more info on train moves in history. train info added to tooltip on timetable and division map. support for multiple trains in area switching. more info on train7/8 wrt location of coach on initial train build.
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@@ -9,6 +9,21 @@ Ordered within each section by how much it is currently costing us.
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- [ ] **WHERE THE LOCAL'S COACH STANDS WHILE ITS ENGINE WORKS (§A.4) — now hit in play, still open.**
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Trains 7/8 print "coach must remain on station track if switching", read as "the coach is never
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set out". A cut comes off an OUTER end, so a coach on one outer end with the engine on the
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other locks the train completely: it cannot set its freight car out, and cannot uncouple to run
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around either, because that leaves the coach standing. Measured over 60 games — **1,181
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positions where a set-out should have been possible, every one refused; no other train blocked
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once.** Two of the six possible arrangements lock, and `ENGINE boxcar coach` — the one that
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locks — is both prototypical and what make-up naturally produces.
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**Worked around, not solved.** The make-up panel now tells the player to add the coach first
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(v0.4.6), which produces `ENGINE coach boxcar` and works. The rules question is untouched: if
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the coach may be set out **at the Office**, which is what the card's wording plainly says and
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what a real mixed train does, then the prototypical make-up works and the advice becomes
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unnecessary. That needs one exception to §A.4's blanket refusal to leave Rolling Stock at the
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Office, for the coach and only on the Local.
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- [ ] **3/4 EXPRESS PRINTS A RULE IT CAN NEVER USE — Jesse's call.** The card says *"may drop or pick
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up one freight car at every location"* and also prints **Expedite**. Expedite means the train
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departs the Stage it arrives (Q3): it arrives in the Mainline phase, stands through Cargo, and
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