140 people found this review helpful
4 people found this review funny
Recommended
0.0 hrs last two weeks / 301.0 hrs on record (18.2 hrs at review time)
Posted: 14 Dec, 2019 @ 9:56am
Updated: 13 May, 2022 @ 4:05pm

After a short time of playing, this is my initial impressions about Transport Fever 2 compared to Transport Fever 1.

Economy
The Good
I really like the improvements to clarity on how demand and supply works. In the first game, this was confusing at times to understand why there were seemingly random fluctuations in demand. Being able to clearly see a building's Production, shipment, and transport is a real improvement. Also a huge improvement is the seemingly instant recognition of a new transport line. In the first game, it was always a rough start at the beginning of a map having to wait for buildings to start production and for passengers to accumulate.

I also like how towns now show their progress and what you can do to improve the size of the town. The clarity is extremely helpful and can help shape a town how you want.

The Bad
While I like the improvements to understanding the economy, I feel it was been greatly dumbed down. Towns now only accept 2 types of cargo? This seems way too simplified. I liked how in 1 there was a demand for every product so I could have the freedom to choose where to start. Not only that, it makes little sense that every building in the town has only 1 need. This means I have no reason to create cargo hubs like I did in the first game, as every town needs something different.

I had also wished for more complex industry in Transport Fever 2 over the first game, instead I got the opposite. The only good thing is that oil now makes more sense, having to ship it to a Oil refinery and then to a Fuel refinery is a welcome improvement... However, nothing new was added and some complexity, such as buildings having multiple choices for input, was removed. Farms, for example, now only produce grain. Bakeries only accept grain. It was nice having both livestock and grain options. Same for Stone and tools, being able to select multiple was nice. I was also hoping for some new industries to make things more interesting.

UPDATE 5/13/2022
The bad has been fixed! I have no complaints about this now with the most recent patch. After a few hours into playing the new patch, I am loving this version of the game the most!

Management
I only have good things to say about the management improvements. I am going to just quickly list everything that i like.
* Finance Table and Chart
* New Vehicle Manager that lets you clone and upgrade vehicles
* Changes to how Condition and Maintenance works
* Line Statistics

Building
Building and running lines, more or less is the same, which is fine since Transport Fever 1 mechanics worked great. However, the addition of modular stations is by far a welcome addition to the game. No more fiddling around in smaller towns having both a passenger and a cargo station separate. The only criticism I have here is the lack of curved stations, at least from what I can tell so far.

Graphics
Not a whole lot here has changed, but the game looks pretty good already. The UI facelift is a good improvement. Overall, the graphics are in a pretty good place.

Other Thoughts
I REALLY like the free map creator. Its is great that I can preview a map before jumping into it. I really like games that give you choices like the new map creator does. This is a great improvement over the first game, particularly the Desert and Tropical maps.

The introduction of Asian trains is a nice addition. I always wondered why they were not there in the first game, despite them have a great variety as well.

The changes to how time works is, imo, a fantastic change. I can 'pause' time but still keep running. It looks like income is now real-time based instead of based around the in game time. This makes it particularly useful if I want to make a map that is purely stuck in the 1900s for a long time or I want to slowly transition between eras at my own pace. Alternatively, this change gives me the ability to speed through eras if I choose. A very welcome change over having to 'mod' the game to slow time down.


I may update this review as I play more. I only have 17 hours in the game, so I have not really hit everything there is to know.
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7 Comments
76561199767984904 4 Sep, 2024 @ 2:29am 
Dang, your review tho! It's packed with so much good stuff. I could never write like that. You're incredible! 🤩👌
Semple 13 Jan, 2020 @ 11:20am 
I didnt have any issue in the first game providing every good for every town, it made things challenging. Cargo hubs were perfect for that along with mixed trains that were always full in both directions. I really don't need a cargo hub except for specific goods to transport to towns that demand it. There really is no purpose to mixed freight other than to force it.

I get that I can mod it to put it back how it was, but this seems, as my review said, a dumbing down. I REALLY have no need for hubs and can make loads more money by specializing lines to deliver straight to towns from the factory.

After having actually played for more than 100 hours now, I still don't at all care for it. It has made 'hard' mode a joke to succeed at.
Seriphyn 13 Jan, 2020 @ 8:27am 
Great review but I disagree with the fact that you don't need hubs anymore. I have been using hubs and utilizing two-way freight trains where they are full in both directions, supplying every town. You can also find some mods for putting all the demands in, though.

Honestly, I hated having to supply EVERY good for every town in the first game. I would never be able to grow cities.
ThaRedstoner 18 Dec, 2019 @ 11:42am 
(Continued from below)
I don't really like how the existing chains now have static input and output either. More materials and more chains doesn't seem like a huge development cost, but it would be nice when generating a new map to have new opportunities due to the different materials available. It's also allows for complex gameplay in the late game, by building more risky delivery systems from low demand areas to high demand areas.

It also makes no sense that the people in the game world are totally fine and willing to pay if I ship iron ore from across the map by plane when they have a quarry right outside of town. That resource is not precious enough in that area to warrant that ticket price. It would make sense if I can only find, say, gold or diamonds on a remote island that are truly precious enough to warrant fast air delivery. This is then offset by the risk of running planes.
ThaRedstoner 18 Dec, 2019 @ 11:40am 
First of all, totally agree with the review.

I totally agree about the decrease in complexity of cargo production. While I do think it makes sense that certain towns have a preference towards certain goods, it's strange to think that your average town doesn't need food or building materials.

Even stranger is that those towns are then also filled with building only accepting those materials. It's unrealistic that a town in 1850 is more concerned with buying boxes and gears than basic living facilities.

Wouldn't it make sense that their demand shifts over time to keep the demand more dynamic? This would drive you to build more complex systems that can deal with the changing demand. Starting at basic necessities and with enough needs being met it can build up to providing a life of luxury.

I'm in part also sad that with the removal of several materials like livestock. Specifically that it wasn't replaced or expanded with new types of cargo production chains.
Semple 18 Dec, 2019 @ 5:10am 
@TNZ Its not all that complex, just less convenient and makes less sense. I get its a game and they want it to be complex, but this is not really adding complexity and doesnt make sense. Having a town demand everything was complex because if you wanted to upgrade every town, you had to have the supply and network to do so. I say its dumbed down because now I don't need a complex network to deliver everything everywhere, I can just run simple straight lines from factory to towns that demand it. No need to have a hub city with 12 platforms that shuttle goods to other cities.
TNZ 18 Dec, 2019 @ 4:10am 
2 cargo per town is in my opinion not a dumb down. It's much more complex now to plan where all goods have to go, instead of just sending everything everywhere.