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The city where these goods are transported to doesn't have to be the home city of the player.
 
The city where these goods are transported to doesn't have to be the home city of the player.
   
==Final era==
+
==Endgame==
   
 
At the end of era 6, the ten top cities enters in a race where all goods of the game (48) have to be delivered again. Any city starts by asking 12 possible goods; any time the bar of consumption is full, the good is removed and replaced by another one (if there is); this provides prestige points for associations that are distributed among active members that have delivered goods. The first city to have consumed all goods ends the final.
 
At the end of era 6, the ten top cities enters in a race where all goods of the game (48) have to be delivered again. Any city starts by asking 12 possible goods; any time the bar of consumption is full, the good is removed and replaced by another one (if there is); this provides prestige points for associations that are distributed among active members that have delivered goods. The first city to have consumed all goods ends the final.

Revision as of 18:53, 6 June 2014

Cities are one of the key features of the game.

Growing

Any time in the game, a city demands goods that will be consumed every 15 minutes. Among all possible goods that a city may accept, 4 of them (only 3 for level 1) will define the possibility of growing: the required goods.

The supply of these required goods can be seen handy via bars.

Screenshot 1

A city on the map

The bar of any goods can be red, yellow (gold? orange ?) or green:

- if a bar is red, it means that the demanded stockpile level of that good has not been reached,

-if a bar is yellow, it means that the demanded stockpile level has been reached, but after the consuming the level will not be higher than the demanded level,

-if a bar is green, it means that the demanded level has been reached and when the consuming is complete, the stockpile level is still higher than the demanded level.


Screenshot 3

Example stockpile levels

When all bars are green, the city will grow at the next comsumption step. In the new level, the city will ask for new goods if there is at least one goods of the current era that has not yet been delivered. The minimum stockpile level will also increase each level, as well as the prestige bonusses, which are paid out daily to the transporting players.

Level cap

Every city has a certain level cap in an era. If a city is growing extremely fast, it is possible that the city will not demand a new goods since undelivered goods are not available yet in that era. However, there is no cap in the last era (6th).

Transportation bonus

At the end of the day, and for any of the required goods, the people who have transported a demanded good will get a prestige bonus. The player which has transported the most of that good will get the highest prestige bonus. The maximum bonus depends on the level of the city. Players can earn more than one bonus every day: if they transport all demanded goods, they will all get a bonus for these demanded goods.

The city where these goods are transported to doesn't have to be the home city of the player.

Endgame

At the end of era 6, the ten top cities enters in a race where all goods of the game (48) have to be delivered again. Any city starts by asking 12 possible goods; any time the bar of consumption is full, the good is removed and replaced by another one (if there is); this provides prestige points for associations that are distributed among active members that have delivered goods. The first city to have consumed all goods ends the final.

City forum

Players can discuss with other players of a city in the city forum. To reach the forum, you can simply click the city and then on city forum.