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This game indeed uses an in-house engine developed by Urban Games.
Oh, i thought it was using paradox engine because it has a lot in common with it (especially the stop pause and fast forward part).
Also, many real time game engines have pause and fast forward systems. Most construction games do, I'd imagine. I can't think of one that doesn't at this junction.
The specific nuances in mesh behavior, and even some bugs/annoyances are identical.
No, Cities Skylines uses Unity, Transport Fever 2 uses its own engine, which are upgrades from its earlier predecessors, the first of which was released in 2014, before in fact Cities Skylines, which was released in 2015.
I will take TpF 2 engine over Cities Skylines any day.
You can have your own engine and copy pasta too. It's literally millions of lines of code.
Engines are not unique, they use shared libraries and stuff like that all the time.
It's not about if you used libs/APIs but how you code the use of them, this is/has the Copyright. Some methods of how your code looks like is registered/patent, which you would have to pay licence for it if you want to use it. As a lot things get more and more "real" open source (with allowance of free usage), there will only be a handfull unique code parts.
And writting a own engine is still "1-Mil" own written code lines, the code in libs or API is not counted.
Writting a game with a exsisting engine is still thousands of own written code lines if not everything was just bought at an asset store (yes you can buy full game codes,...)
Everything you say is right (except the hyperbole misrepresentation of my statement in your first sentence), and at the same time it is in no way any argument for or against the assumption of CS and TF2 sharing integrations.