Transport Fever 3 Wiki

Transport Fever 3 Line and Vehicle Planner

How many vehicles does a two-stop line need? Enter the route length, the average speed you actually get, how much one vehicle carries and how long it stands at each end. The planner gives you the round trip, what one vehicle moves in a game year, and how many you need to hit your target.

A blue and cream electric locomotive hauling freight wagons past pine trees and a silo plant
An electric freight train passing a silo plant.
Loaded
Vehicles needed
22
One vehicle carries a year
56
Round trip
1040 s ≈ 260.0 days
A vehicle every
11.8 days

For a line with two stops, the same route both ways, full loads and the default calendar speed. Put waiting for a full load, or any extra wait you set on a stop, into the extra waiting box. Use your average speed, not the top speed from the buy menu: acceleration, curves, slopes and waiting at signals all pull it down. Round up, then watch the line window's rate and add a vehicle if cargo piles up.

Where to find each number in the game

  1. 1

    Route length

    Measure along the track or road you built, one way. A line with a detour is longer than the distance between its stations, and every extra kilometre costs time.
  2. 2

    Average speed

    Start well under the top speed in the buy menu. Watch one vehicle run the line, or divide the route length by its travel time, and use that figure.
  3. 3

    Capacity

    The buy menu shows capacity per wagon or vehicle. For a train, add up every wagon that carries this cargo.
  4. 4

    Loading and unloading time

    Watch a vehicle at each end and take the longer stop. Platforms shorter than the train, and mismatched specializations, both make it slower.
  5. 5

    Extra waiting

    A stop set to wait for a full load, or given additional wait time in the line manager, holds the vehicle longer. Add that time here.
  6. 6

    Target per year

    Use the demand shown in the industry or town window, or the amounts from the production planner.

How the planner counts time

At the default calendar speed a game day lasts 4 seconds, so a year of 365 days is 1,460 real seconds, and at normal game speed vehicles move at a realistic speed. The planner counts round trips that fit into those 1,460 seconds. Running the game faster shortens days and speeds up vehicles together, so the answer stays the same. Changing the calendar speed does not: it only changes how fast new vehicles and infrastructure arrive, and the game adapts production to match, so treat the result as a default-calendar figure.