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Emily's Current Obsession: Transport Fever 2
Blog Date: AUG/25/2026
So in this game you build infrastructure to transport (fever) ((2)) goods and people between locations, gaining money for your transportation company and making your systems ever more efficient so as to generate even more money, more passengers, more cargo, and thus more money. It's an addictive cycle.
By default you begin the game in the year 1850. Transportation is done on a micro-scale. Horse-drawn carriages transport a stack of bricks or wheat at a time at a snails pace, 12 Kmh (7.5 mph) if I remember correctly. The only train you have access to is equally slow, inneficient, and coal spewing - much like trains were at that time, thought of more as a novelty than as a legitimate method of transportation. Still, when your alternative is walking, many people were willing to suffer the 30 kmh speeds of the early engine and just enjoy their time travelling across the countryside.
With time though you discover better and faster methods of transportation. Maximum train speeds explode from 35kmh, 60kmh, and in the year 1900 cross over the 100kmh threshold. I have not gotten further than this so far, but technology continues to progress even beyond this point. Electric trams shuttle people in the cities, but soon electrified rail will enable ever faster transportation across the map.
Many people try and claim the USA is just "too big" for railroads to make practical sense - but look at the distance between these metro areas! These are super reasonable times for a commute or weekend trip - it's not like we're asking for a bullet train between NYC and LA (sobs).
Anyway. Ends my rants.
Part of the strategy of the game is balancing your budget. At the start of the game, rail infrastructure is a huge investment compared to basic road transportation. You start with something like $3,000,000 and a single train depot, rails, stations, and a cruddy train with a few rail cars to move cargo around at, again, 30kmh, costs about half of that starting total.
Comparitively, basic horses and carts cost maybe 1/10th of your starting budget for a comparable route which makes a lot of sense especially when two industries that feed into each other (Industries like bakeries or brick smelters can turn raw materials into finished products that cities demand and require for growth.) But over time you might start to see the benefits of scale: a train might cost 3x the upfront cost, but if it's generating 3x the profits every year it'll generate more revenue over the long term. (And remember: the whole point is to get that money so you can build more stuff so you can generate more money.)
There's also a campaign to the game buuttt I haven't gotten further than the first mission. I've never really been into the slow, drip-feed structure of these sandbox campaigns where it's clear they're just trying to teach you the mechanics so that you can use them in the open sandbox later.
I benefitted a lot from having played a very similar game a nearly obsessive amount: OpenTTD (Open Transportation Tycoon Deluxe). A 1994 isometric game created by Chris Sawyer, the same man behind Roller Coaster Tycoon, this game involved many of the same mechanics you see in TF2.
TTD contained the same progression of trains more or less, evolving from steam, to deisel, then to electric and maglev - and unlocking other forms of transit like airplanes and cargo ships. Although TTD having its start date in the 1950s by default means you spend much less time with horse and wagon and more time perfecting modern train infrastructure. It's a snappier kind of progression and one that I quite enjoy, but that was certainly showing its age in many other regards (Remember: 1994 was 32 years ago)
I've spent many hundreds of hours in OpenTTD, perfecting rail networks and watching cities bloom from rural backwaters to urban metropolises, turning intercity stations into subway stops as the city begins to demand transportation within its own borders. It's addictive watching numbers go up, and the reason I see myself spending many, many more hours in Transport Fever 2.
Last Updated: AUG/25/2026
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