Transport Fever 3 official promotional artwork: Coastal city and beachfront buildings
TRANSPORT FEVER 3 Official promotional artwork · © Urban Games · Source

World & economy · FIELDNOTE 09

Transport Fever 3 City Growth: Find the Rating Holding a Town Back

Separate completed journeys from the growth multiplier, then choose a targeted change using the weakest rating and the town's supply picture.

Find the weakest growth factor

Inspect the town's growth breakdown, find the weakest rating, then check whether the proposed change addresses it. More transport is not automatically the right fix for a low growth multiplier.

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Sources, dates & scope

Updated October 19, 2026 with the manual's separate Authority and Supplies factors and a town-level diagnosis.

TOWN GROWTH DIAGNOSIS

The town manual separates raw growth XP from a multiplier. Authority and Supplies affect that multiplier; Authority is determined by the lowest of six ratings. A strong result in five does not cancel a weak sixth.

Official source: Urban Games manual · Towns ↗Source date/status: Checked October 19, 2026. Check the linked source for its current details.

Additional source: Urban Games · Tycoon developer explanation ↗

Additional source: Urban Games manual · Statistics and Data Layers ↗

Additional source: Urban Games · Episode 2: Industries and Cargo ↗

Weak pointFirst inspectionDecision to avoid
ReputationRecent demolition, terrain work and broken connectionsMore destructive rebuilding before identifying the cause
HappinessWhere passengers spend time waiting or travellingBuying comfort while leaving the largest delay untouched
DeliveryWhere the journey loses time before its destinationAdding vehicles without finding the late stage
TrafficWhere the queue begins, not merely where it endsWidening a road whose exit remains blocked
NoiseAffected homes and the transport beside themMoving a hub without considering the new journey
PollutionSources across the municipal areaAssuming an out-of-town site has no effect
Supply gapPassenger use and cargo demand alongside actual supplyTreating vehicle count as delivered quantity
City growth: inputs and six ratings Conceptual diagram showing passenger transport and goods deliveries feeding growth experience, shaped by six ratings, with an observation reminder. Original drawing, not a tested growth model. WHAT FEEDS GROWTH 18 settlement growth levels · passenger transport and goods deliveries earn growth experience Passenger transport earns experience Goods deliveries earn experience Growth experience collective Six ratings shape it: reputation satisfaction delivery traffic noise pollution Before changing a network, decide what you want to improve: a particular rating, a town's growth, or the service itself - then record the six ratings before and after. Original conceptual diagram · not a tested growth model.
Original conceptual diagram · not a tested in-game layout.
A small coastal settlement with a winding road, a harbour and forested cliffs.
Illustration recreated from community gameplay footage · AI-generated · not an in-game screenshot.

Start by deciding which part is weak

The town manual calculates final growth XP from raw XP multiplied by a growth multiplier. Authority and Supplies affect that multiplier. Authority uses the lowest of six ratings, so five good ratings do not average away a poor sixth. Supplies combines passenger use and cargo provision; inspect both in its breakdown.

Open the town's growth breakdown rather than judging progress only by the skyline. Then ask two different questions: are useful journeys and deliveries reaching the town, and how much growth is the town getting from them? Those are different problems.

Our diagnostic order is activity, weakest rating, then supply gaps. If you begin with a new station before identifying the weak part, you may add transport spending without improving the factor holding growth back. Keep the town window open while you inspect the relevant service, and describe the problem in one sentence: ‘This town receives deliveries, but its lowest rating is noise,’ for example.

The sentence matters because it narrows the decision. ‘My city is not growing enough’ offers hundreds of possible changes; ‘noise is the weakest rating near these homes’ gives you a place and a measurement to investigate.

Choose a change that matches the rating

Use the table above to turn a low rating into a local inspection. The official tycoon explanation connects residential noise with nearby transport and warns that moving a hub outward trades lower exposure for extra travel and upkeep. Pollution is assessed across the municipality, so the edge of the visible buildings is not a reliable escape from it.

Do not automatically demolish a busy station because the noise score looks poor. First find the affected homes and the services passing them. Compare a quieter candidate, a changed approach or a different interchange position as separate proposals. Include the journeys each proposal makes longer. An improvement in one column that creates a new weak rating elsewhere may leave you with a different bottleneck rather than a better town.

For supply questions, open the Supplies breakdown: check passenger use as well as cargo provision. For cargo, compare demand with actual supply in the town statistics. Trace an apparent shortfall back through the service before adding production or vehicles. A large fleet beside the town is not the same observation as goods reaching the buildings that need them.

A small example: repair the weak link before expanding

Hypothetical situation, not a recorded playtest: you have a functioning delivery service, several healthy ratings and one notably poor noise rating. You could buy more trucks, move the terminal or investigate the homes affected by its approach road. Our first choice would be the inspection. Extra trucks address a capacity hypothesis; they do not explain the existing noise problem.

Write two alternatives with a trade-off each. Proposal A keeps the terminal but changes the vehicles serving it. Proposal B moves the terminal, adding a transfer. Record which expense, journey or affected area each proposal changes. Reject any proposal whose benefit you cannot connect to the observed problem.

Keep a save before making the selected change. Compare the same town over equivalent observation periods and note any new routes or setting changes. You are looking for the suspected rating to improve without creating a worse constraint elsewhere. If it does not, return to the diagnosis rather than counting money spent as progress. This process can narrow a decision, but it does not predict a universal growth rate or the best town layout.

Demand changes as a town grows

The official cargo blog describes town demand as something that moves in stages. Towns start by demanding simple cargo such as fish, vegetables or planks, and only the industries needed for that exist at the start. As towns grow they ask for larger quantities of basic cargo and up to six complex end products, and the industries needed for those multi-stage products appear on the map as demand arises. In sandbox mode this can be changed. The practical consequence: a freight line that looked sufficient early can fall behind later because the demand changed, not because the line broke. Re-read what the town currently asks for before adding vehicles.

Town demand: from simple cargo to complex end products Original conceptual diagram for the city-growth fieldnote. It shows the three demand stages described in the official cargo blog: simple cargo at the start, larger quantities as towns grow, then up to six complex end products, with industries appearing as demand arises. Not a measured growth curve. DEMAND GROWS WITH THE TOWN 1 · Start Towns first demand simple cargo: fish, vegetables or planks. 2 · Growing town Larger quantities of basic cargo, then up to six complex end products. 3 · The map reacts Industries for multi-stage products appear on the map as demand arises. Original conceptual diagram · not a tested route.
Original conceptual diagram · not a tested in-game layout.
A note on evidence

Growth factors were checked against the official manual on October 19, 2026. The inspection order and scenario are our analysis, not a measured growth experiment.

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