Another option now with modular Stations is to put the smallest train station to keep as low as possible the Maintenance of the infrastructure and increase it only when you need longer trains.
This is a big deal, especially when working with cargo, since the profit margins are SO slim now. Infrastructure maintenance can make or break a setup.
I found that you can set up one route to go around clockwise first, and then when they reach the train station again, you can have them go around again counter-clockwise. Thus, you can use one route for both.
lol i am subbed like forever to but still i always stumble over videos of stealth when i find ANY interesting and at least slightly complex game and wanna watch a video about it. :D Its like he is making those videos sometimes a year in advance for me. :D
To be honest Stealth, u might want instead of having added another train, added 2-3 more carriages to the existing 2 trains. It can pull 6 carriages at max speed. Just my 1 cent ;-)
@@alexandervezina772 for gargo, that's correct! But for passangers, you could just add either a faster train, or more carriages (if possible). A locomotive cost you more than a carriage. But you could though, it will just be a bit less money in your pocket :D
dude this was great, showed us how to make money in 1850 and to the point! you should do more tutorial videos. i havent seen the rest of your content yet but ppl who play this game usually play similar games and share similar interests as well!
one point that i think you missed when you added a third train on your line was; Only train 3 will make a "good" profit, because train one and two has only one passanger car. That means that the running costs of the loko + the passanger car will be almost the same amount of money the train can do, which means if your train don't run full ALL THE TIME it will be a loss on the end of the year... you need to keep an eye on running cost / possible profit on this game sir. And with the time going by your trains with one cart will not longer be proftble at all. Because as older a vehicle gets costly is the service bill. Nice vid btw, i missed transport fever on your channel. What i think you want to do is keep the amount of lokos as low as possible, because they are the profit eaters machines and keep 2 or 3 trains but will way more capacity than 18 in your line. Another thing as well; For me you have way less "buses" in your city lines than you need... in this game i'm always willing to let my inner city line be a minor loss, but have enough capacity to feed my train and air lines, because i know for a fact that a train line can easly cover the loss of 2 inner city buss lines. And right now i saw some of your stops in both citys with more than 50 ppl waiting to use the line. You don't need to keep the amount buses equal between the 2 lines in your citys because this will just eat your money away, the game will never divide the passangers among the 2 lines in a equal manner. So stick more buses in the lines that the stops are more full...
Just one important and critical correction: Older trains do _NOT_ get more costly. Maintenance is now fixed unless you manually increase it. Emissions go up as their condition deteriorates (and value decreases), but the base maintenance cost is fixed. You can run trains from 1850 until 2000 without replacing them at no additional cost. They'll be worth nothing (if you sell them) and will have horrible emissions, but otherwise will work just like they did when they were new. This was a major change from TpF1 to TpF2, but wasn't exactly advertised (and the game doesn't tell you this has changed either), but it's a great change in my opinion. You can manually increase maintenance costs to stop vehicles from deteriorating (they will even be 'repaired' and emissions will reduce over time, depending on how well you chose to maintain them).
@@TheCreat So I can keep running a Big Boy on my cargo lines up through the 2020s and turn a profit if it's a good enough line? Holy shit if that's accurate that's incredible.
@@RocketMaster2 Yes, that's exactly how it is now. It's only an issue if you run through cities (specifically residential zones) with it since those people will care about the emissions, which are even gonna be increased due to the age as I mentioned. If you run it where nobody cares about emissions, run it as long as you like!
>"train one and two has only one passanger car" What? I mean, did we watch different videos? One can clearly see (and hear), that these 2 trains have 3 passenger cars!
Рік тому
Hello Mr. Stealth! I just wanna to say a huge fucking thank you!!!! I purchased the game for PS 5 and tried your playstyle, it absolutely is WORKING! I don't have to touch the Borrow money button! Huge thank you once again! Greetings from Hungary!
Thank you for this video. I have noticed that the tram/bus stops are the key to unlocking the train passenger systems. I used to design a single train and a single route around towns. Now with adding another route opposite there is a big influx of passengers.
I am a veteran that started all the way back in 2014 with Train Fever. Next Transport Fever. I believe that was in 2016. Now Transport Fever 2 in 2019. Almost 2020 since TpF2 came out on December 11th, 2019. Obviously, you were in the TpF2 beta since you uploaded this on Nov 30th. I watched because I like to see how other people start. 1850 can be a challenge as you obviously know. Your method is the same as mine. This method works on pretty much any map even player-created maps.
Was this on normal or hard difficult? As for the bus routes. in TF1 I only used one line to do the same thing,. It started at the main station went clockwise around back to the station, then went anti clockwise. In your case, I would have still put the same number of vehicles on the line e.g. 4. but it was just one line in town. Later on it made it easier to find the lines as you end up with loads in that list.
Great Video! Learned a few things from this that other you-tubers didn't cover. You might want to try using intra-city trams rather than intra-city stages though. They carry more and lessen per passenger emissions. You might also show the coverage of individual stops by clicking on them. This would give others a better idea as to what is covered by which.
You are really calm and nice to explain this! Thanks! Made me buy the game! Loved the old Transport Tycoon games.. now Ill give this a shot! Thank you!
On hard mode I experienced how a single train is basically a death sentence, although maybe passengers is better, or I should focus on 2 way profit routes, which is quite hard with trains.
This is such a good video! I started off trying to make money from industry but ended up with about 40 'horse and cart' on each line due to cargo load being so small, and still losing money. After that I only ever start a game in 1980 because 1850 was too difficult to make progress. But now I'm off to start a new game in the old days with this advice in mind...
I tried this strategy on hard and it did not work. I reloaded several times and changed positions of the stops and played with the # of passenger carts but couldn't find a sweet spot. I just kept hemeraging money. I find that on hard the only way to make a steady (yet small) profit is to focus on industry with trains first and supply the towns with growth, then pivot to passengers. I couldn't saturate the passenger train lines enough. I did adopt your strategy of using singals and running multiple trains on one line, however it is a fine balance because the upkeep of the trains are very high and sometimes putting too many cargo wagons on the train makes the line so slow its not profitable. Unfortunately it's really hard to measure the likelyhood of a line succeeding or not until its too late. I find medium too easy but hard is very hard!
I've only played 1 map so far, but I like how I started. I did a couple road cargo networks first, and then made a long boat transport. Took like 2 years per trip for the boats, but I made a ton of money by just waiting.
Very well explained! I did not buy the new one right now. Still playing the old one, but i guess, i can use your hints there as well. Always asking myself, why the heck its not really working. ;-) But i try right now the hint i count take from you and use them. So far, i will make a abonnement with you chan. Thanks! Thumbs up!
When you see more people waiting than you have room for in your train, why not add wagons to the train? You can do that without sending it to the depot.
There will be a point where the speed and emmisions are considered as “bad” in the game. And it will be very slow. So either add more wagons then add loco’s in the back, or more trains.
I would prefer to name routes like: number (because yes it's cool to number routes) - city (for buses and trams) or city to city (for trains and long range buses) - type (bus, tram, train) - I letter (if counter-clockwise, I for inverse). Anyways, great video!
I have had about 10 restarts with this game . I have tried passenger, Food to cities and coal to the steel mill. Coal to the steel mill crushes everything else. Just find the closest coal or iron ore to a steel mill and 1 train with as many cars that it will pull and just let it go and sit back and watch the money roll in.I let it run all night while I am asleep and when I wake up the money I have is off the charts.
I don't start like that. I do one connection from city to city with one single train. Doubling the track is a waste of money. Your can just to a little double path in the middle of the track cause you'll not have more than 2 passengers trains on the track in the early stages of the game. With the rest of the money, I create the more roads lines I can between raw material and transform factories that are close together. You can sell the 400 products at your transform factory without having final customers so it's a way to make a lot of money early in the game. And also I won't use these for doing my network, these are just temporary money makers.
7:00 Why 2 direction lines, why not just 1 that stops at every stop in 1 direction, then every stop (again) in reverse. When you spam enough vehicles on it, they'll all be covered in both directions anyway
I always start with oil and fuel. Always. Passenger routes can wait. So can food. If I do a 1850 start I leave it running for 50 in game years then start properly!
I never played this much, but doesnt make sense, micro the first trains, to only leave the station full? i dont see the point they run without passangers, i just take off the wait limit, and make them wait, pretty sure it makes a little more money, because sometimes the two trains like in the video, are just in the middle of tracks, losing time, to take the first coupe people
It's not totally right to "learn" them to "make" money when after your city grow you need to demolish bus station ore train station. And you can adjust the time /day speed.
Hi there... I'm new to transport fever. I've watched a quite a few tutorials now and it's very hard to see what's going on when you're setting things up. (Every tutorial I've ever watched had a minute cursor and I JUST CANT see what's being pointed to) I've tried to make a food line. Feeding from two farms to a food processing plant and then into a town. I've put in truck stops (making sure they were in reach of the farms, plant and residential). Set up the lines, put in a depot. Bought trucks and told them the route. But they just stay at the depot and never leave. Do I need to tell them to go back to the start again? Please tell me what I'm doing wrong?????? Very frustrating. Thanks
Are you sure there's a road connection between the farms and the food processing plants? That's the only reason I can think of why a vehicle wouldn't leave a depot.
@@Stealth17Gaming All roads connected. when I click on the truck stops they turn white to say they're connected. ???? Should I delete the depot and start again?
Thanks for the video. ( from 2022 ;) ). I tried this method but apparently wasn't really successful like yours. I also ran two trains, each with 3 passenger cars around 3rd and 4th run it seems line was promising. It had a full boarded run with 18 passengers. But it didn't really grow from there. Also the numbers weren't always very good. Which resulted the company not to catch up with dept but keep loosing. I wonder what is the issue.
Nice vides. I wonder, why don't you use the duplicate option when you want to add more trains/stagecoaches? I believe it's the easiest way to add more of the same transports. Also what's your advice on balancing between full and partial loads with running costs? Like is it cheaper to let trains just drive without full load or is it better to use the half/full load + waiting time option?
In TF1 it was generally best to start with horse drawn freight. In fact on hard difficulty is was almost impossible to make a passenger train route make money at all until at least 20 years into the game. Even then I found it was more profitable to start with freight trains and beginning passenger train development around 1900-ish when I was already making big bank. On medium difficulty you can squeak profits out of passenger trains from the get go, but the same principle applies - you make a lot more starting with freight. Of course this is TF2 and the rules may have changed, especially the town growth rules, which may alter the situation. It remains to be seen. All the streamers are playing medium difficulty and want to showcase building stuff and show off trains etc, so we don't know yet.
My experience with TF2 so far is that you need to haul a lot more cargo than in TF1 to really make any money from it, so you need a lot of cash injected into rolling stock to make it work. There is more cargo in general though so once you get the ball rolling you can slap half a dozen trains down on a cargo line even early game.
Still thinking to buy this second "episode" because i've a played a lot with TF 1. And it looks exactly the same as the first. Plays the same way as i see, so i still wait.
question now since you can add a cargo terminal to a passenger terminal can you put lets say box cars on a passenger train to bring food back and forth between the lines?
@@zorzdepaloma88 The train has to move along between the platforms or it'll break, so the platforms can't share a single piece of track. There are ways to do it, such as attaching the cargo platforms to the end of passenger ones or have your station organised in a way for the trains to change platforms within, but it is tricky and probably only useful in only a few circumstances. If you look up someone called Ajaxpost Plays, they have some fairly comprehensive videos all about modular stations, including some ideas for this set-up.
your rail-building is sloppy. @4:54 1) first, you don't need a double track all the way. if you want, say 4 trains, which is a nice start in this era, you need only 3 short side tracks for this length, one to split the middle, and again two more to split very short standing sections near the stations themselves. not only this costs you less for the construction and maintenance, but also helps you with spacing out the trains, and you really need that regular frequency in the beginning. second, those signals are terrible, you're ought to use one-way signals and invest some time in spacing them out properly. and this is exactly why you don't start with the signal-heavy construction very early on. it's impractical to invest too much time in just one line, and it's also completely non-historical. 2) that being said, I'd much rather find a route that can be satisfied with trucks, ships (can be incredibly profitable if set up properly), or a relatively short rail line that is suitable for 2 trains. 2-trains setups are very frequent, even in the late game, and I've successfully used 3-trains setups with very long freight consists. point being, there is rarely a need (unless you build a very long track or its a demanding passenger line) to have more than 3 trains (or at most 4 trains early in the game, and only because they're slow and because consists should be kept short). 2 trains dance from end to end in a predictable manner, and if the line is not too long (say no longer than 2/3 of the width of the small map), pretty frequently once locos hit the 100 km/h and 120 km/h mark. 3) also the rail feeders aren't frequent enough in your case (@18:39), and there is no need to make separate cw and ccw routes if a circle is sufficiently small, you do that only for large circular paths, otherwise its very likely a loss of money. the best way is to make a simple (non-circular) line connecting two ends of a city, preferably connecting an industrial area residential area train station, in that order. as the city grows, other lines should intersect orthogonally with that one, until the city is sparsely but uniformly covered in bus and tram stations. the spacing should be around 2 city blocks or so, give or take. make sure you cover the most saturated buildings on the Land Use overview. splitting bus/tram lines into cw and ccw routes is cool, but is very rarely a thing that truly runs a profit. very importantly, make sure you constantly monitor the load on each line, and add or remove buses to and from other lines in the same city, because this is the cheapest way to balance all of them (assuming the vehicles exist in the first place). 4) not all of what I'm saying here is strictly a critique, so here's some more useful information. early rail depots should be repositioned once the railway get upgraded or refined in its shape or elevation profile, because in time a railway should be networked with another railway of the similar type (say freight), even if the lines don't normally mingle with each other. this lets you have a depot that can service an entire local network, and not just a single line. early in the game, a depot is just the means of getting the first couple of trains, and arguably it could be destroyed after it has been used to cut the costs; though I wouldn't do that because it also lets you refit the existing trains relatively cheaply, if you send them back to it manually. however, when the network grows, it's best to destroy it and create and a better positioned one, with proper connection that could potentially serve many lines, as this will cut the maintenance costs immensely while allowing you to add more trains and potentially refit them, and looks really good and realistic. 5) two-way signals should be really used very rarely, and almost exclusively in these scenarios: a) where depot rails are entering the main line, and b) when there's a single-track that joins a more complex dual-track network. to improve efficiency with some complex freight rail intersections, you could place a single two-way signal in a section where another incoming train is expected (assuming the rest of the line doesn't end with a station immediately beyond it), in order to let it push further when approaching from a certain direction, like this ==>====X (where X is a dual-track crossover that relieves the traffic). normally a single-track section should not have two-way signals if there are multiple trains running on it AT ALL (but multiple trains are still ok, if the side tracks are designed properly), so this setup ==>====
Excuse me, can I translate this series of videos into Chinese and post them to a Chinese video site bilibili.com with your original video and channel link? As you may kown, there are many Chinese players. But I haven`t seen a good tutorial for them.
How does it look for hard difficulty? In TF1 it often took me a few attempts to actually survive the first 15 years or so on hard difficulty, even with this basic approach, because it was so tough to build a profitable system from the start.
In TF2 it is much easier to make money on passengers in early game. Even late game in TF1, city buses or trams could make a loss, although you'd make a ton of cash on intercity trains. Why would you make 2 lines, CW and CCW, in 1950 - overkill. And to really make money, start building in cities you can supply with goods - that will skyrocket grow. Way too few stage coaches in town, trains with just 1 wagon doesn't make any sense.
18 People paying $100K for a single trip? That's around $5000 per ticket. I think Orient Express with all it's luxury, was cheaper! Something is really wrong with these prices :D
I get 4,2 million $ for transporting 160 stones. I wouldnt think of them as single units because I also dont think 160 stones could fill a 320m long train
Gábor .Gáspár it tells you the speed when you add each car. But start small and work your way up. Having all those cars that aren’t being used will drive your profit down
Another option now with modular Stations is to put the smallest train station to keep as low as possible the Maintenance of the infrastructure and increase it only when you need longer trains.
This is a big deal, especially when working with cargo, since the profit margins are SO slim now. Infrastructure maintenance can make or break a setup.
Loving the clockwise and anti anti-clockwise bus stations. That was fantastic. The whole shabang
you can also make one line go to one side of the town and then the same route back. That"s how it's done in my area in real life.
I found that you can set up one route to go around clockwise first, and then when they reach the train station again, you can have them go around again counter-clockwise. Thus, you can use one route for both.
That was my starting strategy in TF1 too. It is important to think about the end result right from the start.
Thanks for the help! My biggest weakness in Transport Fever 1 was just getting started, and this helped a lot.
8:30 We did it boys, GTA is in a Simulation game
lol i am subbed like forever to but still i always stumble over videos of stealth when i find ANY interesting and at least slightly complex game and wanna watch a video about it. :D
Its like he is making those videos sometimes a year in advance for me. :D
To be honest Stealth, u might want instead of having added another train, added 2-3 more carriages to the existing 2 trains. It can pull 6 carriages at max speed. Just my 1 cent ;-)
I like to add extra locomotives and have a lot of carts or carriages. Especially for big cargo lines because it gives more time to produce.
@@alexandervezina772 for gargo, that's correct! But for passangers, you could just add either a faster train, or more carriages (if possible). A locomotive cost you more than a carriage. But you could though, it will just be a bit less money in your pocket :D
dude this was great, showed us how to make money in 1850 and to the point! you should do more tutorial videos. i havent seen the rest of your content yet but ppl who play this game usually play similar games and share similar interests as well!
Saw this in my recommended list again. Here's a view and comment to boost this older vid
"how to make money in 1850": first just put down your *bus station*
A vehicle from the 1930/40s in the thumbnail😂😂
one point that i think you missed when you added a third train on your line was; Only train 3 will make a "good" profit, because train one and two has only one passanger car. That means that the running costs of the loko + the passanger car will be almost the same amount of money the train can do, which means if your train don't run full ALL THE TIME it will be a loss on the end of the year... you need to keep an eye on running cost / possible profit on this game sir.
And with the time going by your trains with one cart will not longer be proftble at all. Because as older a vehicle gets costly is the service bill.
Nice vid btw, i missed transport fever on your channel.
What i think you want to do is keep the amount of lokos as low as possible, because they are the profit eaters machines and keep 2 or 3 trains but will way more capacity than 18 in your line.
Another thing as well; For me you have way less "buses" in your city lines than you need... in this game i'm always willing to let my inner city line be a minor loss, but have enough capacity to feed my train and air lines, because i know for a fact that a train line can easly cover the loss of 2 inner city buss lines.
And right now i saw some of your stops in both citys with more than 50 ppl waiting to use the line.
You don't need to keep the amount buses equal between the 2 lines in your citys because this will just eat your money away, the game will never divide the passangers among the 2 lines in a equal manner.
So stick more buses in the lines that the stops are more full...
Just one important and critical correction: Older trains do _NOT_ get more costly. Maintenance is now fixed unless you manually increase it. Emissions go up as their condition deteriorates (and value decreases), but the base maintenance cost is fixed. You can run trains from 1850 until 2000 without replacing them at no additional cost. They'll be worth nothing (if you sell them) and will have horrible emissions, but otherwise will work just like they did when they were new.
This was a major change from TpF1 to TpF2, but wasn't exactly advertised (and the game doesn't tell you this has changed either), but it's a great change in my opinion. You can manually increase maintenance costs to stop vehicles from deteriorating (they will even be 'repaired' and emissions will reduce over time, depending on how well you chose to maintain them).
I totally agree
@@TheCreat So I can keep running a Big Boy on my cargo lines up through the 2020s and turn a profit if it's a good enough line? Holy shit if that's accurate that's incredible.
@@RocketMaster2 Yes, that's exactly how it is now. It's only an issue if you run through cities (specifically residential zones) with it since those people will care about the emissions, which are even gonna be increased due to the age as I mentioned. If you run it where nobody cares about emissions, run it as long as you like!
>"train one and two has only one passanger car"
What? I mean, did we watch different videos? One can clearly see (and hear), that these 2 trains have 3 passenger cars!
Hello Mr. Stealth! I just wanna to say a huge fucking thank you!!!! I purchased the game for PS 5 and tried your playstyle, it absolutely is WORKING! I don't have to touch the Borrow money button! Huge thank you once again! Greetings from Hungary!
Nice! Enjoy your new riches :)
Thank you for this video. I have noticed that the tram/bus stops are the key to unlocking the train passenger systems. I used to design a single train and a single route around towns. Now with adding another route opposite there is a big influx of passengers.
Thanks. I'm about to restart not on easy and this is a good tip. I might watch the rest of the series here first.
I am a veteran that started all the way back in 2014 with Train Fever. Next Transport Fever. I believe that was in 2016. Now Transport Fever 2 in 2019. Almost 2020 since TpF2 came out on December 11th, 2019. Obviously, you were in the TpF2 beta since you uploaded this on Nov 30th. I watched because I like to see how other people start. 1850 can be a challenge as you obviously know. Your method is the same as mine. This method works on pretty much any map even player-created maps.
Was this on normal or hard difficult? As for the bus routes. in TF1 I only used one line to do the same thing,. It started at the main station went clockwise around back to the station, then went anti clockwise. In your case, I would have still put the same number of vehicles on the line e.g. 4. but it was just one line in town. Later on it made it easier to find the lines as you end up with loads in that list.
It actually works since TF1, because the passanger can choose in which direction to go, so you dont need 2 lines to go back and forth
@@ThePuma1707 Exactly my point, and fewer lines to keep an eye on :)
Looks like easy mode
just saw this while waiting for the launch. Thank you for very nice tips on how to get started. I didn't play Transport Fever 1 so this was all good.
Great Video!
Learned a few things from this that other you-tubers didn't cover. You might want to try using intra-city trams rather than intra-city stages though. They carry more and lessen per passenger emissions. You might also show the coverage of individual stops by clicking on them. This would give others a better idea as to what is covered by which.
a great series to watch it really is a great substitute for a manual, very well done and easy to follow. well done :)
Excellent tutorial - very clear and to the point. Nice work mate.
You are really calm and nice to explain this! Thanks! Made me buy the game! Loved the old Transport Tycoon games.. now Ill give this a shot! Thank you!
Thanks! Hope you have fun with it :)
On hard mode I experienced how a single train is basically a death sentence, although maybe passengers is better, or I should focus on 2 way profit routes, which is quite hard with trains.
This is such a good video!
I started off trying to make money from industry but ended up with about 40 'horse and cart' on each line due to cargo load being so small, and still losing money. After that I only ever start a game in 1980 because 1850 was too difficult to make progress. But now I'm off to start a new game in the old days with this advice in mind...
yeah horse and cart is a scam
I tried this strategy on hard and it did not work. I reloaded several times and changed positions of the stops and played with the # of passenger carts but couldn't find a sweet spot. I just kept hemeraging money. I find that on hard the only way to make a steady (yet small) profit is to focus on industry with trains first and supply the towns with growth, then pivot to passengers. I couldn't saturate the passenger train lines enough. I did adopt your strategy of using singals and running multiple trains on one line, however it is a fine balance because the upkeep of the trains are very high and sometimes putting too many cargo wagons on the train makes the line so slow its not profitable. Unfortunately it's really hard to measure the likelyhood of a line succeeding or not until its too late. I find medium too easy but hard is very hard!
also with the industry and resource i cant keep it up, with 3 full train on the petrol i cant get in a good position with money
I've only played 1 map so far, but I like how I started. I did a couple road cargo networks first, and then made a long boat transport. Took like 2 years per trip for the boats, but I made a ton of money by just waiting.
Thank you for your help on this subject. I can't wait to get my game too. :)
Thanks for the video man! The whole CCW and CW bus thing was really helpful, as I never thought it beneficial to have two routes within the same city.
Very well explained! I did not buy the new one right now. Still playing the old one, but i guess, i can use your hints there as well. Always asking myself, why the heck its not really working. ;-) But i try right now the hint i count take from you and use them.
So far, i will make a abonnement with you chan. Thanks! Thumbs up!
When you see more people waiting than you have room for in your train, why not add wagons to the train? You can do that without sending it to the depot.
There will be a point where the speed and emmisions are considered as “bad” in the game. And it will be very slow. So either add more wagons then add loco’s in the back, or more trains.
If you start with a tight budget you should not buy multiple trains and build multiple tracks, since you pay for the maintenance of both.
Great explainer!! Well done, can you explain how cargo stops work and how to change platforms to avoid blockages?
I would prefer to name routes like: number (because yes it's cool to number routes) - city (for buses and trams) or city to city (for trains and long range buses) - type (bus, tram, train) - I letter (if counter-clockwise, I for inverse). Anyways, great video!
Why wouldn't you make one bus line in Sutton that makes a return trip on the same route instead of making 2 lines for clockwise and counter clockwise?
Great tutorial ! great to know this when i get my game the 11th.
Very enjoyable guide. Looking forward to more of this.
I'm not even into TF, but I watched the whole video. How did I even get here?
Great video I’m loving this game. I wish the ui was slightly more intuitive
UI really sucks. Some games like even Transport Tycoon from 1994 has better UI.
I have had about 10 restarts with this game . I have tried passenger, Food to cities and coal to the steel mill. Coal to the steel mill crushes everything else. Just find the closest coal or iron ore to a steel mill and 1 train with as many cars that it will pull and just let it go and sit back and watch the money roll in.I let it run all night while I am asleep and when I wake up the money I have is off the charts.
The first 4 years bar chart. Interesting!! :D
I just make Natural Gas railway. Makes about 150k - 400k in earnings.
I don't start like that.
I do one connection from city to city with one single train. Doubling the track is a waste of money. Your can just to a little double path in the middle of the track cause you'll not have more than 2 passengers trains on the track in the early stages of the game. With the rest of the money, I create the more roads lines I can between raw material and transform factories that are close together. You can sell the 400 products at your transform factory without having final customers so it's a way to make a lot of money early in the game. And also I won't use these for doing my network, these are just temporary money makers.
A veŕy helpful video, thx for your calm explanation
7:00 Why 2 direction lines, why not just 1 that stops at every stop in 1 direction, then every stop (again) in reverse. When you spam enough vehicles on it, they'll all be covered in both directions anyway
That's another option yeah
why only 3 car waggon?! may be attached at least 6
train barn as currently set can only send new trains out onto the one way tracks but trains cannot return to it to be modified
I always start with oil and fuel. Always. Passenger routes can wait. So can food. If I do a 1850 start I leave it running for 50 in game years then start properly!
That passenger train made all the difference in making money.
I never played this much, but doesnt make sense, micro the first trains, to only leave the station full? i dont see the point they run without passangers, i just take off the wait limit, and make them wait, pretty sure it makes a little more money, because sometimes the two trains like in the video, are just in the middle of tracks, losing time, to take the first coupe people
Thanks for this great tutorial, so helpful 👍
It's not totally right to "learn" them to "make" money when after your city grow you need to demolish bus station ore train station. And you can adjust the time /day speed.
Hi there... I'm new to transport fever. I've watched a quite a few tutorials now and it's very hard to see what's going on when you're setting things up. (Every tutorial I've ever watched had a minute cursor and I JUST CANT see what's being pointed to) I've tried to make a food line. Feeding from two farms to a food processing plant and then into a town. I've put in truck stops (making sure they were in reach of the farms, plant and residential). Set up the lines, put in a depot. Bought trucks and told them the route. But they just stay at the depot and never leave. Do I need to tell them to go back to the start again? Please tell me what I'm doing wrong?????? Very frustrating.
Thanks
Are you sure there's a road connection between the farms and the food processing plants? That's the only reason I can think of why a vehicle wouldn't leave a depot.
@@Stealth17Gaming All roads connected. when I click on the truck stops they turn white to say they're connected. ???? Should I delete the depot and start again?
Thanks for the video. ( from 2022 ;) ). I tried this method but apparently wasn't really successful like yours. I also ran two trains, each with 3 passenger cars around 3rd and 4th run it seems line was promising. It had a full boarded run with 18 passengers. But it didn't really grow from there. Also the numbers weren't always very good. Which resulted the company not to catch up with dept but keep loosing. I wonder what is the issue.
Nice vides. I wonder, why don't you use the duplicate option when you want to add more trains/stagecoaches? I believe it's the easiest way to add more of the same transports.
Also what's your advice on balancing between full and partial loads with running costs?
Like is it cheaper to let trains just drive without full load or is it better to use the half/full load + waiting time option?
You can save a lot of money by doing nice small but efficient passing loop.
In TF1 it was generally best to start with horse drawn freight. In fact on hard difficulty is was almost impossible to make a passenger train route make money at all until at least 20 years into the game. Even then I found it was more profitable to start with freight trains and beginning passenger train development around 1900-ish when I was already making big bank. On medium difficulty you can squeak profits out of passenger trains from the get go, but the same principle applies - you make a lot more starting with freight.
Of course this is TF2 and the rules may have changed, especially the town growth rules, which may alter the situation. It remains to be seen. All the streamers are playing medium difficulty and want to showcase building stuff and show off trains etc, so we don't know yet.
My experience with TF2 so far is that you need to haul a lot more cargo than in TF1 to really make any money from it, so you need a lot of cash injected into rolling stock to make it work. There is more cargo in general though so once you get the ball rolling you can slap half a dozen trains down on a cargo line even early game.
Do you know that you can transform Terminal stations to normal ones with the new modular system now? Its also quite cheap i think.
Yes I've used it almost all my other videos
Great tut!!, thanks
Is there really a need for 2 lines each city? Your lines are ABCDA and ADCBA in each town. You can also set one line to ABCDADCBA.
Still thinking to buy this second "episode" because i've a played a lot with TF 1. And it looks exactly the same as the first. Plays the same way as i see, so i still wait.
Excellent tutorial
Wh8ch is better the old town or the modern town?
guys, how to rotate truck depot? like replacing
question now since you can add a cargo terminal to a passenger terminal can you put lets say box cars on a passenger train to bring food back and forth between the lines?
I want to know this too. Is it possible to make a mixed train, like half for cargo half for passengers?
@@zorzdepaloma88 Yes, but it'd still need to make two stops, once at a passenger platform, once at a cargo platform. It is possible but finicky.
@@ayanhart but if they share track, that's fine?
@@zorzdepaloma88 The train has to move along between the platforms or it'll break, so the platforms can't share a single piece of track.
There are ways to do it, such as attaching the cargo platforms to the end of passenger ones or have your station organised in a way for the trains to change platforms within, but it is tricky and probably only useful in only a few circumstances.
If you look up someone called Ajaxpost Plays, they have some fairly comprehensive videos all about modular stations, including some ideas for this set-up.
do u know why nime says missing tram track i spend like 2 hours in there
this video helped me a lot, thanks !!!
23:17 haaaapy new year. 1853 baby, new year, new me !!
In my case, first transport the raw materials, and then the passengers, it helps me to grow faster
Question: would be more profitable to make the trains waiting until the load is full instead of running them half empty?
where is the video that you link the food processing to those two cities?
He said that if he would continue this game that is what he would do. But he said he's not continuing this game.
your rail-building is sloppy. @4:54
1)
first, you don't need a double track all the way. if you want, say 4 trains, which is a nice start in this era, you need only 3 short side tracks for this length, one to split the middle, and again two more to split very short standing sections near the stations themselves. not only this costs you less for the construction and maintenance, but also helps you with spacing out the trains, and you really need that regular frequency in the beginning. second, those signals are terrible, you're ought to use one-way signals and invest some time in spacing them out properly. and this is exactly why you don't start with the signal-heavy construction very early on. it's impractical to invest too much time in just one line, and it's also completely non-historical.
2)
that being said, I'd much rather find a route that can be satisfied with trucks, ships (can be incredibly profitable if set up properly), or a relatively short rail line that is suitable for 2 trains. 2-trains setups are very frequent, even in the late game, and I've successfully used 3-trains setups with very long freight consists. point being, there is rarely a need (unless you build a very long track or its a demanding passenger line) to have more than 3 trains (or at most 4 trains early in the game, and only because they're slow and because consists should be kept short). 2 trains dance from end to end in a predictable manner, and if the line is not too long (say no longer than 2/3 of the width of the small map), pretty frequently once locos hit the 100 km/h and 120 km/h mark.
3)
also the rail feeders aren't frequent enough in your case (@18:39), and there is no need to make separate cw and ccw routes if a circle is sufficiently small, you do that only for large circular paths, otherwise its very likely a loss of money. the best way is to make a simple (non-circular) line connecting two ends of a city, preferably connecting an industrial area residential area train station, in that order. as the city grows, other lines should intersect orthogonally with that one, until the city is sparsely but uniformly covered in bus and tram stations. the spacing should be around 2 city blocks or so, give or take. make sure you cover the most saturated buildings on the Land Use overview. splitting bus/tram lines into cw and ccw routes is cool, but is very rarely a thing that truly runs a profit. very importantly, make sure you constantly monitor the load on each line, and add or remove buses to and from other lines in the same city, because this is the cheapest way to balance all of them (assuming the vehicles exist in the first place).
4)
not all of what I'm saying here is strictly a critique, so here's some more useful information. early rail depots should be repositioned once the railway get upgraded or refined in its shape or elevation profile, because in time a railway should be networked with another railway of the similar type (say freight), even if the lines don't normally mingle with each other. this lets you have a depot that can service an entire local network, and not just a single line. early in the game, a depot is just the means of getting the first couple of trains, and arguably it could be destroyed after it has been used to cut the costs; though I wouldn't do that because it also lets you refit the existing trains relatively cheaply, if you send them back to it manually. however, when the network grows, it's best to destroy it and create and a better positioned one, with proper connection that could potentially serve many lines, as this will cut the maintenance costs immensely while allowing you to add more trains and potentially refit them, and looks really good and realistic.
5)
two-way signals should be really used very rarely, and almost exclusively in these scenarios: a) where depot rails are entering the main line, and b) when there's a single-track that joins a more complex dual-track network. to improve efficiency with some complex freight rail intersections, you could place a single two-way signal in a section where another incoming train is expected (assuming the rest of the line doesn't end with a station immediately beyond it), in order to let it push further when approaching from a certain direction, like this ==>====X (where X is a dual-track crossover that relieves the traffic). normally a single-track section should not have two-way signals if there are multiple trains running on it AT ALL (but multiple trains are still ok, if the side tracks are designed properly), so this setup ==>====
make a video dude.
Excuse me, can I translate this series of videos into Chinese and post them to a Chinese video site bilibili.com with your original video and channel link? As you may kown, there are many Chinese players. But I haven`t seen a good tutorial for them.
No, I don't allow my content to be downloaded and reuploaded, even if it's with attribution.
@@Stealth17Gaming OK, thank you anywhy.
Thanks for the guide
That helped, thanks :)
This tutorial is very good
nice video
Always thought double track was a bad idea in the beginning...
💲🙌
How does it look for hard difficulty? In TF1 it often took me a few attempts to actually survive the first 15 years or so on hard difficulty, even with this basic approach, because it was so tough to build a profitable system from the start.
TF2 is even tougher
QUESTION for you: How to increase SHIPMENT of a industry?
Why aren’t you setting up the existing trains with more waggons and instead buying another train?
why my tram cannot work its so bad
hmmm, why does it cost $5555 per ticket to get a lift on a train?
this wont work on difficulty hard...
Where are you all getting this game before release
UA-cam press keys
Wow so you can actually build trains quickly at the beginning I thought they were so expensive.
8:40 You could've kept it green...you know, for the fam.
thx for help this game i was started few time ago and i was in the hell, because i rly did not to know what to do :D
In TF2 it is much easier to make money on passengers in early game. Even late game in TF1, city buses or trams could make a loss, although you'd make a ton of cash on intercity trains. Why would you make 2 lines, CW and CCW, in 1950 - overkill. And to really make money, start building in cities you can supply with goods - that will skyrocket grow. Way too few stage coaches in town, trains with just 1 wagon doesn't make any sense.
noob question since i cant find that in the controls menu :D how do i rotate buildings?
"M" and "N" key... "turn more slow "M+shift" or "N+shift"
with "M" and "N" increase high and deep with ", " and "."
Hold shift and click and drag works too.
There were no cars/vehicles in 1850😂🤦♂️
"What are you doing?"
"Making a mistake?"
Thank You this was really helpfull
Thanks!
18 People paying $100K for a single trip? That's around $5000 per ticket. I think Orient Express with all it's luxury, was cheaper! Something is really wrong with these prices :D
Don't take ticket prices in this game too seriously ;).
I get 4,2 million $ for transporting 160 stones.
I wouldnt think of them as single units because I also dont think 160 stones could fill a 320m long train
@@Stealth17Gaming why not, the developer could lower the maintenance cost and the ticket prices so that it would feel more realistic
Is it not worth it to make your first trains longer? Like with 10 cars or is that slowing them down?
Gábor .Gáspár it tells you the speed when you add each car. But start small and work your way up. Having all those cars that aren’t being used will drive your profit down
You can now edit a train on the track. The more cars the higher the run cost and early they will just be empty so you lose money.
How to upgrade passengers or cargo stations?
Click the Configure button and add docks/platforms/runways/terminals as needed.
What difficulty setting is this?
Easy. what he shows doesn't work on hard.
good tutorials :) ty
Nice one
It would be helpful if you listed the map seed code