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Transport Fever 2 doesn’t need to be a firebrand vehicle for climate activism, but having such themes inform the systems more closely would give it a little more personality and relevance. Then again, perhaps letting your private transport conglomerate rake in obscene profits while the world chokes on its exhaust fumes is entirely appropriate. But it’s little more than side-system when it should be one of your most pressing concerns. Given the significance of emissions in our own transportation networks, their addition to the game is welcome. Here, the transport routes you create generate pollution over time, slowing city growth in areas with poor air quality. Transport Fever 2 fails to dig into some of its more interesting new features, such as emissions. Yet once you’ve carved out some basic routes, your finances quickly start to self-perpetuate, with no real brakes on your runaway money train. Most of the challenge occurs at the start of a game, with even a single locomotive putting a hefty dent in your bank balance. Transport Fever 2 isn’t short of detail but it does lack depth in certain areas. The enjoyment stems from seeing cities grow and thrive as your network becomes more complex, finding ways to make routes more efficient, or simply watching the lovingly designed vehicle models follow their routines. Like Th e Sims or Cities: Skylines, however, Transport Fever 2 is largely about creating your own entertainment in the “free game” mode. The three-part campaign offers set objectives that range from establishing new railroads during the American gold rush to modernising the transport links of Victorian Glasgow.
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It’s also worth noting your infrastructure evolves not only in size but across time, with horse-drawn carts and steam trains gradually being replaced by cruise liners and supersonic jets. Airports cost a fortune to build and maintain, but shuttle more passengers to more destinations quicker than a bus route. Trucks are cheap but slow, while trains are initially expensive but faster and carry larger loads. You receive funds for successful deliveries at each point along the line, but each new bit of infrastructure has its own running costs.
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