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  • Adaptation Displacement: The OpenTTD remake is under continuous development and has effectively superseded the original games, which have never been released on GOG or Steam.
  • Catharsis Factor: After setting up a functional transit system, it can be immensely satisfying watching vehicles make their way through the system, delivering cargo and making a profit without any hitches. This is especially true with trains, being Difficult, but Awesome by design.
  • Complacent Gaming Syndrome:
    • Trains are the most commonly-used mode of transit, by far, due to their Difficult, but Awesome status: learning how to set up a functional rail network is not only challenging, but rewarding. While some players choose to use road vehicles as their main transit mode; their middling stats, lower station capture radius, and lack of diagonal movement give players less incentive to use them outside of feeder lines.
    • Most players use the "Temperate" climate, as it has the greatest selection of trains and lacks the stifling gimmicks of the "Tropical" and "Arctic" climates. The latter two have their fans, but the "Toyland" climate is often restricted to those looking for a more unconventional gameplay session.
  • Demonic Spiders: Farms in the "Temperate" climate always generate with large acres of farmland which is very expensive to build through. There is a trick where you can plant trees on the fields then build tracks/roads over them which works out cheaper, but then you have to deal with the local authorities being pissed at you for cutting down the trees.
  • Goddamned Bats: The AI companies, town councils, and those UFOs that appear and attack your (and only your) trains and buses.
  • Good Bad Bugs: A lot of them were also fixed by TTDPatch and OpenTTD:
    • In the initial UK release of the original game (and earlier demos), building a long enough tunnel would cause the cost to run negative, and you would make over a million dollars/pounds/whatever. Bad in that if you earned enough money, your cash would flip into the negative, and you would suddenly be millions in debt. Fixed in the US release and Deluxe.
      • Another overflow bug fixed in Deluxe was that a boat or a plane could make enough money from a single trip that the payout would flip over and result in the vehicle losing money.
      • Deluxe did, however, introduce an overflow bug where inflation could eventually lead to the player earning money by building a new industry or doing actions in a town (advertising campaigns, funding road repairs, etc.)
    • In the original, with level crossings, whoever owned the railway owned the square. This meant that you could screw over AI road construction by laying rails over their roads and destroying the road. Fixed in Deluxe.
      • Those same level crossings could be traveled over by trains of any company, which allows you to trap a rival's train or even make two companies' trains crash into each other if they have properly aligned stations. That wasn't fixed in Deluxe.
      • If you lead a train to a level crossing and reverse it at just the right time, the crossing will close indefinitely. Useful to trap a rival's trucks. Also wasn't fixed in Deluxe.
    • Level crossings could also be used offensively as a light engine could be stopped just past the crossing and when traffic began to move again, the engine could be reversed and rammed into the road vehicle, destroying it with the characteristic mushroom cloud. To avoid tying up a main line it was simple to build a depot connected to a short stretch of track across the road. Repeat until all the vehicles in a competing service were destroyed.
    • The original game included two minor glitches in the way it worked out signaling. A railway depot counted as a normal piece of track for signals, and the signaling algorithms didn't distinguish between the tracks of different companies. On their own, these bugs had no real effect. Together, however, you could build a loop of track between the end of a rival's railway station and the nearest train depot. Any train that entered the station would then trigger its own signals, and it would never be able to escape the station.
    • The oil rigs, which usually accept passengers and mail, can be screwy in the cargoes they'll accept. Some times they won't accept anything, other times they'll accept odd cargoes such as wood and oil!
    • Towns in the "Tropical" climate usually only have banks which accept diamonds but don't produce them, but sometimes a "Temperate" bank (which accepts and produces diamonds) will be built if the town has over 1,200 population, even if the town already has a "Tropical" bank. Oddly enough, this doesn't seem to affect the "Arctic" climate, which uses the same non-producing banks, albeit with gold instead of diamonds.
    • In the original game, by judicious building and bulldozing of stations of different types, you can spread the station's reach to ridiculous levels. Deluxe nerfed it by limiting the spread to seven tiles from the station's sign, but OpenTTD allows the adjustment of that limit and to join new stations to existing ones easily by pressing Ctrl while building and choosing a station from the list that pops up.
    • If you have a competitor's info box open when their company goes bankrupt, you'll see that their company value will rise to a ridiculous amount. If you invested 75% in that company previously, selling off the shares will net you a lot of money. However, there's a very good chance the game will just crash when that happens.
    • The game will sometimes offer multiple subsidies for the same service. While the payout isn't multiplied accordingly, the multiplied subsidies effectively extend their longevity past the usual single year.
  • Memetic Mutation : "Yate Haugan" and "Guru Galaxy", the lawyer-friendly, post-Original renames of the Concorde and the Lockheed Tristar.
  • Scrappy Mechanic:
    • Upgrading railroads to monorail and maglev in Deluxe. note  If you have a large interconnected rail network (which you almost certainly do by the 21st century), it's a real pain in the ass to destroy every single rail piece and replace them with monorail tracks, your network has to grind down to a halt while you're doing this, and you have to replace every single train and reassign their orders. It's even more annoying in the "Artic" and "Subtropical" climates, since the railroad engines in the vehicle set shared by both go obsolete before maglev arrives, forcing you to do that whole dance twice going from railroads to monorail and monorail to maglev. note  TTDPatch and OpenTTD do make it less annoying with each having a tool that can change tracks to a different type in a single click. note 
    • In Original and Deluxe, if a truck loading bay or bus station is full when a road vehicle reaches them, it will turn around. If you didn't plan ahead a put a loop nearby, the vehicle will wander around, costing you money and ratings. If several vehicles try to enter or one of the parked vehicles exits at the wrong time, this can provoke a jam in which all the vehicles in the route will get stuck, costing you even more money and ratings. note  TTDPatch and OpenTTD can thankfully make it so the vehicles neatly queue outside the loading bay or bus station instead, and that option is enabled by default for obvious reasons.
    • Replacing old vehicles in Original and Deluxe, while not too bad with most transport types, is really annoying with road vehicles. If you bought several trucks or buses at once when establishing a route, you'll have to replace them at the same time and they'll have to be replaced one at a time. Furthermore, you'll have to do this every 15 years since that's the lifespan of every road vehicle model. This, combined with the above, is why many players avoid using road vehicles in those games. Fortunately, the auto-upgrade features in TTDPatch and OpenTTD can neatly sidestep this problem.
    • The "Desert" and "Arctic" climates require players to deliver certain supplies to desert/snow-line towns in order for them to grow: food and water for the former, food only for the latter. This is one of the reasons why most players prefer the "Temperate" climate.note 
    • Industries can suddenly go out of business while towns can refuse your services. This is largely due to the player's performance, but there's always a chance of it happening no matter how well you do.
  • "Stop Having Fun" Guys:
    • It's a Chris Sawyer game. He has issues with people modding the game to make it more of a sandbox.
    • At one point, OpenTTDCoop banned every mode of transit other than trains from their multiplayer server, due to performance issues and (alleged) Game-Breaker traits.
  • That One Level: The "Toyland" climate doesn't have a very good reputation with fans due to its overbearing cuteness at the expense of realism and having the worst selection of vehicles, especially for trains and aircraft.

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