Curriculum
Course: Intermediate
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Text lesson

Factory lines, zippers & train economics

The factory line is the backbone of team game economics. When built correctly, a single train through allied cities obliterates what a port can earn. This lesson covers line construction, zipper technique, and the exact maths behind when trains beat ports.

 

Learning objectives:

  • A factory auto-creates a train station for itself and for any cities/ports within 110 tiles
  • Trains pay gold at every stop: factory to city 1 to city 2 to port equals 4 payouts per journey
  • Gold per stop: self-owned station = 10k base, ally = 35k base, team/neutral = 25k base
  • First 10 stops are full price; each stop after that loses 5k until floored at 5k
  • Zipper technique: place cities as far vertically/horizontally from the line as possible while the line remains green to pack more cities into a small area and increase total income
  • A zipper is superior to a straight line but requires coordination; randoms can break it
  • 5 allied team cities on one line yields 125k gold per train, overtaking a max-tier port
  • Full 9-stop line yields 245k gold per train: 9 x 25k = 225k plus 20k for stop 10
  • For 2-3p lobbies: hard port spam is still optimal (simpler, fewer coordination needs)
  • For 4+ lobbies: 2-3 early ports then pivot to factory line before hitting the 1M cost cap
  • Global trade ship cap: as total ships across all players approaches ~400, spawn rate drops to near zero and ports lose value in large games
  • Turn off trade with all enemies as every trade ship reaching an enemy port gives them gold too