Transport Fever 2

Transport Fever 2

Yeol's Senseless Industries 2.21a
phobos2077 16 May, 2022 @ 11:19am
Industry output levels
In the base game, production chains all followed simple rules. All mines were always at 400, you needed 2 mines of both types to "fill up" the steel mill, etc. So in the end with correct number of every industry you can satisfy all towns on map to 100%.

Here I see industry levels like 120, 150, or 300. Are they all still add up together like in vanilla? What was the reason for these values? Is there any spreadsheet available with balance calculations etc.?
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Yeol  [developer] 16 May, 2022 @ 11:49am 
No, it does not. I do not like perfection, I do not like symmetry. They are boring. It's all made on feeling. Logistics become interesting when the network becomes an organic process of a growing monster...
phobos2077 16 May, 2022 @ 11:54am 
Another thing I noticed. When new eras introduce more advanced end goods, if your towns are still small they won't be able to accept these goods. So this makes it a bit different from vanilla where every cargo type that's on map can be transported somewhere if you connect it. Not an issue, just an observation.
phobos2077 16 May, 2022 @ 11:57am 
Originally posted by Yeol:
No, it does not. I do not like perfection, I do not like symmetry. They are boring. It's all made on feeling. Logistics become interesting when the network becomes an organic process of a growing monster...
So it's more like TTD in that aspect? I wonder if it's possible to make random output levels for every industry of the same type to make it even more organic? Maybe generate several identical industry types with 3 different levels via script? Hm...

Also, as I've mentioned elsewhere, dynamic closure/opening of industries can actually make this "organic" approach work even better (in theory), because you can just wait for missing industries to spawn.
Last edited by phobos2077; 16 May, 2022 @ 12:02pm
Yeol  [developer] 16 May, 2022 @ 12:25pm 
The dynamic open and close is the best addition since the release of the game. It adds to the unpredictability and the chaos, which make the adventure more epic and worth telling.

About organic output level, the most important question you have to ask yourself is, if it make the game play more interesting. Many great ideas do in fact have not much impact in the fun and depth of game play. Feature creep is something to constantly be aware of. The most important is the basic concept: is should be engaging, not my complexity, but by engineuity.
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