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.

How much XP to your next goal
about 39,108 XPstill to earn
| Level | Name | XP for this level-up (about) | Total XP from level 1 (about) | New cargo demand |
|---|---|---|---|---|
| 1 | Small Hamlet | — | — | One commercial and one industrial demand |
| 2 | Hamlet | 1,000 | 1,000 | |
| 3 | Large Hamlet | 1,500 | 2,500 | |
| 4 | Small Village | 2,250 | 4,750 | |
| 5 | Village | 3,375 | 8,125 | Second commercial demand |
| 6 | Large Village | 5,063 | 13,188 | |
| 7 | Small Town | 7,594 | 20,782 | Second industrial demand |
| 8 | Town | 11,391 | 32,173 | |
| 9 | Large Town | 17,086 | 49,259 | Third commercial demand, possibly one of the most complex goods |
| 10 | Small Suburb | 25,629 | 74,888 | |
| 11 | Suburb | 38,443 | 113,331 | Third industrial demand, possibly one of the most complex goods |
| 12 | Large Suburb | 57,665 | 170,996 | |
| 13 | Small City | 86,498 | 257,494 | |
| 14 | City | 129,746 | 387,240 | |
| 15 | Large City | 194,620 | 581,860 | |
| 16 | Small Metropolis | 291,929 | 873,789 | |
| 17 | Metropolis | 437,894 | 1,311,683 | |
| 18 | Large Metropolis | 656,841 | 1,968,524 |
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.