How to make a profit | Transport Fever 2 Tips and Tricks
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- Опубликовано: 5 фев 2025
- It isn't too difficult to make a lot of money in Transport Fever 2 but it can be tricky to get started if you're new to the series. In this Transport Fever 2 tips and tricks beginners video I go through the basics of building up your finances so you can turn a solid profit and expand as much as you like. With this Transport Fever 2 guide you have no excuse for not making a solid profit from the start of the game.
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(*) - Today's secret: This is an updated version of a popular guide I've made before. It's not going to offer too much to an experienced player, but if you've struggled to get going with the game it might just be the right stuff to get you started.
remember, if you ever need to change the time scale, you can always "slow things up, and speed things down." By the way, this did help me out a lot.
haha
11:10 "Shorter journey, same profit." The payment is calculated from the distance between the stations, not the producer/consumer. Moving the station closer to the destination will cut down your payment, and thus your profits. The ideal is to find a town that is close to a source industry. Take the source cargo to the refining industry, and the refined cargo back to the source industry, and then to the town from there (either on the way back, or as an extension of the first line, or using an extra line). That brings you much closer to the "full both ways" ideal overall.
Youre wrong.... As he said, the game calculates based on provider to consumer distance NOT station to consumer
@@gert4577 Except I'm not wrong. Find me on the Transport Fever subreddit if you want to discuss this.
@@gert4577 I only just started, but I can confirm when I have 2 stations on the same facility, the one with slightly more distance gives me slightly more money.
I have learned the opposite. Profit is based off distance between sources "as the crow flies." Not distance material has traveled (dist btw stations).
At 23:46 walking the route, then I would turn the map elevation filter on. This gives very precise information regarding the elevation changes in the route. Mention also that where you have the cursor the elevation (hight) level of that specific map spot is exactly presented at the bottom of the info box at the left top of your screen. I use this to check the exact elevation of the begin and end station on the route (leg) to know exactly the elevation differences between a specific map location and other elevation points in the route (leg). You can keep this elevation filter tool active during building the route.
I know this comment is a bit late but I just got my PC replaced and immediately got this game cuz I loved the first one. And I quickly realized I needed the Colonels help. After watching this video I'm raking in the dough and paid off my $5 million loan within 6 years. Thanks Colonel!
I just picked up the game, and go bust in no time at all...
Well that's lucky!
@@colonelfailure - Love your videos. You are my go-to for this game.
11:10 Misleading information alert! You are paid for range between load to unload. Not for range between production to consumption.
At least you don't ALWAYS go bust. Phew. Dodged that bullet!
I usually never realized why the game stopped... until I understood the idea that the money goes away... fast.
Just grabbed the game, started a large map on medium difficulty for the beginning and I found making money rather easy.
Trains are fun and sooo profitable ( only having passenger trains so far ). 80 million income from trains only using only half the map so far.
Save income for future growth
u dont have to go to the depot to make more vehicles for a route. just click on a vehicle already on the route and hit the clone button and it will clone the vehicles and put them on the route automatically. save a lot of hassle.
13:48 "Pro tip? We haven't." LOL had me laughing
Thanks for making freshened up tutorials. Always educational. Thanks brother!
I see you are back to the Tutorials...probably a clever gambit? Maybe I'll try that again :D
This video is a lot better in explaining then the game itself. Thanks for this video 😁
The campaign is indeed quite obscure since it basically asks you to reverse engineer stuff to understand how it works xdd
Hi Colonel, hope you and yours are doing well. have a good one and thanks for another video! cheers
Your Idea actually worked, I haven't tried your technique since the first game but it never worked out. But this time around it has great
A pro tip..: To be the most efficient and get the best revenue possible then its important to fill your vehicles with cargo or passengers when they do their round trip. Never let them run with 0 cargo or 0 passengers in one direction then they barely will make a profit.
You can also transport things that a city dosent need and then just drop it off at another stations and make other trains pick it up as a kind of cargo terminal kind of thing. The idea is to be as efficient as possible and never go from a-b-c-d without cargo ;-)
But the game do make it a bit comfusing since not all wagons can carry all kind of cargo.
Yeah it's ideal but difficult to do with a single vehicle that is not purposes for all materials in the loop.
Best explanation for beginners out of the few that popped up, very informative and concise. Thanks chief.
I hoped to see something about how to split a factorys output into 2 citys without 1 line overload and 1 empty.
You are going into arcane territory, my friend
Always a delight watching the Colonel do TPF
Excellent advice. I tend to start with food and then do a passenger line but passengers first, especially when starting in 1850, is going to be a pretty reliable way to get a bit of income to get things rolling.
Speaking of 1850, the trains will get the job done, but they sure are slow. I think I can walk as fast as the D 1/3 going uphill, and that's with having had hernia surgery a week ago...
It's worth mentioning that you'll want to get the end products shipped to town fairly soon. I personally like to play with the mod that allows you to ship any goods to any town but that's just because I got used to doing that in the first game.
So, you just begin a new map. Please continue 👍👍👍👍
I just started playing - thanks for the video :p
First game I started I just laid track everywhere and bought trains like they were toys. Then I ran out of money and got mad and didn't play again for a few months. When I came back, I realized you have to actually plan and organize. I probably should have just watched this video first.
Nice vid. Well explained. Very entertaining :-)
Very good explanation of the game mechanics. Helped me a lot to start off.
Very useful 10/10 Colonel
11:10 Misleading information alert! You are paid for range between load to unload. Not for range between production to consumption.
The best content for my dinner :)
"Metroplis 2 Series" highlighting some of the better mods once the game matures.......maybe in another year...enjoyed the Transport Fever Metroplis Series alot
Great video clearly explained. Thank you
9:45 *scrolls past Farm that would have the city on its route* 30s later "I don't think there is one"
Oh hells, you're right. To be fair, I didn't notice it either. :/
Same with the construction materials. The town a few 'inches' away required it, so could have done a triangle. lol 10:10
@@anglosaxon5874 and the oil chain too. But who's counting?
@10.00 I was thinking Quarry through Faversham to Brickworks and bricks back to Faversham on way back to Quarry. Would be slow but should work.
Came to make the same comment.. Failure by name.....
Great video as usual Colonel! Thanks
Still after playing for quite a while i still learn new things, will there be another like transporting end goods to cities hope so :) and more Rising Star 2 please :)
Funny and cool video Colonel.
I like games that don't have too much DLC u know DLC for DLC for DLC ... Good video 👍
every paradox game
@@josephdedrick9337 every DTG thing they do
Well explained and very helpful. Cheers!
What do you mean @ 26:35? Will the oil well make enough oil to meet the refinery demand in the in a constant rate or will it produce all the oil then reach a cap and stop working until the refinery has processed and sold its oil?
Click on your oil well it tells you production amount and how much is being shipped will take a lot of trucks to hit max so no need to worry at start and you can just go by you cargo platforms visually if you like if they going empty you know you need more l trucks to oil wells or whatever. I usually look for clusters of oil wells near a refinery if possible then put a train line in to take it to fuel refinery and keep slowly adjusting to get the output of fuel up for my cities
Very good tutorial, +1 subsciber, may not mean much since you have so many ;)
You're valuable! Not think you're just a number, #64,707!
@@colonelfailure I should wait for 69,000 lol
Dude you should look into voice over opportunities. Your baritone is epic.
Jolly nice of you to say so.
Really useful video - thanks CF!
Great advice , love this , question : would it be profitable to make in place of coach line ( with horses and carts ) a Train line as your first line ? p.s your voice is enough to watch this video :D
Honestly? I'd stick with the carts. It takes a lot of investment to get trains going, and then a goodly amount of time for them to offset running costs. Trams are a good bet though.
This was awesome, thanks a ton!
Another trick with trains and cargo is to double head your trains. You don't need more signals, but you can transport twice as much :)
Appreciate your videos :) how about putting two locos on one longer train instead of building double track? I guess, that's costing even less while making the same money (or slightly more).
I find an engine on each end really moves
That would do the trick.
I still like it, how he wants to show us, how to make profit, and in the end of the video he is out of cash ;-)
Wanted to buy the game last week but missed the 30% off sale on steam . I guess I'll have to wait for the Xmas sales
Might be on the summer sale too.
@@mellowInventor I was going to say the same thing. Steam seems to have a sale every time the wind shifts direction.
normally they have spring sales too
Excellent mate
I always start with ships if i can, seems like the fastest way to make money early
For the passenger routes, would it be more profitable to use a train between cities and the buses only within the city?
Yes, absolutely. However, when you're starting out you have very little capital and equally small towns. To that end you'll spend a long time trying to earn enough to cover your trains' up front and operating costs.
By starting out with buses, trams, or wagons your costs are low and you'll fuel the expansion of the towns to the point where trains are more viable.
I was always under the impression you could only get the freight lines to start producing if you had a complete chain. As in unless it was linked to a city that had demand for it then it would not produce it.
Not so. There may be more to be made by completing the chain, but you'll do just fine without it.
@@colonelfailure So all this time I could have been focusing on the part of the map where I am growing my city with its connecting neighboughs while at the same time out in the middle of nowhere I could have just had freight lines going back and forth even though I do not immediately need them. Mind blown. I did not know this. Great stuff mate keep them coming.
thats the first game. preferred it that way tbh but i can see how it confused some people
I think it worked better in the first game and it made more sense that you had to complete the production line.
@@lateralus6512Nah because your supposed to leave enough space and upgrade your truck stations platforms etc the resources will fill those up before you move them on
A couple of videos on this games looks at the over 200 epidsodes of tf2 alone
So when are we going to see a new transport fever scenario of you? Would love to see a one giant city with giant transport hub kind of thing.
Great tutorial!
Good video, thanks.
Would you say it's worth to make a train with double loco and cargo instead of two smaller trains? Cos in early game locos are really underpowered and that way you can make better looking, longer trains
That also cuts down in traffic, reducing or even eliminating the need to double track early on.
It depends on the route taken, the one colonel chose in the video would be more advantageous with a two header but for a route that sees its trains even though underpowered reach their top speed for quite a bit it's more advantageous to have multiple trains
Not a failure but a success :)
I'm happy to see so much positive feedback in the comments. I do however feel it necessary to point out one "tip" that is quite inaccurate. Putting stations as far away from an industry in order to shorten the distance the vehicles travel does in fact reduce the money you make. This may seem like an insignificant thing to point out. But anyone who were to believe that it didn't affect the earnings is going to have a fundamental misunderstanding of how earnings work in this game. Earnings are not based on the distance between industries but rather on the distance between the stations. Specifically the distance between where it was picked up and where it was dropped off. This is why it is possible to transport things in the opposite direction of the final destination and still make profit on it.
Shaking a fundamental belief there. I shall experiment and confirm.
That may be so. But if I can get 2 trucks in the time it takes you to do one, I have made more profit than you. Unless your one run does 50% more than my two.
@@METALFREAK03 actually, one truck going 2km will be more profitable than one truck traveling 1km twice (or 2trucks travelling 1km once). Because of the inefficiency involved at either end (the slowing down and loading/unloading portions) the longer you can make a route the more efficient it becomes.
Actually it makes sense. Origin and end transit points in a straight line, rather than manufacturing point s. I see the logic.
@@colonelfailure Ah, I see you've already had this cleared up. Never mind my previous comment then.
After 10 minutes I realized this goes 40:something. I grapped popcorn now
how about this, bit of a cheat... pick two steel mills... transport coal/iron to each from close by... then make a railroad from one to the other... this tends to give you full trains both ways, works without producing any steel even... the primary lines can even be manipulated so you run 400 coal one way and 400 iron the other. This gives you top profit lines that could go diagonally across the map, from one steel mill to the other...
Can you make money early on using ships, or is that a fool's errand?
Yes, I do it frequently. Ships are relatively cheap to maintain though they take a little more time to get decent amounts of cargo though as they're slow to travel. Still need some trucks/horses to ferry goods to the ships but yeah ships are totally profitable, I prefer ships to trains when I can.
@@Twizted86 Interesting... Maybe I'm just not building enough of them to earn a profit. I'll keep trying. Thanks. :)
Now do tips for mid trains I keep loosing every time I upgrade to the speedy trains. They stop being profitable
Proof positive that it is Transport Fever, not Super Happy Train Fun Time. At least not at first.
Can you start a series where you do a British map or something like that?
There's money to be made by delivering the finished goods to cities that demand it i.e. food, fuel. Why didn't you include the last part of the supply chain?
I guess that's the 'Failure' part of 'Colonel Failure'. lol
You don't need the last part to make a profit, that's why.. the video isn't titled how to complete a product chain, it's a simple A+B=$ for people that are new.. like, you can do crude oil to oil without going to fuel and you'll still make money. Though it's not complete, it's still profit.
Brilliant
11:10 Misleading information alert! You are paid for range between load to unload. Not for range between production to consumption.
Sam👍🏻👍🏻
i sadly find TF2 way to easy even on hard mode. after the vulcan update i tried playing for 3-4 hours and in that time i was making a profit of 15-25 mil every period or what you can call it. and i owned 34 ships costing 1.5 mil each 7 trains costing about 12mil each and 30 ish trucks, i only started using trains in the last half hour or so. and that is despite the fact that i have a mod/edit that adds 30% tax. now in TF1 i sometimes struggled to make a profit on hard but in TF2 i just find it to easy. we need a very hard mode. Btw pro tip use cargo ships the running costs are low and you don't have to build anything else than a shipyard and some ports. only downside is that it takes a long time to get a steady profit but almost every time my ship earned some money i bought a new ship. 1 ship slow profit 2 ships less slow profit :P
It is ridiculously easy to keep the money flowing once you know a few methods, but it's not obvious how to get your bankroll going when you're new.
@@colonelfailure yeah once you have cracked the code it is pretty easy. but they should make a very hard mode to seasoned players
We need New Video required to show the 2022 summer update which was a winter update down under
Colonel, I have enjoyed your videos for a very long time. However, I had to shake my head at this "Tips and Tricks" video. Are you trolling us? Everything you showed provides minimal profit. The way to make maximum profit is to keep your vehicles full with good frequency.
For the farm/food truck line, wouldn't it be more profitable to use the farm to the west of Chatteris? Trucks would get grain, go through town on way to food factory, drop off grain, pickup up food, then drop food in town on the way back.
The train line is empty in one direction. Perhaps a better strategy would have been to use the oil well near Thorpe St. Andrew. Doing so would allow you to return to Thorpe St. Andrew carrying fuel. Sure, you would need to build a bridge over the river, but it would pay off well.
wow, you sound like Titus Pullo. RIP Ray Stevenson
Sorry to correct, but yo mean the trains want to drive on the “correct” side of the track ;)
I never knew Bane played video games
my only struggle with transport fever is that i don't yet have the game
I didn't know Nigel Farage was into Transport Fever 2
I just brought it for 38 bucks still over priced bye 90%.
My first port of call was colonel.
You need freight lines to sell your goods to your town. You shouldn't keep them there rotting in your stations. You'll loose money and the producers will stop produce anything.
My logic dictates that you will always want your passing place in the middle regardless of incline.
good
You sound a bit like dutch from rdr 2
imagine become train man that handle the boring so patiently..
without roof.. hot charcoal.. and oil.
next course: penny pincher achievement on hard!
A few facts and tips.
All locos cost the same... Power Times speed = cost
All wagons cost the same (at least of the same type). Capacity Times speed = cost.
Also the maintance is the same for every vihicle. About 6 years of maintance is the same as the buying cost.
So.. dont pair up fast wagons with slow locos. Its a weste of money. The opposite is fine. But remeber. Tracktionforce is free.
Now trucks planes and ships all cost the same. And thst is inturn the same as a wagon.
Here is the thing. You dont pay for the power. The power is free. So truck is simply cheaper.... period.
Aircrafts is technically also cheaper. But because of slow turnanaround.. they are not very economical.
So basically. Just use trucks and busses
Ah, but vehicles also cost processing power, so if you want a fully-fledged, playable network, you're going to need to use rail.
@@mellowInventor its really the peps that take most of it.
Most lines, the feedernetwork is more profitable than the line, at least in my maps.
Of cause, i usualy make it Subway like system
Actually locos derive about 90-95% of their costs solely from power. The speed of it has practically nothing to do with the cost.
11:10 Misleading information alert! You are paid for range between load to unload. Not for range between production to consumption.
Why you dont invest in trains ? Early on trains should be much more profitable on cargo than passengers.
My lines make a profit, but i still lose money😢
You sound like Dutch Vander Lind
awww hell no he did not just pronounce my hometown like that XD
Transport Fever is a world without income tax LOL
isn't this deja-vu we've been here before fyi
I do have to comment on this game, I know that games are fun, but it is no fun when a train that travels from A to B takes NINE MONTHS to get there. Now I wonder what the makers thought when they made version 1, lets do the same stupid thing in version 2? I guess that they did. What is it with these games and the time that progresses...... I really don't get it. Oh, I asked the makers this same question, I'm waiting now longer than normal for an answer....
The clock is there to give a reasonable amount of time between technological developments. It's not the ideal approach in a realism sense, but as far as gameplay is concerned it stacks up rather well.
You sound like boris johnson
I bloody don't.
Why are you wasting time building the exact same train and then having to set the route for each one when you can just use the clone train function and be done with it?
Force of habit.
Should have went with hard difficulty
Is it me or are there a bunch of free roaming turkeys in the towns?
I bet you could have made a lot of money making plastics in 1851.
first
Thorpe St Andrew's Street layout looks just a little bit........ errrrr German?
Are you biffa ?
Tea is disgusting.