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Meet the Service Loco

Last time: your railway wears down. This time: the train that fixes it.

https://store.steampowered.com/app/4540370/Rail_Route__Expect_Delays/

Hey dispatchers,

A service train has been on the suggestion board for years - a slow working unit you send out to repair your tracks. We built it. Here it is.

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A Service Locomotive

One yellow locomotive, reporting number SL-01. No passengers, no schedule. You route it yourself, through your own signals and switches, and it occupies track like any other train, getting it across a busy map is part of the job. It causes no wear itself.

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Maintenance runs

Switch maintenance mode on and every track, switch and signal it passes is restored to full condition. One pass, fully repaired. Speed depends on what it finds: around 40 km/h over healthy track, a crawl over a corridor you have neglected - the worse the state, the slower the work. With the mode off it runs at up to 100 km/h to get where it is needed.

And if that feels too slow for you: there is a research for it. Field Efficiency doubles the work speed, so one loco can cover much bigger network.

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Repairs

A malfunctioned switch takes about 15 seconds to throw, and a busy junction falls apart around it. Route the service loco over it. It slows down on the broken element, fixes it in passing, and the junction is back.

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Track Condition → Top Speed

Above 85% condition, track runs at full design speed. Below that, the speed cap falls off - gently at first, then steeply as it approaches critical. Each line class has its own floor it can never drop below:

Таблицу можно прокрутить по горизонтали

Condition40 km/h line80 km/h line120 km/h line200 km/h line
Healthy (85%+)4080120200
Worn (70%)356696155
Degraded (40%)31556395
Critical (15%)26425273
Worn out (0%)25405070
Malfunctioned481220

The faster the line, the more it has to lose - a 200 km/h express line bleeds over 100 km/h of headroom before bottoming out.

Switch & Signal Condition → Response Delay

Worn switches and signals respond slower. The penalty stays near zero through the healthy band, then ramps up as condition collapses - and a full malfunction stops you cold for a fixed 15 seconds:

Таблицу можно прокрутить по горизонтали

ConditionAdded delay per throw
Healthy (85%+)0 s
70%~0.5 s
Degraded (50%)~1.5 s
Critical (15%)~4.5 s
Worn out (0%)6 s
Malfunctioned15 s (fixed)

Note, that we are still fine tuning the number, so they can change.

Rescues

A train breaks down and the queue behind it grows. Dispatch the loco, couple to the dead train - the same shunting you already know - tow it to a platform and send the loco home. Line clear.

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The depot

The loco lives in a maintenance depot, a new building you place on your network. It dispatches from there and returns there, so placement is response time.

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How much will it cost you

You can run more than one loco. But every next one costs more upkeep than the previous, so a big fleet is a serious decision, not a default:

Таблицу можно прокрутить по горизонтали

LocomotivesNewest locoTotal upkeep / cycle
15,0005,000
215,00020,000
325,00045,000
435,00080,000
545,000125,000
1095,000500,000
20195,0002,000,000

We are still balancing, so the numbers can change a bit before release. But the idea stays: one well placed loco beats five expensive ones.

Next time

What actually goes wrong, and how often. There are at least five ways.

The Rail Route team

https://store.steampowered.com/app/4540370/Rail_Route__Expect_Delays/

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