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Each of those columns has a heading. When the date speed is set to normal (or x1), the period of time represented by one column is also equal to one calendar year.
When you adjust the date speed, it disconnects the Calendar speed (and thus tech availability and architectural style) from the Simulation speed. It does this by a fixed amount. The columns in the finance window still represent the same amount of Simulation time.
When the calendar speed is set to 1, that period of simulation time is equal to one calendar year.
When the calendar speed is set to 2, that period of simulation time is equal to 2 calendar years.
When the calendar speed is set to 1/2, that period of simulation time is equal to 6 calendar months.
When the calendar speed is set to 0 (paused), no calendar time passes at all. The date doesn't change.
Consequently, when the finance tab presents a column representing a fixed amount of Simulation time, and then checks the calendar to grab the date to put at the heading...
If the calendar speed is set to 1, it gives a year.
If the calendar speed is set to 1/2, it gives a 6 month period, Starting on the calendar day you changed the calendar speed.
If the calendar speed is set to 1/4, it gives a 3 month period in the same way.
If the calendar speed is set to 2, it will give a two year period.
And if the calendar speed is set to 0... it just tells you the date you paused the calendar on at the top of each column because, according to the calendar, it's still the same day. No calendar time has passed.
The important thing to remember is that the base unit, the thing Everything Gameplay Related is tied to, is the Simulation Speed. The calendar speed has no affect* on any of it.
Note that for all that some people claim this is 'stupid', the alternatives are Not Having headings, or having headings that give a date that has nothing in common with the date the game is otherwise telling you it is, nor with what is and isn't available to build. (or it just gives you a 'simulation time unit number X' heading, which is exactly as useful as the current system, but less aesthetically pleasing)
*Save an indirect knock on effect in that slowing the calendar down delays the point at which things become Unavailable. This can make things slightly easier in some cases (mostly in that it's a lot more possible to repay your debt before the next wave of things come out if your setup is profitable, but not so much so as it should be.). Nothing like as much so as people were trying to claim prior to the game releasing, because TpF2 works differently from 1, but unlike what I thought before hand, it's not quite zero either. On the flip side, speeding the calendar Up makes it slightly harder for exactly the same reason.
I don't know what the cycle is, but I just think of every "year" as a cycle.
There's a parameter for that (maintenance charges) in the base_config.lua, and the default is 60. 60 is the same default for the interval towns develop.
https://gamesgds.com/transport-fever-2-how-to-change-game-and-date-speed/