Transport Fever 3 Vehicle List: Best Trains by Era
Full Transport Fever 3 vehicle list breakdown — 300+ trains, trucks, ships and planes, plus era-by-era buying advice and upgrades worth skipping.
Transport Fever 3's vehicle list spans more than 300 machines covering over a century of transport history, and knowing what to buy — and when — can make or break your railway. This guide breaks down the Transport Fever 3 vehicle list era by era, with community-tested shortlists for freight, passenger service, and wagons. Whether you're starting your first 1900 save or weighing a modern high-speed set, the rule stays the same: spend money on the problem your network actually has.
How Big Is the Transport Fever 3 Vehicle List?
Urban Games confirmed in official First Look footage that the game ships with over 300 vehicles, spanning trains, trucks, buses, ships, and aircraft across four climate zones: temperate, desert, tropical, and sub-arctic. Community reports on the official Transport Fever 3 site confirm the Standard Edition alone carries that full roster, with Deluxe Edition exclusives on top.

Official screenshot · Source: Steam store
| Edition | Vehicle Content |
|---|---|
| Standard | 300+ vehicles across all transport types |
| Deluxe | Six legendary vehicles: Concorde, London Bus, Peterbilt 359, Hong Kong Tram, Sikorsky S-76 Spirit, plus one more |
| Mods | TF2 vehicles likely importable, per community speculation |
Community speculation on Steam suggests most Transport Fever 2 vehicles will carry over in updated form, as happened between the first two games. If mods allow TF2 imports on top of TF3's roster, players could end up with more vehicles than ever — though some fans hope TF3's stock models (better smoke effects, richer engine audio) reduce the need for imported content.
Early Era Vehicles (1900–1919): Buy, Keep, Skip
The opening decades reward cheap, matched consists over impressive locomotives. Player-tested numbers below come from a single 2020 save with normal inflation, so treat them as comparisons rather than historical prices.
| Vehicle | Year | Key Stats | Verdict |
|---|---|---|---|
| Prussian T3 | 1900 | 50 km/h, ~182k/yr | Keep — ideal cheap starter |
| Mogul | 1900 | 75 km/h, ~319k/yr | Buy only if your wagons can keep up |
| Russian engine | 1900 | 60 km/h, strongest pull | Solid mixed-duty option |
| Atlantic | 1906 | 100 km/h | Passenger shortlist |
| Baden | 1914 | 90 km/h, cheaper bill | Budget alternative |
| Chinese freight engine | 1918 | 80 km/h, 250 kN | Best early heavy freight |
The classic early-game mistake: pairing the Mogul with the Bavarian coach, which is capped at 50 km/h — the same limit as the T3 you just replaced. Always check the slowest vehicle in the consist before buying a faster engine. The first upgrade genuinely worth planning for is the 1913 general cargo car, which jumps capacity from 8 to 14 units and speed from 50 to 80 km/h. That's a whole-train improvement, not just cosmetic.
For passenger work, the Russian Suburban carriage (1910) raises limits to 100 km/h with 19 seats — a natural partner for the Atlantic.
1920–1949: Electrification and the Express Era
The famous Crocodile arrives in 1921 with 1,650 kW at 90 km/h — an interesting electric workhorse, but only if the route is actually electrified. Don't electrify a quiet line just because a shiny electric locomotive exists; the track work belongs in the upgrade math.
One trap worth flagging: the small American diesel's purchase price sits close to the starter steam engine's, but its annual running costs are roughly double. A similar sticker price does not make a replacement free to operate.
| Vehicle | Role | Speed | Annual Cost |
|---|---|---|---|
| American electric express | Passenger | 160 km/h | ~1.95M |
| British A4 | Passenger | 145 km/h | ~1.32M |
| Streamlined coach (1935) | Coach | 160 km/h | — |
| American rail car | Self-powered passenger | 100 km/h | ~264k |
| Red Arrow | Self-powered passenger | 125 km/h | Higher |
Self-powered options deserve more attention than they get. The American rail car and Red Arrow each carry 20 passengers, and their displayed costs already include propulsion — comparing them against a bare locomotive price misses the coaches you'd still buy and run.
1950–1979: Heavy Freight and Capacity Decisions
This era splits into three very different jobs hiding in the same purchase menu:
- Big Boy: 602 kN pulling force, but a massive 567 tons and ~3.12M a year — a specialist, not a default
- F-Unit: 500 kN at the same 130 km/h top speed, ~1M annually — the value pick
- Swiss electric: 125 km/h at just 57 tons for lighter passenger work
The rail bus is the budget branch hero here: 15 passengers, 90 km/h, roughly 154,000 a year. At the opposite end, the Trans Europ Express set carries 142 seats in the recorded formation. Build the capacity you can actually fill — an impressive train with empty space still bills you every year.
The 1970s deliver the clearest lesson in the whole Transport Fever 3 vehicle list: the American electric hits 200 km/h with 4,320 kW, while the heavy diesel manages only 105 km/h but pulls with 410 kN versus the electric's 133. Neither is "the best train" without knowing what it's hauling. Meanwhile, the coach math favors the double-deck: two Mark III coaches carry 30 seats for ~296,000 a year, while one double-deck coach carries 35 for about 263,000.
1980 to Modern: High Speed, High Bills
The Chinese electric freight monster offers 8,700 kW but caps at 100 km/h with annual costs above 6 million — serious specialist budget territory. For most players, the era's real value sits lower down the menu.
| Modern Vehicle | Strength | Watch Out For |
|---|---|---|
| EuroDual (7,000 kW) | Faster, lighter, cheaper to run | Test both on a loaded climb |
| Chinese electric (9,600 kW) | Highest power | ~2.15M more per year in comparable saves |
| TGV double-deck (275 seats) | Capacity plus speed | Only if the route can use it |
| Chinese high-speed set (350 km/h, 144 seats) | Spectacular top speed | ~8M/year; useless with frequent stops |
| Talent (40 seats, 140 km/h) | Regional workhorse | Step up only when the rail bus is full |
The modern cargo wagon trap repeats history: 10 old gondolas carry 200 units, while 13 modern shorter wagons carry 234 — 17% more capacity for about 42% more annual expense. Upgrade only when train length is genuinely limiting you.
Three Purchases to Skip
- A faster engine behind limiting wagons — the slowest vehicle defines the consist
- Newer cargo wagons on slow lines — the 1960 general cargo car costs ~119k/year versus ~88k for the 1930 version, with identical 15-unit capacity and the same loading rating, on a train that never exceeds 100 km/h
- A large passenger set before demand exists — seats don't pay for themselves
The Buying Rule That Works in Every Era
Keep the affordable train while it does the job. Upgrade capacity when loads get left behind. Buy speed or power only when the route can use it. Community consensus matches this: solve the bottleneck you can actually see, whether that's a bigger formation, a better-matched train, or simply another departure.
FAQ
How many vehicles are in Transport Fever 3? Over 300 in the base game, according to Urban Games, spanning trains, trucks, buses, ships, and aircraft across all four climate zones, with additional legendary vehicles in the Deluxe Edition.
What's the best starting train in Transport Fever 3? Player experience consistently favors the Prussian T3 for short, slow starter routes — pair it with matching 50 km/h stock and save your money for the 1913 cargo wagon capacity upgrade.
Is the Big Boy worth buying in Transport Fever 3? As a specialist, yes — 602 kN of pulling force handles the heaviest freight, but at 567 tons and triple the annual cost of the F-Unit, most routes are better served by the lighter alternative.
Does the newest vehicle in the Transport Fever 3 vehicle list always beat the old one? No. The 1968 flatbed carries 18 versus the older model's 20, and the modern gondola carries 18 versus 20 — improvements often come as speed, length, or loading ratings, not raw capacity. Always compare the complete formation before replacing a working fleet.
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