Transport Fever is an economic strategy game, in which you manage a transportation enterprise. Your responsibilities include building infrastructure and creating a net of connections, in such a way as to create profitable routes which offer high profits. To achieve this goal you will be using means of land (vehicles and railroads), maritime and aerial transportation. You will be transporting various resources, which you will then turn into products, which in turn are needed to develop cities.
Caring for the citizens themselves is also important, as they have their specific work places and favourite brands and shops, which will force you to develop your transportation network in a way that fulfils their expectations. If you have previously played Transport Tycoon, Transport Giant, Traffic Giant, Cities In Motion or Train Fever, than you will find many similar qualities and dependencies in establishing your company in Transport Fever. Most of the game guide you could find redundant or obvious, but there are several distinctive elements, unique to only this particular game.
When it comes to beginners, there will be a lot of tips here, starting from how to set up a simple bus line, to creating large, connected land, sea and air routes.
The Transport Fever game guide includes :
- A description of the interface;
- Several tips, which both beginners and veterans of the genre should always keep in mind;
- The dependencies in transporting resources and passengers;
- Tips concerning the creation of connections;
- Types of transportation, their pros and cons;
- Tips for every campaign mission and hints on how to acquire all of the medals.
Mateusz Kozik (www.gamepressure.com)
About Transport Fever Game Guide
Author : Mateusz “Kozik” Kozik for gamepressure.com
last update : November 28, 2016
Guide contains :
22 pages, 51 images.
Use the comments below to submit your updates and corrections to this guide.
Hot Topics of Transport Fever Game Guide
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Transport Fever Video Game
- genre: Strategy
- developer: Urban Games
- publisher: Gambitious Digital Entertainment
- platform: PC
Transport Fever is an economic strategy, in which the main goal of the players is building an enormous and fluent transport network by linking different locations and allowing transportation of goods, people, etc. The most basic task in Transport Fever is the development of roads and rail tracks, designing paths and routes, and so on. This task is performed by means of a powerful, yet intuitive editor.
The roads and tracks themselves would be useless, if not for strategic buildings used for loading and unloading, embarking and disembarking of goods and passengers: train stations, commercial ports, and airports. It’s not enough to just build them and let them be; they have to be constantly upgraded to be able to meet the increasing demands of the market.
The mechanics are furthermore complimented by an advanced system used for managing the freight of goods and persons. Above all that, the game also has a complex economic layer: all the investments require money that first have to be earned, and then wisely spent.
Transport Fever gives the players two historical campaigns set in Europe and North America. In both cases the campaign begins in 1850. Alternatively, there is the “Endless” mode, which is unconstrained by any time limits.
- Urban Games – Developer Website.
- Gambitious Digital Entertainment – Publisher Website.
- Transport Fever – Official Website.
More About Transport Fever
Transport Fever first gameplay footage and release date
Watch a 15-minute long gameplay video from Transport Fever, an ambitious economic strategy from Urban Games.
Transport Fever hands-on � getting closer and closer to Transport Tycoon
Chasing after its famous predecessor, Transport Fever finally appears to be closing the distance � while still not perfect, it certainly looks better than its prequel in most, if not all aspects.
The Main Screen.
- Primary objectives and additional challenges (medals).
- The HUD menu icon filter. Here you decide which icons will be shown during the game.
- Warnings. If a specific line of transportation is incomplete or has other serious issues, the relevant notifications will be popping up here.
- Game menu. In order: save game, load game, music player, graphics options and exit game.
- Data layers. From the top, they are: terrain usage (shoes the types of buildings in cities, residential, commercial and industrial), game time and game pace.
- Construction options. Here you choose the road and railroad placement menus, and then stations for each branch of your transportation system. Next you have the terrain modification menu and the bulldozer, which you can use to destroy unnecessary constructions.
- Line manager.
- Balance (the finances tab will pop up after clicking) and the statistics panel.
Line manager. An extremely useful tool. Thanks to the line manager you can quickly see which and how many vehicles are assigned to specific connections, and they are also highlighted on the map. You can also see the profits and the frequency with which the vehicles are reaching the station. You can also decide which type of line is to be highlighted. You can choose the option to display only the lines which are currently within your line of sight. In the window, as well as in the game’s world, only the lines that you can see on your screen will be selected. This can prove especially helpful if you want to find a particular connection in a labyrinth of others.
Finances contain the summary of expenses and the income of your company. In this window you can very quickly determine what costs you the most, and which type of transportation yields you the greatest profits. You can also take out loans, but pay attention to interest !
Statistics panel. Here you can browse various information about your enterprise. The first tab are the vehicle statistics (1). You can see what profits/losses each of your machines generates, what cargo they are hauling, what is their maximum capacity for cargo, their current frequency and age. Next you have the station panel, which contains the list of all stations you possess together with the icons, which represent the number of products/passengers on respective stations (2). Next, there is the line statistics panel (3). It offers very similar information to the vehicle panel, however, here you can see exactly how much a certain line earns or loses. If need be, you can click the name of the line and make necessary changes. The next three are the lists of your depots (4), cities (5) and industry – all of the factories, refineries and other facilities (6).
Data layers. You can find several very useful and practical tools here. The terrain usage map mode will illustrate, in a very transparent way, the building types in urban areas on your screen. Contour lines will draw topographic lines on the map, which will allow you to study the height differences and the shape of the landscape. It is the perfect aid when building roads or railroads. The last tool, the cargo layer, shows the areas where your ships will be able to sail.
1. Remember, to always link up the station with roads! This is a thing that you will have to learn, unlike in other, similar productions. Regardless of whether it is a port, airport or railroad station. Such a location needs to be connected via road to at least one factory/mine/farm or building in a city. Otherwise, the goods/passengers will not reach the station, and your transport will be put on hold. When you build a station and place it close to a road, each building in its range and the roads are highlighted. It is much better to build a short section of the road and check if the station is in range, than to place the station first and then connect it with a road later.
2. Not every transport requires maintenance. Unlike in many similar titles of this genre, especially the older ones, visiting the mechanic regularly is unnecessary. It is enough to have one depot to purchase a vehicle. A net of such locations in not needed, however, it is worth it to place such buildings by the initial station, so that our machines are as close to their first stop as possible. After a certain amount of time the game will notify you, that the effectiveness of a certain vehicle is decreasing, and the upkeep costs will now be much greater. The depots do not require any upkeep.
3. Resources, goods or passengers will appear in stations, if you create appropriate connections, which means that at the destination point there needs to be a demand for the specific good/cargo and simultaneously you need to designate the appropriate transportation. The stations will begin filling up after a certain amount of time passes by, about a month of in-game time. If your transports are still standing empty on the stations it means that you have made a mistake while setting up the route. You may have assigned a type of good that a given factory does not produce. Check if all desired locations are in the range of your station! While building or clicking on a certain station you will see highlighted roads, buildings and other stations. These objects are in range of the “internal transportation” and products or passengers will be automatically transported between respective locations.
4. While dealing with road or railroad transport, use machines with the same maximum speed. Trains cannot overtake other trains, so the faster model will simply drag behind the slower one. When it comes to cars, in the current version, they also cannot overtake on a straight road. If you choose the same models, they will always drive with the same distance between them, which means that they will never block one another and will always drive at their maximum speed.
5. Production chains – resources have to reach the appropriate processing plant, then production plant, and then finally, a city, e.g. iron and coal have to reach the ironworks, then steel has to reach the tools factory, and the tools have to be transported to an industrial zone in a city. It is important, that you do not stop at any point in the production cycle, to create a full chain of connections. If the goods are not transported up to the final stage of delivering them to the consumers, than at a certain moment the factories will stop working. This means that, e.g. mines will stop mining for resources and all previously prosperous lines will now be yielding large losses.
6. Passengers – in cities there are three zones, the residential, commercial and industrial zone. Each citizen has his own specific places, that he wants to visit. It is not worth it to build small bus or tram connections, it is much more effective to create a line, that stops by all locations. Then the citizens will use your transports as the passengers. If you are building e.g. an inter-city railway, than it would be ideal to make an additional stop near the station and add it to the main city line. The tourists will then not only use your train, but after leaving the station they will head to the nearest stop and also use your buses.
7. The profits from connections are not simply down to the quantity of transported goods. Speed and distance are also crucial elements. A truck, which will reach the target destination quickly, can earn you more money than a train, that has a shorter distance to cover but is also much slower.
8. The game offers various types of transportation. Each branch is described later on, but it is worth following the rule, that road transport is the most effective when dealing with short distances (small upkeep costs), while rail transport is better suited for the longer routes. Similarly ships are a great way of transporting goods, however, they are quite slow and the lay of the land on the maps sometimes does not accommodate their use. Planes are designed to transport passengers exclusively, but they are extremely quick, which will often result in higher profits.
9. When building roads or railways, try to design the simplest and the shortest routes possible. The game will always try to lead a straight line between the starting point and the destination, when designating a section of the road. If you are designing a very long section of the route, the game will force you to make tall ramps, bridges or tunnels. All of these are extremely expensive. You can avoid such costs, by building short sections of the route. You will save a lot of funds, but it will take your vehicles a bit longer to reach their destination, due to the curved road. In the starting phases of a mission or a free mode game, this solution can be extremely useful.
10. When creating railway junctions, make sure to do so while you are zoomed in quite closely. The game has a tendency to create intersections instead of junctions. You have to make large curves, in order to avoid that. Sometimes it is easier to create the starting point on an existing track, on other occasion the game will have an easier time of designing the right section, if you designate a point on an empty field leading to the track. It is also important how you lay down the section when you move the mouse. Draw a curve, instead of moving the cursor in a straight line.
Transport Fever revolves exclusively around transportation and building an effective network of connections, which use various types of transport. It is worth knowing more about the way cities and citizens work, and about the rules of your cooperation with mines, farms and other facilities. As it is, the game forces you to create complete, enclosed chains of production. Making loops, or creating connections up to a certain point of the production process will not only be ineffective and averagely profitable, but could also be a source of major costs for your enterprise.
- Resources, intermediate goods and goods.
A standard bus line, which goes through the entire city.
The game offers us a citizen transport system, quite similar to the system in another game – Cities In Motion. The mentioned titled had quite a complicated system, here it has been simplified a bit. Each city has three types of urban areas: green – the residential area, blue – the commercial area, yellow – the industrial zone. Cities usually generate the buildings of the same type in clusters, which in turn divides the city into something similar to districts. Each citizen has his own workplace and a favourite store, which he will visit in his spare time. To encourage people to use your lines, you have to create a network which connects all of their points of interest.
Passengers will get off on stops, which are closest to their destination point. Sometimes, you will encounter a situation, where e.g. the bus is always full, because the citizens want to get to a store on the other side of the city. This way no one is able to enter the bus until they reach the store. In such cases, it is worth reorganizing the connection, adding more buses or other types of transportation or creating an additional connection. The frequency with which a given stop is visited by a transport is also extremely important. If it is too low, the line may be unattractive to passengers and nobody will show up on the stops.
One stop is being used by three lines, which increases passenger traffic.
If you create several connections in a city, make sure that they have one common point, which they will all use. The citizens will then be able to switch between the lines, allowing them to use the line which is the most suitable for their needs. It is best to adopt such a system, if you intend to transport the citizens to another city. In the case of buses, it is worth creating a terminal (it is best to create one on the outskirts of the city, so the buses are not stuck in traffic) or a stop or a small terminal by the airport or the train station. Then, the passengers will be transported to another city and will be considered tourists. The number of passengers using inter-city connections will rise tremendously, if the cities have their own, internal connections. You will often be earning pennies, or even losing money, on the internal connections in a given city, but you will earn a lot more on the inter-city connections thanks to the internal ones.
Resources, intermediate goods and goods.
You will encounter a vast amount of things to transport. It is very important that you do not focus on transporting just one product, or on fulfilling the demand of just one factory. It is much more efficient to focus on creating a complete production cycle. It will yield much greater profits, you will avoid trouble later on and it will also serve as a plan for the further development of your enterprise.
We can distinguish three groups/types of objects to transport. Resources, the things which are grown or mined, e.g. grain, stone, iron, coal, etc. In other words, everything that is at the beginning of the production chain. Then there are the so-called intermediate goods. They cannot be sold in a city, but they are absolutely necessary to create the final products, they are e.g. steel (made from iron and coal) or boards (resource: logs). From resources and intermediate goods we can create the final objects to transport – goods or commodities. These objects have to be transported to cities.
There are two groups of commodities, there are six of them in total. The blue commercial zone has demand for: food, tools and “goods”. The yellow industrial zone has demand for: fuel, machines and construction materials. It is worth mentioning, that if you fulfill the demand for at least one of the goods, for each of the city’s zones, than you will contribute to the city’s development, and in turn increase the overall market growth and the citizen population in the city.
Some factories require several resources in order to produce their specific product, e.g. the previously mentioned steel, where you need to transport both iron and coal. Others, allow several different combinations, e.g. the food processing plant requires grain, cattle, or both of these resources, in order to produce food. There are also factories, which have demand for resources, intermediate goods or even goods and they are the endpoints of the production chain. That means they use up the delivered products. You will usually encounter such points in campaign missions, in free mode there are no such simplifications.
Why is creating a complete transport chain important ? If you pick a certain production point, factory or city, you will see the production/consumption limits. If you start importing too many production components, but you do not export enough of the final product, than the factory will cease production at some point and the extraction point will stop functioning. Example: you are transporting cattle and grain to a bakery/meat processing plant, which produces food, a commodity which you can transport to the city. However, you have decided not to create a connection to the city yet.
After some time, the processing plant will be filled with food products. Then, the demand for cattle will disappear (the demand for grain will increase if you have transported it in low quantities), and your transports will be waiting on empty stations. This situation will not be upon you immediately (each factory has its own storage capacity, which you can fill up), but it is best to consider this in advance. These do not have to be huge lines, one or two trucks if the distance is short, or a small train, should be enough. If several lines are using the same production point, it may be hard to see what exactly is the cause of the problem. Make sure not to choose the option of fully loading your transports in such cases.
A certain point does not share its resources/goods with a line which has no demand. However, if you see, that the initial station has too many resources/goods, check if it might be worth it to add a few additional trucks or carts. You will then utilize the full capacity of the production point, which will in turn yield higher profits. Usually, this also results in the expansion of the transport fleet on every line that is a part of that specific transport chain.
There is a very sizeable choice of vehicles and machines used for transport purposes before you. Each of them has their own pros and cons. Some you will use more eagerly, while others will discourage you, however, it is worth creating a network of various lines and machines, so that the profits and effectiveness of your enterprise are at their maximum.
- Trucks, buses and trams
Trucks, buses and trams
A particularly useful mean of transport, primarily for short distances, given time it also gains advantages on longer routes. At the beginning trucks and buses are quite inexpensive, just like their upkeep costs, they also can be faster than other means of transportation. After some time the prices will rise, but this will still be the cheapest way of transporting goods. In the later stages of the game, the vehicles will become much faster. Increasing specialization can be an advantage, as well as a flaw, of the newer models. The first models of truck will be able to transport anything, so there will be no issues with assigning them to more complex lines. Building roads is also not that expensive, and curved or uneven roads do not affect the effectiveness when it comes to speed, which is not the case with trains (they accelerate quickly, but they have a lower maximum speed).
Many maps have an existing road network, not just between cities, but also have access roads to many production facilities and factories. Usually, a few trucks is enough to maintain a city or a production chain. They are perfectly suited to distributing goods to many separate, smaller locations. An obvious drawback is the low capacity, and for the vehicles which operate in cities, traffic jams and large traffic density are a nightmare. The situation can be semi-solved by introducing bus lanes, however, trucks still need to combat the existing traffic. Building transport stations on the outskirts of the city, and creating a separate road to it, could be a solution to the traffic congestion problem. Another flaw of this type of transportation is that it demands a lot of micromanagement, especially if you want to assign a lot of vehicles to a different line or sell them.
Many players consider this to be their favourite type of transportation. Large capacity, speed, the ability to assign different types of carts to the train, are all advantages of railway transports. Thanks to that, they can transport large quantities of goods on very large distances in an acceptable time. They are often the driving force of your enterprise and bring large profits. The drawbacks are high purchase costs and high upkeep on carts and engines. Trains often yield losses at the beginning, before they reach their maximum effectiveness. It is worth using them on longer routes, in order to maximize their potential.
Another drawback is the need to build the entire railway system, which can be very costly. It is best, if the route is made out of many straight and flat sections. If the terrain is hilly and not at all plain, than it might be best to reconsider the use of this type of transportation, as it may prove to be too costly. However, another advantage is the ability to create a two-way track by using signalling and a second, parallel rail thread. You can then use more than just one train on a given track and therefore increase the effectiveness of a certain railway section. Generally, it is worth using this option, but not overly so. It works extremely well when combined with conventional road transportation.
At the beginning maritime transportation is not only very lackluster when it comes to variety for a long time, but also expensive in upkeep and purchase costs. It is also seldom profitable. If you are not forced to use it, and you do not have any special use for it, it is best not to invest in it. Given time the prices reflect the quality of the transports, but it is still the slowest way of transporting goods. The biggest advantages are huge capacity and no infrastructure requirements, apart from a port and a dock. It uses natural, already available waters. It works well as an intermediary, it transports goods to the shore, where the means of land transportation pick them up and deliver them to their actual destination. Ships can also be used on rivers, however, you should first check which points on the river are accessible, and make sure that no bridges are blocking the route. All in all, they should only be used in exceptional cases.
The quickest method of transporting passengers. You will not have access to this type of transportation in the game for a long time, and then you will still have to wait for its more reasonable representatives. They cannot be used to transport any type of goods. The first types of planes are sometimes cheaper than some trains, which become available at the same time, but later on they become more valuable and increase their maximum capacity. Without any doubts, this is the quickest way to transport passengers, but it is also the most expensive. Although it does not require any infrastructure apart from airports, those can still be extremely expensive. It is worth placing stops or station near airports, in order to increase the interest the citizens have in them and make it easier for them to use this type of transportation. Planes are worth investing in the later stages of the game, when you have enough money to fully invest in their infrastructure. As they only serve as a way of transporting people, they should never be your highest priority. Given time, panes become much more expensive, however, they have relatively low upkeep costs, and together with their high speed and large earnings they can prove to be quite profitable.
In this chapter you will find basic information about building roads, railways, ports and airports.
- Roads and railways
Roads and railways
Establishing connections for cars or railways is not that difficult on its own. With your first click you start designating a given section, and when you release the button, a small window pops up, in which you can either accept or cancel the build. Alternatively, you can click to decide if you want the section to head higher or lower. A small icon near the “dot” at the end of the section, informs us if the railway/road is flat, or heading either upwards or downwards.
The difference in costs when building roads or railways can be tremendous, if they are planned incorrectly. However, a cheaper section can often be curved or uneven.
It is worth remembering, that the game’s system calculates costs in a very specific way. The idea is, that when designating a section of road or railway, the game will try to create as short and as flat of a connection as possible, regardless of its cost. The game will create very high ramps, deep trenches, bridges and tunnels, which will cause your expenses to skyrocket. The longer the route that you are designating is, the bigger the costs. Try to design short sections of the route to work against that. Not only will you save a lot of money, but you will also have more control over the shape of your route. The obvious disadvantage, is that you will be unable to create a perfectly straight and flat connection. When building railways, numbers will be popping up in the circles along the tracks. These show you the maximum speed that a train can be going of a specific part of the track. This information is crucial if you want to design a very quick connection.
Building a port is entirely dependent on whether or not the nearby sea or river can support maritime transportation. You can create a port regardless of the facts, but keep in mind that it could be entirely useless. Use the filters on the right side of the screen, that is the previously mentioned “layers” and use the cargo layer. You should place the port in such a way, that part of it is on the water, and the second part with the road is situated on land. It is absolutely necessary to link up this location to the existing road network, otherwise the flow of goods will not commence. The only exception being the oil rig, which is a port-like structure by itself. Remember, that you will build the docks in an identical fashion.
Airports require vast amounts of space, so it is best to build them in the outskirts of cities, perhaps even with some distance between the airport and the buildings. Only a very small section or even barely a shred of the city will be in their range, so it is worth building road or railway connections to your airports. This will allow the passengers to access the airport, which will then transport them to a more distant location. The costs of building an airport are very high, and given time the planes also become more and more expensive. Make sure that you put enough thought into your decision about where, and near which cities, you will build such stations. It is best to build airports in the largest cities (there will be no shortage of passengers) in the remote corners of the map (planes are the fastest means of transportation, and longer distances will increase your profits from ticket sales).
The railway is the only type of transport which allows creating more complex connections. When dealing with trucks, ships or airplanes, there are no issues with space or lack thereof. It is the railway that requires the most effort in order to unlock the full potential of this branch of transportation.
Use signals, just like in the case of right-hand road traffic. It will make the process easier for you, and you will not get lost in the systems. Additionally, stations have their own internal signals, which are not visible. If there is more than one train on the route, than the one which is on the station will not leave it until he has a free track. Use a mix of one and two way signals. The picture above shows a system of dual signals, however, they are not necessary. What really matters is the option which you choose after clicking a signal. For one way signals placement is crucial. If you e.g. place them on the left side of the tracks, then the train going from the other way might not take this track into consideration. The section between one signal and another I will from now on refer to as a signal segment. Such a segment is at its minimum the length of the longest train you own/will own on a given track.
You can also build and name control points. They can be very useful, if you want to designate a track very precisely, e.g. a certain train/connection has to reach a specific platform.
A connection with a passing loop. After creating a long route, you will want two trains to operate on it, either to move the same good and simply increase the speed, or to transport two different goods. In such a case it is worth it to create two/three platforms. Afterwards, depending on the length of the route, every now and then you will have to build a passing loop, that is a parallel line, going alongside the main line for a while, and then coming back to it. At the beginning of such a system you place a signal on the right and on the left side. You do the same at the end. When the first train reaches such a location and the other train will be in front of it, then the first train will use the loop to avoid collision and will wait until the track is clear. This type of line can work for two, maximum three trains. With more machines than that, there will be jams along the line. Advantages: a cheap and quick solution, however, it is ineffective when dealing when more than two trains.
A double track railway. Here you will mostly be using signals. You create a section made out of two, parallel railway tracks. On one side you create evenly-spaced signal segments on the right side, and on the other on the opposite side. Something similar to a two-way street. Before the entry to the station you create appropriate railroad turnouts, in order for the trains to be able to access each track while entering or leaving the station. Before each platform you have to establish control points, in order to have more control over the traffic on a given station. The advantage of such a solution is the fact that you will be able to use a lot of machines on the same route, which will decrease the construction costs, however, issues may arise if you have trains with different speeds. In such cases jams and blockages may occur, which will cost you both time and money.
Larger stations with an entry and an exit point. Depending on the number of trains and the length of the track, it may be the case that the entry/exit point of your station is the most heavily congested point on your route. You can then build a more complex exit point for your trains, in order to resolve this problem. In this version, the trains do not enter the platform and then turn back, but instead they keep going forward along the tracks, which loop around the station and then come back to the main track. This way, the tracks are only congested at the entry point, if the trains are waiting for a platform to free up. After completing the loop you can also lay the track down further, in order to improve the fluency and speed of trains on the entire length of the connection. Before each platform you can also establish a control point, and assign specific lines. You will then have more control over the trains and the congestion on the station.
Intermediate stations. They work best when dealing with passenger related transports. You create a small off-shoot off of the main line and then create a station there. If the station is some distance away from the main track, make sure that the off-shoot has at least one signal segment, but only the entry/exit point. After the train is loaded it will return to the main track. This way, it does not block other trains, which are either bypassing that station or simply do not use it. Such a station can serve as a detour to e.g. a small city.
You can also place a station “inside” the route and on its sides create parallel railway tracks, with the length of the station. Afterwards, these tracks come back, and connect to the main route. Thanks to this option, the trains which do not stop at that particular station can simply bypass it and continue their journey along the main track without having to stop.
The game is based on creating and managing transport connections and the vehicles, which you assign to them; however, you do not have complete control over the locations where you pick up goods or when the stations start accumulating resources or other products. The basic principle is to create appropriate connections. You can change the names of your connections at your will, as well as assign them their own colour. This can help you to organize a bit better, and you will have no troubles with finding your connections and determining whether they are successful or not.
Creating simple connections
Line which revolve around simply transporting something from point A to point B can be created very easily. You choose the appropriate vehicle in the garage, and then you press the icon of a loop with an arrow on the right side. Now you pick the stations between which your vehicle will be travelling. If you have not created one yet, press “add new line”. Make sure that the final station has the product that you want to transport in its range, otherwise the transport will not be loaded. When dealing with these simple connections it is best to pick the “automatically” option, when choosing the capacity. Choosing a dedicated capacity is necessary if the starting station receives more than one product. When it comes to buses, the process is similar. Build a few stops, minimum one per every district (that is the green, blue and yellow zone). This will increase your chance at attracting additional passengers. Be reasonable when assigning the number of vehicles/carts on a certain line. If you see that the starting station has a lot of articles to pick up, then throw in a few extra vehicles, however, when queues or large stoppages occur, you should think about selling/reassigning the surplus number of vehicles. If there are no such issues, there are still goods to transport but in small numbers, and there are no jams or queues near the station – then you have created an extremely balanced connection.
Behave similarly when creating railway, maritime or air lines. Remember to pay attention not only to stations, but also to finances. If it appears, that after a period of more than two years, a line is still not profitable, than it might be worth it to modify it or even shut it down. Maritime and aerial connections have a tendency not to visit their stations very often. On the other hand, ships have tremendous capacity for goods, and planes are extremely fast. In such cases, you can add additional machines, if the frequency of the connection does not satisfy your needs. The shorter the frequency, the more eager the passengers will be to use your airlines.
Creating combined / complex connections
Creating combined lines is useful if you want to provide transportation for an entire production chain, and it is not possible to achieve that by simply connecting two stations. You will use a more complex form of transportation, in order to save time and create a more organized connection. You will often have to reasonably use the “Full Load” option, especially when dealing with land vehicles. It is very easy to create traffic jams then. If you have assigned several lines to the same station, then it is better to build another one in the vicinity, or use the “Load If Available” option, which will load the goods that are currently available on the station.
I would like to point out two available options, when building such advanced connections :
A simple, but effective connection of three stations with the option automatic loading.
The first option, you create a long, complex connection, where your machines stop at several stations using only one line. In such a case you will rely on the automatic loading of your transports. Example – you want to create the following transportation chain: grain (station A) – food (station B) – commercial district (station C). You create a long line, where your vehicles stop at each station (therefore we can call the line ABC). You do not assign any specific type of product to the transports. They collect grain and then they unload it on the next station. If there is food available then it is loaded onto the transports, and they head to the station in the city. Afterwards, they come back to the station near the farm.
Here it is worth not assigning the full load options apart from the first station, otherwise the transports will be stuck somewhere along the line. Trucks or trains with diversified storage areas are perfect options in such connections. Ships, however, can be too slow to perform such a task, and it will be difficult to connect them with every necessary location. You will usually be creating bus connections in cities in a similar fashion. A drawback of this option is the fact, that occasionally, your transports will be driving empty, when e.g. the factory has not managed to produce more goods yet.
The train delivers stone to the factory, while the trucks wait for construction materials, and then deliver the goods to the industrial district.
The second option. You create several lines, which together form one “combined” connection. The rules while creating the lines are similar to the previous case, but we are motivated by a slightly different idea. Example – you want to create a simple chain: stone (station A) – construction materials (stations B and C) – industrial district (station D). However, the quarry is quite far away, but the factory itself is near the city. You first create a railway connection to transport the stone (Line AB). Next, you create a connection from the factory to the industrial district (Line CD). As the distance between points C and D is quite short, you assign trucks to this connection.
After creating both lines the game will detect the demand for products and calculate that your connections can satisfy that demand. The train will transport the stone, which the factory will turn into construction materials, the materials will be stored on the station where the trucks will automatically load them up and transport them to the industrial zone in the city. Here, it is worth using the full load option on stations A and C, as that will increase the overall effectiveness and you will not have to worry about any congestions. This is a perfect example of a combined connection, in this case “Line AB + CD”. The game can detect all of the dependencies between lines and create a fitting demand system. Even if your transport is stuck in the middle of nowhere, another transport will pick up the load and carry it onwards, earning you money! The system calculates the profit for a transport, and then divides it among every connection, which takes part in transport to a destination point.
Trucks and trains are the most effective combination of transports, but combining ships with land connections can also be a good solution. You will create bus connections to airports in a very similar fashion. The planes will then transport the passengers to a more distant destination. If lines are connected in such a way, then the number of passengers to transport will increase.
The railway line delivers food, which is then loaded onto the trucks that transport it to the commercial district.
Another solution organized in the Line AB BC style. You can also create a line where the train will be stopping in the outskirts of the city, e.g. to deliver food. Right next to the train station you will place a point for the trucks, where they will load the food and transport it into the city, to the blue commercial district. Note, that the train generates profits, despite the fact that it does not deliver the goods directly to the recipient. The profits are divided between these two connections, with the distance of transport, speed, etc. taken into consideration.
Line AB B1,B2,B3 and the other way around. First you create one long connection, which transports large quantities of a certain type of product (Line AB). Afterwards, you create several others, which diverge and go in different directions (from station B to B1,B2,B3). Example – a rich oil field – oil refinery (fuel) – several cities. You can also create such a line in an opposite fashion. You link up several production facilities to a large railway line or a ship, and then direct the goods to a destination point.
Line 1A,2A,3A AB B1,B2,B3. A similar approach to the one presented above, only a further expansion of the previous idea. Let us assume, that you have several extraction points close together, but all of them are far away from the production points. You create a railway line and a truck station nearby (Stations A). The vehicles bring the resources from the points (Stations 1A,2A,3A) to the railway station (A). The train then transports the products to the other side (Station B), and after they are unloaded from the train, the trucks pick them up again and transport them to the next points in the production cycle (Stations B1,B2,B3).
The dawn of giant American transport companies stands before you. Most missions will give you a great freedom (or shall I say “liberty”) in the choice of the path you want to follow to achieve your goals. One great advantage of American transport is the railway. In almost every scenario the roads are already established, which will certainly help in the development of your company.
The game doesn’t clearly specify which tasks are those mandatory to finish the given mission. At the beginning of every mission you will see a chart with all the available objectives. There will also be some tips about each mission and some screenshots.
Your main objective is to link the Cheyenne station with the other end of the map – the Promontory Summit. There are two things that have to be taken care of before that, however:
Deliver grain. Establish a connection between Cheyenne farm and the grain storage. As the description says, two horse wagons will suffice to support this route, and you can leave it be until the mission ends.
Connect Cheyenne and Laramie. Build rail tracks from the station in Cheyenne, down the valley (to minimize the cost). Build a passenger and a cargo station near the tools factory. It will soon become useful.
Connect Laramie and Rawlins (side objective: negotiate with Indians). There are two choices now: the first one is to take the tracks North, bypassing the mountain chain and the Indian village. You can, however, bribe the Indians to let you pass through their territory – it will cost more or less the same as the first option, but the tracks will go along a shorter path. Build a passenger station in Rawlins, and a cargo station near the mine, and create a connection with the factory. Make sure the train is 6-8 cars long – this will generate the profits necessary during the latter part of the game.
Connect Rawlins and Everstone via at least three wells. The road is straight, nice, and simple – the only difficulty is designing the line so that at least three wells are included. The areas with water are marked by green circles. Build another station. After finishing the task, you’ll face a difficult situation – the workers are on strike. You can either pay them, or leave the situation to solve itself. Better pay now and avoid troubles in the future.
“Get to work!”. Deliver iron to make tools before proceeding with building the rail tracks. If you already built the connection with the factory, this quest will be completed immediately.
Connect Everstone and Ogden, and then with the last station – Promontory Summit. Build the tracks along the road – the elevation is the least significant there. Build the last station in Ogden and take the rail road across the river, and up to the last station. The exact location where you join it with the city isn’t important.
Stop a train at every station up to Promontory Summit. Now you can liquidate the cargo train – take it to a depot, sell all cargo cars, add in one passenger car, and connect all existing stations from first to last. Fast forward the time to spare the wait.
Dry spell. When connecting the cities of Rawlins and Everstone, the rail road should be designed so as to include the green areas (wells). You can also build the tracks straight to the town, only branching out to the wells. Remember to do that before building a station.
The golden nugget is hidden here.
Hidden treasure. When you’re done building a considerable part of the rail tracks, you will automatically unlock a side activity – finding a golden nugget. First, click the question mark in Rawlins, then in Larama, and then in the Indian camp. If you have a hard time finding these places, there’s a “crosshair” icon in the task window – it centers the camera on the objective. The gold is hidden on a hill, a bit north from one of the wells found along the way from Rawlins to Everstone. You’ll find a lone tree and a big stone. Select the ground leveling tool and dig approximately where the shadow of the tree ends.
Tool factory. The aim is to produce the tools ASAP. It’s best to build the rail tracks connecting the factory even before reaching Everstone.
Beat the competition. If you’ll act quickly, without waiting time, you will obtain this medal without any problems. Remember that you can build also when the game is paused (you have to resume the game to complete quests).
Happy investors. It’s easy to get this achievement if you’re building simple and inexpensive fragments, and if you build the tool factory connection rather soon. It will provide a nice little income – sell the train when it’s no longer needed so it doesn’t generate any costs without necessity.
The main objective is to bring electricity to Pittsburgh. In order to do so, you’ll have to:
Develop Monroeville. Down at Pittsburgh Central, there’s a lot of place to build a passenger station. From here, build tracks to the indicated city and allocate one passenger train. Build bus routes as well (horse-carriage routes to be exact) – build one stop near the station, and add some within the city.
Boost production. Now you need to create a production chain looking like this: coal and iron > steelworks – steel > factory. As well as: logs > saw mill – planks > factory. The last thing to do is: factory – machines > Monroeville’s industrial district. You only need a couple of machines produced. However, extending the line deeper into the city will provide an additional income, useful during the future development. At first, a road connection will be more than enough; later, you can think about upgrading the transportation of iron and wood, and use trains (considering how far it is from the mine to the saw mill).
Rail tracks for Tesla (coal) and tram lines for the Southside.
Convince districts. Now you need to convince all districts of Pittsburgh to use electricity. Start with Tesla – establish a connection with one of coal mines and build a train station right next to his workshop/lab. Apart from completing the task, this line will also be one of the most profitable and least problematic in this mission. Next is the Southern District – it’s easy. You just need to build a tram line that will carry enough passengers, and the Southside will have your back. The residential district is on the West, near the Northside bridge.
The second hint appears in a random place in Pittsburgh Central. Dr Brown’s house is in Northside.
The last district will ask you to stop Dr Brown’s actions. First, click on the question mark in Pittsburgh Eastern. Then you’ll have to look for the given person in Pittsburgh Central. In each playthrough he will be in a different building – look for an exclamation mark above one of the houses. Talk with the Southern district then. The quack has been pinned down successfully – he inhabits a house down in Pittsburgh Northshore, near the forest. Only now you can destroy the house, and get yourself a medal.
Build machines (100). Now you will be able to really use the production chain. If the sales in Monroeville are too low, build a new connection to one of Pittsburgh’s districts. Then the demand for machines will grow, which will spur the production. You also need to expand the transport fleet for raw materials and semi-finished goods, so that the factory doesn’t get clogged with its own products.
Production peak. You need a full production chain here. It means you have to take the machines from the factory, so they don’t congest the storehouse. You will also have to either increase the number of carriages allocated to this task, or modernize the connection and use trains – especially in case of transport of wood and iron.
Filled to capacity. Transporting 70 people will be much easier if you use a fast train and create a good municipal commuting network. The number of passengers will grow – just as your incomes.
Animal testing. Destroying Dr Brown’s lab is part of the main mission.
Inundate Tesla with coal. One big, or alternatively two smaller but faster trains should get the job done.
Turning point in the War of Currents. This medal can be won very fast, as a matter of fact. At the very beginning, build the necessary tram lines. When such opportunity rises, prioritize Tesla as your main coal consumer.
A great challenge stands before you – building a great canal for maritime transport. The main objective will be to excavate the remaining (the bulk of) the canal. First, however, you’ll have to get certain things sorted:
Supply the central warehouse. Two straightforward road connection; 2-3 cars will quickly get this thing over with.
Drain swamps. Each point here requires sending 10 planks. First, a connection with the nearby saw mill has to be established. The second line should take care to transport the wood to all of the places: if the saw mill is A, and the subsequent stations are B and C, then just one line need be created: A-B-A-C-A-D – this will allow a single train to cover the whole situation.
The initial network of stone distribution – first the water dams, then the stone dumps.
Build dams and remove the excavated stones. The excavation site has 5000 units of stone that have to be removed. Doing this thing smoothly will require hasty action. First, prioritize building the dams, removing the stone should be taken care of later. Remember that the Northern dam is located a bit further and requires more stone. In case of using trains on this line, remember to send twice as much trains to the Northern dam. The trains can also be send North – then use road transport to move the 1000 stone units – the road transportation is more consistent. Then, take care of removing the excavated stone. Make sure that the number of cars removing the stone remains in the following relation: 5 cars North for every 3 cars to the Gamboa bridge dump. The removing of the stone should be consistent if carried out this way – passing loops and double train tracks will be very useful.
Pride of the nation. Finish the mission before 1924. It’s going to be challenging if you don’t approach the mission with vehemence since the very beginning. Finish the first task ASAP to be able to focus on moving the stone, while gradually expanding the transport fleet. There’s one hindrance in this mission, which might not be that obvious – remember that the Northern dam requires more stone and is located further away, so that’s where you want to set the first rail track lines.
Secure funding. Squirreling away the money is not welcomed in this mission – the player can not have more than ten million dollars. Utilize the money to constantly develop your lines; if everything works perfectly, you can just purposelessly spend money.
Astonish the doctor. There are four big areas marked with green circles. Avoid building anything there and plant some additional tress. When you notice that the uptrend is constant, you can leave things be and just wait for successful conclusion.
Landslide. Along with your profits, systematically expand your lines with more vehicles to increase the distribution of stone.
Fair distribution. As already mentioned, the distribution of stone should begin after the dams have been constructed. You will have to move 1000 units of stone to both locations. Chose the relation of the transport carefully – in the worst case, you can cease the transportation in one line or reinforce one of lines with additional vehicles from the other line. Anything like 40% – 60% or better will be accepted.
You will now be taking care of the motor industry in the Chicago area. Before you begin, there are a couple of things you need to take care of.
Transport livestock. The livestock has to come from both of the farms near Chicago. The one further away has to be connected with a railway; the one closer can be connected with just trucks. Remember – transport only the livestock, leave the grain alone. If you’ll be transporting both livestock and grain, the demand on meat will decrease. Sell the food you make in the city in order to regularly empty your warehouses.
Raise capital ($10 million). You need to develop your transport network. You can build a railroad from Chicago (food processing plant) to Indianapolis or Detroit and sell food there, or just transport people. You can also get ahead of the game and prepare for upcoming tasks, Near Indianapolis, there’s a big construction site – it’s going to be a race track soon. There’s no need to build a line to that place just yet, but you should already connect the local industry.
refinery (fuel) > Detroits industrial district – Mission 4 – Motor Industry | The USA Campaign – The USA Campaign – Transport Fever Game Guide”>
Build a line near Detroit, include: oil well (crude oil) > refinery (fuel) > Detroit’s industrial district. From there, create a line straight to the oil well – such line around the nearby lake will greatly reduce the time needed to visit the three stations. Use automatic truck transport – after unloading the crude oil, they will automatically pick up the processed fuel ready to sell.
Then establish a similar line in Indianapolis: quarry (stone) > factory (construction materials) > Indianapolis’ industrial district. The only thing you need to do is build a road from the city to the quarry and develop an effective line. Add some more vehicles after some time to increase your income. When the production grows, you can build lines to other cities to liquidate the surplus fuel and construction materials. In Indianapolis, you can also create a basic bus route – it will become useful for completing one of the upcoming quests and getting a medal.
However, you should focus on the task that the game proposes you to take care of first. It’s the most profitable line. Create a route from the illegal booze distillery near a forest in Chicago and bring the products into the city. When the information that the police are investigating appears, you just need to cease the transportation and not let any of the cars into the indicated zone. Income from the trade with booze won’t be tremendous but the mission bonus will be a nice addition to the budget. After finishing the task, you’ll be able to bring products in without the fear of being caught by the police.
Invest the capital. The simplest quest of all times – click a button and spend $5 million.
Deliver construction materials to the race track (100 units). Since you already have a line for transporting stone, all you have to do now is create another one that will bring materials to the site. A couple of tracks will be enough here, but do build a separate depot for them (set full load).
Deliver gasoline to the racetrack (100 units). Because the refinery is now a bit further, you can create a railway or use the connection from the previous task. Just add a new station next to the refinery and allocate the vehicles you used in the previous task. You can also buy a couple more vehicles to speed things up, as well as set the connection with Detroit to transport only oil (later you can go back to the previous settings).
Transport passengers to the track (100). Build a simple bus line in Indianapolis, 3-4 stops in the city and one near the racetrack. If you already have some municipal line there, you only need to build a new station, and you’re done.
Speed record. A victory before 1925 is possible though challenging. Build the lines and connections while the game is paused. Make sure you’re getting a lot of livestock into the city. Transporting the booze will provide some nice additional income.
Rich in success. Accomplishing this medal depends on the previous one. You’ll have to create many lines, especially cargo lines (fuel, food, products). If you have some time left until 1925, don’t finish the last task just yet (Transport passengers) – make sure your lines provide the greatest income possible and then speed the game up. Do the last task then.
Furtive. Don’t get caught by the cops. Keep an eye on your line with booze. Your attention is mandatory when a notice pops up, saying the police will investigate shortly. Slow the game down if you need and make sure that the traffic on the route to the distillery is halted when the cops are investigating. You can resume the transport of the booze after that.
Stroke of luck. During the initial stages of the game you will face the decision about whether to build a fence or not. Do it to get the medal.
Large crowds. Creating a bus line, which begins in residential districts will get the job done. Add a couple of busses in order to keep the passengers happy (the busses have to come often). You have to do that before the last quest.
You will head a company that has adopted investing into aviation, and revolutionizing human transport, as its main goal. Before you do that, though, you will have to handle some more mundane tasks:
Obtain the permission to perform the first landing. In total, you can obtain five such permissions, where you need only four. Each of the airports has quite different tasks. After you click on the question mark above each city, you will learn more.
Santa Barbara (1). Join the game at the poker table and bet $ 5mil. You will lose the money, but you will obtain the permission. This one is the easiest to obtain.
Los Angeles (2). Deliver machinery (100 units). Before that, you have to start steel production. Fortunately, the road system already exists and the only thing you have to do is to erect a truck depot. Assign more trucks to the steel mine to balance out the production. Building a railway may cost you a lot, due to the hilly area. Transport steel to the station by the factory in a separate transport. Try to build the station as far away from the city as possible, but within the reach of the factory and build another unloading bay in the industrial district (the game will decide that since there is industry near the station, machines will have to be transported there also; this way you will eliminate this problem).
San Diego (3). Deliver fuel (100 units) to the city. The situation here is the same as above. This time, bring oil to the refinery by the city and distribute fuel around the local industry. The area here is quite flat and you only have to build two bridges to get things done. I recommend against using a ship. It moves slowly and it can transport as little as a single train.
Phoenix (4). Transport 100 tourists to the scenic point close to Las Vegas quarry. A bus line and 4 vehicles will be enough to be able to complete this mission. Build a road there, but mind the costs. The closer to the destination you are, the more hilly the surface. Build a sinuous road to cut down on your expenses.
Las Vegas (5). Deliver building materials to the dam building site. The only problem here is the location of the quarry. The river is perfect for transporting stone. From there, establish a small transportation route. Personally, I have tried using the ship. Although I found it incredibly slow, The costs were extremely low (I only had to build ports). It is better to build a route partially along the coast and partially between individual hills. Or spend more and build a tunnel and establish a long route for trucks. The cost of vehicles will be lower and transportation will be faster (in the long run).
Air Mail. Now, establish 4 unique air connections that do not yet exist. For example: Los Angeles – Santa Barbara, LA – Phoenix, LA – San Diego and Phoenix – San Diego. Thanks to this, you will quickly earn the required 4 mil.
Pay the fine and transport 300 passengers on DC-3. Now, you will have to bear the consequences of your company’s activities. Earnings from the previous mission will not be available anymore. However, you can focus on sending machines, fuel or food to other cities to establish a new, profitable connection. Ignore Las Vegas – this is a small city, quite distant from the rest and it is surrounded by inaccessible area.
You will be tasked with transporting people to a different city, via the air route (this is required for completion of the mission). Sell all the airplanes that you have previously had and establish one, or two airlines. Have them both start in Los Angeles, the biggest city in that area. One of the routes should go to Phoenix (many people traveling to the scenic point) and the other one to Santa Barbara (you can transport food from farms there, thanks to which you will reach higher contentment and increase the appeal of the city) or to San Diego. Remember to establish bus lines from the airports, because some of them are located quite far away from the cities. Without that, you will be unable to transport anybody.
Aviation Pioneer. It may be challenging to end the mission before 1943. The greatest one will be to pay the fine quickly, towards the end of the mission. Expand your transportation network to exploit any potential of the materials that you transport. Deliver fuel, building materials, machines and food to more distant cities to max out on you profits. Also, invest in passenger planes and appropriate base for airports. You can earn quite a lot of cash on passengers, but it is commodities that are your priority.
High Flyer. As soon as you have tome loose cash, buy the cheapest planes (Junkers planes are 150-200 thousand each), before their line is discontinued. They do not have to fly. Keep them in garages, or they will be generating costs.
Industry Boom. If you establish machinery delivery lines, bus lines and airlines between cities (in the end, you can also make money on an additional commodity, e.g. fuel), the city will expand with time and new workplaces will be formed.
Oil was and still is one of the most profitable businesses in the last century. This one is a scenario that starts the era of mass mining for oil. Your mission is to transport it.
Export fuel. Before you start mining, you have to decide where to drill for oil. The cost of such an operation is $3 mil., which is followed by oil well being built. To determine the amount of available oil, you can buy a patent for $5 mil. On the list of tasks, you can view how much oil is available in each of the locations, and the values are assigned at random each time you start the scenario. If you want to end this mission quickly, it is a good idea to obtain it. If you want to obtain a medal concerning oil mining from each of the oil fields, keep the money for expansion of your company. If you use the patent, first make a connection with the well in which there is the most oil. Establish a transportation route from the refinery to the export port. It is a good idea to extend railway to the nearby city and transport goods there.
Also, you can send 40 crates of goods to New Orleans, thanks to which you will be able to use the oil rig. This way, you can transport oil to the export harbor. I recommend against such a solution – to transport oil, you will have to establish an additional line and the harbor will be busy already. DO this if you want the medal. Apart from that, the rig produces little oil and the ship itself will take long before reaching the destination. If you really want to use the naval route, use routes for transportation of goods, e.g. to New Orleans (plus a small truck route).
Connection Houston – New Orleans. Your task is to establish a fast route of high traffic intensity between these two cities. Establish as short a route as possible and build both bridges and tunnels. At the same time, build as many straight roads as possible, preferably in both directions, or one direction with siding tracks. 4-6 trains should handle this mission without any major problems. Use new railway engines and attach only one passenger car. Thanks to this, the entire train should not be overloaded and you will prevent situations in which, e.g. one of the trains if full, whereas another one is empty. Also, remember about bus connections in cities to make carrying passengers from and to the train stations more effective
Keep Pumping. If you want to finis before 1955, you will have to give up the rest of the medals and focus on the quickest transportation of oil and fuel possible. Do not spend your money on patent. Remember that goods may provide you with additional income and earn you a medal for the quantity of goods. It is a good idea to establish several goods-exclusive connections. In the meantime, focus on building a passenger connection and, whenever possible, add new trains. As soon as you have handled the first objective, you should be able to deal with the other one in no time at all, because you already have the resources.
Investment!. If you do not want to go below $75 mil., you only have to buy, e.g. railway engines and leave them in the garage. The key here is to spend the money somewhere and this is the fastest way. Garage capacity is high.
Like Lightning. If you do what I have mentioned above, build a short and costly route. Additional railway engines should be brand new and of the same type. The faster ones will not stay behind the slower ones. Also, dispatch trains at certain intervals, instead of one after another, and do not set full load.
Now, you will have to help NASA launch a space shuttle. However, there will be many obstacles to overcome, before you actually do that.
Retire DC-3 planes and replace them with Comet ones. Immediately after you start, have all the planes garaged. After you sell them, buy new ones, wit for the task to be completed and sell two of them. You will have to assign one of them to the airline. Build small bus lines to increase the passenger movement.
All of the chains of production manufacture goods either for science facilities or for cities.
Deliver building materials, machines and fuel. Build necessary chains and deliver building materials to NASA facility construction site, Straight away, build a chain for machine and fuel production and determine NASA as the delivery point. In the meantime, there will appear a task concerning a press conference that concerns a medal- Satisfied Scientists. Build a separate connection with the tenement district and assign several busses there. As a result, you will get an assignment – Perform Parabolic Flights. Buy a special plane and establish a line on one of your airports and add the same station several times. This way, the plane will start to perform test flights. You can leave it to perform 30 such flights (medal – Airsick).
Deliver crops. At the other side of the bay, build small truck connection and start to deliver crops. Later on, you can change the connection and add a station be the food factory and then another one, into the city.
As soon as you are done transporting building materials, change the destination to the industrial district in the city. Now, change the end station of the “machinery” line, then of the “fuel” one to the facility. It is going to be easier to achieve all of that, if only you use lots of trucks for servicing factory connections. As soon as you have delivered all the fuel, both this mission and the campaign end.
Meteoric Rise. It is important that you build all the production buildings and factories, and send goods to the city, so that each of the connections yields sizeable profits. Do not invest in ships and buy new planes only if airports become congested.
Eco-friend. The four yellow areas are under the protection of ecologists. Do not build roads or railway there. You should even maintain your distance from the boundaries of those areas. You can do well also if you decide to stay away from those zones.
The European campaign is different from the American one, not only in terms of equipment and the feel of scenarios. Here, you will find many missions that restrict you not only with time and resources, but also with the availability of machines and stations. For this reason, this campaign is slightly more difficult. You are not allowed as much freedom here as earlier and you have to conform with rules of the scenarios.
Here, you will be tasked with building a tunnel across huge mountains.
Deliver tools, remove stone. Create the first connection to the place where you will be taking tools to the construction site. After a while, you will be able to establish a train connection to remove stone. With time, expand to 2-3 trains to make things go faster. In the meantime, deliver 12 units of tools to the nearby factory (you will receive a medal for that – Handyman). You can leave his connection alone, because it will be still generating profit for you. In your free time, connect together all of the passenger train stations at your side of the valley.
As soon as the strike event appears, you will receive the Humanitarian medal for any solution that does not involve the use of force.
Have trains cross the tunnel 3 times. After you are done, complete the construction of the train line at the other side. Dispatch 3 of your freight trains and connect a passenger car to each one of them. Then, establish a line connecting three cities and dispatch your trains. The more of the you send, the faster you will complete this assignment. Remember about side tracks, especially before the tunnel. It is quite long.
Rockhound. Finding stone may be demanding. Talk to every person in each point. If you have any problems locating the question mark, click the crosshairs in the mission window. Stone is on the hill, as you go up from the pasture. This is the only one that big on the peak. All you have to do is destroy it with a bulldozer, or elevate the area a little to salvage it.
Your main objective will be do rebuild an important bridge, perform necessary preparations and use the object properly.
Produce steel. The coal mine is at the other side of the river and you can traverse it with a bridge in only one narrow spot. Build a railway connection of the capacity of 30 units. From the steel factory, build a road up the hill. This is a shorter route and carriages do well on steep slopes. You will be soon asked to perform strength tests on the newly-built bridge. Stop the train full of coal for a moment. To receive the medal, you require the PLM 220 engine, which will become available several years later, as well as a train of the capacity of 60 units.
Deliver steel to the construction site. You can build a railway connection, but the game suggests that you use a ship (this will earn you a medal). Connect the steel mill via roads with the nearest bank. From there, transport steel on the ship to the site. After you have completed this task, seel the machines.
Establish a passenger connection between Edinburgh-Kirkcaldy and take 5 rides within a year. After you have finished building the bridge, build a double railway line between those cities and assign 3-5 trains to it. The number of cars does not matter, what matters is that the trains leave the station quickly and cross the bridge as often as possible.
Key to Wealth. When you will be about to finish the bridge construction. Build an additional station and several connections between the cities, as well as a tool factory by your steel mine. From now on, carriages with steel will be returning with steel necessary for production. The sooner you do that, the sooner you will achieve your goal. The only difficult thing here is assessment of how much there is still to do, because there isn’t any counter for that. Up to the point that you receive information about the medal being awarded to you, keep investing in the business as much as you can.
This scenario is an easy one at first, but it may easily turn into a disaster, if you do not plan on doing certain things beforehand. In theory, railway will help here, but with the exception of the longest routes, rely on trucks here most heavily.
The train first takes steel to the harbor and comes back with food that is loaded onto trucks.
Provide cities with food. This will remain your goal throughout the entire scenario. You will be provided with information on amount of food in three main cities. If you want to obtain the medal, supply cannot drop below 5% during the war. Establish a network of steel production. It is best to transport coal on trains. The second train connection will take steel for export. Then, it will come back to the same location with food that will be later distributed around the cities (the train is to be composed of various types of cars). Also, you can establish a big road route to Malmo.
Build a storage area. For that, you will have to create a composition of stone, building materials and the building site, 25 units. Only then, can you start gathering your supplies. You require 500 units before you can get the medal (Squirrel). A new truck line to the storage. It is best to relieve those that deliver food to cities in peace time.
After the war breaks out, you will still be able to export steel, but your priority will be to care for the cities. If you have amassed enough food, you simply have to adjust connections between the storage and cities and balance them out. If you run out of food, a farm will be unlocked, although its output is low. This should be enough to have supply not drop below 5%. (Medals Fairly Distributed and Hard Times).
This is one of the most difficult missions. El Presidente wants you to restore his country. You will have an unlimited number of vehicles, which is going to be the most painful part.
Before you start the mission, pause the game and find all of the question marks. They will provide you with hints and explain what you have to do to unlock some of the things. Bringing patrons to the bar, delivering livestock and investing into research at the plastic factory are the least demanding objectives. What is going to be very important in this mission are ships. Establish a steel transportation connection -> Mill, steel -> tool factory. You can build another harbor closer to the island with steel and build a road to that harbor. Ships are slow anyways, so the rest of the route may be covered by cars. Apart from starting production (and selling) of tools, you can regenerate your vehicles for free in this mission (you will also be awarded a medal Retread).
You require more cargo ships, so after the first several trips, after you have finished drilling and after research is complete, establish a truck connection crops-> harbor by the factory and use the ship to transport crops to the plastic factory. You will then be able to take it back to the factory. After some time, you can obtain shipwrecks and increase your inventory of ships, although this is going to be very costly. However, you can keep using one ship only, service a longer route, or create several routes and use the ship where you need it.
The final shape of the naval transport.
In Las Palmas, establish a simple road connection: station by the harbor, the station behind the building materials factory and the industrial district. Set transportation to the automatic mode. Thanks to this, trucks distribute goods from ships either to factories or to the industrial district. Since naval transport is slow, they will be distribute each product in succession.
Establish air transport as the last one. It is expensive, costs a lot to maintain and it will not yield too high profits on this map. Apart from that, if you want to obtain the Good View medal, start by building train transport. Activate the terrain formation filter and find points above 200 meters of mild slopes. As soon as you mark out the train line there, set a checkpoint there and build a small node to enable the train to go back. Add this point to your line. After it reaches that point once, you can remove it from the connection.
This time around, you will have to rebuild the post-war Germany. In this mission, you will mainly rely on air transport. At least, this is what the game assumes, because this is easier said than done.
The first task is to deliver citizens from districts of Koln to the airport, to train airport staff and pilots. Act fact to establish the first air connection. Then, you can build a new airport. Remember that it does not have be located among blocks of flats, where construction costs are not too high. Remember to set out a bus line to the airport. Passenger movement will increase and you will find people willing to travel by plane. Buy one, or two new planes. Otherwise, you will be waiting too long for the investment to pay off. Your goal is to make a profit of 2 mil. from air connections, after you subtract the cost of building the airport and buying machines. If you notice that the number of passengers is low, expand/add new busses into individual cities. As soon as possible, build another airport near Hamburg and establish connections between each of the airports, 1-2 planes each.
Be diligent with your resources. In the meantime, establish a truck connection and transport goods to the other side of the river. After you complete this task, you will be able to transport goods to other cities, which is highly profitable. Dispatch several trucks to Koln and Stuttgart. Although the trip is long, you will surely be happy with the profit.
Now, you have to focus on the appeal of each of the cities. Tourism is to reach 10% in each of the three main cities. And this is where problems crop up. In the current game version (build 11807) this system is quite convoluted for this mission. Presumably, you will always be able to reach only several percent in one of the cities, whereas you will be able to make it in the other two.
Make sure that the number of passengers on airports is not too high. Long wait times translate into how much people are interested in that line. Expand city connections and try to reorganize them. Then, establish transport lines for goods into commercial districts of each city. This should bolster interest in citizens. Apart from that, although this does not stand to reason, establish a bus connection between main cities. This should also increase the number of passengers.
If, in spite of your efforts, all this fails, your final solution should be…demolishing of commercial buildings. Cities quickly restore them and the destruction cost is high. Do this when the city maintains the level of 7-9% and it does not go any higher. Pause the game and demolish as many commercial buildings as possible. Within a month, this factor should go up by several to a dozen-or-so percent (depending on how much you have actually demolished). Probably, this is not the way the system was supposed to work, but for now this is the only solution that will let you complete the mission.
For the reasons provided above, it is impossible to obtain the Money Gives You Wings medal, unless you spend 40-50 years and focus on the problem of appeal of connections. When it comes to obtaining the Heavy Traffic medal, there should be no problems with that, although it is best to keep additional planes garaged. Otherwise, this will create a high workload and planes will be circling above the airport endlessly.
Here’s your chance to build the fastest railroad in Europe! This mission will require you to rely on passenger trains and buses. The problem is that the mission (as was the previous one) appears to be “broken”. On my version of the game, e.g. build 11807, it will be very hard to get past one of the objectives.
Sometimes it’s better to lay new tracks that to try and fix the old ones.
Reduce travel time to less than 7 minutes. Before you attempt to break the first speed record, reorganize the route. The game suggests you repair / improve the existing track; what it doesn’t tell is which sections can and should be improved. The existing tracks don’t show maximum achievable speed. Return the current train back to the depot, pause the game, and design a new route from scratch. Keep the tracks simple and straight, build tunnels if you must. Invest in some passing loops, or build a second track right away (skip the tunnels though, it will cost an arm and a leg to build twin tracks there). If you can complete the route with around 17-25 millions left in your pocket, everything’s fine (1).
The train that you have returned to the depot may remain there for the moment, unless you need cash. Now buy an engine, the one for 16 million (2). Let it run a round trip on the new route once. This will complete the objective and unlock buses. Sell the train and replace it with one resting in the depot, adding five cars. When buying cars, remember about their maximum speed, unless you want them to slow down a faster engine.
Passenger transport. 500 passengers within a year. Now’s the difficult part. Before you build stations, upgrade the roads to 4 lanes where you can and add bus lines and tram tracks where you find them useful. Now add the stations and design a bus and tram network. Remember to connect individual districts and build a stop/station as close to the train station as you can. Some of the passengers will surely praise your thoughtfulness. Furthermore, establish a cargo route with the city: send goods to Paris and machines to Lyon. In theory, the citizens of Lyon will come to Paris for shopping, and the residents of Paris will gladly welcome the new job market available in Lyon.
As I’ve written earlier, this section will be hard to complete, because often (even with good planning) you will usually be able to carry 200-400 passenger a year while operating a throng of buses and 4 fast trains on the line. This advice may help you:
- In Paris, the main bus line needs to go through the train station, commercial district, and the heavily-populated parts of the residential district.
- In Lyon, the main bus line encompasses train station, industrial district and some points in the residential district.
- In Lyon, get rid of the road leading to the airport. In time, do the same in Paris, though it may be more costly. You won’t fell much difference anyway.
- Buy a second train, identical to the first one, and make sure it operates from the opposite end of the line. This will increase the train frequency and make the route more attractive to the passengers.
Clever demolition will help you control the city’s development and distribution of population.
- You can also demolish the industrial infrastructure in Paris and lead its reconstruction towards the main station. It’s a tedious, time-consuming, and costly process, but it will “move” the industry within the range of the station, allowing your buses to focus on more important clients. Same thing can be done in Lyon, only with the commercial district. Remember that the city will rebuild destroyed structures very quickly until it reaches a predefined limit. Often, the new building will placed not where the old building was, but near a less-developed area. This will allow you to shape the new districts.
One final trick to complete the second task – a queue of loaded trains waiting for the beginning of the year.
If everything else fails, there remains one final way that will require us to exploit the rules a bit. For this objective, the game counts passengers that are getting off the trains. What you’ll need to do is to prepare at least 3 trains with cars capable of transporting 100-110 passengers aboard each (5 cars should be enough). Set load to full, and when the train approaches the final station, make it stop on the last railway signal before the station. Now, each full train will stop in line behind it. Once all the trains are lined up, wait for the beginning of the new year. In January, let loose the first train – congratulations, you’ve just transported 300 to 500 passengers (depending on the number of trains in line). If you haven’t completed the task by then, the second station is full of passengers waiting to board. The task should be completed no later that around June.
The situation in this last task resembles the previous mission, except it’s easier to achieve this time. You have to beat the air connection with the number of passengers in your trains. The number of passengers in airplanes varies, but you have no control over it. Even if you’ve demolished the road connecting city with the airport, the passengers will, in some magical way, reach their flights. The best way to win is to upgrade your trains to TGV-class – ultra fast railway. Once this train hits the tracks, you should be able to collect two medals – one for exceeding 280 km/h and one for reducing travel time under 5 minutes. This will also multiply your profits thanks to increased train frequency. In the meantime, you will be given an optional task, requiring you to operate a train no faster than 120 km/h. As a reward, you’ll be given improved TGV. If the number of your passengers is equal, or almost equal to the required quota, you’re almost there. Now you just have to wait for the airlines to have a bad day and the mission will be completed.
Your final task is to build a railway tunnel under the English channel, connecting the island with the European mainland.
Make preparations. You have to establish two production chains. While making planks is no rocket science (the English have everything necessary on their side), production of steel may cause some trouble. Create harbors on both sides of the channel. Use trucks to move coal from the mines to the harbor, where a ship will take over, and the third link of this will eventually carry steel (1). In the meantime, you’ll have the opportunity to collect a medal – explore the bottom of the sea. This challenge can be completed only before you finish this part of the mission. The easiest way would be to hold off the establishing of the plank production chain, buy the necessary ship and stop it where it needs to be. Then, you can sell the ship and establish the required chain.
If you’d like to earn some money fast, create a railway connection between Dunkirk and Boulogne-sur-Mer (including city lines in both cities). One fast train hauling 3-4 cars should yield some decent profit (2).
An example of connection scheme for plank and machine transport
Drill the tunnel. This is your main mission objective. You’ll have to deliver 1000 units of machines to the specified destinations. Build an additional harbor and truck connections to bring planks to France. The same connection can be used to send back machines via ship to England. Machine factory will divide its production equally if you establish the right transport connections. Still, the destination point in France is located much closer than the one in England, and so the quota there will be filled much earlier. You’ll have to take that into consideration if you’re in for the Handshake medal. Once one side of the tunnel is almost complete, hold the connection a moment before they load out the cargo and wait for the other side to reach the same stage, when you can restore the connection. After the drilling is done, change the machine transport destination point into industrial districts of nearby cities.
In the meantime, you’ll be given an optional objective/medal to collect – upgrade drilling machines. Assuming you deliver 10 units of machines to Hastings, the required amount of goods will drop from 1000 to 900. Now you just have to establish an additional connection between the harbor station and the city, then demolish it. The system will share the goods equally, so that no vehicle is kept waiting.
Tunnel utilization. Now, you’ll have to transport 1000 passengers and 1000 units of any goods. The tunnel has signals and a twin track, making it easy to integrate it with your existing railway network and add some transport lines. You can close the naval and truck connections, replacing them with a train carrying coal and planks. Create some additional connections between the cities and wait for the objective to be completed.