Transport Fever 2

Transport Fever 2

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So much industry in Free Game!
After completing the campaign I went on launching a first Free Game map to check it out. I started from the beginning (1850) and had a gander. Even on lowest industry setting, I feel there's too much industry around, often very close together and the town accepting their goods too.

From what I remember in the old Railroad Tycoon from the 90ies, and a pretty good recent spiritual successor Railway Empire, is that you start out with fairly little and relatively far apart and that over time industries pop up, creating new opportunities, allowing you to rethink your strategies, etc. As well as little incentives of small subsidies for connecting towns or industries.

I know Free Game is basically the sandbox mode in this game but I'd have hoped for a more engaging game mode.
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Showing 1-10 of 10 comments
rose4100 Mar 9, 2020 @ 4:10am 
You can delete all the industries you don't want if you have sandbox mode turned on.
Shtahetta Mar 9, 2020 @ 6:05am 
Yes, but newer factories will never pop randomly. This is, IMHO, the most serious flaw of TF2, compared to other, much older transport tycoons. I'd love to see a serious DLC with dynamic industry and more varied commodities.
Leigh Mar 9, 2020 @ 6:27am 
This is not a resolution, I am not saying "Do this and shut up" or similar, but here is something that you can do to help this matter should you want to.

Create a map with one or two basic chains, manually place the industries, or see what the generator does. Do as you wish for your towns/cities.

Then, in game, make use of the Industry Tycoon 2 mod on the Workshop and start on Hard. This should allow you to turn over a little profit gradually and then allow you to "fund" your own subsidiary industries wherever you please, OpenTTD style.

You could also look into some form of balancing mods to really crank up the costs of planting industries. As great as the mod is, the facilities in IT2 are pretty cheap, and you can build a few off the bat and turn a massive profit super quick. Cater the balance to yourself to make it feel a bit more like it is in OpenTTD, where a new industry costs millions and it is quite an achievement for early game to be able to place one.

I will not hide that I am not keen on TPF2, I feel the first title is far better in many factors. Having said that, TPF1 has its flaws, and I often try and find ways to make things more interesting. If a Game Dev could mix up TPF, OTTD, A-Train, and Rise of Industry, I think that would be the perfect logistics tycoon.
TheLostPenguin Mar 9, 2020 @ 10:24am 
It seems like there's a lot of industry on the map, until you actually start using it. With the vanilla game (so no mods changing outputs/demands) I think I'm already utilising a little over 50% of a maps total production capacity to fulfil city needs in a save that's still locked in 1850.

Depending on exactly how badly things pan out when I do eventually advance through time I might well go with -1 to towns on map generation but leave industry at the default, my current map is -1 each to industry and towns because the map just looked far too cluttered for my taste, but whilst the numbers of each industry chain seem fairly well matched relative to town demands, the new lower production caps for industry seem to not leave much headroom for growth unless you have a seemingly huge surplus of industries to begin with.
Havan_IronOak Mar 9, 2020 @ 11:39am 
Originally posted by Shtahetta:
Yes, but newer factories will never pop randomly. This is, IMHO, the most serious flaw of TF2, compared to other, much older transport tycoons. I'd love to see a serious DLC with dynamic industry and more varied commodities.

I second that idea... and while we're at it how about towns that grow requiring a third commodity? That would add some interest as well.

Or maybe have the return for delivering commodities go down when the market gets glutted?
T3kx Mar 9, 2020 @ 4:04pm 
Just tweak the config file to get less industries per km2.

A good ratio is 1 town for 8 to 10 industries imho so you can (still)supplies mid-late game demand.
chillybmf Jan 2, 2021 @ 10:07pm 
Originally posted by T3kx:
Just tweak the config file to get less industries per km2.

A good ratio is 1 town for 8 to 10 industries imho so you can (still)supplies mid-late game demand.


Slight thread necro here, but could you point me to the config file in question please.
TIA
MKDC1303 Jan 3, 2021 @ 2:56am 
Originally posted by Havan_IronOak:
I second that idea... and while we're at it how about towns that grow requiring a third commodity? That would add some interest as well.

Or maybe have the return for delivering commodities go down when the market gets glutted?


Yes please... It's something that this game lacks, as adding a third, fourth, or even fifth commodity as the town grows, requires additional strategies to supply the new demands..
TrainswithNick Jan 3, 2021 @ 9:36am 
There is a mod available that adds this very function on the workshop.
T3kx Jan 4, 2021 @ 11:11am 
I don't have it installed at this moment but it is one of those 2 (very nice) files:
\Steam\steamapps\common\Transport Fever 2\res\config\base_config.Lua

Make a copy / backup before editing!
Edit with Notepad++ or regular notepad

-----------------------------------------------
If it is not (around) there (in config folder)...
try :

- Start a command in windows (winkey+R) and type "cmd.exe"
(no quotes)
- type %Appdata%

- navigate to %APPDATA%\Transport Fever 2\settings.lua
Make a copy / backup before editing!
Edit with Notepad++ or regular notepad

Last edited by T3kx; Jan 4, 2021 @ 11:19am
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Date Posted: Mar 9, 2020 @ 3:32am
Posts: 10