Transport Fever 3 Wiki

Transport Fever 3 Town Growth

Towns level up by earning experience when passengers and cargo reach them, from Small Hamlet at level 1 to Large Metropolis at level 18. The first level-up costs 1,000 XP and each one after costs half as much again, so the last few levels take longer than all the early ones together.

A seaside town of colourful hotels and palm trees behind a sandy beach, with an airship overhead
A beach town of colourful hotels and palms, an airship overhead.

How much XP to your next goal

about 39,108 XPstill to earn

LevelNameXP for this level-up (about)Total XP from level 1 (about)New cargo demand
1Small Hamlet——One commercial and one industrial demand
2Hamlet1,0001,000
3Large Hamlet1,5002,500
4Small Village2,2504,750
5Village3,3758,125Second commercial demand
6Large Village5,06313,188
7Small Town7,59420,782Second industrial demand
8Town11,39132,173
9Large Town17,08649,259Third commercial demand, possibly one of the most complex goods
10Small Suburb25,62974,888
11Suburb38,443113,331Third industrial demand, possibly one of the most complex goods
12Large Suburb57,665170,996
13Small City86,498257,494
14City129,746387,240
15Large City194,620581,860
16Small Metropolis291,929873,789
17Metropolis437,8941,311,683
18Large Metropolis656,8411,968,524

Level 2 takes 1,000 XP and every later level-up takes 1.5 times the one before; the later rows follow that rule, rounded, so treat them as close rather than exact. The progress bar in the town window shows your town's real position.

Two ratings set the speed

A town earns raw XP whenever passengers or cargo finish their trip there. How much of it counts depends on two ratings: Supplies and Authority.

Supplies is the average of a passenger score and a cargo score. The passenger half maxes out when half the town uses your lines, so you do not need to capture everyone. The cargo half is the best of the town's district scores, each measuring how well its demands are met. Complex goods are asked for in smaller yearly amounts than simple ones, which makes a late-game demand easier to cover than it looks.

Authority is the lowest of six ratings, so one bad score drags everything down, and fixing the worst one is always the best use of your money:

Reputation

Hurt by landscaping, demolishing town buildings, clearing trees and cutting road links between towns. Planting trees wins back what felling lost; celebrations and marketing campaigns help.

Happiness

How long residents wait and travel. Check it on the passenger satisfaction layer.

Delivery

Whether cargo arrives before its deadline. Late cargo still pays but costs you this rating.

Traffic

Congested streets. The traffic layer shows where the jams are.

Noise

Measured in residential areas only; shops and workplaces do not mind.

Pollution

Measured across the whole town area.

Three districts, three jobs

Residential districts (green on the land-use layer) produce passengers and are the ones that complain about noise. Commercial districts (blue) are shops and leisure; industrial districts (yellow) are jobs. Both of the last two want cargo, but different cargo, so a single town can be waiting on Canned Food for its shops while its factories wait on Planks.

Every building in a district shares that district's demands, and a well-supplied building is more likely to level up. Find out which industries can satisfy a demand, and how far back the chain goes, in the chain finder.