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A cobbled street in a small 1920s town in Transport Fever 3, with a horse-drawn cart, people on the pavement, brick houses and factory chimneys behind
Screenshot: Transport Fever 3 © Urban Games

Guide

Transport Fever 3 Beginner Tips: Your First Hour

The manual's advice for a first game, in the order you will need it: settings, your first line, your first cargo chain, making lines pay and growing towns. Tick off each of the 26 steps as you go; the checklist links to related guides and tools along the way.

Last updated Game version: Release version, manual pages revised 2026-09-29

The short answer

  • Loan first, then a bus line. Your bank account starts empty, so take a loan first. For passengers, start with a bus line between two neighboring towns.
  • Two quick ways to earn. Early on there are two quick ways to earn money: carrying passengers within a town or between towns, and carrying cargo from one industry to the next or from an industry to a town.
  • Speed and distance pay. Income goes up with speed and with distance, and the distance counts in a straight line from where a trip starts to where it ends.
  • Want a guided start? Switch on the tutorial for your first map; it sits in the Environment section of the map settings. The manual suggests playing it once to learn the basics. Or try the campaign: the manual suggests that newcomers play the first few missions, because they bring in the main parts of the game one at a time. All campaign missions

From the official manual

The first-hour checklist

Ticks are saved in this browser only, so you can come back to the list during your first game.

0 of 26 done

Step 1 · New game screen

Before you press Start

  • When each vehicle unlocksVehicle list

  • How big each map size is

  • Vehicle prices

  • What each built-in mod does

Step 2 · First ten minutes

Your first line

  • How subsidies work

Step 3 · Once the first line runs

Your first cargo chain

  • What towns wantProduction chain planner

  • Which station takes which cargo

  • Warehouse modules for each cargo

Step 4 · When the money matters

Making lines pay

  • Compare speeds and capacity

Step 5 · After the first years

As your towns grow

  • What each district needs

  • Find the rating that holds a town back

  • Boosters for each industry

  • How signals work

  • Which perk fixes which problem

When something goes wrong

Frequently asked questions

How do I make money fast at the start?

Early on there are two quick ways to earn money: carrying passengers within a town or between towns, and carrying cargo from one industry to the next or from an industry to a town. For passengers, start with a bus line between two neighboring towns. Income goes up with speed and with distance, and the distance counts in a straight line from where a trip starts to where it ends.

Should I take a loan?

Yes. Your bank account starts empty, so take a loan first. You can hold up to four, the interest depends on the difficulty, and each offer comes with its own terms, so know what the money is for.

Is there a tutorial?

Yes. Switch on the tutorial for your first map; it sits in the Environment section of the map settings. The manual suggests playing it once to learn the basics. For a guided start, the campaign works too: the manual suggests that newcomers play the first few missions, because they bring in the main parts of the game one at a time.

Which start year should I pick?

Choose a start year from 1900 to 2020, in steps of ten years. It decides which vehicles the store offers when you begin. Our vehicle unlock guide lists the buses each start year offers.

Why is my train losing money?

Give each train enough wagons, and pick wagons about as fast as the locomotive; a short or mismatched train is likely to run at a loss. Upkeep is paid on the real length of road or track, so a long detour in an S or U shape adds upkeep and may cut your profit. An empty vehicle earns nothing. Let the same vehicles carry goods in both directions where you can; trucks, freight wagons and cargo ships switch cargo at stations by themselves.

Why has my town stopped growing?

Keep every town rating green. A single poor rating is enough to stall a town's growth. Growing towns want more cargo and more passenger service, and new cargo types join their wish list, so look over your lines from time to time.

Do mods turn off achievements?

Usually. Achievements are generally unavailable while non-cosmetic mods are active or when gameplay settings differ from the standard values.

Does the climate matter?

The climate changes how the map looks and what the terrain is like, not how the simulation works. The terrain does make some kinds of transport more useful than others.

Sources

Every tip on this page comes from these pages of the official Transport Fever 3 manual, in our own words:

  • Tips and Tricks (first lines, income, routes, trains, towns and industries; revised September 29, 2026)
  • Free Game (new game settings, the tutorial and the built-in mods; revised September 29, 2026)
  • Lines and Vehicles (the line manager, buying vehicles and when to add signals; revised September 29, 2026)
  • Company and Finances (loans and company ranks; revised September 29, 2026)
  • Subsidies (the Connect Towns offer; revised September 29, 2026)
  • Achievements (when achievements are off; revised September 29, 2026)

Checked on October 7, 2026. Seen something different in game? Let us know.

Continue reading

A cargo barge loaded with bulk goods sailing down a forested river in Transport Fever 3Next stepReady for a cargo chain? Plan every industry it needs in the planner.Production Chain PlannerPick a cargo, an amount and a climate to see every industry in the chain, with input amounts and production runs.Go there

Related guides

Card pictures: Screenshot: Transport Fever 3 © Urban Games