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OF Intel

MECHANICS · 08

Trains & Railways

v24's experimental land trade system, available in single player and private lobbies. A mature train network outperforms trade ships but requires heavy upfront investment.

Availability

Trains and railways are currently only available in single player and private lobbies (v24 experimental feature). Public lobbies have it disabled by default—check your lobby settings.

Three Components

  1. Factory — Train production source, cost min(1M, 2^n × 125k). Shares counter with Port.
  2. City — Train stop and "gold settlement point", v24 no longer requires Port prerequisite.
  3. Railroad — Auto-routes between Factory/City, max 120 tiles, can form loops.

Key Values

ItemValue
Train speed2 tiles / tick
Car spacing2 tiles
Train spawn rate(numFactories + 10) × 15 ticks
Max station distance15 ~ 100 tiles
Max railway length120 tiles
Ally city visit revenue35,000 gold / station
Team city visit revenue25,000 gold / station
Self city visit revenue10,000 gold / station
Distance penalty5,000 × max(0, citiesVisited − 9), floor 5,000

Network Design

  1. Station placement: Aim for 5-8 Cities + Factories forming an 80-120 tile loop. Adding ally cities to the loop doubles revenue.
  2. Avoid excessive distance: Single segments over 100 tiles won't connect; use intermediate Cities to bridge.
  3. Core protection: Captured stations = lost gold flow. Place 1 DefensePost mid-loop.

Train vs Trade Ship vs Base Gold

Marginal Revenue Comparison (rough)
  • Base gold: 100/tick continuous, 1 minute ≈ 60,000 — stable but small.
  • Trade ships: One full ship averages 30k-70k per settlement, global 150 ship cap limits scale.
  • Train + ally loop: 5-station loop with 3 trains averages 200k+/minute — late-game's biggest income burst.

Practical Tips