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Mechanics

The systems that drive Transport Fever 3 — from cargo chains and reputation mechanics to modding tools and procedural map generation.

Gameplay

Modes, simulation, day-night cycle.

Three game modes

Tycoon mode offers adjustable difficulty across economy, world, and citizen behaviour. Sandbox disables the economy for unrestricted creativity. Campaign features missions inspired by real historic transport events.

Customisable difficulty

Disability sliders for noise, pollution, vehicle maintenance, company headquarters, and economy allow pure route-building play without tycoon pressure, as confirmed by Urban Games in the First Look: Tycoon dev blog.

Living simulation

Cities simulate individual inhabitants who travel between home, work, and leisure. Passenger satisfaction and city growth tie directly to travel time and comfort.

Economy

Cargo, maintenance, loans, reputation.

Redesigned cargo system

Cargo simulation has been redesigned to give players full control over the delivery chain. New facilities include warehouses for buffer storage, industry boosters that raise output, and specialised loading terminals that speed up turnaround.

Dynamic vehicle maintenance

Every vehicle now has a dynamic maintenance curve that steepens with age. Players must budget replacement and overhaul cycles to keep services running smoothly.

Dynamic loan and contract system

Players can take on loans with adjustable interest rates and accept contracts that pay out on delivery. Higher risk yields higher potential reward but tighter cashflow pressure.

Reputation, noise, and pollution

Growing cities generate traffic, noise, and pollution. The player must balance the needs of citizens against construction efficiency. Heavy terraforming also reduces local satisfaction.

Infrastructure

Roads, rail, tram, ship, air.

Roads with full control

Road construction supports free-form shaping, custom intersection designs, and lane-specific traffic flow management. Includes highway ramps, overland trams, and configurable tram lanes.

Rail networks expanded

Rail networks now support line-specific train priorities and distinct track types (light rail, dedicated cargo trams, high-speed). The Line Manager redesign allows in-world editing of lines, stations, and vehicles.

Underground trams and dedicated lanes

Trams can now use dedicated tracks and operate underground, reducing surface noise while improving passenger flow.

Sea and air networks

Full ship and aircraft networks including ferries for short water crossings, supertankers for offshore oil, jet aircraft for time-critical cargo, and helicopters for short hops.

World

Maps, climate, terraforming.

Full day-night cycle

First in the series to ship a fully featured day-night cycle with dynamic weather, cloud coverage, and physically-based atmospheric lighting.

Node-based procedural maps

Map generation uses node-based technology allowing seamless transitions between biomes within a single map — swamps flowing into coastlines, deserts into canyons.

Four climate zones

Temperate valleys and forests, desert plains, tropical islands, and the new sub-arctic region all demand different transport strategies and route engineering.

Terraforming with consequences

Players choose between adapting routes to the landscape or terraforming it. Significant modification of landscape negatively impacts the satisfaction of the local population — trade-off between construction cost and public approval.

Modding & Tools

Map editor, Mod Hub.

Cross-platform modding

Modding tools have been greatly improved. A cross-platform in-game Mod Hub lets players browse and install mods without leaving the game. The upgraded Model Editor supports building vehicles, buildings, and map assets.

In-game map editor

The map editor allows players to sculpt terrain, paint ground textures, place vegetation and industries, and import heightmaps to recreate real locations.