Welcome, transport tycoons. I've sunk about 1600 hours into this series (plus countless more planning and experimenting), and I figured it's time to share some of what I've learned. Transport Fever is easy to pick up but tricky to master, and a lot of the advice out there is either too basic or just plain wrong. So here's my attempt to set the record straight.
This isn't a "how to build your first train line" guide. There's plenty of that already. This is more about the big-picture stuff – the things that separate a struggling network from one that runs like a well-oiled machine.
Strategy: What's the actual goal?
Population. That's it. More people means more demand, which means more business, which means more profit. So your job is to grow and serve your population until your PC starts smoking. But honestly, you're winning when you're playing the game you want to play. Transport Fever gives you a lot of room for creativity, so make sure you're having fun.
Before you even start a new map, come up with a master plan for your rail network. Especially on huge maps. There's no minimap in the game, so I like to screenshot the map preview and mark it up in MS Paint or something. Do this before you start, because you won't see that preview again.
The most effective way to grow is to pick a capital city and develop it relentlessly. That city becomes the hub of your entire transport empire. It stimulates growth everywhere else. It's probably where you want your headquarters and monuments. Start building there, and expand outward.
As you connect more services to that capital, its population skyrockets. That increases demand in nearby towns and industries. It's a cascading effect that compounds over time. You can start disconnected services elsewhere, but they won't reach their potential until they're part of the bigger network.
A good capital has a central location, room to expand, access to transport corridors (waterways are a bonus), and a decent starting population (200–250 is ideal).
Also, consider how much service a town can actually sustain. Not all towns are equal. If a town only has 50 people, it's not going to generate much business anytime soon. Instead of diverting a train line to stop there, it might be more efficient to bus residents to a train in another town. That keeps your network simpler and prevents wasted operating costs.
When planning a new service, think about how many vehicles you'll need in the short to mid-term. Moving goods or passengers two towns over? Consider a train. Moving goods from a local station to town? A single delivery vehicle is usually enough.
Look at the line rate statistic. That tells you how many units can be moved in a period based on distance and vehicle speed. A single vehicle giving you a line rate of 50 is pretty good. If it's 10, it's not doing much. You need something faster or higher capacity. For supplying a town with goods, you might start with a rate of 50, upgrade to 100, then 150. That'll get you far with most towns.
Finances and profitability
Take one moderate loan to build your first line or two. In early game, 10 million or less is a good target if you can set up cheaply. If you take out all the loans at once and build a billion worth of lines, your economy will stall because demand won't match your operating costs. Build a couple of lines, then wait for contract offers. Pick the manageable ones with good payouts and stimulate growth.
Start small to prevent waste and bankruptcy. Running vehicles and stations bigger than you need will cut into profits. You don't need a maintenance building for every vehicle and route. Ask yourself: do I actually need one? If the line passes through no towns, the answer is no. Don't use a 5-platform station if a 2-platform station will do.
Start with a simple, profitable point-to-point service and run one or two vehicles. A good universal start is an intercity bus from your capital to another nearby high-population town. You can check if it'll be profitable by looking at the "Supplies" report in the bottom panel. You can make a million on a service like this with minimal investment.
Bonus tip: place a moderate-sized road station in your town center. That's where residential, commercial, and industry meet – the highest customer density in town. That's your reliable demand for cargo and passengers. Route your intercity busline through it. In small towns, one station can cover the whole town. Extra points if you can find a spot without demolishing anything.
Make more money by balancing profit and costs. It's not just about line profits. Keep costs low with right-sized stations, careful vehicle choices, appropriate tracks, and minimal depots. Your profitability will thank you.
Pay off high-interest loans with low-interest ones. If you have two loans at 10% interest, and you can pay them off with a 5% loan, you save money and free up a slot for more loans.
Systems and networks
Laying the groundwork early saves you massive amounts of money and reputation later. Don't be afraid to spend on basic infrastructure if it'll pay off. Clear a building or two for the perfect station site, adjust terrain, upgrade roads.
Plan ahead and reserve right of way. In Transport Fever, you control your infrastructure, but the AI controls everything else. You might need land that the AI is using for new industries or neighborhoods. Reserving right of way means taking control of land for future use. Do it strategically so you don't overextend on operating costs for unused routes.
Ways to do this:
Lay a railroad track where you need a station or route before the AI builds over it.
Build a placeholder station. Put down the cheapest possible station, delete everything but a single track. No maintenance cost.
Buy up roads using the locking tool to stop the AI from changing or adding connections.
Add sound barriers to prevent AI building on the roadside.
Think about fast zones and slow zones. Design your network for maximum speed between destinations. A fast zone has high average speed and little stopping – minimize waiting, crossings, junctions, steep inclines, sharp turns. Your unavoidable slow zones are station areas. That's where you should handle complex maneuvers and at-grade crossings.
Routing and line management
Start with road and water routes. If railways are the arteries, these are the veins. Poorly considered road networks will choke your system as it grows. Long-distance high-speed service isn't a substitute for local and short-distance services – they complement each other. Jumping straight into high-capacity services costs money and leads to overwhelmed systems. Instead, feed your high-capacity service with low-capacity local services.
Water routes are great to start because they have low operating costs and the route is free. No roads or rails needed. Easier profits.
Place stations with attention to accessibility, capacity, and impact. Big stations do more but take up space and generate noise and pollution, which can stunt growth. Big rail yards like wide open spaces near industries. Big passenger stations like being near towns but not on the main street where they'll pollute and interfere with traffic. Residents don't like stations, so put town stations on the commercial/industrial side. Major stations are best placed near natural boundaries and transport corridors like waterways and valleys.
Match line rates for routes that involve transfers to prevent bottlenecks. Example: you're delivering fish to a village. That's two legs – boat from fishery, then truck for final delivery. You want similar line rates. If the truck line rate is 100 but the boat rate is 50, buy a second boat to bring it up to 100.
Choose the right vehicles and facilities for the job. Pay attention to service needs to keep customers happy and efficiency high.
Examples:
Passengers waiting at central stations for many connections value comfort. Build comfortable stations and vehicles.
Residents don't like noise and pollution. Keep busy stations away from residential areas. Use tree-lined streets to reduce noise.
Long journeys benefit from high top speed. That keeps operating costs lower because you move more with fewer vehicles.
Increase locomotive power on windy, hilly routes with many stops to reduce slowdowns.
Running one train from a remote clay pit to an equally remote brickworks on a single track with no other traffic? Prioritize cost. Cheapest vehicle increases profit margins. You don't even need maintenance.
A busy rail hub may need specialized loading/unloading facilities. Delivering cabbages to a faraway town just needs an empty bit of pavement.
Start with the minimum number of vehicles needed to initiate a route and add more as capacity fills. Don't buy five or ten right away. If one vehicle gives a line rate of 50 and you want 100, add a second. Use your downtime after a big investment to optimize line settings and fix network errors before you accidentally tank your economy.
Don't run lines empty half way. There's almost always a way to pick up something or someone on both ends. Less empty running, more profit.
Thank you
Whether you're a returning reader from my Transport Fever 2 guide or a new visitor, thanks for reading. I could write a book on this game, but I'll leave it here for now. Leave a comment with any big tips I missed, or your questions.