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Showing results for tags 'transport fever'.
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So, borderline "city builder" but growing a city is part of the game, so I posted it here. Game looks very promising, kind of like an advanced Transport Tycoon.. The buildings were pretty good in Transport Fever 2 also. You can build roads that do have buildings grow near them, so there is that. - Custom height maps can be imported to re-create real life areas. - 4 Different biome types can be used and all can be on the same map. - Node based maps create more realistic landscapes. I personally really like the graphics, and seems like the developers have a new game engine also which should improve performance vs. TF2. Looking forward to this one personally.
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From the album Cities in Microsoft Flight Simulator
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Transport Fever 2 is a tycoon game that plays similarly to OTTd - you transport passengers and cargo and get money for it. On the process, cities slowly grow. However, it also offers the tools to make it a visually appealing city builder as well. No, no management tools like health, education, hydro, etc. If you want this then this game is not for you. The only thing from SC4/CS that you have control over is transport - roads and public transport, where it is better than the latter, especially SC4. If you do not mind that - i.e. just want to focus on building and looking at your city, or just want to focus on the traffic aspect, then it is a considerable alternative to SC4/CS. Like CS, TpF2 is a full 3D game. It is newer and has better graphics, better road and rail building tools, no ingame limits like segment/building limits, and much better public transport management tools. It is also less "blocky" than CS or SC4 as the minimum blocking square sizes are very small - i.e. a vanilla 1x1 house occupies over a dozen of these square blocks, unlike SC4/CS where they occupy the whole square. As result of this, downloadable buildings and roads come in all sorts of sizes. The big improvement over its predecessor TpF 1, as a city builder, is that it now the game allows you to plop new towns in the game. This enables you to very quickly build sprawling cities - faster than CS will ever be. Ploppable buildings and other assets allow you to complement them. No direct control over zoning - like its predecessor, by default all cities are built with a similar amout of RCI to each other. However, a mod allows you to change these values to any of your liking, so you can quickly plop new residential, commercial, and/or industrial neighborhoods, or a mixture of them. Mods also allow you to decrease the maximum cap of RCI per building, which is good if you want to buld big - this is an agent-based game like CS so performance is a big consideration. The main disadvantage over SC4 or CS is that its mod base is much smaller, especially non-transportation methods. There are good options here and there though, enough to add variety and detail to your cities. I made a guide for this if anyone is interested: https://steamcommunity.com/sharedfiles/filedetails/?id=2538066706 Some images from one of my cities:
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[Mini Journal] Using Transport Fever as a City Builder + Transit Management
City_Borders posted a topic in City-Building Games
Because of the stupid engine limitations (regarding segment, route, and prop limits, specifically) and the instability (after every game and mod update) of CS, among other quirks, I have used Transport Fever as my default City Builder - note: NOT management, never cared about it even in CS/SC4, but just building - for a long while. I have been playing on this region for a while now. It is based in a real life metro area (actually, a number of them); props if you can guess it without looking at the tags. The map, whose savefile is at 1.25 GB and growing, pushes computers' limits to the maximum, and is about 32.8 km by 16.6 km - which feels bigger and less blocky thanks to much smaller increment/block size than CS (for example, a zoned building in CS can normally be 1x1 to 4x4 big, while TF buildings occupy at a minimum somewhere around 15x15 much smaller blocks) - and would have hit CS limits regarding segment, agent, route, prop, and even tree limits, long time ago. Only downside is the lack of mod diversity; decent amount but most of them are European-based. Transport Fever 2, which was released back in December, has more mods, including many imported from TpF 1, and more mod diversity, but I started this region before TpF 2 was released.-
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Announced just a few minutes ago, Transport Fever 2. https://www.youtube.com/watch?v=8zaV9Up9g6w It [very likely will] be a refinement on the existing Transport Fever game, itself a refinement of Train Fever, which was mostly crowd funded. No DLCs for TpF, but frequent updates have been made in the two years or so since the game has been first released. Both plus the just announced sequel developed by Urban Games, and published by Gambitious Digital Entertainment. For those that do not know about Transport Fever, it is to OTTD like Cities Skylines is for SC4; furthermore, mods and map editing allow it to be a decent city builder (not simulator, no education, health, etc) as well, while being better than C:S in the transportation aspect (highly configurable train stations, train path signs, road/rail building is much smoother, etc). It is also more stable (especially when heavily modded) and does not have the developer-imposed limits of C:S (37k segments, 10k nodes, building/prop limits, etc), and has the ability to run bigger maps, both of which are big pluses, unless you play on a potato. From the website: Two Transport Fever selected screenshots from a map I have been playing on. There are downsides; the big one for me is the inability of terraforming in water, which will hopefully be rectified in the upcoming release. Also, the modding scene, while significant, is very European-centric, and given the emphasis in transportation, rail-centric (i.e. not many modded buildings). A bigger player base would help fix that in the next game. Expected release of Transport Fever 2 is Q4 2019. Cannot wait. Website: https://www.transportfever2.com/
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