The track system in this scenario is quite complicated. There are construction projects. When CV4=10-24 (with the exception of =22) a construction project is ongoing.
When a track construction project is in progress TV3 should = 75. That was the mistake in "CA-Track Count 02-01". None of the choices there should change TV3 or CV4. The scenario is already far too complicated to add in exceptions for a delay in a project or something of that sort.
You might notice with "CA-Track Count 03-01" that CV4 < 10 is checked. That means that no construction project is on-going. And therefore you only have the workforce to lay 10 pieces of track per month. This event shouldn't change TV3 either, so from I what I can see this one is working correctly.
Question: do you think it's a problem that these events might fire every month if the player selects "No" each? Might think about a delay of 3 months. As always there is a risk to mess up some of the existing variables when doing this.
How important do you think this is?
There used to be a note in the briefing to say that "20 pieces of track are reserved for emergency" and also always a display of GV4 (stockpile). But I dropped it due to space constraints. Trust me, if certain paths are taken the ledger page will be completely full, but shouldn't overflow*. This is a 1.05 map so I can't use a 2nd ledger page. I thought it was more important that the player should know how many pieces his workforce could lay per month. I will add (10 pieces) per month in some form to this note.
*Hint: If you try to connect to Midway as soon as possible you may get some haulage offers etc..
FR-Charter-01-1-0 Choice 2 --- can you double-check this? Seems fine on my end. "Company Cash +1,275,000"
PR-EL-01-01-4-02 and PR-EL-01-01-4-03 The messages look like placeholders or "notes to self" rather than making sense to the player.
Good tip. I thought this was some political jargon that was way over my head. But I agree. Those will lose the text. How these work: There is a 66% chance (PR-EL-01-01-4-01 didn't fire) that supporting both parties can be successful (no blowback), and if so these align the variables so the player may gain some advantage/s from supporting the "right" party.