Contracts are a vital part of the Endless game mode being the source of income and experience points. Different types of contracts with its own challenges you have to master to be sure to maxmize your rewards.
You will deal with two main categories of contracts, Green and Red, providing experience points for that color.
In addition to that you have two main types of contracts: Recurrent contracts and One-Off contracts.
Learn more about each contract type:
Name | Type | Icon | Short | Max speed | Reward |
---|---|---|---|---|---|
Green | |||||
Commuter | Recurrent | COM | 120 km/h | 1 point | |
InterCity | Recurrent | IC | 200 km/h | 1 point | |
Red | |||||
Freight | One-off | FR | 80 km/h | 1 point | |
Regional | Recurrent | REG | 160 km/h | 1 point / leg | |
Urban Transit | Recurrent | U | 100 km/h | 1 point |
To generate contracts, specific buildings are required:
You have to connect the offices to a specific station. That station will be included in the contracts generated at that office.
While some offices are pre-built, constructing additional ones is essential for acquiring more contracts.
At the start each office has place for 1 contract. This can be increased up to max 6 per office later through System Upgrades.
You are advised to reject contracts you don't want to make place for new contracts.
The automated contract manager can help you in filtering the generation of contracts. You can set up preferred criteria and the game will only generate contracts that fits.
[Placeholder: Screenshot Automated Contract Manager]
There are 3 different system upgrades which each opens a section of the manager:
Each contract starts with a planning phase. When you click on a contract, the Contract Schedule View opens. Here you can modify the contracts schedule to suit your network.
[Placeholder: Screenshot Contract Schedule View]
The contract schedule view will show you the calculated route for the contract. At the bottom bar it lists the mandatory stations for the contract. At the left side panel and on the map the calculation is visualised.
The calculation works like this:
You have the option to add/remove manual waypoints as intermediate stations between the mandatory stations in the bottom bar. Either to help the calculation finding your preferred route, or to divide traffic from congested parts of your network f.ex.
After accepting your plan a trial train will be dispatched for your contract. The trial train serves to validate the planned schedule. Based on its performance you might have to adjust the schedule for future trains.
When the trial train completes its journey you can adjust the schedule to better align with your expectations and/or optimize contract rewards.
You have the option to optimize or reject contracts as your network evolves. Upgrading track speeds will often result in a need of optimizing your contracts for max reward.
Note: If you reject accepted contracts before the mandatory amount of trains are dispatched, you will have to pay a penalty fee.
To be able to adjust active contracts, you must have one of these System Upgrades installed:
You can then make adjustments from the Contract Schedule View for each train/contract.
The game provides a full filterable list of all you active contracts. It will also show warnings for contracts that needs optimizing - either to avoid penalties or to increase rewards.
[Placeholder: Screenshot Active contracts panel]
The game also provides a full filterable list of all the offered contracts around your map. Makes it easier to find your next contracts.
[Placeholder: Screenshot Offered contracts panel]