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Is it easier as-is? Maybe a little, but you're probably laying a fairly similar amount of track since you now have to shift far more raw resources around between far more locations for each final product than before.
There actually is a challenge in that not all cities demand all the goods. In Transport Fever it was simple to setup a Food Chain supplying one town, ConMat Chain supplying another town, Fuel supplying a third town, and then connecting the three towns together with intercity routes to ramp up demand. Want to crank up additional demand? Just connect up a fourth city and now you're just printing money.
In this game you might supply Food to a city, but none of the nearby cities require Food. Output at the Food Processor will be limited until you find a way to connect up a town some distance away. Now, unless you happen to be producing something near that town that can be brought back to the town you started at, guess what, that longer distance transport will be travelling one direction, and profit will be limited.
In Transport Fever all I had to do was setup a cargo hub outside each town as well as local supply lines into the town, then connect up the cargo hubs with intercity lines and then feed product into it, knowing that no matter how much product I feed into the network, demand will be through the roof, and I'll be printing money like crazy.
What makes things easy is the fact that cargo chains need not actually be completed, and cargo flows a whole lot easier than it did in the previous game because production facilities and raw resource producers are not limited to the demand flowing from towns.
It's not easier, it's harder. Significantly harder.
You see why from screen shot I posted on a similar "TF2 is too eazy" thread:
https://steamcommunity.com/sharedfiles/filedetails/?id=1965440960
As you can see I have all the money in the world but as far as satisfying city demand and promoting city growth is concerned I have failed miserably. The reason is precisely because cities only demand two specific wares (and also that factories max out production at 400 which further turns the screw).
When you can post a screenshot of the city statistics table with every good demanded in every city satisfied and growth all at 500% and do so without "cheating" by freezing the game calendar, then you can claim the game is too easy if you like.
Still having lots of fun though,
Personally, as long as I'm meeting the supply demands of the city for cargo to within 80-100% and by fulfilling enough destination demand to provide at least +30%, then I'm happy, regardless of the growth factor as long as it is positive or even stable.
And that, is easy to achieve, stalling the date clock or not (you cannot cheat a sandbox), or on any difficulty level.
Since it is easy to achieve, I still do not have any complaints though, because I don't play the game for challenge, but rather for 'painting'.
Play a megalomanic map on hard with mega cities and limited resources, that'll keep you busy.
https://steamcommunity.com/sharedfiles/filedetails/?id=1951335527
Not really - what I'm saying is that it is while true that making money per se is somewhat easier in TF2 than TF1 growing and supplying cities is a lot more difficult. The focus of challenge in the game (for those that want that and let's face it folk who complain about a game being too easy are generally looking for that) has therefore changed from financial gain to logistics and network design.
Example:
Which is in effect using a mod to reduce the logistical and network design challenge. Not that I'm in any way criticising philmo for doing this, the whole point of this game is to play it how you like to and set your own goals. Nor am I criticising folk who start playing TF2 after some TF1 experience and jump to the conclusion that TF2 is easier, been dumbed down, 'cos this change in focus and the depth of the new challenge is far from obvious at first sight, possibly counter-intuitive.
For me the bottom line is that it's a lot easier for new players to get off the ground in TF2 but achieving max city growth across a map by say 2000 on hard difficulty without freezing the clock looks like a far harder challenge than anything set in TF1 to me. Which seems to me to be the best of both worlds.
That is your own personal goal which you set yourself ;)
No, but it is a traditional TF success benchmark I would say.
TpF1 you just had 1 mixed traffic train going to each town... super easy. TpF2 you need to skip some towns, build hubs, balance demand, then get the goods there without holding up any of the network.
Exactly.
An additional benefit of the new system is that whereas in TF1 the same basic plan would work on any map, in TF2 it won't necessarily since the distribution of town demand and industry placement can vary considerably map to map requiring a different design approach for each one. Keeps new games fresher.
I'm perfectly satisfied with a fully functioning network and all supply/demands met.
That is my benchmark for success.
I could care less about max growth TBH ;)
Nobody, least of all me is saying you should