In my humble opinion the best start would be to link tool manufacturing to the 2 nearest cities (Worthing and Market). Everything is close and flat, and the need for the tool will grow very fast to 150+ as it is currently altmost 100 (32 + 62). Mentioned as an option between 3:00 and 4:00 minutes of video
I wasn’t expecting this joke to be historically accurate. But it technically depends on the _kind_ of plastic; the first commercially-available plastic, Bakelite, was invented in 1907. A lot of old radios are made of Bakelite.
remember tho the simple lines like food are low profit but reliable and low maintenance so they're good as a base to springboard onto more complex lines that might not be profitable right away.
Great video. 1)One detail that I BELIEVE is true though I haven't proven it to myself yet. How much one is paid for transporting anything is the distance between the origin and the end point and the lowest speed at which that line might deliver it. E.g. Longer routes pay more than shorter routes. Routes with two different speeds of vehicle are paid based on the slowest vehicle on the route. That's the way that Transport Fever 1 worked and I've NOT seen anything about that having changed. 2)It would have been helpful to have a graphic showing the different production chains and the conversion ratios and train carriage types required.
As far as i can tell any direct route (as much of a straight Líneas possible) is profitable because of the way the game calculates how much to pay. Basically, the only way to lose money is to allow any vehicles to go on the routes half full. If they are 100% full you can make any connection profitable. (And i think this is kind of stupid)
The buckfastleigh fuel line is a good one IMHO - train crude>oil>fuel and then the same train to take the fuel all the way back to town - profit both ways except for the little trip from town to crude. As for setting that up at the start... Hmm quite expensive I guess.
You arent using the table of each town.. in the table the bottom line indicates the plus o minus sign (if the town is growing or shrinking.. and what you need to supply to turn the grow from red to blue.. also you are not cheking the destination tab en each town.. so you can see where the people want to go.. all the information is there so is no need of guessing.. or "probably" Padstaw needs transport to grow, same as worthing, dudley is ok.. do not need transport... .. greetings from chile (sorry english is not mi first lenguage)
Both Worthing and Market harborough needed tools, was it too far away to send a second line supplying excess to market Harbourough or did you simply miss it?
The 3 biggest TF2 tips 1. Avoid deadheading (running empty) if at all possible. Fuel is about the only goods item this is possible with in the early game using trains as you can haul both ends of the production chain with a tank car. You may look at using ships for other types of goods. 2. Avoid Trucks until the 1920's. Horses are just too fucking slow for any sort of long range route. Only use them for intercity distribution. 3. Planes are all but useless on anything smaller than a large map...
Towns aren't even nearly important when looking at profitable opportunities. It's much more simpler and broken than that - Your starting screen has a close wheat farm and a bread maker - hook those 2 up with a 160% speed dirt road, add a depot on the wheat and just a drop off point at the bakery as close to eachother as possible, add carts until max possible rate/saturation is achieved (around 300 rate, the faster road helps this and the next cart upgrade helps achieve the max 400 rate needed. Careful of over saturation causing reduced rate from carts being backed up) and boom - 100k profit line at the start using carts. Find the next basic material with 400 output that's close to its 2:1 200 production, 160% join them up, max rate/saturation - boom another 100k profit line. Because goods decay in this game it doesn't matter if that end product goes somewhere else and the value doesn't rise the further down a product chain you go because less is able to be produced each time - so the name of the game is hooking up the largest productions first which is all the basic materials into the first refinement. Easy even on hard, OP, makes growing Towns pointless. Welcome to Transport Fever 2.
Is there any resource that's most profitable per unit? Or are all pretty much the same? That way it may be easier to focus some production lines first, if map placement allows.
One thing i am struggling with is the vehicle maintenance cost. All goes well for me till my vehicles suddenly disappear from my profitable lines. The cost of replacing a whole network is huge. Guess i will start in 1800 or 1900 to let my towns grow larger first
Thanks a lot for your video, I just discovered transport fever 2 and saw a lot of videos of Cities Skylines. What are the main differences between the 2 games for you?
Hey could you please cover building of multi-track railroads and what's the best way of placing switches and signals? Yesterday I tried to build just a 2 track 2 trains road and it didn't work well with me - those trains just occupied the same track and got stuck.
Have you seen the signals tutorial? Click on an existing signal to turn them into one way signals. Make use of that in places you need to restrict entry, and make it so that trains are forced into using the proper side of the tracks.
@@ebigunso Ok, my problem was in arranging circular trains switching when i have two stations with two platforms and two parallel tracks. Of course you can do is like Stealth17 did in his video - one track branches in two before the station. But I wanted the train to switch to another platform when the platform ahead is occupied and it seems that these signals are not good enough. The game needs two-way signals that check the both sides of the rail and react accordingly like it is in Mashinki or Railway Empire .
Wait there's plastic in 1850? wtf They should change steel to iron and make planks and iron the ingredients for goods in 1850. That would make way more sense and be a lot more doable logistically, then in the 1900s those requirements can change.
Depends on how you define it. The first "real plastic" was invented in 1856, but stuff like polystyrene and vulkanized rubber was already a thing by 1850.
@@fiendishrabbit8259 fair enough, but nobody was buying plastic goods at that time it was reserved for specialized industrial applications. Same with steel.
Hey stealth, have you seen or heard of a game that's currently in early access called "cold war game"? I just noticed in on my steam feed and it looks a whole lot like another "war" "game". Was just curious if you had seen it yet and if so what your thoughts on the game are at this stage?
Can I ask a related question, you're dutch I believe and in the old version of the game if you switch to the dutch language all the town names are switched to dutch towns also. Can you confirm this is still the case, or haven't you tested this yet or is the dutch language removed entirely from the game?
Thank you, I'm not very interested to play the game in dutch, but every once in a while my hometown also pops up, and it makes me feel proud to try to make that town real big, so instead of following your advice here, I mainly focus on one city and if that hasn't very good possibilities to make money then I just regenerate the map. Ah well it's just what way you want to play the game :)
In my humble opinion the best start would be to link tool manufacturing to the 2 nearest cities (Worthing and Market). Everything is close and flat, and the need for the tool will grow very fast to 150+ as it is currently altmost 100 (32 + 62). Mentioned as an option between 3:00 and 4:00 minutes of video
What you need to do to make plastic? First, you need to wait about 50 years, because in 1850 it`s not invented yet.
I wasn’t expecting this joke to be historically accurate. But it technically depends on the _kind_ of plastic; the first commercially-available plastic, Bakelite, was invented in 1907. A lot of old radios are made of Bakelite.
remember tho the simple lines like food are low profit but reliable and low maintenance so they're good as a base to springboard onto more complex lines that might not be profitable right away.
and it gives slow but reliable growth in cities
Usually I don’t do food in some towns, and I have a highway next to the town that the food vehicles run on so everyone can see it. I know I’m cruel
Great video.
1)One detail that I BELIEVE is true though I haven't proven it to myself yet. How much one is paid for transporting anything is the distance between the origin and the end point and the lowest speed at which that line might deliver it. E.g. Longer routes pay more than shorter routes. Routes with two different speeds of vehicle are paid based on the slowest vehicle on the route. That's the way that Transport Fever 1 worked and I've NOT seen anything about that having changed.
2)It would have been helpful to have a graphic showing the different production chains and the conversion ratios and train carriage types required.
As far as i can tell any direct route (as much of a straight Líneas possible) is profitable because of the way the game calculates how much to pay. Basically, the only way to lose money is to allow any vehicles to go on the routes half full. If they are 100% full you can make any connection profitable. (And i think this is kind of stupid)
The buckfastleigh fuel line is a good one IMHO - train crude>oil>fuel and then the same train to take the fuel all the way back to town - profit both ways except for the little trip from town to crude. As for setting that up at the start... Hmm quite expensive I guess.
Distribution of industries is absolutely insane in TF 1 & 2.
You arent using the table of each town.. in the table the bottom line indicates the plus o minus sign (if the town is growing or shrinking.. and what you need to supply to turn the grow from red to blue.. also you are not cheking the destination tab en each town.. so you can see where the people want to go.. all the information is there so is no need of guessing.. or "probably"
Padstaw needs transport to grow, same as worthing, dudley is ok.. do not need transport... .. greetings from chile (sorry english is not mi first lenguage)
Both Worthing and Market harborough needed tools, was it too far away to send a second line supplying excess to market Harbourough or did you simply miss it?
fiendishrabbit i was thinking the same, he jumps too fast to things
The 3 biggest TF2 tips
1. Avoid deadheading (running empty) if at all possible. Fuel is about the only goods item this is possible with in the early game using trains as you can haul both ends of the production chain with a tank car. You may look at using ships for other types of goods.
2. Avoid Trucks until the 1920's. Horses are just too fucking slow for any sort of long range route. Only use them for intercity distribution.
3. Planes are all but useless on anything smaller than a large map...
Towns aren't even nearly important when looking at profitable opportunities. It's much more simpler and broken than that - Your starting screen has a close wheat farm and a bread maker - hook those 2 up with a 160% speed dirt road, add a depot on the wheat and just a drop off point at the bakery as close to eachother as possible, add carts until max possible rate/saturation is achieved (around 300 rate, the faster road helps this and the next cart upgrade helps achieve the max 400 rate needed. Careful of over saturation causing reduced rate from carts being backed up) and boom - 100k profit line at the start using carts. Find the next basic material with 400 output that's close to its 2:1 200 production, 160% join them up, max rate/saturation - boom another 100k profit line. Because goods decay in this game it doesn't matter if that end product goes somewhere else and the value doesn't rise the further down a product chain you go because less is able to be produced each time - so the name of the game is hooking up the largest productions first which is all the basic materials into the first refinement. Easy even on hard, OP, makes growing Towns pointless. Welcome to Transport Fever 2.
I love these guide videos for this game
Is there any resource that's most profitable per unit? Or are all pretty much the same? That way it may be easier to focus some production lines first, if map placement allows.
Just bought transport fever 2 today and use some old ideas from transport fever
One thing i am struggling with is the vehicle maintenance cost. All goes well for me till my vehicles suddenly disappear from my profitable lines. The cost of replacing a whole network is huge. Guess i will start in 1800 or 1900 to let my towns grow larger first
Market Harborough Rhymes With Barbra!
Thanks a lot for your video, I just discovered transport fever 2 and saw a lot of videos of Cities Skylines. What are the main differences between the 2 games for you?
In Cities Skylines you build the cities. In TF2 you just build the transport networks.
Hey could you please cover building of multi-track railroads and what's the best way of placing switches and signals? Yesterday I tried to build just a 2 track 2 trains road and it didn't work well with me - those trains just occupied the same track and got stuck.
Have you seen the signals tutorial? Click on an existing signal to turn them into one way signals. Make use of that in places you need to restrict entry, and make it so that trains are forced into using the proper side of the tracks.
@@ebigunso Ok, my problem was in arranging circular trains switching when i have two stations with two platforms and two parallel tracks. Of course you can do is like Stealth17 did in his video - one track branches in two before the station. But I wanted the train to switch to another platform when the platform ahead is occupied and it seems that these signals are not good enough. The game needs two-way signals that check the both sides of the rail and react accordingly like it is in Mashinki or Railway Empire .
I believe you made an error in the last part. Bread does not use same wagon as grain unless you talking ´all cargo´
Wait there's plastic in 1850? wtf
They should change steel to iron and make planks and iron the ingredients for goods in 1850. That would make way more sense and be a lot more doable logistically, then in the 1900s those requirements can change.
Depends on how you define it. The first "real plastic" was invented in 1856, but stuff like polystyrene and vulkanized rubber was already a thing by 1850.
@@fiendishrabbit8259 fair enough, but nobody was buying plastic goods at that time it was reserved for specialized industrial applications. Same with steel.
Nevermind. Just squint your eyes and imagine it says this
Easy.. use 2 airports...
Long trip, One for petrol, other to fatury...
Longer more profit...
Millions very fast...
Airports are not available when starting in 1850
I just noticed that in the town window it says 'supply' when it should be 'demand'. As the play brings the supplies to the demand.
Yes I've noticed this a few times now and it's starting to get to me. It SHOULD be "demand"
Hey stealth, have you seen or heard of a game that's currently in early access called "cold war game"? I just noticed in on my steam feed and it looks a whole lot like another "war" "game". Was just curious if you had seen it yet and if so what your thoughts on the game are at this stage?
Yeah I'm keeping an eye on it. Reached out to the devs but so far no response.
@@Stealth17Gaming - good to hear, it looks interesting. Really enjoy your vids, keep up the excellent work!
Can I ask a related question, you're dutch I believe and in the old version of the game if you switch to the dutch language all the town names are switched to dutch towns also. Can you confirm this is still the case, or haven't you tested this yet or is the dutch language removed entirely from the game?
Yes that's still there
Thank you, I'm not very interested to play the game in dutch, but every once in a while my hometown also pops up, and it makes me feel proud to try to make that town real big, so instead of following your advice here, I mainly focus on one city and if that hasn't very good possibilities to make money then I just regenerate the map. Ah well it's just what way you want to play the game :)
Good tutorial. Sorry to be a pedant but it's Har-burrah not Har-bro
Thank god it wasn't Loughborough