Transport Fever 3 Wiki

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.

Vintage cars and an old bus on a lamp-lit city street at night
Early cars and a bus on a lamp-lit street at night.
AreaTransport Fever 2Transport Fever 3
Start year18501900, in ten-year steps up to 2020
ClimatesTemperate, dry, tropicalAdds subarctic, and climate decides which industries exist
CargoDeliver it and get paid36 cargo types in four specializations, delivery deadlines, boosters and warehouses
TownsGrow with supply and transport18 levels, XP, and six ratings that can stall growth
ProgressMoney and a growing networkCompany ranks by map population, unlocking landmarks, prospecting and perks
VehiclesRail, road, water, airAdds helicopters and cargo trams; vehicles now wear down without maintenance
LoadingFasterMuch slower, with specialized platforms and vehicles to speed it up
RoadsPreset road typesLane-by-lane roads, irregular junctions, adjustable traffic-light phases
RailPath signalsPath signals plus line priority and alternative terminals
ModsSteam Workshop on PCmod.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.