[Advanced] Train Fever Total (ATT)
After writing two tutorials, 3rd part is still in progress, I have gained a deep view inside the game mechanics about “Train Fever” and came to the conclusion to make an own modification.
This modification will be handled as a “Train Fever Community Project”, thanks to helping hands verbal as well active to archive this.
Following the ideas from various modifications and noticed in different communities, that a lot of mods can’t be used because of balancing issues, I will try to bring this a step closer and further.
Each map will be unique and the challenge will be to connect each city with a rail/road network, to have public transport in each city and to deliver goods to 100% of city´s demand.
To achieve this, following is planned and will be implemented:
Industry:
- 4 different resource-chains from 17 different industries with at least 3 steps before receiving goods.
- Vehicles to match various resources
- Specific weight and volume
- Balancing to allow double traction
Public Transport:
- A “new” class will be introduced
- Various possibility’s to select vehicles for the required demand, in nearly each period of time
Roads:
Roads will be adjusted to historical regulations since the “Weimarer Republic” and can be upgraded to 2 different time periods to be finally matching the actual German Street regulations (STVO).
Furthermore the entire Map will be played, based on true dimensions, as a regional layout.
Balancing/adjustments:
The entire Vehicle selection, including selected Mods, will be balanced so that there is no imbalance between road- and train vehicles.
Each class will have its own strength based on map layout and position and its role. Costs for buildings, tracks and streets and so on will be adjusted as well.
This modification will be intended for players who want to have a more complex economic and transport simulation, as “Train Fever” currently can offer.The player needs to be aware of the game mechanics and will be in need to handle and calculate the network properly.
However, the balancing will match the difficulty level “hard”, so it will be easier to play the medium level, or very simple to play the easy level.
The balancing in total will be focused to the “game” and not to the regional and/or national realistic.
Furthermore this Gameplay-mod is not going into a competition with any other existing one, because all Mods are interesting to play with, it will be just another option to play “Train Fever” in a different way.
A gameplay manual will be provided which will include a summary of all 3 tutorials.
Cheers
Kiwi