Das Endziel in Transport Fever war schon immer klar: Das Wachstum florierender Städte voranzutreiben. Diese Grundidee hat sich im Laufe der Reihe weiterentwickelt, wobei eine erfolgreiche Stadtentwicklung stets davon abhing, dass man ein hochprofitables Transportnetzwerk aufbaut. In Transport Fever 3 gehört jedoch noch viel mehr dazu. Die Bevölkerung wirklich aufblühen zu lassen, erfordert das ganze Können eines echten Tycoons.
In der letzten Episode haben wir uns den Möglichkeiten der Infrastruktur hinter deinem Transportimperium gewidmet. Hier gehts zur letzen Folge. Dieses Mal tauchen wir ins Herz des Spiels ein. Während das Finanzmanagement überarbeitet wurde, um so eine langfristigere Herausforderung zu bieten, ist der Aufbau eines profitablen Netzwerks nur der erste Schritt. Transport Fever 3 erfordert, das Netzwerk immer wieder zu überdenken und zu optimieren, während sich die Spielwelt weiterentwickelt.
Städte entwickeln sich in Stadtwachstumslevel, von einem kleinen Weiler bis hin zu einer sich ausbreitenden Metropole, vorausgesetzt, man erfüllt alle ihre Bedürfnisse. Passagier- und Frachtlieferungen treiben dieses Wachstum direkt voran, während dein Ruf, die Zufriedenheit der Passagiere, pünktliche Lieferungen, Verkehrsstaus sowie Lärm und Umweltverschmutzung die einschränkenden Faktoren darstellen. Je stärker die Städte wachsen, desto grösser werden Anforderungen und Herausforderungen – und desto schwieriger wird es, sie zu bewältigen. Darüber hinaus schaltet ein neu eingeführtes Unternehmens-Fortschrittssystem einzigartige Wahrzeichen, Upgrades für das Firmenhauptquartier und weitere Vorteile frei. Diese gewähren zusätzliche Boni für das Stadtgebiet und eröffnen neue Ansätze für das Management.
Als echter Tycoon bestimmst du die Massnahmen. Dank der hochgradig anpassbaren Kartengenerierung und Schwierigkeitseinstellungen kannst du dein persönliches perfektes Schwierigkeitslevel festlegen, einschliesslich extra schwierigen Optionen für die erfahrensten Spieler.
Schau dir die neuen Tycoon-Mechaniken jetzt im Video genauer an und füge Transport Fever 3 hier zu deiner Wishlist hinzu!
PS: Wir freuen uns sehr, heute bekanntzugeben, dass Transport Fever 3 am Releasetag auch für Mac und Linux erscheinen wird.
31 Antworten
Hi, will there be a way to control city growth somehow? For example, preventing industry from suddenly building in residential areas, etc. In TF2, this was really difficult to control and also very annoying when areas expanded into other areas. It would be cool if you could at least designate a relatively fixed industrial zone or something like that.
Yes very good idea
no
I’ve been meaning to ask, is the music used on these First Look videos from the OST? (And who’s making it?) I quite like it, and I notice the music used here is similar to what was used in the Infrastructure video, perhaps cut differently to fit in 5 minutes? Regardless, I’m hoping we get to hear these tunes in full sometime soon!
The music is not from the game soundtrack, but it is very similar in terms of mood and style.
When will Chinese players be able to see this video on Bilibili?
It’s live now, enjoy!
I see cars still disappear when they reach their destination. I thought they was going to park up instead
Watching the game footage makes me feel like I can see the release date in sight. I’m looking forward to new specs like city simulation, railway timetables, and train splitting and merging.
This is a question unrelated to the release article, but
A variety of features were touted when recruiting for beta testers, but will the concept of “time of day” be implemented in the game?
I saw in the first movie that the concept of “day and night” was included, so I’m interested to see if rush hour will also be implemented.
At the time of the previous release, I wrote in the comments section about TF2’s terrain tools, saying that when assets were placed on slopes, they would float above the road, and I wondered if it would be possible to level the surrounding area.
I’m also looking forward to updates that aren’t mentioned in the specs.
I don’t know if I should write this now that the game is already in testing, but it could be even more interesting. Imagine that you’re not the only tycoon. Let’s say there are three or four of you at the beginning of the game. They’ll also be developing their transportation networks to deliver goods and passengers. However, unlike previous games that featured this feature, you’ll have the opportunity to not only purchase their transportation network but also negotiate its lease. I’m referring to railway tracks and highways for now.
That news about Mac and Linux is so hidden away. But as a Linux player, this is awesome news! Looking forward to the game. Still have quite a few questions open about it, but it looks very promising. I hope when towns start out small at the start of the game, they have the change to become as big as other ones. Not like in TpF2 where the initial size had a lot of impact on the maximum growth of the city.
Seems like the main stuff has been covered so far, and there doesn’t seem to be much left is there? So, if development goes smoothly, does that mean after the dev blog for this preview is out, then the next video should be the release date trailer?
Great news about the Mac!
Can we also keep towns small? I like the dynamic of the small residential suburb/village that feeds workers into the big city. It would be nice to limit taller buildings in certain areas as well (historic town centre for example)
Unrelated but the video made me think of it: parking areas? Could passengers finally board trains and such through the doors?
Will there be public services like hospitals, school and universities that need students to be taken into? That would be very cool. Also I would love to see old European city centres and different styles of train station architecture to choose from.
I think the architecture style will be provided by modders, if not in the base game. Having to manage public services would be a welcome change though, I think.
We need some parking lots, and streets with some parking space…
Will there be Maglev trains?
I DO trust that all of this will get properly explained in-game? The campaign in TF2 had me scrambling over to Google, and I never even got to the sandbox stuff.
Onboarding, onboarding, onboarding. Can’t stress it enough in a game like this.
Looks great – I hope we can start soon
If there’s a beta – I would like to joyn (using Win11 and Mac, both with Steam)
Looking at the traffic situation at aroud ~2:34 in the video; is there any chance we could get a post-launch update adding the ability to turn a large intersection into a single, procudural roundabout?
Basically changing the traffic AI behavior and visuals of that intersection to behave like a roundabout, while staying a single road node and using the same space. So we don’t have to destroy the buildings around the large intersection by manually building a roundabout, but may be able to improve traffic flow depending on the situation.
I look forward to the traffic and road building improvements you’ve already shown off, and I think this could be one meaningful tool to further improve the city building- and traffic management aspect of the game!
It would be really cool if train sets could be split. That means that a train pair with, for example, 2 train sets enters the station, then decouples in the middle, and then either goes in different directions or the rear train set waits briefly and first travels in the same direction, but later goes in another direction
The third installment in the series, and again there are no public facilities like hospitals, fire stations, police stations, schools, or universities. Why?
Are these facilities essential components of a city?
Will the assets from the campaign finally be included?
Will guardrails, city features, and street signs be added?
An answer would be appreciated. Thank you!
Deutsch:
Der 3. Teil der Reihe und wieder keine öffentliche Einrichtungen wie Krankenhäuser, Feuerwehr, Polizei, Schulen und Universitäten, warum?
Sind diese Einrichtungen zwingender Bestandteil einer Stadt!
Kommen nun endlich die Assets aus der Kampagne ins Spiel?
Kommen nun auch Leitplanken und Stadt, Straßenschilder?
Wäre schön, wenn es eine Antwort gäbe, Danke!
Jaaaaa, Linux! I love you so mich right now. 😍
Hallo liebes Entwicklerteam, das mit der Veröffentlichung auf Linux finde ich echt Stark von Euch, vielen Dank dafür. Denn seit Dez.25 läuft bei mir nur noch Linux auf den Rechnern und so brauch ich mir keine Sorgen machen ob es laufen wird. Vielen, vielen Dank!
Will it support DLSS 4.5?
Will it support DLSS 4.5?
As a long time devotee of TT and a Mac user, all I can say is… YES! Thank you!
I have two questions. Or rather one suggestion and one question. My suggestion is that when we are looking at lines, it would be nice to be able to filter the rate of the line by good. Specifically for train lines that carry more than one type of freight per vehicle, it would be nice to know that a line with a rate of say 800 has a rate for food of 200. Anyways, my question is if you will be working with modders to have popular Transport Fever 2 mods available in 3 at launch?
We’re working with mod-makers to help make the new game easier to work with, and modding will be a part of the game from launch. Whether older mods are converted to the new game or not really depends on the mod-maker themselves, but we’ve no doubt some will make their way to Transport Fever 3 and that we’ll see new and better mods emerging over time.
I’ve seen cars still disappear when they reach their destination. Will there be an update that will change that?
When can we release the EA? I can’t wait to play it!