Transport Fever 2

Transport Fever 2

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How many industries should I have for 27 towns?
I think the very high number of industries is a big problem as you dont have enough room for networks.
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Showing 1-15 of 21 comments
Agoraphobe Jan 26, 2020 @ 9:51am 
I use medium and that seems to be a good balance between space and towns. If you selectively use them for certain major towns for supply and growth you should be fine.
mgb Jan 26, 2020 @ 10:09am 
I use 100 industries with 10 towns on a large map.

Due to random fluctuations you may need more then 10 industries per town if you have few towns or else risk not having enough of a critical industry.

With 27 towns you might be OK with 8 industries per town.
Autocoach Jan 26, 2020 @ 10:13am 
34 industries give you 400 of each final product , so 'maybe' enough for 3 cities . Therefore about 27 x 11 = 297 ? If you don't supply goods to some towns then fewer I guess.

SBGaming Jan 26, 2020 @ 10:58am 
If you want fewer industries cluttering up the map, I'd recommend this mod:

https://steamcommunity.com/sharedfiles/filedetails/?id=1970151023

It changes all industries so that they have a base of 100 units of production, and like Transport Fever, are able to upgrade over time. The biggest gameplay change is that a Coal/Iron Ore Mine, Forest and Oil Wells won't pump out more than 100 units of raw resources until they upgrade, which probably won't take very long, and until you get the intermediary factories to upgrade, you'll have a fraction of the resources available to transport compared to the base game, meaning completing cargo chains can unlock larger production numbers.

The mod maxes out industries at 6400 units of production, so 1 Food Processor in the mod at max production can output the equivalent production of 16 Transport Fever 2 Food Processors.

Note: You'll also need half the number of Farms since Farms will also cap out at 6400 as opposed to the 200 in TF2.

If I was going to tweak this mod, it would be to cap out the industries at 1600 units as in the previous game.
sergetechone Jan 26, 2020 @ 11:08am 
@ SBGaming .... Great work on that mod. It is one of my standard mods during a play, if I not using any 4 X or 10 X time production mods. Work great with Yoel's mod and Industry extended mod. And do not tweak it. keep it at max 6400. At least it can provide a few fully developed cities.
SBGaming Jan 26, 2020 @ 11:18am 
Originally posted by sergetechone:
@ SBGaming .... Great work on that mod

Not my mod. The thanks should go to SoftwareSimian ;)

With that said, I would tweak the base production of some industries to start at 50 units, rather than the 100, and put the maximum cap at around 3200. It allows you to transport some quantity without having to complete the chain, but if you want more output, you have to move the products along. It's just too easy in 1850 to setup a line hauling 400 units of logs to a Sawmill without having to do anything more with them, and it becomes insanely profitable to then ship the 200 units of planks onwards to a Tools Factory.
sergetechone Jan 26, 2020 @ 11:21am 
Ops ... Sorry about that.
joeball123 Jan 26, 2020 @ 11:33am 
There isn't really a single 'right' answer to how many industries you should have per town, because the number you need varies depending on what end products are required, how big the towns are and can get, and what level of demand fulfillment you want to be able to achieve - a single end-product factory at max output can probably more or less meet full demand for three or four small towns early on while still not being sufficient for more than about half the demand of a single large city later in the game, and the number of industries required to maximize the end-product output varies from 2 to 10 depending on what chain you're working with:

- Construction Materials is a two-industry chain - 1 Quarry => 1 Construction Materials Plant
- Fuel is a four-industry chain - 2 Oil Wells => 1 Oil Refinery => 1 Fuel Refinery
- Machines is a nine-industry chain - (2 Iron Mines + 2 Coal Mines => 1 Steel Mill) + (2 Forests => 1 Sawmill) => 1 Machines Factory

- Tools is a four-industry chain - 2 Forests => 1 Sawmill => 1 Tools Factory
- Food is a five-industry chain - 4 Farms => 1 Food Processing Plant
- Goods is a ten-industry chain - (2 Iron Mines + 2 Coal Mines => 1 Steel Mill) + (2 Oil Wells => 1 Oil Refinery => 1 Chemical Plant) => 1 Goods Factory

The 34 industries per 3 cities (or ~11 industries per city) figures given by Autocoach and mgb are about right if the numbers of cities demanding each end product are roughly equal (normal with random maps) and you expect 1 end-product producer to feed 1 city (reasonable with 27 cities on the map since they'll probably all get fairly large and there'll probably be enough cities too large to be fully supplied by a single end-product factory to use up excess output from factories supplying any towns that have remained small enough to not demand full production). On the other hand, if you're setting the product requirements manually - either while creating a custom map or by running the sandbox mod - then you could require as few as 6 or as many as 19 industries per city under the one-end-product-producer-per-city rule. If you expect the cities to get large enough, you could double those numbers; if you expect the cities to remain relatively small or are willing to split output between or not supply some cities, you might get away with less than that.
Ha I had my PC broken this week and I totally forgot about this. Thanks for the responses guys!
Ellorien Jun 24, 2024 @ 3:56pm 
Hey guys, been awhile since I last played this game. Decided to play again a few days ago (free game on default 5 mil with 5 mil debt, 1850, on easy in order to refresh my memory, no mods). And recalled why I stopped playing before. These RNG industries are horrible, all over the map and all in the wrong places, with some missing. Eventually it becomes a mess, even with billions in the bank.

That’s how I found this thread.

Because it seems the only sensible option for a long-term game is to play on a custom-made map.

Therefore my question: when you are talking about “industry” and the number of industries per city, what exactly do you refer to? The end-product industries or raw mats+intermediate+end product? In other words, what does “11 industries per city” mean? I want maximum 4 demands per city, and let’s say it will be 4 cities on a medium size map. What exactly should I place?

A city starts with 2 demands so I need to figure out what I might eventually need to satisfy the future demands. Isn’t it fair to assume that I need to place at least each of the existing end-product industries plus their chains (like, four farms and a food plant) for each of my four cities (4 food plants and 16 farms total) even if it’s only 4 demands, not 6? That means 24 end-product factories and a gazillion of raw material and intermediate ones (haven’t calculated how many yet) to supply them. That’s a far cry from “11 industries per city” if you mean all kinds of industries, and bewildering if you mean 11 end-product industries per city. Would I be able to place so many on a medium-size map?

Thanks in advance.
Tsubame ⭐ Jun 24, 2024 @ 4:48pm 
Usually we refer to the total number of industries per town.

This has since changed, due to the implementation of random industry spawning and despawning, and increased demands per town as they grow.

Yes, there may be issues doing a full EPEC if the number of towns is high, with only the industries present in the map + the ones spawned by the AI. If EPEC is your thing, you might want to keep the number of towns lower.

As for the placement, you can always place your own with Sandbox, if the random placement is not to your liking, or to supplant the ones that are already in the map, for an EPEC run.
RadiKyle Jun 24, 2024 @ 4:53pm 
Hi, EPEC = ?
Tsubame ⭐ Jun 24, 2024 @ 5:01pm 
Every product (to) every city.
RadiKyle Jun 24, 2024 @ 5:12pm 
Ah!! thanks
Ellorien Jun 24, 2024 @ 7:49pm 
Thank you, Tsubame. Does that mean that one can safely ignore most demands and satisfy only few (and some of them only partially) but the cities would continue to grow to the max size just fine? Sounds lame, to be honest.

What I would really like to see is at least a description of someone’s UNMODDED game with the end-game cities — how many, how big, how well satisfied, when started (preferably in 1850), speed, starting money (preferably a few mil, borrowed)… basic stuff like that. I tried to watch some videos but the moment the author shows the list of mods I turn the video off. Mods are a no go zone for me.
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Date Posted: Jan 26, 2020 @ 8:43am
Posts: 21