Dev Blog – Episode 4: Tycoon

In the fourth episode of the First Look series everything revolves around the tycoon mechanics and the city needs in Transport Fever 3.

The Transport Fever series has always enjoyed great popularity among different player groups. Like many open-ended games, it suits a lot of different play styles and goals. For some players it is about reaching a certain date, for others immeasurable company wealth, and still others who want to fully develop the map. Some prefer story-driven gameplay in a campaign, others complete creative freedom in sandbox mode.

When designing Transport Fever 3, special attention was given to all the different types of players of the Transport Fever series. In particular, the focus on expanding the tycoon mechanics has led to a modular approach: the gameplay experience, the complexity, and the financial conditions can be adjusted according to personal preferences with predefined difficulty levels and individual settings for many mechanics, which can even be completely deactivated if desired.

Anyone who wants to try special objectives can take on various events in world history in eight entertaining campaign missions and face varied challenges.

From Junior to tycoon

For everyone who likes to have a goal in mind in free play, Transport Fever 3 now has a completely new ranking system. Starting as a junior, the player must develop the world and is measured by how much they grow the world population. The more inhabitants the world has, the higher they rise, up to the ultimate level of Tycoon. The higher they rise, the more bonuses are unlocked, which in turn can be used to gain various advantages when developing the world.

The game world in Transport Fever 3 is now divided into different municipal areas, each covering the region around a city. These play a major role in the player’s strategic considerations, as they influence various game mechanics, whether through positive bonus effects or negative impacts, pollution and deforestation for example. It must therefore always be carefully weighed where something is built in order to get the most out of it.

A good example is the placement of the company headquarters at the start of the game. Since it provides a growth bonus to the nearest city with additional bonuses added with later expansions of the headquarters, the player must make important decisions early on. These headquarters expansions are also unlocked through higher ranks in the company. It is therefore worthwhile to keep an eye on the overall development of the world, and not just on a single region.

The municipal area includes not only the city, but also the surrounding region

In addition to headquarters expansions, there are a variety of unique landmarks. Once they are fully built, each has a specific effect on the region in which it was built. Accordingly, the player’s skill is also required here to find the optimal position for the best use of the bonus effect. There are also bonuses that can influence the course of the game. One of these is the prospecting of new raw material deposits in the area around a city chosen by the player. Additionally, there are marketing campaigns for cities, as well as other mechanics and buildings with special properties. But beware, many measures are only available in limited numbers or have side effects. This forces the player to always proceed strategically.

The airship shows that a marketing campaign is currently running here

From small hamlet to large metropolis

The smallest settlements with fewer than 100 inhabitants are referred to as small hamlets. From there, through villages up to metropolises, there are a total of 18 growth levels, for which experience points are now required. Experience points are awarded both for transporting passengers and for supplying required goods. This mechanic now directly links city growth to the fulfillment of its basic needs. This allows players to understand much more quickly what they need to do to boost growth.

Passengers who only travel within the same city from their residence to work or shopping generate fewer experience points than those who travel from neighboring cities or further. This provides an incentive for more complex and expensive infrastructure.

It works very similarly with cargo requirements. Depending on their size, cities require different quantities of different types of goods. The more complex the type of goods, meaning how many industries are in the production chain, the more experience points are awarded for the city where they are delivered. Here too, a decision must be made whether to focus on simple supply chains that bring many goods for few experience points into the city, or on complex supply chains that deliver fewer goods but significantly increase growth.

Over 400 new town buildings reflect the dynamic city growth

Cities in Transport Fever 3 do not simply grow larger when you transport people and meet the demand for goods. The larger a city grows, the more problems will arise. Each city therefore evaluates its own well-being based on 6 ratings, all of which are directly influenced by player actions or indirectly caused by their infrastructure:

 
  • Reputation: If an entire forest has to be cleared or huge amounts of earth moved to build an airport, it will anger the residents. A poor reputation recovers over time. However, there are also ways to improve reputation, such as planting more trees.
  • Satisfaction: The well-being of passengers depends on their travel experience. They should not have to wait too long at stations, with travel times also being evaluated. To ensure they do not become unhappy even on longer journeys, it may be worth investing in faster or more comfortable vehicles.
  • Delivery: All goods have an expected delivery time. While food is rather time-critical, bulk goods such as stones have a much higher tolerance. Accordingly, expensive fast airplanes may not be necessary for these, with the slower sea route being the more economical option. Goods delivered too late still generate revenue, but the city’s rating decreases.
  • Traffic: Larger cities have more inhabitants. These also want to reach their destinations. If the city eventually sinks into traffic, this value also decreases. Then it is time to improve infrastructure or invest in good public transport.
  • Noise: Residential areas do not like noise. This presents the player with a dilemma. Short routes to the noisy station, or a large transport hub on the outskirts and local links with quiet buses and trams? However, this increases travel time and incurs additional maintenance costs.
  • Pollution: Industries, infrastructure, and vehicles cause pollution. Since this is recorded across the entire municipal area, it is not possible to simply build around the city. To avoid additional sources of pollution, it is important to build infrastructure minimally and use it as efficiently as possible.


The city rating is therefore an interplay of the quality of transport lines, the traffic situation, and environmental aspects, and it scales the number of experience points earned.

Ratings show the effect of waiting times on passenger satisfaction

Low values in these ratings limit the growth factor, reducing the effectiveness of collected experience points. It is therefore not advisable to build your network without regard for the cities or to perfect one aspect at the expense of others. Instead, the player must balance the coverage of basic needs and the infrastructure in and around the cities in order to maximize all ratings and thus achieve the highest possible growth rate.

City growth, new vehicle types, and changes in dynamic industries also ensure that area conditions change again and again. Over the course of the game, new challenges continuously arise, and it is necessary to choose from the many options the one that currently fits best. Because every decision also has its side effects.

Noise and other growth factors can be viewed in the corresponding layers

From tycoon game to sandbox

In Transport Fever 3, there are no limits to your own creativity. That is why the latest part of the series once again offers a variety of options to freely shape the gameplay experience.

All costs in the game can simply be turned off. This allows the player to build everything without having to worry about finances and limited budgets. If that is not enough, they can even promote themselves to tycoon right from the start and receive all bonuses and landmarks immediately from the beginning.

The sandbox mode is the most powerful, unlocking numerous additional tools to shape and control the world as desired. Among other things, it allows traveling forward and backward in time and makes it possible to found new cities and freely place all industries.

There is no limit to creativity in sandbox mode

In addition, city builders are offered quite a lot in sandbox mode in Transport Fever 3: those who want more control over cities can, among other things, configure the types of cargo to be delivered and subsequently change the size of the city. Those who are bothered by city growth can also completely freeze cities. Those who want to give them an individual character can adjust the percentage distribution of building levels. From pure suburban settlements to pronounced skylines, everything is possible. If you do not want to go that far but still want more control over individual cities, you can also simply reweight the city needs described above.

From system to your own story

The tycoon mechanics presented in this episode can of course also serve as a basis for mods. For example, it is possible in cargo modifications to define which types of cargo can be required by the different city districts at which level, and additional landmarks can be easily added. Transport Fever 3 offers the modding community many new possibilities.

Between expanding cities and rising company ranks it becomes clear: every route that is built writes its own small success story. That is why we are excited to see which stories you will tell in Transport Fever 3.

Matthias Gürtler
Lead Product Engineer

66 Responses

  1. Finally the stuff once promised to Cities: Skylines II players are confirmed here.

  2. Since buying its predecessor TPF2 on its day of release along with the deluxe add on I have been an avid fan, currently have 3,300 plus hours and thanks to the avid modders am running with 1100 plus mods. My only wish for the latest version is that it has been optimised better for those that cannot afford the very high end rigs, i chose my rig especially for the game taking into account the game is heavily reliant on single thread performance and chose a relatively good cpu, being a pensioner my resources were limited on the gpu so only have a RTX 3080 preferring the constant regular updates Nvidia provides over its competitors. Saying that I am hesitant to play maps bigger than the large ones making sure there are not dense amounts of forest over the map and therefore I can maintain a good 90 to 110 fpm. Congratulations on an amazing game and am eagerly awaiting the release of TPF3.

    1. We hear you! We’re purposefully testing the game on a wide range of hardware set-ups to help with the optimisation process. Depending on the hardware that you have, you may need to play on smaller maps, or with fewer towns on the map, but we’re hopeful that as many people as possible will be able to enjoy the game with strong performance. Once we announce the final recommended specs for the game, you’ll be able to judge how well your PC will run it.

      1. Hi Sam, any chance you re-coded some of the codebase so that all npc calcs are spread across multiple cores?

      2. I would really appreciate clarity, before the release, what performance I can expect from TPF3 in the end game. This is most critical for me and the reason why I stopped playing TPF2 long time ago. I loved the game but with that single-core limitation, the game was out of time for modern PCs and became a big frustration for me. Biggest problem was not even the pretty low FPS due to the CPU bottleneck in the end game, but the stutter every few seconds that froze the game shortly and made it impossible to enjoy it any more (at least not in first-person mode). Unfortunately, you already confirmed that TPF3 doesn’t change that bottleneck and that worries me very much.

        I will not buy TPF3 if I run the risk of exactly the same issue during the end-game. I love the first-person rides in public transport vehicles (trains, buses) and if that stutters during the end game, I’m off that game. And, I need very large maps to enjoy the rides, so please don’t tell me that I can only use small or medium size maps, because then I won’t buy the game either. If necessary, however, I’d be willing to reduce the number of cities / population growth if that helps (and it usually is the biggest drivers for the CPU bottleneck).

        Given this situation, I propose that the game should provide a kind of “end game performance preservation” slider where, if set in / at the beginning of a new game, it changes the growth curve and number of cities (and maybe number of trees or similar) so that the simulation still runs well during the end-game, keeping population reasonable. It should not, however, limit the visual quality, which I can set separately by graphics options and which usually also does not drive the CPU bottleneck too much. And you should provide recommendations how to set that “performance preservation” slider for certains PC rigs for certain expectations (max. population growth vs. protecting certain performance levels). So I recommend you provide clarity about what can be expected with a certain PC setup and a certain game config (map size, # cities, i.e. setting of that slider if implemented) to avoid total frustration again. I have a PC with an AMD 9800X3D, RTX 5080, 64GB RAM and a very fast SSD, so it definitely cannot be my PC rig that’s the limit for the game. Please consider my input accordingly.

        1. What system are you running on? I have a much weaker system and no problems. I had heavy performance issues in windows 11, switching to Linux mint was a game changer

          1. I have not played TPF2 on the mentioned system but on an older system (that was rated “high-end” back in the days as well, on Windows 10). I am also aware that it depends on how you play the game. As long as you mainly play in birds-eye mode, these performance issues are not too visible for most. But as soon as you enter the first-person camera in the cockpit of a train, tram or bus, it becomes a massive issue. The first person mode is, however, for me a key element of the game that I enjoy most. I always have a dedicated, optimized gaming PC with no other applications running in parallel (and I am an IT professional for 30 years … does not mean I know everything but I certainly have some experience 😉 ).

      3. en sevdiğim oyun düşük bütçeli insanlarıda düşünürseniz seviniriz. birde çok dilli olursa daha da iyi olur.

  3. A train station doesnt make any sound which goes as far as the layout shows…..
    The only thing hearable at a train station are trains and road vehicles, not railway.

    Girls, really? What are you doing?

    1. I believe that it is indeed the trains causing the noise pollution, and that this overlay just shows the average pollution in that area over time as trains pass by.

      1. Yes that is how the emissions overlay works in TPF2. You can toggle it between current immediate emissions and average emissions, which I assume is what the screenshot is showing. Given that, despite the high quality of them, these are still pre-release materials and it will likely clarify this in the final release.

  4. Prospecting sounds interesting, being able to get new raw material industries on the map is useful and opens up more strategies for scaling production (in addition to the already mentioned production upgrades and cargo/workers boosters). However, will we be able to fund new manufacturing industries in tycoon mode as well? At some point, additional raw materials won’t be useful unless we can get additional manufacturing throughput!

  5. While I’m confident UG is able to deliver a great game (based on the previous ones), I’m afraid that many competing systems like these will be just like emissions in TpF2. You just ignore them because there is not much to do. While in TpF3 I can build noise barriers and plant trees, I also need to increase/improve service in the town, which means more noise and more pollution. And as the blog said, it won’t help much to build a station outside the town. So I’m afraid that, in the end, the player will just ignore all of this and play the best they can, because it’s literally impossible to rank highly on all those ratings. Or maybe we can choose a region to be the industrial area and another to be the residential area? That would be nice, but then again, there wouldn’t be many cities, but one city with large districts far from each other. Also, is it even possible to develop a city that is mainly industrial? It will have pollution. No residences to complain about noise, but pollution, yes.

    I hope the game will still be enjoyable even with these systems on, because I wouldn’t want to turn everything off, but I also wouldn’t want to never be able to deliver top-notch service.

    About the headquarters, will its style change with the eras?”

  6. 8 missions sound quite small, I hope there will be more content and maybe country and history based challenges for players who like to play scenarios

    1. Ja, das wäre schön. Und dazu noch ein “Stellwerk” mit Tableau für die Steuerung und Ansicht der Zustände der aktuellen Verkehrsströme auf den Gleisen. Ich höre schon das Klackern der Gleisweichen. 🙂 Denkbar wäre in diesem Zusammenhang auch ein Rangierbahnhof zum Zusammenstellen der neuen Züge, in Verbindung mit einer Drehscheibe. Nicht nur “Trennen”, der eine Zug fährt mit paar Wagons links, der Rest rechts raus. In meiner Jugend gab es in Deutschland auch noch den “Schienenbus”. Da konnte der Schaffner vom einen Ende zum anderen Ende umsteigen (durchgehen) und quasi rückwärts (vorne=altes Hinten) mit dem “Bus” zurück fahren. Das hatte die Drehscheibe erspart. Ich denke in den Regio-Zügen geht das auch, aber habe keine Ahnung, wie es heute gelöst ist. # Für den Augenblick denke ich, haben “unsere” Entwickler alle Hände voll zu tun, sonst hätten sie das Ostergeschäft nicht sausen lassen. Die Qualität des Spieles ist ihnen wichtiger, als der schnelle Franken (CHF) – das freut mich. Und, bei all unseren Wünschen: Es braucht auch noch Ideen für die ersten updates.

  7. 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.

    1. Oh that is a feature request I support. A dividing trains (Flügelzüge) would be sooooooo cool.

    2. Yes agree, or you can have a a line and some trains only use the most busy part and turn around. Now sometimes use four lines in the same track.

  8. Hello, given the day/night cycle, are you planning to introduce timetables/rush hours etc.?

  9. I’m a fan of this franchise since Transport fever 1 and I can’t wait to play this!

  10. Overall, really good changes to transparency compared to TF2. Seeing what exactly grows the town based on EXP might sound gamey, but will overall drive the need to optimize. I like that we do not have to fight to keep an EXP level, and that other aspects also impact the town level, like pollution, reliability, and reputation.

    I want to address one more thing that is really near and dear to me—what really won me over in TF2, which now ranks as my second-favorite management game after IG2. And that is the absolutely bonkers and highly entertaining campaign story missions through the ages. I really like how game mechanics and even terrain tools were used for side quests and main quests. I overall enjoyed how much we saw from different angles of history with a very well-measured dose of humor.

    I can’t mention enough how much fun I had with the campaign—from Switzerland in the 1940s to the Great Leap Forward in China and the crazed millionaire in Los Angeles. The Florida mission, and especially the mission in the USSR with the dictator and his marble palace, really stuck with me.

    So please, please, please keep those crazy scenarios. Let me slip into the shoes of a transport tycoon doing his job no matter the time and place. It’s amazing!

  11. Will the restriction requiring trucks to carry only one type of cargo be lifted? It is simply unrealistic to expect that a truck should not be able to transport both goods and construction materials.

  12. tf series are great and each new game is inevitable to grow with more options and stuff, advancements, that when in capable hands can bring excellent game play.

  13. “Über 400 neue Stadtgebäude spiegeln das dynamische Stadtwachstum wieder”, steht unter einer Bildunterschrift zu lesen. Kleiner Tippfehler!

  14. I want to see more mega project missions with different resources required for the project like the English channel tunnel at the end of the European campaign. I have noticed that open ttd town system is here now and I want to know if it will be as annoying at open ttds where it prevents you from building a bus stop on the side of the road.

  15. It would be nice if they’d at least announce the release date for my favorite game. I keep checking back and grinding my teeth. We’re already past the first quarter of the year, and the date—2026—is becoming unbearable while I’m waiting for my favorite title. Since I’m going to spend thousands of hours playing it later this year, I’d like to mentally prepare myself for it :))))))

    1. Hello, it is pointless to always ask about the release date. It will be announced when the time comes. Please dear Urban Games team, do not let such comments unsettle you. Your path is exactly right. Please only announce it when you are 1000% sure it is finished. My biggest disappointment was Cities: Skylines 2. They released an unfinished game.

      Deutsch:
      Hallo , es bringt nichts immer nach dem Veröffentlichkeits Datum zu fragen. Es wird angekündigt . Wenn es soweit ist . Bitte liebes Urban Games Teams , lasst euch von sölchen Kommentare nicht aus der Ruhe bringen . Euer Weg ist genau richtig . Kündigt bitte erst dann an wenn ihr 1000% sicher seid das es fertig ist. Meine größte enttäuschung war Cities Skylines 2 . Die ein unfertiges spiel raus gebracht haben.

  16. I wish in TPF3 theres were trolleybuses,basically tram and bus mix and perfect for neighbourhoods which cannot fit trams
    Trolleybuses can fit also batteries to run as an electric bus

  17. In TPF2, lots of us put cities very close together to create megacities, but you’d have to either deal with industries ruining everything while sitting in the middle, or prune out all industry at the cost of growth.

    If I’ve understood it correctly, with this new town levelling system… I can prune out all industries from downtown, and as long as my commercial and residential problems are good, and I have good transport to some sort of industrial megacity elsewhere, it should be easier than ever to make those megacities, right? If so, I’m very happy!

  18. When a passenger changes vehicles, he will not take the first line available but the line he “booked” when leaving home. So buses and trams might run by empty, because they belong to a different line, even if they serve the same destination. This is an annoying limit in TF2. Is it going to be smarter in TF3?

    1. Improving the decision-making, and the appearance of smarter choices is an area we have already dedicated time to. The challenge however is in making sure that this doesn’t lead to excessive extra processing on the part of passengers, since this is where it’s possible that game slowdowns can occur. The goal is to improve the way that decisions are made.

  19. Wird es Möglichkeiten geben, in allen Spielmodis wie Karriere oder Sandbox Tätigkeiten mehrfach hintereinander rückgängig zu machen? Das hatte mir in TPF2 leider gefehlt, sofern ich das nicht übersehen habe, so viel habe ich es nicht gespielt.
    Auch die Leitung, auf welches Gleis ein Zug soll, um zum Beispiel mal umzuleiten. Einbahnsignale waren zu umständlich und unrealistisch, da es bei der Eisenbahn zumindest in Deutschland sowas nicht gibt. Daher hoffe ich auch ausreichend diverse Signale.

  20. In the very first trailer, I remember seeing pedestrian bridges. And so far, we haven’t seen any mention of them, or of pedestrian paths. Are they going to make their way into the game?

  21. Perhaps you can brand SandBox mode as ” The Creative mode” . First, it sounds better, and second it better describes what is the purpose = pure creativity mode.

  22. Can we make trains like cars, allowing them to take two routes simultaneously, and let them detect which route can be passed through at the fastest speed and choose that one? This will improve the operational efficiency of three-line railways

  23. Dear Urban Games Team,

    Greetings to all of you!

    I’m really looking forward to the release of Transport Fever 3, and I know I’m not alone. But while we patiently (or not so patiently) wait for the next chapter, I have a humble request regarding Transport Fever 2.

    Would it be possible to add smooth road-to-highway transitions — the kind we saw in the TF3 announcement teasers — into TF2 via a patch or update?

    I’m asking because such a small but meaningful addition would give us a lot of joy and help keep our minds busy while counting down the days until TF3 arrives 😊

    Thank you very much for your hard work and for listening to the community.

    Best regards,
    A dedicated Transport Fever fan

    1. We have to keep our attention focused forwards, otherwise we’ll never reach the final release of the game! Transport Fever 2 is alive and well, but we are no longer actively developing it as all our attention on the next evolution of the series, and we strongly believe it’ll be worth the wait.

  24. Zumal die Strassenverkehrslogik jetzt deutlich überarbeitet wurde, scheint es, dass hier neue features möglich sind.
    # Ist die Lärmbelästigung abhängig vom Gewicht der Fahrzeuge (Individualverkehr/Lieferverkehr)?
    # Können künftig Verkehrsströme zum Zwecke der Reduzierung der Lärmbelästigung aktiv mit “Wegpunkten”, mit “Einbahnstrassen”, mit “Zulässigem Höchstgewicht”, mit “Zulässiger Höchstgeschwindigkeit” bei sensiblen Stadtgebieten gesteuert werden? Oder nur passiv mit “Lärmschutzwänden”? (Ich könnte mir auch optional, eine temporäre Behinderung durch zufällige oder geplante Baustellen auf Fernverkehrsstrassen mit Organisation von Umleitungen, aber auch innerorts vorstellen.)
    # Soll es eine “Ampelsteuerung” mit “Grüner Welle” für priorisierte Hauptadern/-verkehrsadern in den Städten geben?
    # Können die “Speditionsplätze” Anlieferung/Abholung bei produzierendem Gewerbe jetzt auch so gesteuert werden, dass die Zufahrt und Ausfahrt der jeweiligen Linie zum Lagerplatz genau bestimmt werden kann? (Das ist in TF2 ein Chaos, Ladeplatz alleine reicht nicht.)
    # Gibt es “Speditionslager” mit Umladung/Zwischenlagerung/Neukonfiguration der Ladung zum Zwecke der spezifischen Anlieferung an bestimmte “Produzierende Unternehmen” entsprechend der Bedarfsverhältnisse zur Produktion (1xA + 2xB + 3xC = 1x Produkt D) und zutreffender Auslieferung an bestimmte Empfänger gegen Entgelt/Mehrkosten beim Transport oder bleibt dies generell den Moddern überlassen?

    Gerne erfahren wir von Ihrer Planung.

  25. Any chance of getting any Czechoslovakia mission? Like building metro lines in the 70s while improving tram and bus lines? 😉 And all that while commies are destroying old neighbourhoods and making large Panel housing estates?
    We were pretty industrial, and you would have a lot to choose from and even reuse old soviet trains or use Czech vehicles in other Eastern European countries’ missions (and Germany). Also you could easily add industrial goals in this mission like building Švihov Reservoir. And spring of 68 aftermath would be interesting historically and you could easily connect it with noise and pollution mechanics.
    Just saying 😀

    1. Transport Fever 3 includes a collection of campaign missions that span the globe and give you plenty of diverse challenges to test yourself against. Naturally, every player would like to see their home country included in the selection we’ve made but it simply isn’t possible to satisfy everyone. We’re sure you’ll have a good time with the settings we’ve chosen though, even if your country isn’t one of those included.

  26. Dear Urban Games Team,

    Greetings to all of you!

    I’m very excited about the upcoming release of Transport Fever 3, and while you’re hard at work on it, I’d like to take the opportunity to share a couple of ideas that came to me while playing Transport Fever 2.

    Now, here are my suggestions:

    1. Option to block automatic building spawning alongside city roads
    When building a new road inside a city, it would be wonderful to have a toggle or a tool that prevents buildings from automatically popping up along certain segments. Sometimes you just want to leave a green area — a park, an empty space, or just a visual break — but the game inevitably fills every roadside with buildings. A simple “no buildings here” option would be a game-changer for city aesthetics.

    2. Zoning control for commercial, industrial, and residential areas
    This is something that came to my mind immediately: the ability to assign specific zone types to city road segments.

    For example, you build a new road and want to supply commercial goods there, but instead, residential or industrial buildings appear. It would be amazing to choose in advance what type of buildings can grow along a given road — commercial, industrial, or residential.

    This would allow us to create proper industrial districts, separate residential neighborhoods, and commercial zones. It would also make local trains and trams much more relevant, because people would need to travel between these specialized districts. In TF2, to be honest, I mostly solved everything with buses — I only used trams a couple of times (sorry!). Not because they’re bad, but because the game didn’t really give me a strong reason to choose them over buses. Proper zoning could change that completely.

    Thank you so much for all your hard work. I can’t wait to see what you do with TF3!

    Best regards,
    A devoted Transport Fever fan

    1. To pick up on one of your points, trams may seem like “bigger buses” when you first implement them, but the positive impact they can have on inner city transport is massive. That’s before you then consider the possibilities that arise with the new cargo trams. We encourage you to give them a try, you may be pleasantly surprised.

    2. 100% on n.1 Being able to stop the game from building crap everywhere was a big problem on TF2…

  27. I wish the TPF3 team considers adding various country’s maps as default map so that we players can play their countrys map in the game eventually replicating the existing rail routes and highways in the game for more fun and interesting !!!

    1. The in-game Mod Browser will almost certainly give you the variety of map locations you desire. If Transport Fever 2 taught us anything about the community it is that they are very adept at creating and sharing some truly fantastic maps, many of which will be based on the real world.

    1. Rest assured that as soon as we are ready, we’ll announce the release date very widely. The wait won’t be too much longer.

  28. One thing that would be fantastic would be the addition of villages. This could be simply extremely small towns that hardly grow, with inhabitants that are more likely to be drawn to the nearest big city, and some random other cities. In the series I have always been missing the incentive to differentiate between local and intercity trains, and this would add so much depth while it could be a relatively simple feature. One gameplay problem would be a low incentive for the player to even care about these villages, but perhaps this could be compensated for by some parameter, maybe something about passenger satisfaction or subsidies.

    I know this is a very late suggestion, but who knows 🙂

    Thank you

    1. Every town starts out at village size, so you can replicate the effect you’re after by not developing those smaller settlements. If you lock the settlement size in place, you’ll be able to keep them as smaller elements of your overall game world.

  29. I hope the revenue formula is changed from distance-based to something else. In TF1 (which I liked way more than TF2 by the way) it was optimal (economically) to build fast and long lines to the farthest destinations possible (even when there were other sources nearby customers paid a lot more based on distance and speed if I recall it correctly). I hope a more realistic (or fun) model will be implemented this time.

    1. We have paid close attention to feedback received based on Transport Fever 2’s financial system, and revised the way payments are calculated to make the distant cargo route method a thing of the past. Long distance passenger travel at speed will continue to pay well, but when transporting goods, it is the complexity of the cargo being delivered that is far more meaningful when it comes to the payment received. It won’t always be possible to find a supplier right next to each town which will place a greater emphasis on building effective distribution.

  30. Looking forward to it. The more this game follows transport tycoon the better and it certainly looks to be more aligned. As I’ve said before, the lack of UK asset pack was frustrating for me on console as the availability of mods was so poor.

  31. Not sure if it has been asked before, but are we finally going to have real working turntable or transfer bridge for the railway system? It would be a nice feature..

  32. Can’t wait.. so excited!
    Just hope I can buy the Mac mini M4 version via GOG Games!

Leave a Reply

Your email address will not be published. Required fields are marked *