Story and Sandbox
Boot opens the Operations Binder. Side tabs are Game, Options, Guide, and Credits. The Game tab lists Continue, Campaign, New Sandbox Facility, and Return to desktop. Campaign missions unlock in order. The next one stays locked until you clear the one before it.
New Game has a Training Post checkbox labeled "Training Post (softer pressure)". The demo build starts as Training Post and hides Story and Sandbox. Draw a 64 by 64 facility mark on setup. It appears on mail trucks, drop boxes, bus stops, and stamp badges. Leave it blank for a generic envelope silhouette.
License revocation
Failed Service Level Agreements can drain Government Satisfaction to 0. Satisfaction starts at 100 and cannot fall below 0 or rise above 100. Starting on day 4, satisfaction at 0 at the end of a non-Sunday revokes the operating license when revocation is allowed. Sunday does not revoke.
Story allows revocation. Sandbox keeps grades, and license revocation still applies. Training Post is the only mode that turns revocation off. That is true even if Sandbox is also checked. See Facility Grade and Government.
Disasters
Every campaign mission suppresses random disaster rolls. Under Fire is the exception that scripts a bomb threat and a fire, with the random rolls still off. Sandbox and a free plant use the Enable Disasters setting. See Disasters and weather.
Story missions after the tutorial
Tutorial Facility is a stepped lesson. Every mission after it is a plain checklist in Operations, then Objectives. Beat 0 is "Read the facility brief". The numbered steps wait in order: step 2 does not count until step 1 is checked. A blueprint or a ghost does not count where the step says the piece has to be built.
The checklist shows the goal, the fail rules, and one row per step. Operations, then Objectives, is the list to follow.
Open for Business
Goal: Sort incoming mail on two real days, then install a Scanner Bay.
Rules: Keep Government at 50 or higher, and keep funds at 0 or higher. Day 5 with no connected Loading Dock fails the mission.
- Place a Loading Dock on a road that touches the map edge. A blueprint does not count until the dock is built and connected.
- Sort the day's mail and end with the unsorted pile within the station limit. A day with no mail does not count.
- Do that again on the next day mail arrives. A weekday with no mail resets the pair.
- Install a Scanner Bay. The step clears when the bay is built.
People of the Post
Goal: Add a second sorting station, hire two temp clerks, and furnish the break room and the restroom.
Rules: A strike that lasts a full shift fails the mission. Keep the license.
- Install a second Sorting Station. A ghost does not count.
- Hire a temp clerk. A career clerk does not count.
- Hire a second temp clerk.
- Install a Coffee Station in the Break Room. It has to be built in that room.
- Install a Toilet and a Sink in the Restroom. Both have to be built.
Floor Flow
Goal: Add a second loading dock, set a keep level, and hold the unsorted pile down on two mail days.
Rules: Two days in a row with the unsorted pile over twice the station limit fails the mission. Keep the license.
- Connect a second Loading Dock. Both docks have to be built and connected.
- Change a keep level for tubs, trays, or cages (Operations, then Logistics).
- On a day mail arrives, sort some and hold the pile within the station limit.
- Do that again the next day mail arrives. A day with no mail resets the pair.
Street Routes
Goal: Sort parcels, then send mail out with a carrier and a postal truck.
Rules: Keep the license. Delivered mail has to leave on a real route.
- Install a Package Sort station and a Scanner Bay. Both have to be built.
- Install a Carrier Case on the Distribution Floor.
- Hire a carrier.
- Own a postal truck and send a truck out with mail. The step clears when that truck goes out with mail, or the evening truck loads a container.
- Deliver 50 pieces of mail after the truck goes out. Mail that left before that does not count.
Scale Up
Goal: Turn the station into a distribution center and sort a full distribution-center day.
Rules: Keep Government at 40 or higher. Keep the license.
- Install a High-Volume Sorter. A blueprint does not count.
- Paint a Distribution Floor on finished floors.
- Sort a full distribution-center day of mail. A day with no mail does not count.
First Christmas
Goal: Sort full days of mail through the Christmas rush, then deliver mail.
Rules: Keep Government at 25 or higher from December 21 to 25. Use Full Override at most once. Clear the unsorted pile the day after a shutdown. Reduced intake stays locked.
- Meet the day's sort quota on 3 rush days when mail arrives (December 21 to 25). A day with no mail does not count.
- Deliver at least 10 pieces during this mission. Pieces that already left before the mission do not count. This step checks off after the sort days are done.
Under Fire
Goal: Install an X-ray and a secure cage, handle a threat and a fire, and seize one bad parcel.
Rules: Keep Government at 30 or higher. A fire that burns for three minutes fails the mission. Continuing on a real threat fails the mission.
- Install an X-ray machine. A blueprint does not count.
- Build a Secure Mail Cage with a door, key storage, and a cage window. All four have to be built.
- Resolve the bomb threat by evacuating or continuing on a hoax. Evacuate is always safe.
- Put out the electrical fire.
- Seize at least one bad parcel. A quiet week does not count.
Regional Hub
Goal: Run a distribution center with two docks and clear a full day on three days in a week.
Rules: Keep Government at 50 or higher and funds at 0 or higher. Day 5 with fewer than two connected docks fails the mission.
- Install a High-Volume Sorter.
- Paint a Distribution Floor.
- Connect 2 Loading Docks.
- Clear a full day on 3 of 5 distribution-center days. A full day means mail was sorted, mail was delivered, customers were satisfied, staff were all right, bills were paid, the unsorted pile stayed under the limit, and the outbound pile was cleared. A day with no mail does not count.
Clearing Regional Hub marks the story campaign complete. Every story mission can be replayed from the binder.
The tutorial's own 44 steps are on Tutorial.