The City of the Tracklayers (Guide)
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Post-Railway Content and Onwards |
City of the Tracklayers Summary | |||||||||||
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Variable-Length Activity | |||||||||||
Setup | Progress | End | |||||||||
0 A | 2+ A | 1 A | |||||||||
Progress
Details |
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Raw EPA | - | Raw SPA | - |
One of the final acts of building the Great Hellbound Railway is giving the tracklayers their own city.
Mechanically, it is its own location, available from the Railway Station where it's located. This location has fixed storylets that are rarely used, and is mainly driven by opportunity cards.
This guide will cover the profit-making actions that are available in the City.
Overview[edit]
Once you've settled in, most of your time will be spent growing and maintaining the new city by playing cards to increase its "currency", Hinterland Prosperity, valued the same as 1
Penny. Prosperity is entirely card-based; there are no fixed storylets to gain it or cash it out, nor is there a separate market (the Bazaar tab uses the Upper River Exchange).
Almost all opportunity cards in the city have an option that gives Prosperity by 200 on success. Some cards have options to make slightly faster progress, gaining 220 Prosperity instead. The higher payouts usually require a double check against one of
the
four
highway
attributes and an advanced skill.
Hinterland Efficiency is another important quality, which directly increases the rate at which you gain
Prosperity and also decreases the cost of converting to Echoes or Scrip.
Efficiency can be increased by playing Matters of Infrastructure, raising the
Developing... progress to 5, and then playing A Project Concludes. This increases
Efficiency by 50, to a maximum of 300.
Meeting the Neighbours[edit]
As you learn more about the city, you'll be called upon to represent it to nearby powers, including the Creditor, the Bazaar, and London itself. Exploration of a Hinterland City measures your progress in doing so. In addition to several communions (see below) and a lab experiment, the story will task you with capturing the Grey Man. You have several options for doing so, each requiring rare items worth
62.50. These are not consumed on failure, and you will probably fail initially because the checks have a diffculty of 600. It is possible to get lucky, even with the low odds. In addition, each attempt decreases the difficulty of future checks.
About Vignettes[edit]
The four FATE-locked vignettes you can purchase and enable from Expand Your Interests are a major factor in the City's profitability. All vignettes add two cards, both associated with the same two advanced skills. While the options to gain Prosperity require high advanced skills, they are the most reliable source of Sap of the Cedar at the Crossroads, making them an extremely valuable purchase for grinding Hinterland Scrip.
The Treasure gained from your Ambition and your chosen Founding Body each unlock unique additional options on certain cards, and certain seasonal companions can gain extra Prosperity without a skill check.
Decisions[edit]
In the process of arranging the founding of the city, you will decide several of its aspects, which primarily change the stats required for some of the city's opportunity cards. Once the city is complete, Hinterland City - Founding Body and
New-Minted Currency can only be changed by paying FATE, while
Leader of the Tracklayers,
Hinterland City - Chosen Site, and
Hinterland City - Official Alignment can be changed through gameplay.
These decisions also affect the opportunity cards showing up in the City. (There is also a card affected by decisions outside the city, and a card added with a direct rail link. These are in the table too for your convenience.)
Note that the numbers in the table below refer to the value needed to succeed with 100% certainty, not the usual difficulty ratings in the wiki.
Location[edit]
The location of the City of the Tracklayers is initially determined via board meeting right before finishing the railway line.
You can change the city location after the fact by playing the Hauling the City Out storylet, which costs:
1x Much-Needed Gap, best obtained from Intrigues in the Khanate
5x Vitreous Almanac, see Cartography Grinding (Guide)#Vitreous_Almanac for possible sources
- All your current
Hinterland Efficiency
The actual movement is based on the results of a combined Persuasive and
Artisan of the Red Science check. If you succeed, it moves the City closer to Hell / Marigold Station (if possible); failure moves it further away from Hell and towards Ealing Gardens. If you want a certain failure, equipping a
Weasel of Woe is a good idea.
Moving the city also gives you 10 CP The City Waning,
5 CP Tracklayers' Displeasure and
Wounds.
Since rebuilding Hinterland Efficiency costs quite a few actions, it is advisable to do all the moving fairly close together, and only rebuild your Efficiency afterwards.
An Aside about Habituation[edit]
Every action spent in the City raises Habituated to the Hinterland by one change point. There is no way to speed this process up, nor to slow it down. Higher levels of Habituation unlock some particularly profitable cards, as well as some decent options on old cards; notably, among other things, the quality gates several stages in the Gray Man storyline.
There's not much else to say about it, though. If you're invested enough in the Tracklayer's City, you will inevitably raise Habituation until you've unlocked everything, and if you haven't, your only choice to do anything about that is to keep on keeping on just the same as if you had.
Economy[edit]
Cashing Out Hinterland Prosperity[edit]
You need to play cards to exchange Hinterland Prosperity for other items. Some of these cards only become visible with a certain amount of Hinterland Prosperity.
- ↑ 1,000 base when
Chosen Site is 1 (Near Ealing Gardens), otherwise 1,050 base
- ↑ 1,000 base when
Chosen Site is 2 (Above the Magistracy of the Evenlode), otherwise 1,050 base
- ↑ 1,000 base when
Chosen Site is 3 (Outside of Balmoral), otherwise 1,050 base
- ↑ 1,000 base when
Chosen Site is 4 (In the Shadow of Station VIII), otherwise 1,050 base
- ↑ 1,000 base when
Chosen Site is 5 (In the Parish of Burrow), otherwise 1,050 base
- ↑ 1,000 base when
Chosen Site is 6 (Between Moulin's Wastes and the Cold of Hurlers), otherwise 1,050 base
- ↑ 1,000 base when
Chosen Site is 7 (Near Marigold), otherwise 1,050 base
Playing Vignettes[edit]
Remember that this table shows the values required to 100% the skill challenges; not the base difficulty.
Card | Option | Requirement | Challenge | Success | Failure |
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The Marvellous | ![]() |
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requires The Long-Dead Priests of the Red Bird | |||||
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Newly-Cast Crown of the City of London | ![]() |
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A Co-Conspirator of Mr Fires | |||||
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Notorious Art Dealer or Incendiary Tastemaker | ![]() ![]() |
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Analysis[edit]
Once you've raised Hinterland Efficiency to its maximum of 300, most opportunity cards offer a 5 or 5.2 EPA option. For several of the items that can be obtained for
Hinterland Prosperity, this is the most action-efficient source. There are also a few options (like Landscape in Moonlight and A visitor for (Leader of the Tracklayers)) that pay out an additional 0.3
in items.
If you turn your Prosperity into
Captivating Ballads and then sell them at the Rat Market; this raises the efficiency to somewhere between 5.86 and 6.06 EPA, depending on how many 5 and 5.2 EPA actions you manage to play. This comes with the limitation of only being able to sell to the Rat Market at some weekends and the reducing Rat Market price bonus as your sales increase.
Another payout option is to go through Bottle of Fourth City Airag: Year of the Tortoise. This is a remarkably good source of
Vial of Tears of the Bazaar via A Presumptuous Little Opportunity and is useful for those aiming for a long-lived Noman.
Profit Through Board Meetings[edit]
If you have
140 Involved in a Railway Venture, that is, you have built the spur line to the City of the Tracklayers
exactly 1 Charter of the Great Hellbound Railway, that is, Wealth-seeking (which you can change through a board meeting)
- High
A Player of Chess (15 for 100% success rate, still worth playing at 14)
then playing the option Reckon with the wealth-seeking charter of the GHR of the card Troubled Times Recur not only gives you up to 520 points of Hinterland Prosperity, but also decreases
In Corporate Debt by one and sometimes even two points.
With this setup, you can once a week convene a Board Meeting, Vote a dividend to the shareholders twice, and then gradually reduce In Corporate Debt through the above-mentioned option. This way, there is no need to juggle board members to reduce corporate debt, raising the efficiency of the dividends option and reducing actions spent in the board meeting.
With maxed out Train Luxuries, you get for each dividend:
4800x Moon-Pearl, worth 48
2x Magnificent Diamond, worth 25
2x Bottle of Broken Giant 1844, worth 5
In Corporate Debt: 5 CP for the first, 7 CP for the second dividend
so a total of 78 per dividend, or 156
for two dividends.
On a minimal board you'll spend one action proposing the dividend, at least four actions convincing your members, and one to accept the final vote. Two times for two dividends makes 12 or more actions. This part alone is up to 13 EPA. Of course, you cannot just add the profits and actions you spend on the Troubled Times Recur card, because you'll have to draw and play many cards to get your nearly 12 draws of this card to wipe out your corporate debt. Let's just say that if you want to spend lots of time in the City of the Tracklayers and have high A Player of Chess, this scheme gives some nice extra boost to profits once a week.
Speaking of high A Player of Chess, if you play Subvert the Revolution often enough to wipe out all revolutionary alignment of your city, it makes the Chess check easier by two points, so you "only" need
13 A Player of Chess for 100% success rate.
Betraying the Tracklayer's City[edit]
There are actually three more cashouts available for Prosperity: Betray the city to (criminal affiliates), Betray the city to the Constables, and Allow Hell its hour. In addition to their normal payouts, each of these grants favours from the respective group, and raises your
Infiltrator of the Tracklayer City by 1, but destroys all the
Hinterland Efficiency you have built up. Two of them also produce a hefty sum of
The City Waning, while the third requires Waning and forcibly yanks your city to the Hurlers. Given all this, at first blush, these options seem catastrophically bad.
There are two factors worth considering, however. First, these payouts cash out an arbitrary amount of Prosperity at once, at-value, whereas the costs they incur are entirely fixed and can be amortized across an entire 'batch'. Second, the specific items these options cash out into ( Journal of Infamy,
Dubious Testimony, and
Infernal Contract) cannot be ground anywhere near 5 EPA, with the current best grinds for them being in the ballpark of 2.5-3.5 EPA.
The fixed costs are still not exactly negligible; grinding enough Prosperity in one go for betrayal to be an amortized 5 EPA is highly unrealistic to expect. However, just grinding Hinterland Efficiency all the way back up to the cap gives about 3.5 EPA in Prosperity on average, and anything past that point asymptotically improves one's efficiency. In other words, if one requires truly industrial quantities of any of those three very specific cashouts for whichever reason, betrayal is remarkably competitive as an option.
Chthonic Communion[edit]
To progress the Exploration of a Hinterland City you will need to speak to the TLU City, the Creditor, and London. The former two are accessible in the City, but London is (obviously) in London, specifically
Your Activities. After being carried out at least once as part of the City storyline, these processes may be repeated for profit. Additional communions with the City and the Creditor costs
2 x Memory of a Much Lesser Self, while London grants +5 Nightmares.
Each of the three communions revolves around various advanced skill checks to raise The Mind's Ascent, with each offering different checks when you have
The Mind's Ascent 1, 2 and 3; once this reaches 4 the mind of the chthonic entity can be entered, with the reward being granted on leaving the mind. Failures on these checks grant
+2 CP Nightmares, whereas successes grant
+1 CP The Mind's Ascent.
Mind | Challenges | Cost | Reward | EPA[1] |
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5.23 | |
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Creditor | ![]() |
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London |
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4.88[2] | ||
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- ↑ Assuming all checks are successful, and ignoring the action cost of sourcing
Memory of a Much Lesser Self
- ↑ Factoring in
Tinned Ham conversion of scrip to echoes, and ignoring menaces
Exploration of a Hinterland City[edit]
Before you proceed: please visit the Hell at Marigold Station every week. Proceed through The Marigold Station, Leave the station for Hell's hinterlands, and Approach Hell's Walls. You may have to Approach Hell's Walls several times before you can finally Enter Hell. In 4 weeks' time, you need to Enter Hell for the first time, Enter Hell once again, Enter Hell once more, and finally Return to Hell, granting you The Flower from Hell that Grows Under Your Skin. This will be of use later.
The story involving a Grey Man kicks off once you gain access to the City of the Tracklayers. The first half of the story is fairly straightforward as progressing the story requires accumulation of Habituated to the Hinterland, aka playing opportunity cards and waiting for the story to auto-fire. The second half needs some extra work to be done, though.
Exploration of a Hinterland City proceeds from 5 to 25 merely through raising
Habituated to the Hinterland to 7. If you wish to minimize
The City Waning, here are the optimal options:
- Study the man from A Grey Man and a Spindlewolf give 6 CP
The City Waning (the other option gives 7 CP).
- Passing any challenge from Troubled Times does not give
The City Waning. Failing or declining gives some.
- Passing a Broad,
Dangerous 200 challenge Demonstrate your opinion of threats from Who Leads Whom? gives 7 CP
The City Waning (the other options gives 8 CP). However, failing the check gives 9 CP.
Once Exploration of a Hinterland City reaches 25, you will see a new storylet Consult the Cult of the City. You should now go back to
Station VIII to cook
Current Culinary Concoction: Self-Reflective Tapenade of Parabolan Orange-Apple. See A Kitchen for Artists (Guide) for instructions, and remember, do not serve the dish at Station VIII--just cook it and come back! Note that this recipe requires
Concentrate of Self, so check out Alchemy at Station VIII (Guide) or Parabolan War (Guide) as well. Bring the dish back to Hinterland and raise
Habituated to the Hinterland 9. After that, you may reach out to the mind of the city through the new storylet. And you may meet unwanted visitors from London...?
Exploration of a Hinterland City should be at 35 to this point. A new storylet Commune with the Creditor appears. Raise
Moonlit to 5 (see Moonlit Woods (Guide)) and
Habituated to the Hinterland to 12 to proceed. After communing with the Creditor, you receive
1 x Sun-Blazoned Cuirass, which will be useful to unlock
Chthonosophical Studies.
Exploration of a Hinterland City should be at 47 to this point. Go to your University Laboratory and Study the nature of the Sun-Blazoned Cuirass, raising
Exploration of a Hinterland City to 50. After that, go back to
Your Activities and use the options in A Menagerie of Minor Shames, later Reach Out to the Mind of London.
Ending the talk with London sets Exploration of a Hinterland City to 70. Go back to the City of the Tracklayers and draw opportunity cards to find The Russet Spindlewolf is Gone among them. You will need one of the following:
5 x Unlawful Device
1 x Baited Riddle (see Irem (Guide))
1 x Oil of Companionship (see Alchemy at Station VIII (Guide))
1 x Chimerical Archive
These items would not be consumed at failure and every failed check makes the checks easier to pass in the next attempt. Note that the items would be consumed at success, including Baited Riddle. Success traps the Grey Man in the Tower and sets
Exploration of a Hinterland City to 80.
This is not the end yet--you will continually draw A Voice from the Tower from the opportunity cards in Hinterland with Frequent Frequency, and this card would not leave your deck until you throw the Grey Man into Hell... Wait, Hell?
Choose Discover what would put an end to him (a Narrow Kataleptic Toxicology 5 check) on A Voice from the Tower to set
Exploration of a Hinterland City to 90. Then, collect
3 x Favours: Hell and go to
Marigold Station. Proceed through The Marigold Station, Leave the station for Hell's hinterlands, Enter Hell, and Submit your prisoner to the ministrations of Hell. This action requires:
Exploration of a Hinterland City 90
The Flower from Hell that Grows Under Your Skin (see the beginning of this section)
3 x Favours: Hell
And that is finally it. You now have Exploration of a Hinterland City 100, and you may spend cherished days here at Hinterland.
The Scheme of a Phoenix[edit]
This is an independent story line unlocked at Exploration of a Hinterland City 80 which is a notable source of
A Bringer of Death and so far the only source of
A Seat at the Board. The story is rather short and simple (but not easy) to progress through. To start the story, you need to unlock the hidden quality
Discovered: the Balmoral Dumbwaiter. See Twilit Smuggler (Guide) for instructions.
Enter Balmoral Castle, seek admittance, and pass a broad Shadowy challenge Sneak down to the Kitchens of Balmoral. Choose Intercept a message, and Sneak back upstairs. After that, you need to decipher this document in your
Cabinet Noir. See Deciphering (Guide) for instructions. You need to go through the whole process (from sneaking into the castle kitchen to deciphering the message) 6 times, as each decipher attempt gives only
1 x The Scheme of a Phoenix (up to 6).
After The Scheme of a Phoenix reaches 6, a new storylet with the same name should appear in
The City of the Tracklayers. The storylet allows you to proceed a bit differently according to your
Leader of the Tracklayers. At
The Scheme of a Phoenix 7, you need
20,000 x Hinterland Prosperity and
Investigating... 10 (or 5 if you are a
Twilit Smuggler) to proceed.
At The Scheme of a Phoenix 8, you need another
20,000 x Hinterland Prosperity and
Rumourmonger's Network to proceed. Note that your
Rumourmonger's Network would not be consumed--see Rumour Grinding (Guide)#Rumourmonger's Network for instructions on how to grind one. On the other hand, if you happen to possess
Society of the Three-Fingered Hand from
Ambition: Bag a Legend!, you will not need the
Rumourmonger's Network to proceed. Just (just?) grab
20,000 x Hinterland Prosperity and that's it.
At The Scheme of a Phoenix 9, you need
30,000 x Hinterland Prosperity,
5 x Vital Intelligence,
5 x Vienna Opening
to proceed. On the other hand, if you happen to possess A Palatial Holiday Home in the Arctic Circle from
Ambition: Heart's Desire!, you will not need any
Vital Intelligence nor
Vienna Opening. Just (just??) grab
30,000 x Hinterland Prosperity and that's it.
At The Scheme of a Phoenix 10, you need
30,000 x Hinterland Prosperity,
Cover Identity: Backstory 40,
Cover Identity: Elaboration 5,
Cover Identity: Nuance 5,
Cover Identity: Credentials 5,
Cover Identity: Ties: Surface
to proceed. On the other hand, if you happen to possess Newly-Cast Crown of the City of London from
Ambition: Heart's Desire!, you will not need any
Cover Identity: Backstory,
Cover Identity: Elaboration,
Cover Identity: Nuance,
Cover Identity: Credentials, and
Cover Identity: Ties. Just (just??) grab
30,000 x Hinterland Prosperity and that's it.
At The Scheme of a Phoenix 11, you need
30,000 x Hinterland Prosperity
5 x Favour in High Places
to proceed. On the other hand, if you happen to possess The Marvellous from
Ambition: Heart's Desire!, you will not need any
Favour in High Places. Just (just??) grab
30,000 x Hinterland Prosperity and that's it. Either way, you will gain
1 x A Seat at the Board. WARNING: Once you sell it, it will be gone--you cannot play through the story to get it again.
At The Scheme of a Phoenix 12, you need to decide the ending of this story. If you wish to consider mechanical effects:
- Have the dignitary's daughter assassinated (with
The Scheme of a Phoenix exactly 12) gives
A Bringer of Death +1 CP and sets
The Scheme of a Phoenix to 13, allowing you to choose any other ending paths along.
- Forget the fate of the dignitary's daughter (being a
Midnighter and with
The Scheme of a Phoenix exactly 13) doesn't do much but sets
The Scheme of a Phoenix to 14, allowing you to choose any other ending paths along.
- Divulge all you have discovered to Mr Fires (with
The Scheme of a Phoenix 12-14) gives
Connected: The Masters of the Bazaar but sets
The Scheme of a Phoenix to 20+. Opt it out if you aim to maximize
A Bringer of Death.
- Divulge all you have discovered to the Russet Spindlewolf (with
The Scheme of a Phoenix 12-14) does nothing other than setting
The Scheme of a Phoenix to 30+. Just don't choose it other than role-playing purpose.
- Use your discoveries to set Surface and Neathy powers against one another (with
The Scheme of a Phoenix 12-14 and
A Bringer of Death, possibly just by assassinating the dignitary's daughter) gives
Advancing the Liberation of Night +5 CP (up to level 50) and
A Bringer of Death +51-143? CP, setting
The Scheme of a Phoenix to 40+. That's A LOT of
A Bringer of Death--aside from this option, only the FATE-locked
The Formula for Empyrean Redolence can offer so much.
- Destroy the evidence so that no one can learn more (with
The Scheme of a Phoenix 12-14) does nothing other than setting
The Scheme of a Phoenix to 50+. Just don't choose it other than role-playing purpose.