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Climate Zones

Four climates. Each with its own engineering puzzles.

For the first time in the series, Transport Fever 3 ships a fully-featured sub-arctic region. Each climate has unique biomes, terrain types, and challenges that demand different routing and cargo strategies. The same factory does not produce the same output everywhere: a steelworks in a temperate valley and the same steelworks in an arid basin behave differently, and a layout can satisfy every industry requirement on paper while still failing because the terrain underneath was never checked. The multipliers below are the game's own rather than an estimate, which matters more than it sounds - a zone that looks generous on paper can come out net negative once distance and terrain cost are added, and the difference is often one tile of the wrong biome. Verify the zone before placing concrete, not after. For what the industries behind these zones consume and produce, see Industries; for the placement rules that decide whether a building is allowed on a tile at all, see Mechanics. The zones are not decoration: they change which outputs are available, so a supply chain that looks complete on a flat temperate map can have no valid source for one of its inputs once terrain forces the route through another zone. Reading the zone list before laying out a map is far faster than discovering the problem mid-build.

Modern city with light rail, coastal bay, and rocky mountain backdrop — official TF3 press kit screenshot

Temperate

The classic European/North American playground.

Temperate valleys and forests with rolling hills, mixed deciduous and coniferous forests, and moderate rainfall. This is the most accessible climate for new players.

Biomes

Deciduous forestMixed forestGrasslandRolling hills

Challenges

  • → Moderate traffic demand
  • → Balanced cargo chains
  • → Standard maintenance cycles

Wildlife

Boar Family (Deluxe bonus)

City with light railway — official TF3 press kit

Desert highway with semi-trucks and elevated bridge in arid rocky landscape — official TF3 press kit

Desert

Arid plains with extreme heat and limited water.

Dry grasslands and rocky canyons with extreme temperature swings between day and night. Routes must consider water scarcity and longer distances between population centres.

Biomes

Sandy desertRocky canyonDry grasslandOasis

Challenges

  • → Water supply for stations
  • → Long-distance routes
  • → Heat stress on vehicles

Wildlife

Bison (Deluxe bonus)

Desert highway — official TF3 press kit

Tropical harbor with cargo ships, freight yard and turquoise water — official TF3 press kit

Tropical

Lush islands and dense jungle.

Tropical islands and jungle with high rainfall and dense vegetation. Volcanic island paradises appear in handcrafted maps. Coastlines make ferries and shipping viable.

Biomes

RainforestVolcanic islandCoastlineReef

Challenges

  • → Heavy rainfall
  • → Dense vegetation obstacles
  • → Maritime transport opportunities

Wildlife

Komodo Dragon (Deluxe bonus)Asian Elephant (pre-order bonus)

Harbor scene — official TF3 press kit

Light railway tunnel through mountain — official TF3 press kit

Sub-arctic

New for Transport Fever 3 — tundra, fjords, and frozen swamps.

Brand new to the series for TF3. Sub-arctic tundras and frozen swamps with dramatic fjords, scattered islands, and impassable mountain barriers. Requires careful route planning around permafrost.

Biomes

TundraFrozen swampFjordBoreal forest

Challenges

  • → Permafrost construction limits
  • → Long winters
  • → Limited agriculture

Wildlife

Orca (Deluxe bonus)

Light rail tunnel — official TF3 press kit

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