Mountain Maps + Tourism + Monuments :: Transport Fever 2 General Discussions
Transport Fever 2

Transport Fever 2

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luftfisch May 10, 2019 @ 5:20am
Mountain Maps + Tourism + Monuments
Many player love to lay tracks thru the mountains, but in TF1 mountain maps were quite difficult to play because of the lack of mountain trainsport systems (rack railways, funiculars, narrow gauge trains, helicopters etc.) and the calculation of costs that was just based on aerial distance.

In the real world mountain regions are not very competitive for industry but rather for rare resources and tourism.

TOURISM:
Tourism is the main reason to build a line up to a mountain top. The game needs tourism to make economic sense to mountain maps.

I suggest calculating a landscape attraction value based on proximity to water, monuments and panoramic view. The basic attraction could be raised by building monuments or lowered by pollution and road traffic.

Tourists are willing to pay higher prices to get to tourist attractions, so a mountain top village would also pay more for goods than a big city on the flat land.

Most important for tourists isn't travel speed or travel cost but travel beauty. So tourism becomes the reason to renovate historic steam trains and still use them in late games. I suggest to calculate a nostalgic value that is the age of the latest produced model type minus the used age of the current vehicle (the more historic, the better; the more rusty the less attractive). Renovation of vehicles could be done in any depot.

MONUMENTS:
Monuments are points of interests for tourists and could be placed by the player or by the game on map creation as well as with growing cities. Monuments could be special buildings, view points on mountain tops, beaches, caves, arches, forests etc.

Maybe monuments could be handled like cities with their own demand for traffic connection, food, and goods.

I hope that natural monuments could be programmed in natural (non geometric) forms. So a growing beach could just get more towels, umbrellas and beach bars along a coast line rather than a rectangular flat field of touristic destruction ;-)
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Showing 1-15 of 16 comments
Raven May 11, 2019 @ 8:52am 
Hi,
realy nice idea. As addition:

I would also love to have a cog railway (Zahnradbahn) with narrow track and curves and increased inclinations possible.
Grimdanfango May 11, 2019 @ 2:29pm 
It would definitely be good to have primary resource industries and secondary industries localised according to specific conditions, so there were rarer, more lucrative resources only found in mountainous areas, etc.
luftfisch May 18, 2019 @ 2:02am 
Yes, I hope these ideas will make it into the game...
gorter127 May 18, 2019 @ 6:16am 
It would give the game a lot more challange of fun. I really hope the devs will put something like that in the game. TF1 is a little boring with cities that are mostly the same and passengers that only commute. Tourists can have other behavior and are less dependent on frequency soo it gives the player more oppertonities too let a long distant train run between different parts on the map with low frequency. Also it gives more challenge when cities have different popularity.

Also for industries this whould be amazing. So coals can from mountain parts of the map while the other part of the map is flat with large cities and industries. I really hope TF2 will bring gameplay too a new level.
Bresslaw May 18, 2019 @ 8:15am 
...willing to pay higher prices - yes I like this idea for Scenic Resorts or similar industries
luftfisch Oct 23, 2019 @ 2:49am 
just bringing this old suggestion back into memory...

I hope that mountain transport systems and tourism will make it into the new release or at least into a Mountain DLC!
larry_roberts Oct 23, 2019 @ 8:02am 
Well I think I saw a tourist type boat at the end of one of the development videos, so maybe there will be something in TF2 about tourism!.
gGeorg Oct 23, 2019 @ 8:37am 
This type of travel could be better solved as another destination type, leisure.
Currently we have green district, blue and yellow.
Add red building which are target for tourist or other ocasional destination.
Buildings cold be sevveral types and auto placed all around the map.
In the cityes, on city edge, on hiltop, on shore. Then make visual variation like footbal stadium, beach resort, mountain resort, historic catedral, cave complex, jungle reservation forest, eco farm horse riding center righ next to standard farm, convetion center, etc.

Mechanic is the same as was already used in the TpF1 in missions, for the Bar by forest or Outlook over canyon.
Last edited by gGeorg; Oct 23, 2019 @ 8:39am
larry_roberts Oct 23, 2019 @ 8:54am 
In one development video they talk about 'making the world as diverse as possible, with not only different climate zones but different moods for the zones as well'!. Not sure quite what that means!.
luftfisch Oct 23, 2019 @ 9:53am 
Originally posted by gGeorg:
This type of travel could be better solved as another destination type, leisure.
Currently we have green district, blue and yellow.
Add red building which are target for tourist or other ocasional destination.
Buildings cold be sevveral types and auto placed all around the map.
In the cityes, on city edge, on hiltop, on shore. Then make visual variation like footbal stadium, beach resort, mountain resort, historic catedral, cave complex, jungle reservation forest, eco farm horse riding center righ next to standard farm, convetion center, etc.

Mechanic is the same as was already used in the TpF1 in missions, for the Bar by forest or Outlook over canyon.
The usual daily commuter goes from green to yellow to blue and back to green. So why ever leave the city? If the game wants to simulate intercity traffic, there must be a reason for any citizen to leave a town. Are these business trips? Or shopping? Visiting friends?

Home, workplace and shops are required in every city. Monuments are optional or independet from cities. Tourism is only available in attractive surroundings. I hope that this will lead to more diversity, to dirty industrial towns with cheap worker homes, to nightlife hot spots with neon lights or to expensive tourist resorts with restaurants, hotels and parks.
Last edited by luftfisch; Oct 23, 2019 @ 9:54am
Coaster Oct 23, 2019 @ 2:41pm 
People commute to work. Its been a well known activity for a century or more.
People like to shop in other towns to broaden the range of goods they might purchase. Not everything is available to buy at the local shop, and it simulates pre-internet shopping (where no one travels anywhere to shop).

Tourism can be grouped under the category 'Commercial', in that people go there to spend money they earned at 'industry' buildings.
tomtalk24 Oct 24, 2019 @ 2:56am 
I think this was just to bump topics of interest. This ones from May and the games nearly out.
luftfisch Oct 27, 2019 @ 3:04am 
Originally posted by Coaster:
Tourism can be grouped under the category 'Commercial', in that people go there to spend money they earned at 'industry' buildings.
If you think tourism as an evening activity after work, it's just another blue destination.
But touristic places are also work places and they often are out of town.

Isn't it strange, that TF features industries, that are separate builings on the map, that you must connect with transports but that do not have any workers from town, and then there is again an industrial zone, where people work but don't produce anything? Why don't they build houses and shops around the main industries?

If we think of a producing industry as a separate complex, the tourism industy could be the same, just that it doesn't require and produce cargo but humans.

Touristic destinations could be very diverse: A national park, a sky scraper, a beach, a stadium, a mountain top restaurant, a race track. Technically they are all the same. They are a destination for people wearing cameras and funny t-shirts, and they maybe require a product like food or souvenirs.

Natural landmarks, mountain viewpoints or beaches should be generated with the map, while touristic destinations inside a city would come up with city groth or sponsorship. When a city builds a monument, it could require a different product, which would be a new task for the transport company.

Originally posted by tomtalk24:
I think this was just to bump topics of interest. This ones from May and the games nearly out.
It's never too late. TF gots mod support and DLCs...
tomtalk24 Oct 27, 2019 @ 3:23am 
Originally posted by luftfisch:
Originally posted by tomtalk24:
I think this was just to bump topics of interest. This ones from May and the games nearly out.
It's never too late. TF gots mod support and DLCs...
True, but the thread shows it wont be a big hit. Or at least isnt popular with 13 comments.
The DLC would be a hard sell judging the interest.
luftfisch Oct 29, 2019 @ 4:23am 
I don't think that the number of posts tells much about the community interest in program functions. The most popular posts were about the beta tests. So is a bugged beta version everything that people need?

I've seen many whish lists including funiculars, helicopters or narrow gauge railways and many mountain maps in the mods. The DLCs of Cities Skylines that featured funiculars and monorails were also very popular.

People like diversity in every game. 300 different vehicles are cool but quite useless if they are all in the same category and only one is the best. Mountain transportation systems would open up new regions and add much more diversity to the game.

Think of the grand canyon of the development video. A bridge over a deep canyon would cost millions but a funicular would be the ideal connection of two cities.
Last edited by luftfisch; Oct 29, 2019 @ 4:41am
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Date Posted: May 10, 2019 @ 5:20am
Posts: 16