I just want to clarify for the sake of posterity that players will generally not be able to influence "big" changes in the story of the mod. This just becomes difficult to track, organize, and manage especially since it will near immediately devolve into competitive interests with little in the way of compromise. To combat this, "big" changes occur along a mostly predetermined path, but with secondary events, such as the transport objective in this event, which allow players to impact things in the future.
This is not the last event in this series of the story around Pennsylvania and Erie, and with the Zoners having won the transport objective, certain elements of the story down the line will change accordingly. I won't spoil as to what these exact things will be, but consider it similar to the process of completing side quests along a main quest line and then getting a really elaborate end credits scene, where the totality of your actions are summed up.
I also understand that some people may be frustrated that I didn't allow the Alma to be destroyed in-game, but please understand that during official story events, if an asset is destroyed then I want to maintain consistency in the form of that asset literally being destroyed. To me, it feels like it would cheapen the spectacle of watching the Alma explode, only to see it later respawn as if your actions had no meaning.
You still have a pretty wild future to look forward to in Pennsylvania, and I intend to be more creative with future events.