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 , 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).

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