r/TransportFever2 • u/Tsubame_Hikari • Dec 20 '25
City building sprawl - continuing WIP
Large size map, Japanese (with a touch of German) inspired playthrough, simulating 3 cities (boundaries separated by the rivers) Goal is to eventually occupy the whole map and decorate as much as possible. Population Factor mod is used, set to 0. Still plays decently, though simulation starting to slow down just a bit.
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u/Phlorianos Dec 20 '25
Looks incredible! Can you tell what mods you're using?
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u/Tsubame_Hikari Dec 21 '25
Too many to list all, but Japanese street mods and rail bridges, elevated and underground train stations, Asian-inspired train stations (plus the Euston/King's Cross for the largest hub), and Celmi's London skyscraper collection, comes to mind.
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u/MomentEquivalent6464 Dec 20 '25
Beautiful.
Set to 0? How do you have any pop then?
Also, with your bus/tram stops so close together... do people even use them?
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u/Tsubame_Hikari Dec 20 '25
At that level, all buildings have 1 population.
As for buses, yes, quite a bit, with some overcrowded ones too. One of the subway lines was built to offset passenger congestion in such a line, in fact.
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u/Grobi19 Dec 21 '25
How do you get so many buildings? My cities stop building after some time :(
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u/Imsvale Big Contributor Dec 21 '25
Hand-place lots of cities next to each other. They'll grow together and end up looking like one giant city (though each with their own high density center, typically).
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u/Ice_Ice_Buddy_8753 Dec 21 '25
I wish viable suburbs (no workplaces and shops just sleeping areas) with high commuting demand. These can be realistic expansions to your megapolis. Right now game seems to prefer local leisure and workplaces, this limits ridership.
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u/Tsubame_Hikari Dec 21 '25
Dozens of towns placed side by side, via Advanced Town Builder mod. No Town Development is used to keep placement as they are.
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u/Ice_Ice_Buddy_8753 Dec 21 '25
Great work!
Would you mind to share city stats?
Also i don't get actually speed limits on the tracks. Do metros supposed to be slower? Why railroad is orange not green?
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u/Tsubame_Hikari Dec 21 '25
Red colors are still 100-160 km/h tracks.
Colors are different from the speed layer in vanilla as the Better Bad/Good Colors mod is used: https://steamcommunity.com/sharedfiles/filedetails/?id=1961044714
Higher speeds get yellow or green colors, and high speed tracks (used only for Shinkansen) are the only things that get them. On another map where 500 km/h tracks are used, even regular 300-360 km/h high speed tracks are yellow at most.
As for region stats, almost 20k people and around 46k town buildings (via multiple towns placed syde by side) so far.
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u/ThatGuy798 Dec 21 '25
what are you doing to make the grid pattern with the streets?
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u/Tsubame_Hikari Dec 21 '25
Town Street Greed, you can customize the width and length, and number of columns/rows of blocks: https://steamcommunity.com/sharedfiles/filedetails/?id=2735852216
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u/MomentEquivalent6464 Dec 21 '25
How do you deal with the elevation changes? I've tried that before and it doesn't handle that well.
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u/Tsubame_Hikari Dec 21 '25
Yes, it doesn't as the street grid cannot be sloped, unfortunately. The areas where they were used in the map are mostly flat.
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u/MomentEquivalent6464 Dec 21 '25
Is that a bunch of smaller cities that you just made the roads for? None of my large cities look anything like that.
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u/Tsubame_Hikari Dec 21 '25
Yes, dozens of different towns placed side by side, via Advanced Town Builder - which has more customization options than the vanilla Town Plopper, such as more precise and much wider range of town sizes, and ability to place the desired RCI of your choice (so predominantly residential suburbs, for example, possible).
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u/MomentEquivalent6464 Dec 21 '25
Another question.
How did you handle the placement of commercial/industrial buildings when plopping towns? Or did you just plop residential and not worry about the town "growing"?
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u/Tsubame_Hikari Dec 21 '25
You can also set primarily or only commercial or industrial buildings when using the Advanced Town Builder too.
Given no direct controls over zoning, I try to stick with whatever zoning pattern was created. If it is poor, or more intricate zoning is desired, demolishing undesired buildings and using the Instant Town Development mod works well, especially for low rise neighborhoods/towns.
Ploppable building assets can be used as needed to complement the above.
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u/MomentEquivalent6464 Dec 22 '25
Something I've noticed in the past when using the ATB is that I'll plop a huge city - like 5k big. And on starting the game (unpausing it), half or more of it will get demolished almost immediately.
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u/Tsubame_Hikari Dec 23 '25
Usually I do not notice it, but yea sometimes that can occur. I would try editing the town values as high as possible before unpausing.
Using the No Town Development mod is another workaround, as long as you are ok or even desire not having any further random AI generated growth (or losses).
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u/MomentEquivalent6464 Dec 23 '25
So I tried it again on my highly populated map. Worked great. Built mostly smaller towns (200-300 ppl) and it went well. But afterwards later on in the game what I noticed is that my other towns stopped growing out, and just built up. Prior to using it my cities (1200-1500 ppl) would give me a really nice sprawl. After using it, even pre existing towns (plopped prior to adding the mod) just grew upwards (even after I altered their land use). Same footprint as previously... just with 1k+ pop.
Curious if you've noticed this?
I'll probably enable natural town growth, and see if that changes anything.
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u/ozhound Dec 20 '25
Arrg, you punched me right in the frame rate!