▲ 15 r/TransportFever3+1 crossposts

Manteniment i substitució de vehicles

Train Fever and Transport Fever 1 did some very good things:

1- The vehicles had a useful life, as they got older, the maintenance costs also went up, so it was the player's decision when to change them.

Useful life Maintenance
0% 100%
25% 111%
50% 122%
75% 135%
100% 150%

2- Automatic replacement of vehicles on each line, when they reach the end of their useful life or the percentage of their useful life.

By the end of a vehicle's useful life you had ended up paying an average of 24% more in maintenance due to aging.

The problem is that it did not leave the player the option of not paying this extra maintenance and letting the vehicle deteriorate.

In Transport Fever 2 they implemented the issue of emissions and therefore this option was implemented.

1- Vehicle maintenance was stable, but they degraded. If you decided to invest an extra 25% in maintenance they degraded less, and if you invested an extra 50% in maintenance they did not degrade. The degradation was shown in the form of emissions.

2- Vehicle replacement could also be done, but it did not have to be done at the end of a vehicle's life, simply if you wanted to change it for a better one.

3- From my point of view the idea was a good idea to make up for the lack of TF1 but it was very poorly implemented, since it was not logical that by putting in the extra 50% of maintenance for a few minutes the vehicle would become like new. That is, let's put 10 years of deterioration (100% maintenance), then, in 6 months of maintenance an extra 50% (150% maintenance), the vehicle is like new. This means that you had ended up paying on average only 2.4% more in maintenance due to aging and you already had it like new. It doesn't make much sense.

This meant that a vehicle could be 200 years old, and continue to be profitable, you never need to change it.

4- In addition, this became something quite manual, having to control what the current emissions of the vehicle are and apply maintenance to them

Transport Fever 3: we need the best of the 3 games!

1- So far it has been confirmed: "Transport Fever 3 - First Look: Infrastructure" minute 3:18 - 4:15

- The deterioration will now also affect speed, power, comfort, noise and pollution, which is great

- The vehicle depots, and the maintenance buildings, will be responsible for keeping the vehicles in good condition while they are circulating.

Things I think:

1- The age of the vehicle must be taken into account, a vehicle that is 2 years old and has not received maintenance yet is not the same as a 20-year-old vehicle that has not received maintenance for 2 years. Maintenance will not have the same cost, as it happened in TF1, the cost must be incremental so that at some point it will be worth replacing it.

2- To repair vehicles, they should enter the maintenance building every so often (maybe every 5 years)

Therefore, my proposal is that the player has 2 options:

A) It does not receive additional maintenance from maintenance buildings (maintenance: 100%), this causes deterioration, if at any time it is wanted to deal with this deterioration, the vehicle will have to be sent inside the maintenance building, it will be out of service for 6 months, and the equivalent of all the additional maintenance that has not been paid during the years will have to be paid (if the vehicle is very old it may be cheaper to replace it).

B) It receives additional maintenance from maintenance buildings (maintenance: the one in the table), this does not cause any deterioration, but in return the vehicle every 5 years, is automatically diverted from the route and ends up inside the maintenance building and will be out of service for 1 month. Likewise, we can see in the table that when it reaches the end of its useful life, maintenance is so expensive (150%) that it is also cheaper to replace it.

To do all this, it is obviously necessary to recover the automatic replacement tool at x% of its useful life, and other automatic tools.

reddit.com
u/Strategwindow — 12 days ago
▲ 55 r/TransportFever3+1 crossposts

How big should cities be in TF3? Discussion

In the following screenshot we have what percentage of players have obtained the Steam archivement of:

"City"= Have a town with a population of at least 750

"Metropolis"= Have a town with a population of at least 1.500

Game "City" "Metropolis"
Train Fever 12,3% 3,1%
Transport Fever 30,0% 14,6%
Transport Fever 2 25,4% 7,6%

The capture objectively shows that the cities in TF1 were on average the most populated in the entire saga. But now I ask all of you:

Was it a success or a mistake that in TF2 they lowered the growth or population of the cities compared to TF1?

How populated would you like the cities in TF3 to be? How do you insert a poll on reddit?

reddit.com
u/Strategwindow — 16 days ago

Bring back some features from Train Fever and Transport Fever 1

There are a few features from the earlier games that were lost over time, and I think they would be worth bringing back, updated to fit the current mechanics.

1. Train Fever: Service frequency mattered

In Train Fever, citizens took the service frequency of each line into account before deciding whether to use it.

Of course, this was tied to the infamous 20-minute rule: the entire journey (walking, waiting, riding the vehicle and transfers) had to stay below 20 minutes. That rule was probably too restrictive, since lines with frequencies of 12 minutes or more became almost completely unused.

However, the system had one major advantage: it prevented unrealistic behavior. For example, people wouldn't wait 5 minutes for a bus just to travel 100 or 200 meters, because walking would simply be faster overall.

In Transport Fever 2, service frequency barely affects demand. This can lead to strange situations where hundreds of passengers are waiting for a bus to travel an extremely short distance.

I completely understand why the old system was removed—it made attracting passengers much harder, especially on lower-frequency routes. But I think there is room for a middle ground, where frequency has a meaningful impact without being as punishing as it was in Train Fever.

2. Transport Fever 1: Different passenger preferences

Another feature I really liked in Transport Fever 1 was that passengers had different priorities. Some preferred the cheapest option, while others preferred the fastest one.

This allowed multiple transport modes to coexist. Even if you built a high-speed rail line or an airport, conventional trains and other services would still retain part of the demand.

In Transport Fever 2, it's much easier for one transport mode to completely dominate passenger traffic. Of course, on long-distance routes, high-speed rail or aviation should naturally attract most travelers. But it would be nice if other transport options could still keep a share of the market because different passengers value different things.

3. Train Fever and Transport Fever 1: Public transport influenced city growth

In the first two games, public transport actually influenced how cities developed. Areas with good public transport connections tended to grow faster and become denser, meaning your stations and transit network helped shape the city over time.

This feature disappeared in Transport Fever 2. Cities now seem to have a predefined center that remains the focus of development, regardless of where you build your main railway station or public transport hub. Even if you place a major station on the opposite side of the city, the original center continues to receive most of the new development.

Bringing this mechanic back would make urban growth feel much more dynamic and would give the player's infrastructure decisions a much more visible impact.

These are the three features I'd personally love to see return.

That said, I don't want this post to sound like criticism of the series. Quite the opposite—I believe every game has significantly improved over its predecessor. I could probably write a list of 50 things that Transport Fever improved over Train Fever, and another 50 improvements that Transport Fever 2 made over the first game.

That's exactly why I think these three features are worth revisiting. They were probably removed for good reasons, but maybe today there's a better way to implement them without bringing back the drawbacks they originally had.

reddit.com
u/Strategwindow — 24 days ago

Increase the capacity of public transit

In the last video: "Transport Fever 3 - First Look: Highlights" I saw something that worried me:

There will be much larger cities than in TF2, but nevertheless, all the vehicles still have extremely low capacities. Which will mean a lot of congestion at the stops: hundreds of people waiting because the buses can only carry 25 people and if you try to put too many buses, a very bad congestion of bus or tram traffic that is difficult to solve.

I saw:

Standard buses with 17 capacity.

Articulated buses with 20 or 24 capacity.

A very long tram with 4 wagons, 32 capacity

Not to mention quite long trains with 120 or 160 people capacity

If the idea is to make cities bigger than in TF2, I'm very concerned about the capacity of the vehicles.

I understand why this was done in Train Fever, obviously the PCs of that time could not process realistic amounts of point A-point B trips and passengers, and therefore both the size of the cities and the people had to be scaled to a much smaller scale.

But more than 10 years have passed and the PCs have a much higher capacity to process, and if the cities are intended to be bigger, the vehicles will also have to have much more capacity.

To give an example: the vehicles in CS2 already have completely realistic capacities:

city bus: 80 passengers

tram: 240 passengers

train: 720 passengers

metro: 1,080 passengers

cruise: 2,400 passengers

plane 175 passengers

CS1 had much lower capabilities, when making a game nine years later, better PCs for processing and the desire to make cities with more inhabitants, all of these capabilities increased.

I am also aware that the train/transport fever saga has been characterized so that the congestion of passengers and vehicles is a great challenge, and I understand that, that is why the quantity has never been realistic. But in this TF3 I think it is time to put a middle ground between a realistic quantity and a manageable quantity.

At least, taking advantage of all the seats in the vehicles I think would be essential...

u/Strategwindow — 27 days ago

Ciutat central de Rivera

Link to savegame: https://mods.paradoxplaza.com/mods/149508/Any

Català (English below)

Població: 380.000 habitants i creixent (previsió de superar els 400.000).

Estat: Ciutat completament finalitzada.

Benvinguts a Metròpoli de la Rivera, una ciutat marcada pels rius que travessen el seu nucli urbà i per un relleu que ha condicionat el seu desenvolupament. Però, sobretot, és una ciutat concebuda amb una idea molt clara: que tots els mitjans de transport tinguin el seu espai i siguin una alternativa real al vehicle privat.

La ciutat s'organitza a partir de 8 grans avingudes (4 verticals i 4 horitzontals), de 80 metres d'amplada i separades entre elles aproximadament 1 km. Aquest eix vertebrador permet integrar el trànsit rodat, autobusos, tramvies, bicicletes i vianants de manera ordenada.

Trànsit rodat

La mobilitat amb vehicle privat es basa en una circumval·lació urbana de 3 carrils per sentit, amb nombroses incorporacions i sortides perquè el trànsit es distribueixi abans d'entrar al nucli urbà.

A les avingudes principals no existeixen els girs a l'esquerra. Per canviar de sentit cal arribar a la rotonda següent, eliminant així tots els semàfors i mantenint una circulació molt fluida, a part d'incentivar mitjans alternatius com caminar o la bicicleta. Tot el sistema està regulat mitjançant el mod Traffic.

Cada barri disposa de diversos aparcaments per a cotxes i motos, mentre que els accessos principals compten amb 8 grans Park & Ride connectats directament amb la xarxa de tramvia. La política de preus incentiva clarament deixar-hi el vehicle privat abans d'accedir al centre.

Mobilitat activa

Les avingudes disposen de passarel·les elevades exclusives per a vianants i bicicletes, amb nombrosos accessos als barris de banda i banda. Aquestes passarel·les esdevenen un dels principals eixos de mobilitat de la ciutat, evitant llargues voltes per travessar les avingudes.

La xarxa ciclista es complementa amb carrils bici laterals, rotondes adaptades i milers de places d'aparcament repartides per tots els barris. Sempre hi ha aparcament disponible a poca distància del destí.

Transport públic

Totes les avingudes principals disposen de carril bus. Cada barri està servit per diverses línies urbanes circulars.

La xarxa de tramvia constitueix la columna vertebral del transport públic. Les seves 8 línies circulen íntegrament per plataforma reservada, sense interferències amb el trànsit, i permeten arribar a qualsevol punt de la ciutat amb un màxim d'un transbordament. Cada línia connecta amb un dels Park & Ride i amb la resta de línies a les grans rotondes.

La xarxa es completa amb 4 línies de metro que donen servei a tots els barris, incloent el polígon industrial i l'aeroport; una xarxa ferroviària elevada amb estacions repartides per tota la ciutat; un port internacional i un aeroport internacional, tots dos connectats amb transport públic.

Urbanisme

Els barris són autosuficients pel que fa als serveis públics: cadascun disposa dels seus propis equipaments, que operen exclusivament dins del barri.

La ciutat incorpora quatre urbanitzacions de baixa densitat, dissenyades amb una combinació de carrers regulars i irregulars, habitatges compactes i tots els serveis bàsics.

El polígon industrial funciona com una ciutat dins de la ciutat, amb serveis propis, estació ferroviària de mercaderies, port de mercaderies i circumval·lació independent.

El centre històric és el barri més singular: carrers estrets, sentits únics, àmplies zones de vianants i una trama irregular inspirada en ciutats europees. Inclou diversos edificis emblemàtics, com el castell medieval, la catedral de Notre Dame i l'ajuntament del pack d'Europa de l'Est.

Finalment, la ciutat disposa de zones agrícoles, forestals, mineres i petrolíferes amb nombroses empreses per evitar situacions de monopoli.

Per construir aquesta ciutat s'han utilitzat nombrosos assets i mods. El més important és el Traffic, però és molt recomanable instal·lar el playset indicat perquè la ciutat funcioni tal com va ser concebuda.

English

Population: 380,000 inhabitants and growing (forecast to exceed 400,000).

Status: Completely completed city.

Welcome to Metròpoli de la Rivera, a city marked by the rivers that cross its urban core and by a relief that has conditioned its development. But, above all, it is a city conceived with a very clear idea: that all means of transport have their space and be a real alternative to the private vehicle.

The city is organized around 8 large avenues (4 vertical and 4 horizontal), 80 meters wide and separated from each other by approximately 1 km. This backbone allows road traffic, buses, trams, bicycles and pedestrians to be integrated in an orderly manner.

Road traffic

Mobility by private vehicle is based on an urban ring road with 3 lanes in each direction, with numerous additions and exits so that traffic is distributed before entering the urban center.

There are no left turns on the main avenues. To change direction, you must reach the next roundabout, thus eliminating all traffic lights and maintaining very fluid circulation, in addition to encouraging alternative means such as walking or cycling. The entire system is regulated by the Traffic mod.

Each neighborhood has several parking lots for cars and motorcycles, while the main accesses have 8 large Park & ​​Rides connected directly to the tram network. The pricing policy clearly encourages leaving your private vehicle there before accessing the center.

Active mobility

The avenues have elevated walkways exclusively for pedestrians and bicycles, with numerous accesses to the neighborhoods on both sides. These walkways become one of the main mobility axes of the city, avoiding long turns to cross the avenues.

The cycling network is complemented by lateral bike lanes, adapted roundabouts and thousands of parking spaces distributed throughout all the neighborhoods. There is always parking available a short distance from the destination.

Public transport

All the main avenues have bus lanes. Each neighborhood is served by several circular urban lines.

The tram network constitutes the backbone of public transport. Its 8 lines run entirely on reserved platforms, without interference with traffic, and allow you to reach any point in the city with a maximum of one transfer. Each line connects with one of the Park & ​​Ride and with the rest of the lines at the large roundabouts.

The network is completed with 4 metro lines that serve all the neighborhoods, including the industrial estate and the airport; an elevated railway network with stations distributed throughout the city; an international port and an international airport, both connected by public transport.

Urban planning

The neighbourhoods are self-sufficient in terms of public services: each has its own facilities, which operate exclusively within the neighbourhood.

The city incorporates four low-density housing developments, designed with a combination of regular and irregular streets, compact housing and all basic services.

The industrial estate functions as a city within the city, with its own services, freight railway station, freight port and independent ring road.

The historic centre is the most unique neighbourhood: narrow streets, one-way streets, wide pedestrian areas and an irregular layout inspired by European cities. It includes several emblematic buildings, such as the medieval castle, the Notre Dame Cathedral and the town hall of the Eastern European pack.

Finally, the city has agricultural, forestry, mining and oil areas with numerous companies to avoid monopoly situations.

Numerous assets and mods have been used to build this city. The most important is Traffic, but it is highly recommended to install the indicated playset for the city to function as it was conceived.

u/Strategwindow — 2 months ago