Maps

Maps

Transport Fever 3 maps explained: all four climate zones and biomes, handcrafted regions, heightmap importing and the in-game map editor for custom worlds.

4
Climate Zones
In-game
Map Editor
Yes
Heightmap Import

Introduction

Every Transport Fever 3 region is generated from a climate zone and a set of terrain rules, then filled with towns, industries and a transport history of its own. The map you choose shapes almost everything that follows: how far cargo must travel, how expensive earthworks are, whether ships or aircraft become viable, and how quickly towns can grow. This section explains the four climate zones and their biomes, the handcrafted maps included with special editions, and the tools that let you build your own regions. It also covers heightmap importing and the in-game editor, so you can recreate a real location or design an ideal playground for a specific network idea.

Climate Zone Comparison

ClimateTerrainSignature FeatureBest Playstyle
TemperateRolling green hillsBalanced resources and townsFirst campaigns
SubarcticRugged cold highlandsHarsher construction costsTerrain planning
DesertOpen arid plainsLong distances, sparse industryLong-haul freight
TropicalCoasts and islandsWater and air links matterSea and air networks

Regions & Tools

A

Temperate

The balanced default region for learning the game.

TerrainRolling hills, mixed forests and moderate rivers, with towns spaced closely enough for early passenger lines and industries within reach of each other.
Best ForFirst campaigns and any player who wants to focus on network design rather than fighting the landscape. Its mixture of hills, rivers and closely spaced towns gives enough variety to learn gradients and bridges without punishing every construction decision.
B

Desert

Wide-open terrain built for long freight corridors.

TerrainArid plains, dramatic mesas and sparse vegetation, with settlements spread far apart and long empty stretches ideal for fast, uninterrupted freight lines.
Best ForPlayers who enjoy optimising long freight hauls and can tolerate slower early passenger revenue, because towns are far apart. The open terrain makes this the easiest climate in which to reach high sustained speeds on a main line.
A

Tropical

Islands and coastlines where ships become essential.

TerrainLush islands, peninsulas and sheltered bays, forcing water crossings and making harbours and airports as important as rail for connecting settlements.
Best ForPlayers who want multi-modal networks where ships and aircraft are genuine arteries rather than novelties. Islands force water crossings, so harbours and airports become central to your plan instead of optional extras.
S

Map Editor

Full control over terrain, resources and challenge.

ToolsSculpt elevation, paint ground textures, place vegetation and industries, set town positions and import heightmaps to rebuild a real location.
Best ForDesigning custom scenarios, recreating a familiar location, or building a region tuned to one specific network idea. The editor also lets you remove a single awkward obstacle without flattening the whole map.

Core Mechanics

Map generation in Transport Fever 3 is node-based, producing smoother and more plausible terrain than a simple height noise field, and biomes blend into one another as elevation and latitude change. Climate sets the palette and the resource mix: temperate regions are balanced and forgiving, subarctic maps punish steep construction, deserts stretch distances between settlements, and tropical coasts make water transport essential. Towns are placed along valleys and coastlines, then connected by a pre-existing road network that hints at natural corridors. Industries cluster near the resources they need, so reading their placement before building is the cheapest planning you will ever do. The in-game editor exposes the same generation parameters plus manual sculpting, ground painting, vegetation placement and heightmap import.

Advantages

Good map choice saves enormous amounts of money. A temperate start with well-spaced towns teaches the systems without punishing every gradient, while a desert map rewards players who enjoy long, efficient freight hauls. Coastal and island regions make ships genuinely competitive and give aircraft a clear role, adding variety that a landlocked map cannot offer. The editor and heightmap import turn the game into a design tool: you can rebuild a familiar city, craft a scenario with a single hard constraint, or generate a map tuned to the exact network you want to practise, then share it with other players.

Challenges

Generated maps are, by design, unpredictable. A seed that looks promising on the preview can hide a mountain range between your starting towns or place every industry on the far side of a river, and discovering that after an hour of construction is expensive. Extreme climates amplify the problem: subarctic terrain raises construction costs dramatically, and desert distances can starve a small company of early revenue. Custom maps solve some of this but introduce their own risk, because a hand-built region may have no natural freight demand or an unbalanced resource mix, leaving you to fix the design before you can play it properly.

Frequently Asked Questions

Which climate should a beginner choose?+
Temperate is the friendliest starting climate, with balanced terrain, evenly spread resources and moderate construction costs that let you learn without constant earthworks. Subarctic and desert maps are better saved for a second or third campaign once you understand gradients, long-haul economics and how to keep a company solvent during slow early growth.
Can I import real-world heightmaps?+
Yes. The editor supports importing heightmaps so you can recreate a real region, then paint ground types, place vegetation and add industries by hand. The imported landscape provides elevation only, so you still design the transport network, town placement and resource distribution yourself. This makes heightmap import a favourite approach for players who want a recognisable location with a custom economy.
What are the handcrafted maps?+
Deluxe and pre-order editions include named handcrafted maps such as Redrock Bends, Northern Gates and Emerald Shores. These are designed by the developers rather than generated, so they have deliberate terrain features, tuned town placement and a more curated challenge. They are a good middle ground between the randomness of procedural generation and the blank canvas of the editor.

Quick Tips

💡

Study the preview before you commit. Town spacing, coastline and where the first industries sit tell you whether a map will support passenger service, freight or both, and a minute of inspection can save an hour of rebuilding. Look for an obvious first corridor rather than the most scenic region.

💡

Pick a climate that matches your intended company. If you want cheap bulk haulage, a coastal tropical map with ships will outperform a landlocked desert start; if you want to learn signalling, a compact temperate region gives you more junctions per hour of play and cheaper earthworks. Before committing, check whether the climate gives you a natural first corridor between two towns, because a region with excellent long-term potential can still be a poor place to start if the opening routes are all mountains or sea.

💡

Use the editor to remove one obstacle, not all of them. A single tunnelled mountain pass or a well-placed river crossing keeps a custom map interesting, while flattening everything turns the scenario into a featureless grid with no decisions to make. Constraint is what makes a custom map worth playing.

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