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the game is very different to TTD, watch some YouTube videos and decide for yourself
Now all the challenge of setting up a good economy is gone. You just build lines, deliver anything you want, and get the cash, totally boring.
This does not appear to be true.
In TF1 factory production was ultra-sensitive to bottlenecks in the end-to-end supply chain. Any break in the flow would cause chain reaction and every factory would shut down.
In TF2 factories will produce at level 1 rates (100 usually) whatever the situation, and accept supplies up to the amount required to sustain level 1 production.
But they won't level up beyond first level unless their goods are being delivered and consumed and if there is a break in the supply chain they will reduce production back to the level 1 rates.
So the difference in TF2 is:
1. Factories will start to produce at level 1 rates immediately they are connected at all
2. Factories will not shut down completely if supply chains are broken, they will instead reduce to level 1 rates.
Which means that in TF2 it is easier to get a complex chain such as machines up and running to begin with but similar to TF1 to get them to ramp up and max production. They are slightly more forgiving than in TF1 in terms of shutting down in response to problems at a slower rate and not shutting down entirely, but slightly less forgiving in that raw resource producers like mines and forests now only produce up to 400 units max, therefore supplying the big factories is more complex.
PROs:
- Awesome style and graphics
- Awesome passenger agent system, naturally solves the most annoying thing in OTTD cargodist where passengers are too dumb to just walk between stations on foot even if they are 2 blocks away, you have to manually connect every station
- Finally some campaigns to play that gradually introduce you to the game mechanics and different eras
CONs:
- No vehicle breakdowns, no maintenance & auto-renew mechanics. The game feels a bit more "childish" and shallow in terms of vehicle management because of this.
- UI of an open-source game based on ancient 1994 game manages to be more usable than this game from 2019. A lot of usability issues mentioned countless times on this forum.
Overall I don't regret my purchase as I wasn't expecting a second coming of Jesus in gaming as some others do. The game worth it's price. Also I've looked at the update log of the previous game and it reassured me that we can expect a better game with some free updates in a year or two.
I see back some things that were also in the original version of transport tycoon and that concept has been copied by all of the later transport simulation games. That is the placement of industries everywhere on the map.
There's no one economic model in this game, there's tons of options and different mods. Mostly the difficulty depends on which industry NewGRF you play with. While vanilla industries are much simpler, some other sets can be much more engaging to play with. For example with FIRS the primary industries can be supplied with "supplies" and increase their production. And you get more of these "supplies" at the very end of the industry chain. So when you link the end of the chain to the beginning, your whole chain becomes much "thicker" and profitable. It's something similar to TF2 industry "level-up" mechanics but deeper and a bit interesting.
I wish there will be mods with similar level of complexity as those industry sets. It's sad this game is plagued by people who ignore the tycoon part of the game and focus on building their virtual model train set instead :(
Now, why do I like it?0
For one thing, it's more realistic. Industries aren't just hibernating entities that suddenly spring to life when the player comes by to transport their goods. If they're there, which they are in the game or you'd have to build them yourself (maybe not a bad idea for the future, actually?), then they're presumably making money or we'd have shut down industries littering the map.
What you, the player, do, is jump in and make them even more profitable, increasing their production in the process. Guess what, that's already implemented. Sure, you can ship refined oil to a plastic factory without also completing a steel network first as well as a transport line from the goods factory. But you can't sell infinite amounts of the stuff to them as they'll only take enough to satisfy their current (invisible) inherent demand.
For another, I absolutely do NOT miss having to save up a gazillion bucks to design a full three-tiered supply/production/delivery network without even knowing if it would work and then have to cross my fingers and pray that the incomprehensibly daft turn on/off system in TF1 wouldn't suddenly shut down one of the links in my chain, thereby shutting down the entire bloody network and bankrupting me because reasons?
I rather like the current iteration better: "Say, those guys out there are making planks? I guess I could ship some lumber to them", followed by "hmm... I guess I could make even more money if I could ship them more lumber, but they don't have any way to get them to somebody who needs a lot of them. Say, if I were to link them up with that tool factory down there?" And so on.
But it definitely needs balancing, the whole game does as it's way too easy to make a fortune without a worry in the world. I suspect that will be coming.
Finally, and nobody ever mentions this: I do not, NOT EVER want to go back to the arbitrary and utterly unpredictable shutdowns of entire industry chains because one of your trains got stuck waiting for the BFE Express at a signal for 20 seconds more than the game rules allow. TF2 has this nailed, and I love it. Production is not an on/off switch run by an idiot with a stop watch!
So... balancing, yes, but going back to the TF1 ways? I'd rather scoop my own eyeballs out with a rusty spoon!
So, if this argumentation should work, then it would be great to actually animate other individuals in the economy chain to give it a sense.
Another idea would have been that in early years there are just basic industries and a fewer count and over time, new industries start to appear on the map in a dynamic process of your transportation development.
Basically what every corporate BI system does nowadays, replace guesswork with facts.
Maybe i can get it an try over a copple of weeks. At this moment i enjoy TPF2 too much. I'am not a graphic enthousiast. Al the features as vissible passengers in the cars are not that important enouch for me. But after playing Transport Fever i have not the intention too play the 1990's graphics from opentdd
I hope that there will be soon good mods for TPF2 with many possibleieties. TPF2 is yet a few days out and there is not so many in the workshop right now. I hope that modders will given more options than in TPF1. For example cities skylines another of my favorite titles gives modders almost unlimeted possibleities. Thats the power of cities skylines. When you see the first vanilla version of Cities skylines there are also many things that are annoying. That was in my opinion the largest disadvantange of TPF1. The modding possibleities were too limited.