Transport Fever 2

Transport Fever 2

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Demand Overhaul Mod Description
By mauporte
This is a detailed description of how the following mod works: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2807170957
   
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Objective
The main objective of this mod is to bring a more dynamic play-through through: limitation, versatility and complexity. Some lines that were needed in 1860 might be completely abandoned mid game while some other lines might become much more important by 1970; supply chains should also be much more interconnected, getting more complex over time.
Goods
Basic Goods:
First lets look at Basic Goods, of which there are 45 and are divided into 3 categories: 12 Food Items, 15 Materials and 18 Ores & Oil Products:



These work exactly like the goods found in the game, being composed of simple supply chains. The main difference here is that only a fraction of these goods have cities as their final destination, and even then, those cities will eventually stop demanding such goods.

*Aluminum (1870), Polymers (1920) and Silicon (1940) should become increasingly important as the decades pass after their initial unlock; but because of how the game currently works industries won't update their requirements once they have been placed so all updates are unlocked from the start. If anyone wants to play in a certain technological era, all you have to do is edit the file: \res\scripts\getcurrentyear.lua

Manufactured Goods:
Now lets look at Manufactured Goods which are divided intro 3 categories with 2 levels each: Food Items, Consumer Goods and Industrial Products:



This is where versatility comes into play as there are a lot of possible "recipes" for almost every manufactured good and starting around 1920, cities will slowly stop demanding basic goods and instead start demanding manufactured goods. By 1980, cities will only demand manufactured goods.

Level 1 industries have only 2 inputs, while level 2 industries have 3 inputs. Level 2 Food Items are the easiest since they don't require level 1 manufactured goods , Industrial Products are the most complicated since they may require up to 3 manufactured goods. Input 1 usually corresponds to packaging except with industrial products and vehicles (although in a way you could consider the chassis of a vehicle as its packaging).
Buildings
Extractor Buildings:
First there are the Extractor Buildings, those in which raw materials are produced and the only buildings that are allowed to spawn during map generation:



Here is where limitation and versatility come into play, since not all basic goods will be as abundant or even available depending on the climate, so in different maps different raw materials should become the backbone of your production chains and not all manufactured goods will be as abundant.

For buildings that produce more than one good, output 1 will usually be higher than output 2 and 3, (example: the main difference between the cattle and goat ranch is that the cattle ranch produces more milk while the goat ranch produces more meat).

Industrial Buildings:
Next there are the Industrial Buildings, those in which manufacturing takes place, even if it is of basic goods and the only buildings that are allowed to be placed:



This is where versatility and complexity come in to place, as these are the buildings that have to be placed and climate doesn't affect them because in a sense (and for better or for worse) that was the whole point of the industrial revolution.

*Even though all updates are unlocked since the start, this doesn't affect the game as much because while things like aluminum will be in demand by industries before 1880, the bauxite refinery and aluminum foundry won't be available to build until 1870. Same for polymers and wafers. On the other hand, aluminum cans will be in demand well before 1960 and electronic factories will still demand glass after 1980.

Town Services:
Town Service Buildings relate to Mail, Waste and Electricity.



*It would be cool if electricity was a resource in the game and it could affect cities, but since it isn't, both the waste disposal facility and the power plant are just an end point for cargo.

*The materials recovery facility transforms every 100 waste into several goods that can then be reprocessed, but for the same reasons stated before, the values of such building are stuck at their 2000 values instead of updating by decade (and if it worked I would've used a formula so it would update yearly)

Building Menu:


All 70 buildings are separated into 8 tabs, as shown in the image above. Material Extractors are divided into 2: group 1 includes forestry and all quarries and open pits/mines; while group 2 includes all mines and oil. Refineries have only 2 levels while basic industries have 4.

Industry Jobs:
  • Extractors provide 30 jobs
  • Basic Industries provide 25 jobs per level
  • Refineries provide 100 jobs per level
  • Lvl 1 Manufacturers provide 45 jobs per level
  • Lvl 1 Advanced Manufacturers provide 45 jobs per level
  • Lvl 2 Manufacturers provide 60 jobs per level
  • Lvl 2 Advanced Manufacturers provide 75 jobs per level
  • Town Services provide 20 jobs per level
Town Demand
Demand Groups:
Depending on the era it was constructed, every single commercial and industrial building will demand two items:



  • From 1850-1920 commercial buildings will demand one basic food item and one basic consumer good, while industrial buildings will demand one basic consumer good and one basic industrial product.
  • From 1920-1980 commercial buildings will demand one lvl1 food item and one lvl1 consumer good, while industrial buildings will demand one basic industrial product and one lvl1 industrial product.
  • From 1980 on commercial buildings will demand one lvl1or2 food item and one lvl1or2 consumer good, while industrial buildings will demand one lvl1 industrial product and one lvl2 industrial product.
  • Residential buildings will always demand mail.

*One problem here related to city growth is that I haven't found the way to have the city ui list all of the goods in demand and therefore even if you are supplying 100% of a certain good the city won't take that into account when growing. Currently the workaround (shown in the second video below) is to enable custom cargo with sandbox mode. The map I uploaded to showcase the mod already has this enabled.

Supply:
  • Residential Buildings will always supply mail and waste, but their capacity (total production per year) depends on the era and the building level.
  • Commercial Buildings supply both unsorted mail and waste, as long as their demand is being met.
  • Industrial Buildings supply double the waste and no mail, as long as their demand is being met.

*Because the capacities are so low, it takes some time before unsorted mail and waste start showing up in stations, small cities in 1850 will usually take around 14 months, while big cities in 2000 might take around 2 months.

Smallest town possible in 1850 producing mail and waste and growing in the process.

Small town in 2000 that is producing enough aluminum and steel through its own waste to supply its cannery.
Vehicle Cargo
Cargo Groups:


5 Comments
Tripolar_fox 12 Dec, 2022 @ 5:46pm 
Stellar mod. Absolute masterpiece.
Can't imagine my game without it now. Reminds me of good old railroad tycoon with it's production chains.
Tractor Horse 8 Oct, 2022 @ 9:52pm 
This looks insane I gotta try it
evgeniuxp2 16 Jul, 2022 @ 8:38pm 
Несортированную почту на чем возить?
evgeniuxp2 16 Jul, 2022 @ 8:37pm 
Milk на чем возить?
s11c 6 Jul, 2022 @ 9:02pm 
Good work