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Transport Fever 2

Transport Fever 2

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88 好評 / 7229 評分 | 版本: 1.0.0

Urban Games

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用GameLoop模拟器在電腦上玩Transport Fever 2


Transport Fever 2,是由Urban Games開發的一款時下流行的steam遊戲。 您可以使用 GameLoop 下載Transport Fever 2和熱門Steam遊戲以在電腦上玩。點擊“獲取”按鈕,您就可以在 GameDeal 獲得最新最優惠的價格。

獲取 Transport Fever 2 Steam 遊戲

Transport Fever 2,是由Urban Games開發的一款時下流行的steam遊戲。 您可以使用 GameLoop 下載Transport Fever 2和熱門Steam遊戲以在電腦上玩。點擊“獲取”按鈕,您就可以在 GameDeal 獲得最新最優惠的價格。

Transport Fever 2 遊戲特點

The classic transport simulation genre has a new gold standard with Transport Fever 2. Discover a whole new world by navigating transport routes through land, water and air. May progress and prosperity find their way!

Provide the world with the transport infrastructure it needs and make a fortune with custom-made transport services. Watch your trains run on rails, your buses and trucks thunder along roads, your ships power through the water, and your planes soar through the skies. Carry people on their way to work or play, and be the reason cities grow and thrive. Deliver raw materials and goods to drive the economy. Experience the greatest logistical challenges from 1850 to the present day, and build a transport empire unrivaled anywhere else on the globe!

Free play offers a huge range of creative possibilities, while campaign mode re-writes transport history across three continents. Transport Fever 2 offers a choice of over 200 vehicles from Europe, America and Asia, modelled in extreme detail; and with the in-game map editor, you can re-create landscapes from three different climate zones. Finally, the realistic transport and economy simulator, along with comprehensive modding support, round off the gameplay experience.

Open Up the World

A huge game world is waiting for your railroads, road vehicles, aircraft and ships. Intuitive interactive rail construction tools and a modular construction system for stations make it easy to build and expand your transport empire; and thanks to a wide range of configuration options, every free play game provides a new challenge, where completely different strategies can lead to success.

Write Transport History

Three historic campaigns set in different time periods and located on three separate continents will challenge you with different objectives …only transport magnates will manage to complete all the missions! Voiceovers and cutscenes enrich the story and contribute to a thrilling gameplay experience, and even the free play mode will challenge you with different achievements to unlock.

Optimize the Infrastructure

It is vital to adapt your company to the needs of the economy and cities: bridges, tunnels, switches, rail signals, one-way streets, light signals, and bus lanes are just some of the possibilities you can use to optimize the transport infrastructure. Even train stations and airports can be expanded with modules in order to meet different requirements; and various data layers help you visualize traffic volumes and emissions, and provide information for further improvements.

Free your Creativity

Thanks to the detailed game world, you can develop your very own virtual railroad landscape: the map editor provides the possibility to create countless different worlds; the terrain in the game can be adjusted and painted; and thanks to the extensive modding support, new creations are being developed constantly, which are available for free via the Steam Workshop and which can be easily integrated into the game.

Game Features

  • Free play with countless configuration possibilities

  • Three campaigns across three continents with over 20 hours of playing time

  • Editors for creating maps and editing saved games

  • Three landscape types: moderate, dry, and tropical

  • Realistically modelled vehicles from Europe, America and Asia

  • A total of over 200 vehicles: trains, buses, streetcars, trucks, aircraft and ships

  • Modular train stations, bus and truck stations, airports and harbors

  • Realistic transport simulation including one-way streets and light signals

  • Editable and paintable terrain with realistic effects

  • Intuitive construction tools for building railroads and more

  • Display important data such as traffic and emissions, on separate layers

  • Dynamic economy and city simulation

  • More than ten economic chains with associated factories and goods

  • Cities with countless residential, commercial and industrial buildings

  • Detailed game world with physics-based lighting

  • Individually simulated land animals, birds and fish

  • Over 50 challenging achievements in free play mode

  • Extensive modding support via the Steam Workshop

更多

用GameLoop模拟器在電腦上玩Transport Fever 2

獲取 Transport Fever 2 Steam 遊戲

Transport Fever 2,是由Urban Games開發的一款時下流行的steam遊戲。 您可以使用 GameLoop 下載Transport Fever 2和熱門Steam遊戲以在電腦上玩。點擊“獲取”按鈕,您就可以在 GameDeal 獲得最新最優惠的價格。

Transport Fever 2 遊戲特點

The classic transport simulation genre has a new gold standard with Transport Fever 2. Discover a whole new world by navigating transport routes through land, water and air. May progress and prosperity find their way!

Provide the world with the transport infrastructure it needs and make a fortune with custom-made transport services. Watch your trains run on rails, your buses and trucks thunder along roads, your ships power through the water, and your planes soar through the skies. Carry people on their way to work or play, and be the reason cities grow and thrive. Deliver raw materials and goods to drive the economy. Experience the greatest logistical challenges from 1850 to the present day, and build a transport empire unrivaled anywhere else on the globe!

Free play offers a huge range of creative possibilities, while campaign mode re-writes transport history across three continents. Transport Fever 2 offers a choice of over 200 vehicles from Europe, America and Asia, modelled in extreme detail; and with the in-game map editor, you can re-create landscapes from three different climate zones. Finally, the realistic transport and economy simulator, along with comprehensive modding support, round off the gameplay experience.

Open Up the World

A huge game world is waiting for your railroads, road vehicles, aircraft and ships. Intuitive interactive rail construction tools and a modular construction system for stations make it easy to build and expand your transport empire; and thanks to a wide range of configuration options, every free play game provides a new challenge, where completely different strategies can lead to success.

Write Transport History

Three historic campaigns set in different time periods and located on three separate continents will challenge you with different objectives …only transport magnates will manage to complete all the missions! Voiceovers and cutscenes enrich the story and contribute to a thrilling gameplay experience, and even the free play mode will challenge you with different achievements to unlock.

Optimize the Infrastructure

It is vital to adapt your company to the needs of the economy and cities: bridges, tunnels, switches, rail signals, one-way streets, light signals, and bus lanes are just some of the possibilities you can use to optimize the transport infrastructure. Even train stations and airports can be expanded with modules in order to meet different requirements; and various data layers help you visualize traffic volumes and emissions, and provide information for further improvements.

Free your Creativity

Thanks to the detailed game world, you can develop your very own virtual railroad landscape: the map editor provides the possibility to create countless different worlds; the terrain in the game can be adjusted and painted; and thanks to the extensive modding support, new creations are being developed constantly, which are available for free via the Steam Workshop and which can be easily integrated into the game.

Game Features

  • Free play with countless configuration possibilities

  • Three campaigns across three continents with over 20 hours of playing time

  • Editors for creating maps and editing saved games

  • Three landscape types: moderate, dry, and tropical

  • Realistically modelled vehicles from Europe, America and Asia

  • A total of over 200 vehicles: trains, buses, streetcars, trucks, aircraft and ships

  • Modular train stations, bus and truck stations, airports and harbors

  • Realistic transport simulation including one-way streets and light signals

  • Editable and paintable terrain with realistic effects

  • Intuitive construction tools for building railroads and more

  • Display important data such as traffic and emissions, on separate layers

  • Dynamic economy and city simulation

  • More than ten economic chains with associated factories and goods

  • Cities with countless residential, commercial and industrial buildings

  • Detailed game world with physics-based lighting

  • Individually simulated land animals, birds and fish

  • Over 50 challenging achievements in free play mode

  • Extensive modding support via the Steam Workshop

更多

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訊息

  • 開發商

    Urban Games

  • 最新版本

    1.0.0

  • 更新時間

    2019-12-11

  • 類別

    Steam-game

更多

評論

  • gamedeal user

    Jun 27, 2021

    This is one of those cases where the game isn't bad, I just expected something different and can't really understand some of the design choices, or not-choices. The most important info I would like to share is that this is not really a management-industry-tycoon-etc-game; rather it's a beautiful and detailed sandbox where you can watch your trucks, trains, ships and planes move around and make some cash. That being said, there aren't really any goals or challenges or objectives, nothing to stand in your way. All you can do is move people and goods from A to B and maybe C via D to make money. Once you pay off your initial loan you pretty much "won". There is nothing else to do but make money. It doesn't matter whether you transport grain, oil, passengers or iron ore. It doesn't matter which vehicle types you use. Just make money. Now, this is all beautiful to watch and fun to set up. It's intrinsically satisfying to watch it all come together, to watch your transport routes grow larger and more profitable, to upgrade your vehicles as the eras go by, transition from steam power to electricity, send your first aeroplanes into the sky, send huge oil tankers into the sea. HOWEVER. Why not have a tech tree, use the different goods to unlock new technologies and upgrades, add meaningful differences to oil or machinery, so that you have to use different goods to accomplish different things. When cities grow, why don't their demands change? Why not have day/night cycles and different weather that affect your transport routes and vehicles? Some depth and more engaging mechanics would do wonders for this game. All optional of course, you could turn them on/off before launching a new map.
  • gamedeal user

    Dec 15, 2019

    After a short time of playing, this is my initial impressions about Transport Fever 2 compared to Transport Fever 1.

    Economy

    The Good I really like the improvements to clarity on how demand and supply works. In the first game, this was confusing at times to understand why there were seemingly random fluctuations in demand. Being able to clearly see a building's Production, shipment, and transport is a real improvement. Also a huge improvement is the seemingly instant recognition of a new transport line. In the first game, it was always a rough start at the beginning of a map having to wait for buildings to start production and for passengers to accumulate. I also like how towns now show their progress and what you can do to improve the size of the town. The clarity is extremely helpful and can help shape a town how you want. The Bad While I like the improvements to understanding the economy, I feel it was been greatly dumbed down. Towns now only accept 2 types of cargo? This seems way too simplified. I liked how in 1 there was a demand for every product so I could have the freedom to choose where to start. Not only that, it makes little sense that every building in the town has only 1 need. This means I have no reason to create cargo hubs like I did in the first game, as every town needs something different. I had also wished for more complex industry in Transport Fever 2 over the first game, instead I got the opposite. The only good thing is that oil now makes more sense, having to ship it to a Oil refinery and then to a Fuel refinery is a welcome improvement... However, nothing new was added and some complexity, such as buildings having multiple choices for input, was removed. Farms, for example, now only produce grain. Bakeries only accept grain. It was nice having both livestock and grain options. Same for Stone and tools, being able to select multiple was nice. I was also hoping for some new industries to make things more interesting. UPDATE 5/13/2022 The bad has been fixed! I have no complaints about this now with the most recent patch. After a few hours into playing the new patch, I am loving this version of the game the most!

    Management

    I only have good things to say about the management improvements. I am going to just quickly list everything that i like. * Finance Table and Chart * New Vehicle Manager that lets you clone and upgrade vehicles * Changes to how Condition and Maintenance works * Line Statistics

    Building

    Building and running lines, more or less is the same, which is fine since Transport Fever 1 mechanics worked great. However, the addition of modular stations is by far a welcome addition to the game. No more fiddling around in smaller towns having both a passenger and a cargo station separate. The only criticism I have here is the lack of curved stations, at least from what I can tell so far.

    Graphics

    Not a whole lot here has changed, but the game looks pretty good already. The UI facelift is a good improvement. Overall, the graphics are in a pretty good place.

    Other Thoughts

    I REALLY like the free map creator. Its is great that I can preview a map before jumping into it. I really like games that give you choices like the new map creator does. This is a great improvement over the first game, particularly the Desert and Tropical maps. The introduction of Asian trains is a nice addition. I always wondered why they were not there in the first game, despite them have a great variety as well. The changes to how time works is, imo, a fantastic change. I can 'pause' time but still keep running. It looks like income is now real-time based instead of based around the in game time. This makes it particularly useful if I want to make a map that is purely stuck in the 1900s for a long time or I want to slowly transition between eras at my own pace. Alternatively, this change gives me the ability to speed through eras if I choose. A very welcome change over having to 'mod' the game to slow time down. I may update this review as I play more. I only have 17 hours in the game, so I have not really hit everything there is to know.
  • gamedeal user

    Sep 26, 2022

    I wanted a game that was like Cities/Skylines but with the emphasis on the transportation instead of the city building. This is it! I don't play it to make profits or create elaborate supply chains but I DO use it as my model railroad and airplane layouts. Having so much fun building maps and using different equipment to simulate different eras in history. Thumbs up from me!
  • gamedeal user

    Apr 25, 2021

    If you like trains in any way, shape or form... YOU NEED THIS GAME. Don't build an expensive and space consuming model railway in your attic. Buy this. Save ALL the money. Actually, no, please DO build an expensive and space consuming model railway, the scale railway model industry can't die, we need future generations to grow up playing with model trains... But this game is still the cheapest solution.
  • gamedeal user

    Aug 23, 2020

    The game is "alright". I did get many dozens of hours of unmitigated fun out of this title, even if I may list a few criticisms to this game below. While it doesn't hit every point that the original Transport Tycoon did, Transport Fever (2) is still a worthy "addition" to the Transportation genre. The game does these things well: 1. Laying down large amounts of "track / road" at the same time, which is basically a modernization of the original TTD and very similar to what we have in Open TTD. 2. The game is very pretty on "high" settings. Zooming in and seeing citizens and vehicle models is strangely cathartic. 3. Game is *very* easy to understand and get into, which is something it has over Cities Skylines. The game could improve on the things listed below, perhaps through DLC, but you could also potentially sift through the thousands of workshop mods to find a solution for it. Though I would prefer the former due to the clutter of Steam Workshop, many things that are good mods get buried under said clutter. List: 1. There are very few industries in the game, you get a handful of primary resources and a few secondary resource (processed), finishing into about 3 tertiary resources, and that's really it. Once the game gets through the first 100 years and after paying back your initial debt, you will start to feel "this is it", and that's not a good thing. 2. The industry upgrade mechanic needs to be clearer, the goals do not seem very responsive to the player's actions (and many times cannot be met due to the nature of randomized materials. 3. There is no way to directly "influence" industries in this game. What you roll at the start is what you need to play with for the rest of the game. Unlike TTD, industries do not get constructed or demolished. This is a huge minus. 4. There is very little realism to the time that passes in this game. At 3x speed a second IRL time passes for about 2.5 days, this is an issue because you will see planes take about 10 days to get from the runway to the departures and then another 10 days to lift off again. Flying across the map takes like a month, which does not make sense at all. 5. Airports need a massive update, when you start building airports, you will clearly see that trains and buses are the "core" of the game, the limited ability to upgrade airports is massively off-putting, and by that I mean there is no way to lay more runway tracks in one airport. Airports in the world often have interesting layouts which you will get no way to explore in this game. There is no way to lay additional taxiways, for that matter. There's probably a few more points but this is probably too long for anyone to read.
  • gamedeal user

    Feb 24, 2023

    I'm giving a thumbs up knowing that this game is not for everyone. It's a niche model train game that simulates the economics of running both passenger and cargo trains. It also includes ground, air and ship transport class vehicles. This review will sound mostly negative but I do enjoy playing the game. If played properly (whatever that really means to the individual player) the game can be difficult in the early stages. Once the player is operating with an annual positive profit paying off the company debt is easy. At that point in the game it becomes very difficult to fail, money concerns disappear shortly thereafter and the economic challenge is gone. From that point going forward the object of the games becomes making an aesthetically pleasing map. "Running" an airline is included in the game. In this there is little challenge. It's too simple. You build at least two airports, make an air route, buy a plane, transport passengers or cargo to the airport and fly the same to the other airport. The scale, however, is completely wrong and just doesn't go well with the base game. A large international airport is at least as large as the entire city it is serving. Modern wide body jets are, given the scale,almost 1000 feet long and wide. The largest maps available are, again given the scale, only 10 kilometres apart. In the real world one could ride a bicycle from one city to the other and beat a jet transport aircraft if the distance is only 10 km. I rarely set up airlines because of poor scaling. Ships are a lot closer to being true to scale. Here's where the aircraft scale is wrong. A 1000' long container ship is the same length as a Boeing 747. Shipping cargo by sea does work well. This is a strong point of the game when you've used trucks to transport raw materials to a rail head, transported the materials by train to a manufacturing plant, loaded the manufactured goods back onto a train and dropped it off at a sea port. You then transport the goods by ship to a far away harbor to be consumed in that city or have it distributed to one or more additional cities. Making that work well is satisfying and fun. If you can ignore that the game has some clunkyness in its menus, it can be a bit finicky with placing tracks and bridges, accept that the AI can easily become confused while routing trains over complex track layouts if you make edits to the track configuration and also accept airplanes are monstrously large the game can be fun. As said up front, it is a niche genre that isn't for everyone.
  • gamedeal user

    May 9, 2022

    GREAT REMINDS ME OF MY DAYS BUILDING MODEL TRAIN LAYOUTS YEARS AGO BEFORE INTERNET
  • gamedeal user

    Jun 30, 2023

    I had hoped this was a new Railroad Tycoon 3. It's not, but it's worth it. RRT3, in my opinion, had probably one of the best economic simulations of any transport-business tycoon game, an order of magnitude, maybe two, better than Transport Fever 2. The simple factor of "cargo moves on its own, just slower" was not only realistic, RRT3 maps had built-in competition and incentive. TpF2 (and many, many other games of this type) are more "sandbox" than "tycoon"-- there's a business aspect, but there's no stock market and no real mechanism to counter a player's network once it's even moderately-developed, keep hauling passengers and keep printing money. The government will never start a highway-building program, no competitors will ever challenge you, keep the bottom line reasonable and you'll quickly get to a 250M+ company. So it's kind of a sandbox. Fine. It's a gorgeous sandbox for this type of game, pixel art and isometric is its own thing, but the world here looks fantastic. I like trains, everything else is just a means to get more passengers and cargo on the trains so I can run big trains and make stupid money while I watch the trains go by. The vanilla trains are all totally acceptable and most look nice at full zoom, steam locomotives have animated valve gear and the stock sounds are alright. The workshop has tons of content for free (if your machine can handle it) that's often more detailed and interesting; like Cities: Skylines, if you haven't tried some of the workshop stuff, you're missing out on half the game. It's really clear that this was based on something that was mostly centered around trains (Train Fever, plays... OK but still looks fine), the track construction system is one of the better I've used in a 3D environment, and is intuitive but powerful. Vehicle management and timing is critical to success, and the vehicles handle realistically enough to believe. This forces the player to think about train lengths, track geometry, signal placement, etc. Signals are not as overwhelming as some Simutrans variants (although I love me some signalling) but have enough complexity to add interest. After maybe an hour and a half of working with it, you can understand the UI and where everything is, and be building railroad lines. That's not to say other vehicles are half-baked; the ships, planes and road vehicles are also well-modeled and great to look at and you could just as easily play this game as an airline builder sandbox as you could a railroad builder sandbox. The biggest disappointment (and one that can be, somewhat, "fixed" with various workshop mods) is the lack of complexity in the economy. You ship the same six finished products to cities and none of them require special handling beyond the vehicle type. There is no postal system. There is no stock market. There is no local government. Industries pop up randomly, there are no "mining regions" or "growing regions" or "manufacturing regions" like in real life (or RRT3). City buildings are the only attractions for passengers (no monuments/special attraction buildings) and the area of the stations is large, making developing feeder networks quick but simplistic. You never face any real competition, as mentioned. Your maximum loan is a fixed amount, you can run a company with a couple billion in assets and tens of millions in annual income, and you have the same maximum loan as a company totally in the red for its entire existence. The campaign feels decidedly like an afterthought and is pretty uninspired compared to RRT3. Haul enough of this here and you win, and some of the goods are re-skinned. Most of the campaign has very little in the way of financial constraints and you can do whatever you want with very little challenge. You have no real incentive to build thoughtfully because the missions are meaningless and arbitrary, and you'll be on to the next scenario (which is fundamentally the same as the one you're playing) in a few hours anyway. I made it to Era 3 before I got bored, the free game is way more interesting since the campaign is really just a re-skin of the free game. The campaign soundtrack, though, is a JAM, and the campaign would be much more worth playing if you could unlock the tracks for the free game by completing a mission (yes I know you can copy and paste the files). The soundtrack overall is way better than most, up there with RRT3, and that matters when you're going to spend a few hundred hours listening to it while you're building tracks. It's not "old west railroad music" with harmonicas and banjos like RRT3, but it's funky and chill at the same time, so it sticks in your head the same way. Not really a point to recommend the game, since the game is good enough on its own, but it's very nice icing on the cake. So is this a new RRT3? No. It's considerably simpler in some important ways; both the economy/environment as a whole, and in the engagement and cohesiveness of the campaign. These are the big things that give RRT3 its lasting charm, for me at least. The campaign here is less engaging and memorable than the soundtrack, where I can still remember some of the RRT3 campaign events from playing it 20 years ago. Is it better than RRT3? In a certain sense, yeah. It looks better and it handles more realistically, and the added diversity of vehicles adds some depth to the gameplay to make up. Considered on the campaign alone (which isn't really the point as much with TpF2 and was most of the point in RRT3), it's considerably worse. Considered on the basis of pre-rendered intro videos with Y2K-era CGI, RRT3 has that tied up. Buy it? Not a bad choice, but that's my opinion. Full price? If you like this type of game, you'll get your money's worth, the dev is active and makes meaningful updates to the core game. Sale? If you've ever played a business or management or tycoon-type game and liked it, yeah; TpF2 is easy to get into (unlike i.e. Simutrans, although I've got a couple-few thousand hours into that at this point) and looks great, while running pretty well on a lower-mid spec system at 720p, even on large maps. She chugs if you go megalomaniac-size map with a few hundred vehicles, but it's a lower-mid spec system and I'd expect this. Still runs playably 98% of the time. TL;DR: Well done as it is, would recommend. Could become truly excellent and a future classic with some minor improvements, and might well get there.
  • gamedeal user

    Mar 9, 2020

    I'm a Transport Fever 2 convert. The game has gotten much better and continues to improve. I used to be addicted to Railroad Tycoon 3 and I was sorely disappointed with Train Fever. This game is fascinating and is certainly enjoyable to play but still has a way to go. Railroad Tycoon 3 was getting a bit "long in the tooth" and I was hoping for an upgrade. Transport Fever 2 is pretty; prettier even than Transport Fever 1. In the main screen both are far superior to Railroad Tycoon 3 in terms of prettiness but there are some functional aspects that Railroad Tycoon 3 still does better. Transport Fever 2 uses signals which were not a feature in Railroad Tycoon 3 and they are an improvement. Unfortunately water towers and fueling (maintenance) sheds are absent from Transport Fever and would make for a more interesting game. Growing up in a railroad town spoiled me but I'd also expect a turntable. Transport Fever & Transport Fever 2 requires returning empty freight cars for re-use (although they seem outrageously priced). I criticized Train Fever when coal hoppers and iron hoppers weren't interchangeable and for the most part that sort of issue is fixed in Transport Fever and Transport Fever 2 Railroad Tycoon 3 had a robust economic simulation game with 30+ commodities in 1, 2, and 3 deep production chains. Transport Fever & Transport Fever 2 has maybe a dozen commodities. and they've limited TF 2 to requiring only two commodities in each city. It would have seemed more realistic (and NOT all that tough to program) for all basic commodities to be required by all cities and for growing towns to require more advanced commodities. They also missed the chance to just allow for a falling rate of return on transporting "glutted commodities." Railroad Tycoon 3 had the ability to buy stock in your company and learn about the benefits (and dangers) of margin buying - an opportunity completely missed in Train Fever & Train Fevers 1&2. Transport Fever 2 (as of the last update) is finally getting the cost of laying, bulldozing and re-laying track right. Railroad Tycoon 3 had 66 Historical Locomotives rather than the 45 offered in Train Fever. But with Modders able to create and share these things in the workshop that's not really an issue anymore. Railroad Tycoon 3 had debt (by issuing 500,000 in bonds) that changed as to rates making refinancing something that needed to be contemplated. Transport Fever and Transport Fever 2 are more simplistic with NO bond market and the ability to borrow from the bank (at a fixed 1%) They DID fix Transport Fever 2 to charge interest monthly rather than only once a year; a bug/exploit which allowed for folks to borrow funds and then repay them to avoid a year's interest. Railroad Tycoon 3 had AI Competitors that sometimes required that you buy them out in certain scenarios. There are NO AI competitors in Transport Fever. Making this a multi-player game would certainly solve that. Railroad Tycoon 3 had AI Competitors based on real world people who played roles in the development of the Railroads. You got a bit of history with your gaming. That's missing here. Railroad Tycoon 3 had economic cycles that affect supply and demand. Nothing like it exists in Train Fever 2. Railroad Tycoon 3 had 20+ MANDATORY scenarios that really encouraged you to explore the intricacies of the game . Transport Fever & Transport Fever 2 have OPTIONAL Campaigns that sort of serve this function or you can elect to play in sandbox mode. Railroad Tycoon 3 had overview maps that made spotting industries and resources (and the demand for them) much clearer than anything offered in the "Fever" games. In fact it's pretty much impossible to zoom "all the way out" on any large (or bigger maps) There's also no mini-map to aid in navigation. Railroad Tycoon 3 had well laid out Train lists that show at-a-glance status information that you cannot see as easily in the "TF" games. The Transport Fever Vehicles list HAS gotten much better than it was in the original Train fever game and keeps getting better so I'm hopeful. Transport Fever & Transport Fever 2 is a great game. I just wish that the developers paid more attention to what had gone before and incorporated some of the "things that worked" into their game design. Every time I play I'm reminded that it could have been so much MORE than it is.

    Checklist of original complaints

    When I reviewed the Original Train fever I posted a list of things that they could have done that would have gotten them a better review. Here's an update on that list: 1) Track laying - Same day undo - allow any track laid to be demolished (on the same day) at no cost. This would somewhat make up for the lack of a real in-game track planning mode. Done! 2) Enable ESC as a means of bringing up the main loading menu. The current method wastes time and screen real estate. Done! 3) Make it easier to reload a saved game. I'm not sure whether this has been fixed in Transport fever but it required actually quitting and restarting the the game in Train Fever. Done! 4) Options should also be available via the escape menu. If one wishes to turn off the game sounds or something similar one has to quit Train Fever. Why was music the only one that can be silenced in-game? Done! 5) If you're going to do windows DO WINDOWS. Windows should be resizeable. Scrollable left and right as well as up and down. Cut and paste renaming should be enabled as well. Allowing for longer names would be good too. Default names suggested based on terminals would be great. Partly done - Most windows are now resizeable & scrollable (Though not left & right) Things ARE renameable but no cut & paste 6) Put a confirm on save game deletes. It was far too easy in Train Fever to delete the latest save game if one generally deletes a few saved games at start up time. Done 7) As with any simulator with economic aspects, graphs would be nice. Or even improved statistics on trains. 5 and 10 year running averages of revenue expenses profits, passengers. The graphs are now there but no multi-year running averages and there is PLENTY of room for improvement in what is graphed. 8) Signals are important in this game. They should be easier to see whether zoomed in or out. That's still problematic and holds true for pretty much ALL icons. None are scaleable though they can be turned on or off. 9) The Manage lines window should be sortable on Time, et. al. Done! 10) Station list should be sortable on cargo Done, sorta. 11) A button for next on line or next should be available in the vehicle details window Still not done 12) The Mouse zoom feature should be more granular (more interim steps) Done! 14) A Trainopedia feature would be great. Done! 15) Towns list should show Goods needs supply and a few more details that are now only viewable in the city windows Still not done 16) Commodities should be easier to see on a fully zoomed out map. Still an issue 17) If this game were look more like Railroad Tycoon III as to GUI features, it would be great. The GUI is getting better.

    Wishlist for Transport Fever 3 (or any update really)

    1) Change the word Supply in Town Screens to Demand 2) Change the word Transport to Delivered in the Industry details window 3) Start New Freeplay games on Pause. - One needs to study a map before doing any building. Every time I start a new game I remember this only after noticing. 4) Change the Display of Income to NOT include Investments - Use the term Net Cash Flow for the total with Investments subtracted. 5) Allow some customization in "Ride along" view and/or add Date Cargo Profits for this vehicle 6) Coal, Iron, Fuel, Bread icons all look too similar to other icons. They should be rethought and/or allow user to choose size of icons 7) Remove the cost of maintaining waypoint markers they are often used to correct AI pathing "errors." Many more but no more room
  • gamedeal user

    Dec 1, 2021

    This game gets you into the main menu in only like one second after you launch it in Steam. Why aren't all games like this?
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