Wir wissen, wie gespannt ihr auf weitere Infos zu Transport Fever 3 seid, darum freuen wir uns, heute das nächste Video unserer First Look Videoserie präsentieren zu können! In dieser Serie geben wir euch exklusive erste Einblicke in die Grafik, zentralen Mechaniken und Spielsysteme.
Im letzten Video haben wir uns den neuen Terrain- und Kartengenerator angeschaut mit Fokus auf die neue subarktische Klimazone. Falls ihr es verpasst habt: Unbedingt hier anschauen!
Im heutigen Video gehen wir in die Details des neuen Cargo- und Industriesystems. Wir zeigen darin einige der neuen Produktionsketten und Industrien und werfen einen genauen Blick darauf, wie diese zu einem essenziellen Bestandteil eines jeden Transportnetzwerks werden. Ob ihr gerade erst startet und versucht, eine Siedlung wachsen zu lassen, indem ihr sie mit Nahrung versorgt, oder ob ihr in eurer Hauptstadt die Produktivität maximieren wollt, weil die Nachfrage nach Waren eure Lieferfähigkeit übersteigt: Effizienz und Optimierungen sind entscheidend.
Das neue Cargosystem ermöglicht erstmals die volle Kontrolle über sämtliche Teile der Lieferkette. Um alle aufkommenden Herausforderungen zu meistern, steht euch eine ganze Reihe neuer Werkzeuge zur Verfügung. Lagerhäuser, Industrie-Booster und Mitarbeiter sowie spezialisierte Ladestationen helfen euch, das Maximum aus euren Routen herauszuholen. Das ist nur die Spitze des Eisbergs, wir sind sicher, ihr werdet Strategien und Systeme entwickeln, an die wir selbst noch gar nicht gedacht haben.
Lehnt euch zurück, lasst euch inspirieren und stellt euch vor, welche Möglichkeiten die neuen Industrien und das neue Cargosystem eröffnen.
Setzt jetzt Transport Fever 3 auf eure Wishlist und seid gespannt auf weitere Einblicke!
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5 Antworten
Yeah, with contracts it will be a lot of harder than trunsport fever 2, Deadlines,rush anpridictible situation add more fun and make game more re-playable after hundreds of hours
Could you tell us more about industries extending, how they change after level up? do they will need more booster items after level up?
I really enjoy this presentation, i will waiting for game realese to try it by myself
Thank you!
I love it! ❤️
Can’t wait for to play.
I hope this will be read by UB or Colonel Failure (Sam) himself
The settlements or districts have an event area. For European biome Oktoberfest for example. Which will happen every other year or something and last a certain amount of time.
The player will be challenged by supplying beer (obviously), bread, other foods or maybe other goods that haven’t been announced yet.
The area draws in people that want to be transported there by public transport. Trams or metro and for further settlements trains and other public transport
The more people you transport to the area the higher the consumption will be so you will need to tweak the logistics to cope with the demand and consumption.
The outcome of the event will be determent by the amount of people and goods that are transported. Giving you more reputation within the district and of course funds. Since Oktoberfest exists since 1810 it can be used throughout the game.
You can use warehouses outside the city to stock up. If perishable goods is included it needs to be delivered within the timeframe ofcourse.
For other biomes you can think of other major events. Superbowl for the desert biome, baseball or other major events.
For the Tundra or Tropical biomes I am not really sure.
If the districts have a capital settlement which is the larger city in the district it could be beneficial to have a stadium or park area where these events can take place.
Other contract idea’s could to supply books to schools or a university for a new school year.
I really like these subsidy/contract idea’s combined with the risk rewards element to it. It keeps you on your toes and it makes you think about your logistics chain.
I might run way ahead of everything that still needs to be announced but it will keep the playabitly of the game high.
Could you very kindly please post these articles in text format as well? I don’t have the time to sit through such videos, but would love to still know the details!
I have used noteGPT’s youtube transcript generator. Took 10 seconds. Here you go:
00:05
Welcome back to Transport Fever 3 First Look. Last time around we gave you a tour of the new environments in the game and talked about how terrain influences your decisions. It was great. If you haven’t watched it, you should. Today we’re concentrating our attention on another area of the game that has been significantly reworked and upgraded – industries, cargo, and the economy that ties it all together. Our number one objective with the new game has been to radically change the tycoon side of the game.
00:34
Early settlements will require only a couple of basic products to start to grow. As populations increase, the volume and variety of demanded goods will as well, taking you from simple deliveries into products requiring many stages of production, like books. Industry reacts to the needs of your settlements by opening new facilities in response to product demand, and the more you use raw material industries the larger those suppliers will become. If you want to maximize the growth of an industry you’ll need to plan carefully to avoid blocking its expansion.
01:05
The products your cities demand will vary based on the environment you’re playing in. And we’ve greatly expanded the total number of industries in the game to over 30, with individual settlements requiring up to 12 different end products. Each industry will require entirely different logistical thinking if you’re going to make them work. Attempting to build an agricultural economy in the tropics or heavy mining in a desert require very different approaches. Off-shore industry has been introduced to the game giving you a good excuse to establish a navy of sorts.
01:38
You could use helicopters to transfer the cargo, right? That’d look cool. Whether it’s efficient or not, who knows? Instead of talking about these ideas in an abstract fashion, let’s see them in action. We have a town here that’s very eager for us to deliver beverages from the nearby brewery. Easier said than done, we’re first going to need glass and ready supplier of grain, such as this farm. Building a road out from the farm we’re also changing the land around it. Make too much of a mess of the environment, or remove plots of land and you may impact future productivity you’ll need to keep up with demand.
02:11
That sounds very much like a problem for future me however, so we’ll press on and connect the road to the brewery, creating a new line to deliver the grain supply. Setting up a supply chain has another new feature you’ll probably have noticed already. Trucks can now complete their routes directly within the industry itself. There is a catch to this however – while this is a quick and easy connection to make, it’s also slow. The sand for the production of glass is coming in by sea, but we’re going to need somewhere to store it while it waits for trucks to come in to pick it up.
02:43
A bulk warehouse is the tool for the job. Warehouses work as cargo hubs and logistic centers and are a means of storing and distributing resources from multiple sites. For optimum efficiency warehousing can be specialised to handle liquids, bulk materials, end product goods or flatbed components, or you can leave them as general storage if you need the flexibility. Having arrived at the glass factory, production is on target. We can make it more effective by adding new station modules that will improve loading speeds – as you can see here.
03:14
The dedicated bulk material module at this truck stop will turn around deliveries much faster, although it comes at the cost of extra land, and additional pollution. Coupling this with trucks that focus on moving bulk material, and that delivery speed is further improved. Efficiency will only get you so far. There will come a time when one raw material supplier alone won’t be able to keep up with demand. Supplying industries with additional workers or specialist products like machine parts can boost production beyond normal capacity.
03:46
Industry will work just fine without these extras, but surely it can be worth putting in a little more effort to avoid having to hook up a second industry before you absolutely need to. Decisions, decisions! Our brewery seems to be running smoothly now so that’s a full industry chain complete, and it will hopefully keep many towns nicely hydrated for many years to come. In this case we knew exactly what we wanted to accomplish, and there are more benefits to be had if we take on a special subsidy contract while we build.
04:16
Fail the contract though and that subsidy will become a penalty. There’s a term for this you may be familiar with – risk versus reward. There is so much more to moving cargo in Transport Fever 3. Efficiency is one part of the challenge, delivering on time is another, and the combined effect on the happiness of settlement populations is at stake if you want to maximise their growth. But that is a topic for another episode. That’s it for this time. Thanks for watching, we’ll be back soon with another first look video, hope to see you there.