Transport Fever 3 vs Transport Fever 2
The sequel keeps the core of building lines and moving cargo, and builds a management game on top of it: towns with ratings, cargo with deadlines, a company that ranks up, and vehicles that need maintenance. It also drops the 19th century, starting in 1900.

| Area | Transport Fever 2 | Transport Fever 3 |
|---|---|---|
| Start year | 1850 | 1900, in ten-year steps up to 2020 |
| Climates | Temperate, dry, tropical | Adds subarctic, and climate decides which industries exist |
| Cargo | Deliver it and get paid | 36 cargo types in four specializations, delivery deadlines, boosters and warehouses |
| Towns | Grow with supply and transport | 18 levels, XP, and six ratings that can stall growth |
| Progress | Money and a growing network | Company ranks by map population, unlocking landmarks, prospecting and perks |
| Vehicles | Rail, road, water, air | Adds helicopters and cargo trams; vehicles now wear down without maintenance |
| Loading | Faster | Much slower, with specialized platforms and vehicles to speed it up |
| Roads | Preset road types | Lane-by-lane roads, irregular junctions, adjustable traffic-light phases |
| Rail | Path signals | Path signals plus line priority and alternative terminals |
| Mods | Steam Workshop on PC | mod.io hub on every platform, including consoles |
What the sequel still does not have
- Built-in timetables. Considered and left out; a community mod fills the gap. See timetables.
- Multiplayer. Still single-player only; why.
- A full metro. Trams get underground stations, trains do not; see subways.
- Curved stations, pass-through platforms and custom company logos were all confirmed as not planned for launch.
- Left-hand traffic is left to mods; the game drives on the right.
Your Transport Fever 2 mods and vehicles
Old mods do not load in the new game; authors have to port them. Urban Games brought early vehicles back itself as six free official packs on the mod hub, listed on the vehicle list.