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Red regional trains crossing a curved concrete viaduct above a busy highway with trucks in Transport Fever 3, with high-rise towers and snowy mountains behind
Screenshot: Transport Fever 3 © Urban Games

Guide

How to Make Money in Transport Fever 3: Income, Costs and Loans

You start Transport Fever 3 with an empty bank account, so the first money is a loan. After that you are paid each time a passenger or a cargo item arrives, more for faster and longer trips, and you pay to run vehicles, keep up what you built and service your loans. Here is where the money comes from, where it goes, how loans work and how to spot the line that loses it.

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

The short answer

  • Borrow to start. Your account starts empty; pay loans back early. Loans
  • Fast and far pays. Income rises with speed and straight-line distance. Income
  • Empty runs and detours cost. Upkeep follows the real length you build. Costs
  • Check every line. Each line and vehicle has its own balance chart. Losing lines

Where the money comes from

Revenue is paid when a passenger or a cargo item reaches its destination. 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.

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. The beginner tips walk you through a first bus line and a first cargo chain, and the production chain planner works out which industries a cargo needs.

A red early truck loaded with crates of vegetables on a dirt road past a farmhouse in Transport Fever 3, with greenhouses and mountains behind
A red truck carrying crates of vegetables away from a farm. The trip pays once the cargo reaches its destination. Screenshot: Transport Fever 3 © Urban Games View full size

Subsidies

Subsidies add rewards, or take penalties, for subsidy contracts. A subsidy is a contract with a deadline. Nothing starts until you accept the offer, and turning it down costs nothing. Each offer lists its task, its rewards and what happens if you miss the deadline. On accepting: you usually get cash in advance, or a boost to a town's reputation. On success: town XP, an extra payment, or double income for a while on the lines that qualify. On failure: the upfront reward is taken back, and you may also pay a fine or lose reputation in the town. Every subsidy type is explained in the town growth guide.

Where the money goes

The Finances tab sorts your spending into these rows, for each transport type where it applies:

  • Running costs: what operating your vehicles costs, the game's version of fuel and staff.
  • Building upkeep: keeping the stations and other buildings of each transport type open.
  • Track and road upkeep, for rail and road.
  • Warehouse upkeep.
  • Investments: one-off costs for new vehicles and for building, upgrading or replacing roads, tracks, stations, headquarters buildings and the like.
  • Loan interest, charged every month.

What makes a line expensive, from the manual's tips:

  • 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.
  • 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.
  • 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.
  • Build on the level or along the contour lines. Reshaping terrain is expensive, steep slopes slow vehicles down, and both earthworks and felled trees cost you reputation in nearby towns. River valleys make good routes.

Old and worn vehicles

The Vehicle Maintenance Effect setting decides how much poor maintenance hurts older vehicles: more noise, pollution and running costs, less top speed, power and comfort. None switches the effect off. Every depot repairs vehicles that pass close to it. Maintenance buildings repair over a wider area, but sell nothing; there are maintenance buildings for road, rail and water, none for aircraft. Where depots and maintenance buildings go is in the stations and depots guide.

A Damen Tanker 800 at sea off a harbor in Transport Fever 3, with its vehicle window open showing speed, power, load, line, condition Very Bad and balance
A Damen Tanker 800 at sea with its vehicle window open. Under Condition, it reads Very Bad. Screenshot: Transport Fever 3 © Urban Games View full size

How loans work

A new game starts with an empty bank account, so the first step is a loan. You can hold up to four at once, and the monthly interest depends on the difficulty.

  • The Loans tab always offers four loans. They are random but not entirely: there are usually small, cheap ones next to big, expensive ones.
  • Those four offers are not the limit on what you hold: no more than four loans can run at the same time. New offers keep coming, though not right after you take one.
  • Each offer shows the amount, the term (the months until the amount must be paid back), the interest rate and the yearly repayment, which is taken in instalments every 15 days.
  • Loans you hold show what you still owe and how many months are left. Once you have the cash, the repay button clears a loan in one go.
  • Because interest is charged every month, the manual advises paying loans back as soon as you can.

Bigger networks cost money before they earn it; a few months in the red at the start can still pay off later.

Reading the finances window

Click your bank balance in the bottom left corner, or select your company headquarters on the map, and the finances window opens. The manual's text says the window has five tabs, then describes six.

  • Overview: Four charts, for revenue and expenses, balance, debt and cash, and towns.
  • Finances: Every source of income and spending, grouped, for up to four years.
  • Assets: What you have built and bought, from road and rail length, bridges and tunnels to stations and vehicles by type, plus the passengers and cargo you have carried over time.
  • Tracks: A chart of your total track length.
  • Loans: The loans on offer and the ones you hold.
  • Delivery Time: How long each cargo type is expected to take.

The four charts on the Overview tab:

  • Revenue and Expenses sets each year's revenue, loans not counted, against its expenses. A year whose blue column is taller than its red one made a profit.
  • Balance follows your cash and your company value, which is the cash plus what your vehicles are worth.
  • Debt and Cash shows your debt next to debt plus cash. While that blue column stays above zero, you could pay off every loan.
  • Towns tracks the size of the town districts on the map; the residential line is the map's whole population.

Under the table, Earnings adds up every row, Loan Transactions counts repayments and new loans, Bank Account is your cash and Debt is what you still owe.

Find the lines that lose money

  • The line statistics window lists every line with its vehicles, cargo, load, capacity, utilization, satisfaction, frequency, rate, yearly balance and any problems, and you can sort by each of them.
  • A line's own window starts with its capacity, what is on board, its rate and its frequency, then shows noise and pollution, last year's passengers or cargo, its vehicles and a balance chart. A year in which the blue bar stands above the red one was a profitable year.
  • A vehicle's window repeats the rate and frequency of its line and adds its load, how well it is maintained and its own balance chart.

Sort the line list by yearly balance and start with the worst. How to add vehicles, change a line or read its rate and frequency is in the line manager guide; if a cargo line runs empty because its industry makes nothing, see industry not producing or shipping.

Settings that change your money

These are set when you start a free game. The Difficulty level at the top of the Gameplay Settings tab fills in every setting below it with that level's preset values. After that you can still change single settings.

SettingWhat it changes
Vehicle CostsWhat a new vehicle costs to buy, copies of your own vehicles included.
Vehicle MaintenanceWhat vehicles cost to keep running.
Infrastructure CostsWhat tracks, roads, stations and other buildings cost to build.
Infrastructure UpkeepWhat tracks, roads, stations and other buildings cost to keep.
Vehicle Maintenance EffectHow much poor maintenance hurts older vehicles: more noise, pollution and running costs, less top speed, power and comfort. None switches the effect off.
Subsidies AvailabilityHow often subsidy offers come up.
Subsidies RiskHow demanding subsidies are. Higher risk means more cargo to deliver, less time and a smaller payment up front.
InflationHow inflation affects what cargo and passengers earn. With inflation on, income falls in step with your company rank.
Passenger IncomeA multiplier on everything passenger transport earns.
Cargo IncomeA multiplier on everything cargo transport earns.

Every other setting of a new map is in the new game settings guide.

Unlimited money: the built-in mods

  • Sandbox Mode — Edit your money, jump the calendar to any date, add or remove towns and industries, and change cargo demand and town size.
  • No Costs — Turns money off: everything is free and the balance shows as infinite.

Achievements are generally unavailable while non-cosmetic mods are active or when gameplay settings differ from the standard values. Two achievements are about money: Bank's Best Friend (pay the bank more than 10 million in interest) and Evil Money (earn 100 billion dollars in total). More on the built-in mods in the cheats, mods and achievements guide.

What the manual does not say

  • The interest rate at each difficulty, or how large a loan can get.
  • What happens when your bank balance stays below zero.
  • How much one passenger or one cargo item pays: the manual names speed and straight-line distance, but gives no formula.
  • Which cargo pays best.

Frequently asked questions

How do you make money fast in Transport Fever 3?

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. 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. 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 am I losing money in Transport Fever 3?

Check each line first. A line's own window starts with its capacity, what is on board, its rate and its frequency, then shows noise and pollution, last year's passengers or cargo, its vehicles and a balance chart. A year in which the blue bar stands above the red one was a profitable year. The usual causes, by the manual's tips: 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. 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. 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. Bigger networks cost money before they earn it; a few months in the red at the start can still pay off later.

How do loans work in Transport Fever 3?

A new game starts with an empty bank account, so the first step is a loan. You can hold up to four at once, and the monthly interest depends on the difficulty. The Loans tab always offers four loans. They are random but not entirely: there are usually small, cheap ones next to big, expensive ones. Each offer shows the amount, the term (the months until the amount must be paid back), the interest rate and the yearly repayment, which is taken in instalments every 15 days.

How do you pay back a loan?

Loans you hold show what you still owe and how many months are left. Once you have the cash, the repay button clears a loan in one go. Debt and Cash shows your debt next to debt plus cash. While that blue column stays above zero, you could pay off every loan. Because interest is charged every month, the manual advises paying loans back as soon as you can.

Is there a money cheat in Transport Fever 3?

Two built-in mods do it. Sandbox Mode lets you edit your money, jump the calendar to any date, add or remove towns and industries, and change cargo demand and town size. No Costs turns money off: everything is free and the balance shows as infinite. Achievements are generally unavailable while non-cosmetic mods are active or when gameplay settings differ from the standard values.

Does a longer route earn more money?

Yes: 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. 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.

What happens if you go bankrupt in Transport Fever 3?

The official manual does not say what happens when your bank balance stays below zero. When money runs short, its advice is to borrow more in the finances window and to pick the offer by what you plan to do with the money.

Sources

Every fact on this page comes from the official Transport Fever 3 manual:

  • Company and Finances (the finances window, its charts and table, and loans; revised September 29, 2026)
  • Tips and Tricks (how revenue is worked out, and what makes a line lose money; revised September 29, 2026)
  • Lines and Vehicles (the balance of each line and vehicle; revised September 29, 2026)
  • Subsidies (what a subsidy pays and what it costs to fail one; revised September 29, 2026)
  • Stations and Depots (where vehicles are repaired; revised September 29, 2026)
  • Free Game (the money settings of a new map and the built-in mods; revised September 29, 2026)
  • Achievements (the money achievements and when achievements are off; revised September 29, 2026)

Checked on October 11, 2026. Seen something different in game? Let us know.

Continue reading

A busy Transport Fever 3 bus and tram station downtown, with green and blue buses at covered platforms, red trams on the avenue and high-rise towers behindNext stepFound a line that loses money? Fix its vehicles and frequency in the line manager.Line Manager, Frequency and RateHow to make a line, what frequency, rate and utilization mean, how to carry more on a busy line, and how to replace, sell, clone or move vehicles.Go there

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Card pictures: Screenshot: Transport Fever 3 © Urban Games · Screenshot: Transport Fever 3 © Urban Games (enhanced)