Facilities

Facilities are installations you own at company level. They do not go anywhere and they do not appear on the map — what they do is make everything else cheaper. Each one has five levels, and each level costs half again as much as the one before it.

FacilityWhat it doesPer levelLevel 1 costs
Diesel depotRaises how much diesel you can holddoubles the tank$40,000
WorkshopTime on the ramp for services and overhauls1.5%$60,000
Training centreDriver cost on every load3%$50,000
Lashing gangFreight handling cost on every load3%$30,000
Key account officePerceived service, for time-critical and long-standing customers only+4$70,000
Reefer terminalLets you carry perishables at all, and cuts handling2%$50,000
Revenue deskBrackets the profit-maximising rate on the price band5%$50,000

A head office takes a tenth off every one of those prices.

The diesel depot gives you no discount at all. It doubles your storage per level — 40 tonnes at level zero, 80 at level one, 1,280 at level five. The base is set by what a truck actually burns: an artic on a European round trip takes seven or eight hundred kilos, so 40 tonnes is a few weeks of running for a small fleet and nothing at all for a large one. That is the whole mechanic: a bigger tank is what lets you buy a season's diesel on a bad week for oil and run on it for months. A passive percentage off every purchase would have been a button you press once and forget; a tank is a decision you take on a particular Tuesday, with a view about where the price is going.

The workshop does not discount the bill — it shortens the stay. Less time on the ramp is loads you do not miss, felt most on the full overhaul's thirty-six hours. The other discounts are visible in the forecast on your lane cards — the simulator uses exactly the same numbers the server does, so what you are shown is what you get.

Wear

Every departure you settle adds half a percentage point of wear to all your facilities. This is the part that makes them a decision rather than a purchase.

Maintenance costs 8% of what that level cost to build and resets wear to zero immediately. There is no downtime — the facility keeps working while the work is done.

The practical consequence: a large operator running hundreds of departures wears its facilities down fast and has to budget for upkeep. A small one can build a diesel depot and forget about it for a long time. Neither is wrong, but ignoring the condition bar is how a discount quietly turns into nothing.

What to build first

There is no single answer, and that is deliberate. Diesel is the biggest single line in most cost breakdowns, so the depot pays back soonest — but only if you actually watch the price and buy when it dips. If your trucks are old or hard-worked, the workshop earns its keep, because shorter stays on the ramp mean fewer loads lost to maintenance. The lashing gang only matters when you are moving a lot of pallets; on thin lanes it is close to noise.

Look at your own cost breakdown on a lane card before spending. The game will not tell you which one is right for your network, and that is the point.

Start your haulage firm