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gamemanual:simulationoverview

Simulation Overview

Residents and cargo items in Transport Fever 2 are simulated as agents. This means that every person and cargo item in the game is simulated individually. Residents have a fixed routine with their individual home. Depending on the availability of transportation and their move preference they will also pick a shopping facility and work place and travel there and back home by foot, car, or public transport. Cargo is produced and consumed in an industry outside the town or in commercial or industrial buildings in a town.

Residents

Select a person in the game world or in a residential building's detail window to open the person window. On the second tab you can see where that specific person lives, works and goes shopping. Further you can see the move mode for each destination.

Below it is indicated whether the person owns a car or not. If a person owns a car, the time and cost of using public transportation is also compared to that of the car. The movement preference determines the maximum amount of time and money a person is willing to spend when using public transport. When the player offers more or better connections, people might also change from car to public transport.

The era has some influence too. Before 1900, there are almost no private vehicles available that can compete with public transport. As time progresses, private cars will become faster, and it is likely that they will beat public transport connections in terms of average speed. The faster cars become, the greater the distances people consider acceptable when choosing where to work or shop.

If several towns are located in close proximity to each other, this can have a negative effect on game performance, since the number of possible routes that individual traffic can take is very high. Try to increase the distances between towns to reduce this problem if you are experiencing performance issues in the simulation.

Cargo

The cargo simulation is demand driven. The distribution of produced cargo depends on several factors. They are explained in the industries section. The last link in a cargo chain is always a commercial or an industrial building in one of the towns. Find out more about the demand of these buildings on the towns page.

Simulation speed

By default a day in the game lasts 2 seconds. At single speed, all objects in the game move at a realistic speed in relation to the game world. Changing the game speed will provide a time lapse function by shortening the length of a day and at the same time accelerating the movement of objects in the game.

The length of a day can be adjusted in the bottom right corner of the screen by clicking on the current in-game date. The amount of produced and consumed cargo as well as the age and lifetime of vehicles is automatically adjusted to ensure proper game balancing. For example: If a day is configured to last twice as long, the monthly production and demand of industries will double.


gamemanual/simulationoverview.txt · Last modified: 2023/09/29 17:26 by marlon