TF3TF3 Mod PortalTransport Fever 3 · erweitert um Community-Checks
mod.io · Mod 6430096

Realistic Economy Overhaul

von Toni56Version 1.0Aktualisiert 06.10.2026Rev. 3620,4 KiB
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Beschreibung

Realistic Economy Overhaul rebalances the economic and logistics systems that connect vehicles, cargo, industries, and infrastructure in Transport Fever 3. It is designed as a broad gameplay overhaul; the changes are configurable through the mod settings. ## Vehicles - Research-based purchase prices and annual running costs for 307 vehicle models across road, rail, air, and water transport. Historical prices without reliable records are identified as estimates and balanced against the game’s cost scale. - Passenger capacities distinguish seats from standing places. Crew positions are excluded. - Freight capacity profiles account for vehicle payload and cargo density, so the number of game cargo units reflects both the vehicle and the goods being carried. Cargo weight profiles also adjust the relative density used by the simulation. ## Cargo logistics and revenue - Cargo-specific delivery time windows, loading speed, freight classes, and time-dependent income curves. - Optional passenger and cargo tariff scaling, plus options for vehicle-based passenger fares and the game’s company-rank fare progression. ## Industry production - Individual throughput profiles for all 32 unique industry constructions in the supplied game export. Production-cycle duration is adjusted per industry, which scales output at each production level while preserving recipe ratios. - Separate output boost factors for the 13 industries with cargo boosters, including fertilizer, machines, and tools. Cargo boosts only apply while the required booster cargo is supplied. Worker-based boosts remain governed by the game. - Real-world production research is used to set relative game-balance targets. Game cargo units are not treated as a universal one-to-one equivalent of tonnes. ## Infrastructure, buildings, and stations - Differentiated construction costs for road and track classes, including separate treatment for electrified rail, bus lanes, noise barriers, trees, and tram-track variants. Track maintenance is adjusted; road maintenance remains at the game value where comparable annual reference values were unavailable. - Building and station construction costs and maintenance are raised through a separate cost profile. ## Configuration and research Vehicle prices and running costs, passenger capacity, freight capacity and density, cargo logistics, industry production, building costs, and infrastructure costs can be enabled or disabled separately. Tariff options are configurable independently. The figures are calibrated to Transport Fever 3’s economy and simulation. They are not direct conversions of current market prices or real-world production tonnage into game money and cargo units. As a broad economic rebalance, this mod can substantially change the balance of an existing game; back up saves and test before committing to a long-running campaign.

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