy must go hand-in-hand with infrastructure.
- Growth is dynamic. Connect a previously-isolated town and its growth rate rises the very next month (it can flip from losing people to gaining them); the number updates live in the detail/list views.
- Policies now genuinely add population (the newer small-town policies previously had a bug where their population bonus was ignored — fixed).
- Wealthy cities growing more slowly by nature is expected (a realistic demographic transition) — they sustain themselves through migration, and mega-cities gradually plateau due to agglomeration diseconomies.
New displays: the province list, the settlement list, and the settlement detail window all gained a Population Growth column/row, colour-coded ±, sortable — so you can see at a glance what’s growing and what’s bleeding people.
Economy & Tolls (major rules change)
Tolls and maintenance have been brought in line with reality. If tolls felt inflated and upkeep felt too cheap, this version is a systematic fix:
- Tolls are billed on real through-traffic, not just endpoint demand, and on the road’s realistic peak-limited throughput (no longer assuming 24/7 full capacity). Net effect: a busy expressway’s toll income drops from ~21× its maintenance to about 5×, and payback stretches from 3–4 years to ~13–23 years — while the per-vehicle fare stays realistic (≈ $16 for a 200 km trip).
- Pricing is self-limiting (a Laffer curve): you can set tolls freely, but price too high and traffic diverts or trips stop happening, so there’s a “sweet spot” — cranking it to the max actually earns less.
- Maintenance rates lowered to a realistic range; multi-lane cost is now sub-linear (building 8/10-lane roads is no longer absurdly expensive).
- Depreciation now counts against a line’s profit (no cash is deducted, but a line that’s cash-positive while consuming its asset shows a truer, lower net).
- A major overhaul every 5 years: each road overhauls on its own build-date schedule (they stagger), and upkeep is noticeably higher in that overhaul year — essentially spending the accrued depreciation to renew the asset.
- Rail/water income is now correctly labelled “Fare.”
New displays: road/rail lists and info popups now show maintenance / depreciation / revenue / net per segment and per whole line, all sortable.
Policies
- Added a set of small-town development policies (Special Economic Zone, Coastal Trade Zone, New Town Development, Tourism Resort Zone, Rural Revitalization Zone) for growing towns into cities (see the Population section).
- All policy names and descriptions are now localised; the “Assign Policy” button moved to the top of the panel.
Map & Controls (how you play)
- + / − zoom now centres on the cursor (like the mouse wheel); if the cursor isn’t over the map, it zooms about the screen centre.
- A located city gets a highlight ring (~2 s) so you don’t lose it after jumping to it.
- Click a place name to locate it: in the road popup’s “Flow Sources” and in the demand detail’s A→B / B→A rows, clicking a city name jumps the map to that city.
- The saturation overlay now defaults to “Peak” (real rush-hour congestion), with a new Average / Peak switch (a floating control that no longer resizes the toolbar). The info popup’s saturation is also split into Average / Peak rows, each classified and coloured independently.
- Map loading is ~4× faster, with a percentage + step-by-step loading screen.
- More natural coastlines and cleaner territory rendering.
UI & Lists (how you play)
- List panels are resizable (width and height) with a custom, remembered size; height scales with screen size; wider by default (1100px).
- The province list gained a Population Density (per km²/mi²) column.
- A km ↔ mi unit toggle in Settings — all distances, areas, speeds and fares follow it.
- The demand list’s pager is pinned to the bottom of the window (it no longer scrolls with the list).
- Airport and policy info moved into the settlement detail window (no longer stacked after the map label).
- Building an airport now shows a toast notification; airport-grade keys use F/R/H internally.
- The road info popup is anchored to the left so it doesn’t cover a city you’ve just centred.
Building & Actions
- Demolish roads / rail / waterways straight from the info popup; roads are easier to select.
- Founding a settlement now reliably snaps to an existing road, with a connection preview.
- Drag-to-connect now offers a “Waterway [W]” option where it’s buildable.
- You can promote a city to a province-level unit (a city-province).
- Place-name labels are only editable while the “Place Names” panel is open, to avoid accidental edits.
Fixes
- Fixed a crash when opening the “Take Loan” panel at zero borrowing capacity.
- Fixed the info popup occasionally getting stuck open (orphaned duplicates).
- Space reliably advances the month from panels and detail popups.
- Fixed the saturation overlay not returning after closing a build/upgrade panel.
- Fixed rail names being lost after a re-route/rename, province borders not re-highlighting on load, a missing “Rail Fare” label, and the demand pager not refreshing on page change.
Saves & Compatibility
- The “show province borders/names” toggle is now remembered per-save (different saves can differ).
- Old saves migrate automatically: existing roads adopt the new lane-cost model (and thus lower upkeep).