Hey, as a returning player this served as the most perfect reintroduction, handled supply and demand explanations nicely with a focused, concise breakdown of how to look for good routes etc. It can be so easy to get distracted in tpf2 and a lot of youtubers do in these supposed getting started videos. Thanks!
Funny... I just paused playing Workers & Resources yesterday in order to do some Transport Fever 2 again :) Awesome to see you liking this game as well
Boats are great for 1850-1870. Not too much slower than trains. They are much cheaper and the river is free. Plus, with boats, it's easier to get it full for most of the route, which is usually pretty hard to find with trains early game.
Tools are not a terrible start. Tools factory and forest close together and a saw mill and a forest close together make a nice set where you can double haul.
My previous series was using "very hard"...it really just meant I had to sit and do nothing in between episodes to make enough money for the next thing...not very fun imo, hard is slow enough and means I don't have to skip things :)
cockermouth is a real place, in Uk lol. Thanks for starting this series I've just started playing this and was a bit awestruck on the numbers part of the game. Thanks
nice that you started a new transprot fever 2 play through. In my playthrough i recognized that the rates for one line should be always the same. in your case 200 for ship and 200 for trucks to get a total of 200 goods delivered constantly on that line. The frequenz give you only an indication how much storage you need in your truck platform. It could be that i maybe missunderstanded your explanation. I am excited to see the next episode.
The rate and frequency is not always what I want it to be, but I know that if the frequency and rate are the same across lines then it's easy...but often they aren't quite even, at which point I concentrate more on if the demand is met...but yes, you should be good if the rate on both lines is the same in general.
I agree with you, HellMell. What really matters to manage a complete line is that all segments of the line have the same rate. Rate is already amount per unit of time. So, frequency can be disregarded even if, as you said, it may offer some indication of the amount of storage space we need to avoid losing stuff. But I prefer to simply keep an eye on the line, once it is established, and expand storage until I am sure nothing gets lost. Building generous storage space does not impact profit that much, as long as a line works properly.
Just found you - thank you for this info. I’ll be using it for those pesky two “hard mode” trophies. I subscribed and I “liked” you past that pesky devil number 😂
45:47 - It looks like Cockermouth is actually closer to the food processing plant's port. Would it make sense to truck it from there instead (leaving Dunstable's food traveling by river)?
Don't forget, you get paid for distance of station a to station b, so you can artificially extend those distances with routes like this, to extend your network...I kinda look at it as extending the map, by adding more paths.
Quick question, at 39:11 the buildings on the same street as the truck unloading thing are not lit up. Is this a glitch or does the truck unload stop not work for building on the same street?
I really hope they came up with a solution for naming lines on console. I can't imagine how much a pain that will be to keep up with late game without a keyboard
If I remember well, current and previous generation of consoles can support keyboards and mouse. I think that people who want to play games like Transport Fever 2, Cities: Skylines or many other games that support keyboard and mouse for console versions of game and where you benefit greatly from that option can buy a wireless keyboard + mouse/touchpad option compatible with their devices, as they aren't too expensive and be very happy with that option.
I'm fiddling with map settings to start my own hard playthrough after medium did not provide challenge.. How did you get the 1:4 and 1:5 scales on the map + generator type? Is this a mod? Vanilla goes to 1:3. Also when setting up a very large map - is Low industries better than medium in the long run? Medium sure does look like a lot of industries (~120-130 vs 80-90) on low, but not sure if will not gimp me later in the game that I lack industries for more advanced factories.
Darn, I forgot that the scales are also related to setting the megalomaniac settings to true....if you are on console you can't get that, sorry. Industry wise, you need at least 34 industries to potentially complete all production chains for 12 cities...more cities means more industries, but it's not a 1 to 1 ratio. If you feel like you have too many industries, you can always go into the map editor and remove some before you get moving.
Hey, just wanted to let you know, you probably want to change the name of Cockermouth going forward. I don't think RUclips is going to be happy if you keep repeating that. I wouldn't want you randomly getting your videos age restricted for something entirely innocent. Thanks for the great content as always
@@bballjo If you want something similar, there's "cottonmouth" which is a type of snake. Or if you want something that sounds more like an English town, perhaps something more like Hockmouth or Hockborough, from "hock", the hind leg of a pig, since it's a food town.
DO NOT start with boats. They look profitable, on paper. You have to meet a few requirements to actually make them profitable. (boat should be full, boat should have something for the return trip, boat shoudl be as fast as possible)
In easiest difficulty, you want to run your lines full at least 50% of the driven distance (full there/empty back) to make profit. Trains want somewhat longer distances, but really not too long. Lastly, just make sure your line rates and frequencies make sense for you supply/demand.
Hey, as a returning player this served as the most perfect reintroduction, handled supply and demand explanations nicely with a focused, concise breakdown of how to look for good routes etc. It can be so easy to get distracted in tpf2 and a lot of youtubers do in these supposed getting started videos. Thanks!
Thanks!
Very happy to see this game back on your channel. It was one of the first series of yours I watched.
Funny... I just paused playing Workers & Resources yesterday in order to do some Transport Fever 2 again :) Awesome to see you liking this game as well
Boats are great for 1850-1870. Not too much slower than trains. They are much cheaper and the river is free. Plus, with boats, it's easier to get it full for most of the route, which is usually pretty hard to find with trains early game.
Indeed
Tools are not a terrible start. Tools factory and forest close together and a saw mill and a forest close together make a nice set where you can double haul.
Been playing TF2 for around 100 hours and now I wanna try free game Hard/Very Hard mode. This video is so useful!
i apperciate this series alot of utubers dont do hard mode on this game
My previous series was using "very hard"...it really just meant I had to sit and do nothing in between episodes to make enough money for the next thing...not very fun imo, hard is slow enough and means I don't have to skip things :)
cockermouth is a real place, in Uk lol. Thanks for starting this series I've just started playing this and was a bit awestruck on the numbers part of the game. Thanks
But wait! There is more:) but just a little more...
nice that you started a new transprot fever 2 play through. In my playthrough i recognized that the rates for one line should be always the same. in your case 200 for ship and 200 for trucks to get a total of 200 goods delivered constantly on that line. The frequenz give you only an indication how much storage you need in your truck platform. It could be that i maybe missunderstanded your explanation. I am excited to see the next episode.
The rate and frequency is not always what I want it to be, but I know that if the frequency and rate are the same across lines then it's easy...but often they aren't quite even, at which point I concentrate more on if the demand is met...but yes, you should be good if the rate on both lines is the same in general.
I totally agree with you HellMell.
I agree with you, HellMell. What really matters to manage a complete line is that all segments of the line have the same rate. Rate is already amount per unit of time. So, frequency can be disregarded even if, as you said, it may offer some indication of the amount of storage space we need to avoid losing stuff. But I prefer to simply keep an eye on the line, once it is established, and expand storage until I am sure nothing gets lost. Building generous storage space does not impact profit that much, as long as a line works properly.
Very useful tutorial as I’m just getting going. Many thanks
Thx for the video. This is so helpful you explain the game and mechanics so good.
It's a great explanation. I have about 100 hours in TF2 and learned a few things. By the way the place names are from the UK.
Glad it's a little useful;)
Yes, I never actually realized the wait time could be set to infinite before this. :)
Just found you - thank you for this info. I’ll be using it for those pesky two “hard mode” trophies.
I subscribed and I “liked” you past that pesky devil number 😂
Let's gooooo
45:47 - It looks like Cockermouth is actually closer to the food processing plant's port. Would it make sense to truck it from there instead (leaving Dunstable's food traveling by river)?
It depends...if you want the shortest route, you pick that, if you want to make the most money you pick this...it's all up to how you want to play.
@@bballjo Ah. Well my question was about whether the other route would make more money, so that's a no then. :)
Don't forget, you get paid for distance of station a to station b, so you can artificially extend those distances with routes like this, to extend your network...I kinda look at it as extending the map, by adding more paths.
Do you like to increase vehicle maintenance to avoid condition loss and reduce pollution?
Quick question, at 39:11 the buildings on the same street as the truck unloading thing are not lit up. Is this a glitch or does the truck unload stop not work for building on the same street?
It's a visual bug...not sure why they haven't fixed that yet, but that building is covered
Amazing❤
I really hope they came up with a solution for naming lines on console. I can't imagine how much a pain that will be to keep up with late game without a keyboard
I do too:/
If I remember well, current and previous generation of consoles can support keyboards and mouse. I think that people who want to play games like Transport Fever 2, Cities: Skylines or many other games that support keyboard and mouse for console versions of game and where you benefit greatly from that option can buy a wireless keyboard + mouse/touchpad option compatible with their devices, as they aren't too expensive and be very happy with that option.
u can reduce the hilliness if u dont like certain mountain placement!!!
How did you make 1:4 map format?
Sadly, you can't on console
excellent!
Thanks!
I am on PC how do you get the mega huge and tiny Maps? is it a VRam thing or a mod or test build or other
Search: transport fever 2 megalomaniac settings
@@bballjo I did thanks Tiny is ruff not enough Industry
I'm fiddling with map settings to start my own hard playthrough after medium did not provide challenge.. How did you get the 1:4 and 1:5 scales on the map + generator type? Is this a mod? Vanilla goes to 1:3. Also when setting up a very large map - is Low industries better than medium in the long run? Medium sure does look like a lot of industries (~120-130 vs 80-90) on low, but not sure if will not gimp me later in the game that I lack industries for more advanced factories.
Darn, I forgot that the scales are also related to setting the megalomaniac settings to true....if you are on console you can't get that, sorry.
Industry wise, you need at least 34 industries to potentially complete all production chains for 12 cities...more cities means more industries, but it's not a 1 to 1 ratio.
If you feel like you have too many industries, you can always go into the map editor and remove some before you get moving.
@@bballjo on PC, but good to know what to google now so I get those ;)
Question if the truck station covers both the port and food processing plant would you need a vehicle?
Yes
Hey, just wanted to let you know, you probably want to change the name of Cockermouth going forward. I don't think RUclips is going to be happy if you keep repeating that. I wouldn't want you randomly getting your videos age restricted for something entirely innocent.
Thanks for the great content as always
Lol, that's a great thought! Got any suggestions?
@@bballjo If you want something similar, there's "cottonmouth" which is a type of snake.
Or if you want something that sounds more like an English town, perhaps something more like Hockmouth or Hockborough, from "hock", the hind leg of a pig, since it's a food town.
I think I can up with something you may appreciate:)
didnt say anything about whether european american or asian for types of trains
very large map size is not available in console biggest is large
You're right... Sorry
i really love the game but i just figure out how to get a good start
DO NOT start with boats. They look profitable, on paper. You have to meet a few requirements to actually make them profitable. (boat should be full, boat should have something for the return trip, boat shoudl be as fast as possible)
Lol...that's precisely why you should start with boats.
I’m in the negative all the time.
Try to be more positive!
@@bballjo lol 😂
In easiest difficulty, you want to run your lines full at least 50% of the driven distance (full there/empty back) to make profit. Trains want somewhat longer distances, but really not too long.
Lastly, just make sure your line rates and frequencies make sense for you supply/demand.
@@bballjo thank you very much ! I do really like this game.