Fast Travel & Transit
Version 1.0 advertises fast travel, transit terminals, parking garages, and off-road vehicles so mayors manage sprawling towns without marathon sprints. Once desert expansions and cliff terraforming open, distance becomes a real logistics cost — especially when Treasure Hunting pulls you away from courier oversight. This page explains how transit tools interact with map unlock order and co-op roles.
Unlock order
Fast travel nodes typically arrive mid-to-late EGO Tech tiers alongside subway or transit terminal packs. Check ego-tech/tier-4-6 and tier-7-9 for exact pack names on your patch version.
Land unlocks still gate biomes — fast travel shrinks travel time, not quest requirements. See map/land-unlock before assuming you can skip rank challenges.
Vehicles and parking
1.0 adds parking garages and a wider vehicle roster: horses, flying brooms, go-karts for co-op chaos, and industrial trucks for couriers. Match vehicle choice to task — shopping runs vs. museum tours vs. desert ore hauling.
Off-road travel helps cliff terraforming zones where paved roads are impossible or expensive.
Treasure Hunting routes
Pair transit terminals with guides/treasure-hunting loops: fast travel to cave entrances, hunt, then zip back to Town Hall before Arizona closes metaphorical shop. Maintenance workers recover items you drop during frantic hops.
Co-op logistics
Designate one Vice-Mayor as hunter while another monitors courier alerts — fast travel makes split roles viable. Permissions must allow remote building if the hunter finds a new depot site — co-op/permissions.