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Railfever 2.7
Railfever 2.7. Play it at https://iebb.github.io/railfever/.
Lines map
- Station numbers sit on the stations at every zoom. Close up you see up to three numbers and the name; further out, just the numbers; fully zoomed out, the first number with a "+n" pill.
- A line's name appears only while you point at its route, a station number or its legend row (tap on touch). The line is highlighted and the others dimmed. Clicking a route opens the line.
- The legend rows work from the keyboard.
Transfers and through services
- Each transfer costs 10% of the income. The leg ending in a change and every later leg pay ×0.9 per change, so a journey with one change earns 10% less than the same journey made directly. Base fares are 20% higher, so direct journeys earn as before.
- AI companies link their networks. Where another AI company's railway comes close (with mutual open access), an AI company can build a connecting curve, adding passing loops on busy single track, and run direct trains across both networks. The track owner earns access fees and may run a train of its own. The AI only does this when the riders pay for it, and it never touches the player's track.
- New AI lines prefer sharing a station with another AI company over building a separate terminus beside it.
Smaller catchments
- Walking catchments are 30% smaller: about 295 m for rail, 270 m for tram stops and 195 m for bus stops along real streets. Trip generation, urban demand and town growth are recalibrated to match.
Fixes
- Opening any window never changes the game. Before, a town window opened while paused could trigger a catchment refresh, and opening a new line could assign its route code.
- Saved and loaded games replay exactly in more cases: passenger queues from older saves, AI route caches, and AI caches that could leak from one game to the next in the same tab.
- The AI adds a vehicle to a crowded, very profitable bus or tram line at its fleet limit when riders give up waiting.
Saves from 2.6 and 2.6.1 load in 2.7.