• Flowing transition between day and night
  • Dynamic vehicle lights (headlights, rear lights, brake lights, turning lights, warning lights, flashing blue lights, logo lights, wing tip lights, navigation lights, beacon lights)
  • Four zoom levels
  • Special effects like smoke, fire and explosions
  • Clean top-down graphics (tiles are sloped or flat)

Map & Terrain

  • Height dependent ground types (deep water, medium water, shallow water, beach, grass, soil, rock, snow)
  • Special economically relevant zones (holiday zone, fresh water lake, oil zone, vegetable zone, fruit zone, grain zone, ore zone, rare earths zone, wood zone)
  • Oceans and (artificial) channels
  • Different soil layers with individual properties (i.e. excavation speed)
  • Trees

Cities & Citizens

  • Visible citizens and cars
  • Every citizen is associated with one flat and one employer (factory or office)
  • Citizens buy consumer goods in supermarkets
  • Citizens visit leisure institutions
  • Citizens go on business trips to visit other employers all over the map
  • Cars need dedicated parking lots
  • Sidewalks next to streets (only in cities)
  • Fire departments (fire trucks extinguish building fires)
  • Police departments (police cars help in case of shop robberies)
  • Hospitals (ambulances collect injured/ill citizens which need some recreation days in the hospitals before getting back home)


  • Internet-based multiplayer option
  • Every player leads exactly one company (in case of insolvency, you must start a new company)
  • Multiple companies can form a group (all members of a group have for example the same average reputation)
  • Profit center concept (every object – even vehicles – is a profit center and thus its profit can be measured and displayed individually)
  • Everything is associated with running costs; There are no one-time costs (if you cannot pay the running fees anymore, the corresponding objects disappear from the map; at first the ones that were acquired latest)
  • Interest rate to simulate the different value of today’s vs. tomorrow’s cash
  • 4 x 8 = 32 different cargo types (8 raw materials, 8 input materials, 8 semi-finished goods, 8 consumer goods)
  • Factories prefer cheap raw materials (sum of transport costs and raw material price itself)
  • Module-based factories and warehouses
  • Motels (where truck drivers spend the night)
  • Mail service centers (citizens send mail to other citizens anywhere on the map, thus you need a dense mail network if you really want to handle mail)
  • Open-cast mining regarding ores


  • Flexible module-based construction
  • Player can add new modules to module library (i.e. complex road junctions)
  • Building yards with own construction vehicles and construction materials
  • Earth works/Construction is split into two phases: Planning and building (changes during the planning phase are immediately possible, while changes of built objects are associated with a new planning and building phase; Having confirmed the construction plan, the building phase starts and construction vehicles leave the closest building yard to get to the construction site)
  • For earth works you also need to define the place on the map where to put superfluous earth masses
  • Copy & paste (select existing constructions and insert them in your current plan)
  • 8 different radii for (smooth) road and track curves
  • Horizontal/vertical and diagonal roads and tracks
  • (More) realistic slopes: road slopes have a length of 8 tiles; track slopes are 16 (!) tiles long

Traffic & Logistics

  • Warehouses and container harbors for interim storage and cargo transshipping
  • Ship lifts
  • Airports with realistic (=giant!) dimensions
  • Intra-Airport logistics (coordination of taxiing aircrafts as well as trucks and buses which load/unload the planes)
  • Shared infrastructure, associated with usage fees
  • Easy visual vehicle distinction (no hidden characteristics like different reliabilities)
  • Standardized containers for easy change of underlying transport vehicle (even liquid cargo and bulk cargo is transported using containers, but of course these containers look different to standard cargo containers)
  • Service contracts covenant one supplier and one transport company or one customer and one transport company for one year to supply/buy/deliver the agreed cargo and daily amoun
  • Traffic lights
  • Different maximum speeds in the street, on the road and on motorways
  • Static road traffic routing (by fixedly limiting turning options and lanes at junctions depending on road vehicle type)
  • Dynamic road traffic control systems (by limiting turning options and lanes at junctions depending on daytime and/or traffic density on certain lanes)
  • Taxis and taxi ranks (used only in cities; by citizens which don’t find fitting public transport routes)
  • Train shunting
  • Grass on unused tracks
  • Sidings (where you can place trains/wagons which are unused for a few hours every day or longer)
  • Individual routing rules at decision points (signals, switches, station platforms, sidings), i.e. priority rules for high speed trains
  • Vehicles can have own routing rules at decision points
  • Vehicle groups with common routing rules

10 comments on “Features

  1. vito leal on said:

    Hi brother,

    I’m a brazilian fan of traffic games, and i’m very interested in your project, congratulations, if you need beta testers, i’m here.

  2. Stefan on said:

    spotted a type error at : “Grass on unsed tracks” (unused)

    • thanks. corrected.

    • Stefan on said:

      found a few more:
      Height dependend ground types (deep water, medium …

      Earth works/Construction is splitted into two phases…

      For earth works you also need to define the place on the map where to put superfluos earth …

      Static road traffic routing (by fixly limiting turning options and lanes at junctions…

      an place trains/waggons which are unused for …

      if not using Chrome, try this, or google docs, it helped me many times as I’m not a native speaker

    • thanks. also corrected.

  3. Stefan on said:

    Sweet :), please subscribe my email to any updates.
    Also if any need for a junior C++/C/C# programmer and web Developer volunteer, don’t hesitate to email.

  4. Matt Harbon on said:

    May I suggest a way to create the ‘network’ in a scenario editor before playing the game? So main lines can be made, with branches/junctions etc, so money is only spent on usage fees and building distribution centres and yards?

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