Transport Fever 3 is a solid overhaul of a tried and tested formula, with more vehicles and dynamic weather bringing some new polish.
While Transport Fever 3 might feel familiar to OG fans of the series, it brings much deeper mechanics and a larger vehicle roster which makes it Urban Games' most polished transport strategy game yet.
Ever sat in miles of stationary traffic, waited for a bus or train that never turned up, or gone to the shops only to find your favourite item out of stock? If you think you could do a better job, the Transport Fever series has long been a great way to get stuck into the world of logistics, roads, and public transport at a far deeper level than city builders like Cities Skylines 2 can offer.
It's been nearly ten years since developer Urban Games launched the original Transport Fever, and with Transport Fever 3 arriving this month, on the surface it carries on that familiar look and feel. So, is it an evolution of the previous games, or a complete reinvention of the wheel?
If you're new to the series, free game mode drops you into a world with preexisting towns, cities, and industries. The vehicles available depend on the decade you're starting in, selectable anywhere from 1900 to 2030. New industries appear on the map over time, and your towns expand automatically as their populations grow - no manual plopping of residential, commercial, and industrial zones here. The premise is simple enough at first - see what goods a town needs, then build a supply chain to deliver them, moving raw materials to factories, and finished products on to towns by road, rail, sea, or air.
There's also a campaign mode, as in previous games, which puts you into scenarios set in different countries and eras. You'll need to hit certain objectives to earn between one and three stars.
One of the beauties of the Transport Fever series has been the freedom it gives you in how people and cargo move across your map, whether by road, rail, sea, or air. For example, you could build a road-centric world where cars, lorries, and buses are the backbone of your operations, or make railways the heart of your network. The choice is yours, but bear in mind that those choices will affect your profitability and reliability.
On the visual side, much of the UI and building assets will feel pretty familiar to Transport Fever 2 veterans, but there's one significant cosmetic addition of a new day-and-night cycle, along with dynamic weather. It doesn't affect gameplay mechanics directly, but you can let time and weather play out randomly or choose it yourself. Still, it adds some visual charm that was missing from previous instalments, and looking out over your transport empire at night or as the sun sets is a nice touch.
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