Trains - FAQ
Heya Mayors, This is your guide to tracks, passengers, and everything trains. Click the links below to open the answers, or scroll down and keep reading. 🙂 Jump To: 👇 My stations are not working. What should I do? What kind of tracks should I build? Where do my passengers come from, and when do they arrive? Will I lose my passengers if I move my station or deprive it from service? How do I operate trains? What are Rail Simoleons What is the Railway Shop? I see Train items being asked in different locations. Where do I get them? How and where can I get more trains? My Rail Simoleon Wallet is full, now what? I'd like to use Train Stations in regions and in City Design Challenges. Is it possible? What is a Train Season? How does the theme affect the season? What is a Train Pass? What are Train Points and how do I get them? What are Train Deliveries, and how do I complete them? Why should I do Train Deliveries? I'm dispatching trains with the matching passengers & cargo. Why are my Train Deliveries not progressing? I received new train cars. What are they? How do I configure my trains? How do I get more train cars? Cargo Cars – What Are They? How do I progress through Mass Transit Ranks? How do I configure my trains? Why do my trains carry different amounts of passengers and cargo? What if I don’t like the delivery I was assigned? What if I did not complete delivery on time? What are the new Cargo Slots at the Station? Loading Cargo or Passengers – How It Works Missing Items? No Problem! Learn more about the update to Train Stations over here ---> Updates to Train Stations Check out our blog on Train Deliveries here ---> New Train Gameplay: Train Deliveries Happy Building, - EA_Lanna2.4KViews0likes29CommentsNew Train Gameplay: Train Deliveries
Hey Mayors, Train Deliveries introduce a brand-new progression system and expand train gameplay with deeper strategy, new rewards, and more ways to play. Players can now participate and grow their rail network like never before. Train Cars Train Cars are a new addition that expands how you manage your rail network. Train cars are unlocked through Mass Transit HQ (Transit ranks). Once unlocked, they can be purchased in the RailSimoleon Shop using: SimCash RailSimoleons Car Types There are 11 new train cars, divided into: Passenger Cars Cargo Cars Each car type plays a role in fulfilling deliveries and dispatches, adding more strategy to your gameplay. The number of cars player can configure to a train depends on a train and train level Car unlocks: Passenger Cars unlock at mass transit levels: 3, 10, 20, 30, 40 Cargo cars unlock at Mass Transit Levels: 2, 5, 15, 25, 35, 45 Once you unlock specific car, you receive one copy of it and then it becomes available in the Train Shop Each car is responsible for transporting specific types of passengers or cargo. You can have multiple train cars of same type Train Deliveries Train Deliveries are the new core feature of the Train gameplay Train Deliveries are the main source of progression for both: Mass Transit rank Train Pass Delivery requirements scale with your Mass Transit rank, after you unlock more train cars, becoming more complex over time. Deliveries, depending on the type require: Specific train cars Specific items Specific types of passengers Specific train type Required car type is indicated in the Train Delivery Don’t like the current delivery task? You can reroll it by watching an ad or with a simcash. Deliveries are time based. There is usually plenty of time to complete them. However if you run out of time you can extend the timer by watching ads or with simcash. Players can dispatch multiple trains towards the same Delivery as long as the Delivery criteria are met. (cargo or passenger type, car type etc) Delivery Slots The number of active deliveries you can run depends on your Mass Transit rank. All players must progress to unlock additional delivery slots. An extra delivery slot is always available via a small in-app purchase and it lasts until the end of the train pass. Train Deliveries vs. Train Dispatches Train gameplay now offers two complementary systems: Dispatches and Deliveries. Train Dispatches Players can continue dispatching trains as before. Even if there is a delivery active, players can decide to simply dispatch trains with different passengers and items. With dispatches players can earn Railsimoleons and Train Pass points but cannot progress in Mass Transit ranks Dispatching now includes transporting: Passenger types Cargo types (industrial and crafted items) To transport materials and passengers you must equip the correct train car Mass Transit Mass Transit is now available to all players, offering a shared progression system centered around train gameplay. All players begin at the same Mass Transit starting rank. Progression is driven by completing Train Deliveries (not regular dispatches) Your Mass Transit rank determines how many train delivery slots you have available and what train cars you have unlocked. As you progress, you’ll unlock additional delivery slots, allowing you to complete more deliveries at once. Progression tied slots remain unlocked permanently. Advancing through Mass Transit ranks unlocks valuable rewards, including: New train cars RailSimoleons Rail Tokens Extra delivery slots2.1KViews0likes0CommentsLockdown mode
The lockdown mode is a very good mode, but you know, it would be even better if they added one more player and one more car to the mode because making it a squad of 4 instead of just three people would be really great, because I have many friends who like Need for Speed Unbound. [Title edit, EN only here please. Please review our guidelines regarding language posts - CM]NFS Unbound
I’ve been playing this game since it came out, always reached max level before the new Volume came out. The current Volume ( Volume 9 ) I’ve been max level for a while which is 300. I get on literally TODAY and I’m back a level 1, also my Speed Pass was also reset and it’s showing the items locked. Even though I already have everything unlocked for it. So I don’t know why my level and speed pass was reset. This is for Multiplayer.Solved129Views0likes2CommentsCFB27 Dynasty Improvement
Dynasty Mode in EA Sports College Football 26 has a strong foundation, but it still feels too static and scripted instead of feeling like a true living college football world. The biggest improvement needed is making programs truly rise and fall over time based on performance. If a smaller school like Florida Atlantic Owls wins conference championships, playoff games, and national championships for multiple seasons, that school should feel different. Stadium Atmosphere, Toughest Places to Play, fan support, prestige, recruiting reputation, and national respect should all change. Right now, many of these systems feel static even after major success. A school should be able to become a powerhouse, and traditional powers should be able to decline if they stop winning. Presentation also needs major improvement. Dynasty should include a true College GameDay-style weekly show with game predictions, upset picks, playoff race breakdowns, Heisman watch updates, conference title races, rivalry hype, and Game of the Week spotlights like older NCAA games had. Dynasty should feel like a full season with storylines, not just advancing through menus. Recruiting must become much more realistic and dynamic. Pipelines should not be permanently fixed. Pipelines should grow or shrink based on where players on your roster come from, coach background, recent recruiting success, and program relationships in those states. If a school consistently recruits Georgia for years, Georgia should become a stronger pipeline. CPU schools also need to recruit much smarter by prioritizing roster needs, scheme fit, playing time, NIL opportunities, and recent program success. Smaller schools should be able to steal elite recruits from bigger programs if they are winning. The transfer portal should be deeper and more realistic. Star players should transfer because of playing time, coaching changes, NIL opportunities, scheme fit, or championship chances. Players should follow coaches, leave unhappy situations, and create real offseason drama. The coaching carousel needs major realism improvements. Head coaches should make logical career decisions and should not leave elite successful programs for worse schools or coordinator jobs. Coordinators should actively pursue head coaching opportunities and should frequently leave after strong seasons for promotions or better coordinator jobs at bigger schools. Assistant coaches should matter more overall. Walk-ons should be added. If a user or CPU school does not recruit enough players, the roster should automatically be filled with walk-ons up to the roster limit instead of creating unrealistic empty rosters. The walk-ons should be mainly 1 or 2 star players maybe some 3 stars no 4 or 5 star walk-ons Playoff customization needs to be fully expanded for commissioners. Users should be able to choose playoff formats such as 8, 10, 12, or 16 teams. Users should be able to customize conference autobids, conference championship access, and playoff qualification rules. For example, commissioners should be able to make Power 4 conference championship participants automatic playoff bids if desired. Playoff seeding should be based on CFP rankings and not locked into one system. CFP poll logic and strength of schedule must improve significantly. Rankings should be based on record, strength of schedule, quality wins, bad losses, and recent opponent strength. Strength of schedule should evolve over time based on the last 2–3 years of program performance, not permanent school name value. If a traditional power like Georgia Bulldogs becomes average for several years, they should stop giving major strength of schedule boosts. Conference size should not automatically determine playoff respect. Conference prestige should be based on the actual quality of teams and recent conference success, not simply how many teams are in the conference. CPU team building and simulation logic need major improvement. Certain schools feel permanently coded to fail while others are permanently protected. Schools like Vanderbilt Commodores, South Carolina Gamecocks, and Kansas Jayhawks should be able to rise naturally over time. CPU teams should understand rebuilding opportunities, conference placement, and recruiting momentum. Simulation results should also improve with more realistic stats, injuries, rankings, and upset frequency. Injuries and penalties need better realism. There are too many long-term and season-ending injuries in simulation, especially in CPU games. There should be more short-term injuries and fewer unrealistic season-ending injuries. Penalty balance also needs improvement because some penalties happen constantly while others almost never occur. There should be a better balance for realistic gameplay. Dynasty storylines need to be stronger. The game should create new rivalries based on repeated close games, conference championship matchups, playoff rematches, and long-term program history. Revenge games, upset rematches, coaching revenge stories, and rivalry growth should all be recognized by the game. If two teams meet repeatedly in major games, the game should treat that matchup like a true rivalry. Spring football and position battles should exist. There should be spring games, quarterback battles, depth chart competitions, and transfer decisions based on who wins starting jobs. Position battles should matter before Week 1 instead of simply starting the highest overall player automatically. Player personalities should be added. Players should care about playing time, coach loyalty, NIL money, championship chances, home proximity, and scheme fit. A backup 5-star quarterback should not quietly stay forever without considering transfer options. Players should feel different from each other. Facilities and program investment should matter. Users should be able to improve stadiums, training facilities, recruiting departments, NIL support, academic resources, and sports medicine. Smaller schools should rise because users built the infrastructure, not because of random progression. Media pressure and booster expectations should exist. Expectations should be different depending on the school. Winning 9 games at Texas Longhorns should feel very different than winning 9 games at Florida Atlantic Owls. Fan pressure, job security, and booster expectations should reflect reality. Better record tracking and history systems are needed. Dynasty should track school records, NCAA records, rivalry records, best recruiting classes, greatest players, coaching trees, and Hall of Fame history. Players and coaches should feel like they are building legacy, not just playing another season. Scheduling should also be more customizable. Commissioners should be able to control rivalry week, protected rivals, neutral-site games, kickoff classics, annual non-conference agreements, and conference scheduling structure. Dynasty mode should feel like running a full football empire, not just managing ratings and menus. The goal should be to create a true living college football universe where programs rise, fall, evolve, and create history over time. That is what would make Dynasty Mode truly special for future College Football games.NFS unbound servers shutting down.
I was playing online in NFS unbound when I received a message at the bottom of the screen saying that the server I'm connected to, is shutting down soon, so save your data in the garage and play another game to continue playing online!!! What is going on?Solved135Views0likes3CommentsUpdates to Train Stations
New Slot Types Slots are now divided into: Economy 1st Class Cargo They unlock in each station’s normal progression order. Passenger Changes Existing passengers will convert into the new passenger classes automatically Station passengers will be split between Economy and 1st Class Passengers already on trains will become Economy passengers Loading cargo and passengers Passenger slots remain greyed out until the player selects a train to load. After that, they will be directed to passengers who qualify for transport. Cargo Access Requirement You’ll need Mass Transit Rank 2 to use cargo slots—no matter how you got them. This will become available with the new Train Pass release (May 4th, 2026) Free Slots for Existing Stations All your current city stations will receive +2 extra slots (including cargo slots, which might be locked until meeting unlock criteria) New Stations Start Strong Any station built in a new update or later will begin with 3 unlocked slots. Slots also now have higher passenger capacity Max Slot Limit Applies If a station is already at its max slots, extra slots won’t be added. Slot limit now applies to each slot type: economy, 1st Class, and Cargo3.1KViews1like0Comments