Like the series' previous games, Transport Fever 2 still focuses on the transport evolution of the past seventeen decades. However, the campaign mode rewrites the transport history in comparison to Transport Fever, and takes place across three different continents. The game also features a sandbox mode, a map editor and mod tools.
Transport Fever is a very popular and highly rated transportation tycoon franchise on PC. Its latest entry, Transport Fever 2, delivers a level of size and detail never before seen in the genre. The goal of the game is to build a successful transportation company by constructing railroads, streets, water and air lines. Starting in the 19th century, the player connects towns and industries to transport both passengers and cargo. In addition to a customizable free game mode, there is also a fully-fledged campaign mode with challenging missions set in real-world transportation history.
Transport Fever 2 is a meticulously designed logistics simulator which tasks you with the timely transportation of passengers and goods via trains, trucks, planes, and ships. There is a simple satisfaction in getting something where it needs to go as efficiently as possible, and that sense extends to the gameplay experience as a whole.
You're given limited funds to start a successful transport company; the rest is up to you. By identifying the needs of residents in nearby towns, you can turn a profit by getting both citizens and the resources they require from Point A to Point B. This will necessitate ludicrously elaborate logistical setups that'll turn lush countrysides into warrens of rail, road, and rampant urban development. This proposition is made more tricksy by the need to process goods and materials at nearby factories first before shipping the finished produce to keep the needy townsfolk happy.
While somewhat overwhelming at first, Transport Fever 2 has been adapted for PS5 quite successfully. Before long, you'll plot routes and expand your operations with a few well-placed button presses. Everything to do with road transport has its own section, so truck stops, depots, and bus stops can be found within the same tab, as is the case with the other modes of transportation. Before long, we were placing structures and tweaking lines without thought, able to make changes and corrections as soon as they occurred to us.
The second is watching those cogs turn. TF2 is brimming with detail. The way cargo stacks up on train platforms and truck bays, the way your public transports affects how civilians move through cities. The vehicle models are wonderfully intricate, down to the flecked paint on diesel trains and the soot stains on old ferries. Transport Fever 2 boasts three distinct historical periods that take you from the steam engines and horse-drawn wagons of the 1850s through to the bullet-trains and jet-liners of the year 2000.
Buoyed by my recent experience with Workers & Resources, a monumentally fun andaddictive economy building game, I decided to explore a handful of fresh titles out there, and see if Ican find some new gems buried deep under the Hills of Gaming. One title that kept up coming up in Steamsuggestions was Transport Fever 2. This seems to be a transport tycoon type of game, whereby you needto link your industries and cities with a network of trains and trucks, plus an assorted collection ofbuses, planes or ships. Instantly, I thought of OpenTTD, the open-source version of the famous, legendary TransportTycoon Deluxe. Sounds like a good start.
If you played Transport Tycoon Deluxe (TTD) or its open-source successor, then you will be instantlyfamiliar with the game's mechanics. A map, dotted with cities and industries. Cities need goods.Factories need raw materials. Sometimes, there are two or three steps in the supply chain. Bring aresource to one factory, process it, ship it off to another, and only then you have the final product.Your goal is to actually interconnect all these different entities, and create a thriving, profitablebusiness. Money is made by transporting stuff to and fro.
Another element that somewhat spoils the fun - the distance versus profit formula. Like the old TTD,the longer your route, the higher the profit. But in TTD, there was also the depreciation curve,whereby the longer (time) your route was, the lower profit/satisfaction per transported unit. This doesnot seem to exist in Transport Fever 2, so basically, you can leave people waiting at a station forseveral years in game time, and when you eventually do send them to their destination, you will enjoythe full profit of the completed action.
Case in point: a fuel supply chain. You go from well to refinery to fuel refinery. Let's call theseA, B and C. If you want to use a single train station for B (makes sense), then one train will unloadcrude oil, while another will load processed oil to take to the fuel refinery. But you mustspecify the first train only unloads goods at B while the second one only loads at B. Otherwise,you may end up with fuel being shipped to the oil well, and oil barrels delivered to the fuel refinery.This is a waste of transport capacity and cargo station storage. Some challenge, at least.
Furthermore, you can modify your stations - add or remove platforms and tracks, add side access,change the rail type. This means you don't need to destroy entire stations if and when the transportdemand increases beyond the existing capacity. However, I did not find a way to make the stationslonger - you can choose the length when you start, and this determines the maximum length of yourtrains. Not bad, but the placement can sometimes be a little frustrating, and rotating the building isa pain.
Well, apart from the over-simplified gameplay, you also cannot build or add new industries,something that you can do in OpenTTD. Part of the fun is dotting new factories onto your map, sincethis allows you to plan the transport infrastructure more carefully. In Transport Fever 2, this doesnot seem to be the case, and your transport network will soon resemble a cobweb, more so because youwill opt to send the goods to stations as far away from the source as possible, due to the profitlinearity thingie.
The transport volume also makes no sense. Comparing to OpenTTD, you ship hundreds of thousands ofliters of fuel, thousands of tons of coal and crops. Big stuff. Here, your vehicles seem to carry adimensionless quantity - simply 20, 40 or 50 units of whatever, and the numbers are just too low. Seemslike one or two five-car trains are more than enough to satisfy the demand for any which industry orcity. In TTD/OpenTTD, you could have a twelve-platform station just to handle coal demand to powerstations, and even then, you had trains with 15-20 cars, and it felt big and dirty and properindustrial. Here, everything is clean, posh, happy.
And then, again, at the end of the day, there's no great challenge. I might be spoiled after playingWorkers & Resources, which really cranks it up complexity-wise, or maybe I'm too familiar with TTDand OpenTTD. But I think it's more than that. These other two games simply feel more engaging. Thesubsidiaries, for one thing, which create a sense of an actual business value. The growth in demandthat is correlative to your transport. The fact you need to balance distance and time carefully forbest effect. The low-key graphics that enhance the sense of your emotional commitment to your growingtransport empire. Transport Fever 2 does everything more beautifully, but this comes at the expense ofdepth and complexity.
Here, the gameplay and the objective are easy, and simple. You decide on whatever bar of excellenceyou want for yourself, and that's it. Almost too trivial, especially since all it takes it one or twolong-distance trains to bring in millions and millions, without any other effort needed. You don't needto really plan capacity, optimize routes, or such. If all you want is innocent fun, great. If you wantto work hard becoming a tycoon, then there are other transport simulators that do a better job. OpenTTDis still the golden standard for tycooning. I liked Transport Fever 2, kind of, but it didn't hook me,and I'm not likely to play it again soon or often.
Before we jump into the nitty gritty of these numbers, a note on factory levels: If you can keep production, shipment, and transport in the section at the right-hand end of the counters, the Level bar will start to move up. When it crosses the next threshold, the factory will expand. It will require more resources, but if supplied with adequate materials it will also produce a greater volume of goods. This can be an effective way of satisfying demand without building additional transportation infrastructure.
Counterintuitively, product is driven by supply and not demand. To increase food production to 200, all I would need to do is supply more grain, perhaps by sourcing it from additional farms. This is true regardless of whether there are onward transport links to consumers. For example, if you were to supply a completely isolated food factory with grain, it would pay to receive the materials and produce food - that food would just disappear.
When creating your first Free Mode map, set the sliders to give you lots of water and towns, very few factories, and not many hills. The extra water is so you can use boats in the early goings. More towns mean more places that want product, and fewer factories helps you focus on a lower number of objectives at the same time. Hills, meanwhile, are the bane of any transportation network. They only serve to slow you down.
Transport Fever is a railroad-focused tycoon game. Players start in 1850 in the free game or in 1865 in the campaign and build up a thriving transport company. As an emerging transport tycoon, the player constructs Stations, Airports, Harbors and makes money by connecting areas requiring transport services.
Master challenges and get entertained in the Campaign. 3 chapters each constisting out of 6 missions with increasing difficulty can be tackled. Missions of all around the world tell the historical context of the 19th and 20th century and offer a wide range of real-world transportation challenges. 59ce067264