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Further, this game was obviously not conceived as more than a sandbox.
To go back and add such at this late stage is really horrific from a coding point of view.
Assuming the developers/players really saw this as the next logical step, it really should be the start of a fresh development cycle.
I played RT2/RT3, and the challenge was more the scenario than the AI competitors. I haven't seen a decent rendition of Tycoon AI, since Sid's RT1. (and it clearly cheated, but was fun)
The problem with AI is it's either too easy, or too hard. AI's don't learn, and they usually cheat.
The only AI that's a "worthy" opponent is another human, and the best AI to play against is.... yourself!
This game has a lot of benefits over CSL, but I'm getting pretty tired of "free" games because they lack stakes (don't get me wrong, I do like a low-stakes game mode where I can 'try stuff' without getting steamrolled) and the Campaign doesn't offer much room in the way of creative freedom when you're always being told step-by-step what to do, and those steps usually involve hemorrhaging money, so it's more like "Simon Says" than a tycoon game. If there's some game mode I don't know about, let me know.
What I really want is... what Locomotion does. Scenarios with a goal, which can be achieved in whatever way the player sees fit, and which may or may not also involve competing companies. I've been finding that "play until you get bored" kinds of games haven't been hitting the spot for me lately, so having some kind of continuing opposition would really help keep the interest up. As it is right now though, once you've paid off your starting loan and are making a net profit, all the stakes are gone, and there's nothing that can be done about that other than deliberately sabotage your own company or exit the game and start up Locomotion.
I'm done.
I only wish they would expand on the modding API to allow for AI opponents.. I think I saw a function to create new player. The game already supports multi-player of sorts (not in a traditional sense, but in terms of player as a in-game entity - one that has it's own bank account and assets). Also there are functions to build stuff, buy stuff, create lines etc. And the full read-only access to ECS world. So maybe AI IS already doable. Just that nobody has yet stepped up to do it.
My suggestions for developers would be to make a sample dummy AI mod to showcase that it's possible and advertise it somehow. If they are lucky, the game might attract some great minds. A lot of people are now learning AI and research, and games are great medium for them. I can easily imagine someone making a deep-learning based AI that will maximize profits or town growth...
Also, OpenTTD is open source which can be freely modified. This is not the case for Transport Fever 2. The developers will not work on something that they think is not going to generate enough return of investment to them.
This adds exactly nothing to the arguments provided in my previous message.
The developers already invested in the modding functionality and the game engine should already allow to make AI by third party. I don't see what was the point you were trying to make.
TpF 2 game is moddable, but to a limited degree only. AI, and multiplayer as an extension, would have to be added by the developers, or at least, they would have to allow us to fiddle with the game code to do so. This would not be a small task.
The point is that there is likely not enough financial demand - new customers - to justify their time and money to add this feature to the game. The developing team is small, and they think that their limited resources are better spent doing something else.
This has been discussed ad nauseum in the forums here and in TpF 1 as well.
It's a challenge, but as you said, perfectly doable.
I mean, the route choice, even with floating-point coordinates, has two very important variables that are hard-choiced by AI strattegy, which is starting and end point.
Given that, and the already available information to the player about route costs, you just have to make the code compute which route is cheapest between two set points; and given a percentage of AI toughness, reduce the error-margin to that value the harder the AI is.
This is just one very rough logical and mathematically sound solution to the problem. But you could also add in other factors, like elevation changes/mountain delimitations/tunneling/bridging etc.
As for the rest, I agree 100%.
The game would be worse if there were rival companies to compete against IMHO.