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The FanRemake, ''[[http://openttd.org OpenTTD]]'', is derived from ''Transport Tycoon Deluxe''. Originally a set of patches called ''[=TTDPatch=]'', it was created to allow enthusiasts to include other vehicles, especially historical trains and the like, and eventually grew to add all sorts of features. It supported a plug-in architecture, so users could download add-ons they were interested in. Eventually ''[=TTDPatch=]'' grew much larger than the original game, so some developers decided to replace the remaining bits, allowing the now much-more-elaborate game to be played by anyone. The replacement code was completed in 2004, and an effort begun to replace the art and music, which finished in 2010. ''[=OpenTTD=]'' is [[UsefulNotes/FreeLibreOpenSourceSoftware free/open source]], and works on a wide variety of operating systems. ''[=TTDPatch=]'' was maintained in parallel for some time, however ''[=OpenTTD=]'' eventually surpassed it in nearly every way, and the majority of the huge library of plugins and add-ons only works with ''[=OpenTTD=]''.

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The FanRemake, ''[[http://openttd.org OpenTTD]]'', is derived from ''Transport Tycoon Deluxe''. Originally a set of patches called ''[=TTDPatch=]'', it was created to allow enthusiasts to include other vehicles, especially historical trains and the like, and eventually grew to add all sorts of features. It supported a plug-in architecture, so users could download add-ons they were interested in. Eventually ''[=TTDPatch=]'' grew much larger than the original game, so some developers decided to replace the remaining bits, allowing the now much-more-elaborate game to be played by anyone. The replacement code was completed in 2004, and an effort begun to replace the art and music, which finished in 2010. ''[=OpenTTD=]'' is [[UsefulNotes/FreeLibreOpenSourceSoftware [[MediaNotes/FreeLibreOpenSourceSoftware free/open source]], and works on a wide variety of operating systems. ''[=TTDPatch=]'' was maintained in parallel for some time, however ''[=OpenTTD=]'' eventually surpassed it in nearly every way, and the majority of the huge library of plugins and add-ons only works with ''[=OpenTTD=]''.
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* NoSell: If a train meets a truck/bus/tram at a road crossing at the same time, said vehicle will promptly explode into a fireball while the trail will continue undamaged as if nothing has happened.

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* NoSell: If a train meets a truck/bus/tram at a road crossing at the same time, said vehicle will promptly explode into a fireball while the trail train will continue undamaged as if nothing has happened.

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* CurbStompBattle: If an AI competitor is using road vehicles, it's possible to set up a rail line across the road and order a locomotive to "dispose" of AI vehicles. This leaves your reputation and the locomotive completely unharmed.

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* CurbStompBattle: If an AI competitor is using road vehicles, it's possible to set up a rail line across the road and order a locomotive to "dispose" of AI vehicles. This leaves your reputation and the locomotive completely unharmed.unharmed...
** ...[[SchmuckBait just be aware]] this can happen to ''[[HoistByTheirOwnPetard your]]'' road vehicles if they happen to meet a train at a crossing at the same time as well, like before the train continues undamaged.


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* NoSell: If a train meets a truck/bus/tram at a road crossing at the same time, said vehicle will promptly explode into a fireball while the trail will continue undamaged as if nothing has happened.
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The FanRemake, ''[[http://openttd.org OpenTTD]]'', is derived from ''Transport Tycoon Deluxe''. Originally a set of patches called ''[=TTDPatch=]'', it was created to allow enthusiasts to include other vehicles, especially historical trains and the like, and eventually grew to add all sorts of features. It supported a plug-in architecture, so users could download add-ons they were interested in. Eventually ''[=TTDPatch=]'' grew much larger than the original game, so some developers decided to replace the remaining bits, allowing the now much-more-elaborate game to be played by anyone. The replacement code was completed in 2004, and an effort begun to replace the art and music, which finished in 2010. ''[=OpenTTD=]'' is free/open source, and works on a wide variety of operating systems. ''[=TTDPatch=]'' was maintained in parallel for some time, however ''[=OpenTTD=]'' eventually surpassed it in nearly every way, and the majority of the huge library of plugins and add-ons only works with ''[=OpenTTD=]''.

to:

The FanRemake, ''[[http://openttd.org OpenTTD]]'', is derived from ''Transport Tycoon Deluxe''. Originally a set of patches called ''[=TTDPatch=]'', it was created to allow enthusiasts to include other vehicles, especially historical trains and the like, and eventually grew to add all sorts of features. It supported a plug-in architecture, so users could download add-ons they were interested in. Eventually ''[=TTDPatch=]'' grew much larger than the original game, so some developers decided to replace the remaining bits, allowing the now much-more-elaborate game to be played by anyone. The replacement code was completed in 2004, and an effort begun to replace the art and music, which finished in 2010. ''[=OpenTTD=]'' is [[UsefulNotes/FreeLibreOpenSourceSoftware free/open source, source]], and works on a wide variety of operating systems. ''[=TTDPatch=]'' was maintained in parallel for some time, however ''[=OpenTTD=]'' eventually surpassed it in nearly every way, and the majority of the huge library of plugins and add-ons only works with ''[=OpenTTD=]''.
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* ClassicVideoGameScrewYous: 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.
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''Train Fever'' was an attempt at a modernised SpiritualSequel by Urban Game], however it had a myriad of limitations and bugs. Most of them were fortunately fixed in ''Transport Fever'', a SurprisinglyImprovedSequel launched in 2016 with backwards compatibility for most ''Train Fever'' mods (either natively or using a mod that autotranslates the code so it to be usable with ''Transport Fever'').

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''Train Fever'' was an attempt at a modernised SpiritualSequel by Urban Game], Game, however it had a myriad of limitations and bugs. Most of them were fortunately fixed in ''Transport Fever'', a SurprisinglyImprovedSequel launched in 2016 with backwards compatibility for most ''Train Fever'' mods (either natively or using a mod that autotranslates the code so it to be usable with ''Transport Fever'').



** AI companies never get affected by disasters. [=UFOs=] and zepplins never target them and their infrastructure doesn't get destroyed by coal mine subsidences or UFO bombers.

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** AI companies never get affected by disasters. [=UFOs=] and zepplins zeppelins never target them and their infrastructure doesn't get destroyed by coal mine subsidences or UFO bombers.
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** The custom AIs available for ''[=OpenTTD=]'' are much less insane, even the one that tries to emulate the "classic" AI.

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** The custom AIs [=AI=]s available for ''[=OpenTTD=]'' are much less insane, even the one that tries to emulate the "classic" AI.
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* ScunthorpeProblem: The algorithm used to generate the English town names (both the "Original" and "Additional" ones), at least as programmed in ''[=OpenTTD=]'', has an inversion where its profanity filter will sometimes fail to work. Usually, if it detects certain bad words (specifically, "[[CountryMatters cunt]]", "slag", "slut" and "fart") or weird letter combinations within the randomly generated name, it will substitute them with more innocuous strings. However, if the town name has a prefix like "Great", "Little", "New", "Old", "Fort" or "St.", the profanity check won't detect the "bad" string and will leave it intact. The check also does not look for "fart" if the "Original" name set is used as it supposedly never occurs per the comments in the source code, but in practice it does occur. The chance of seeing those "bad" strings increases with the number of cities generated, so on a small map with a few towns they will almost never occur, but on gigantic maps with lots of towns a few questionable names like "New Fartminister" and "Old Cuntstoke" will often show up.
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* [[ColourCodedArmies Colour Coded Companies]]: All companies have a single, associated colour. ''[=OpenTTD=]'' allow you to violate this, letting you choose different colours for different vehicles (e. g. different colours for steam, diesel, and electric locomotives).

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* [[ColourCodedArmies Colour Coded Companies]]: All companies have a single, associated colour. ''[=TTDPatch=]'' and ''[=OpenTTD=]'' allow you to violate this, letting you choose different colours for different vehicles (e. g. different colours for steam, diesel, and electric locomotives).locomotives).
* ColourCodedForYourConvenience: Vehicle lists use colour-coding as a quick way of displaying a vehicle's status. If the vehicle's number is blue, it's parked in a depot, if it's red, it reached or is about to reach its maximum age. ''[=TTDPatch=]'' and ''[=OpenTTD=]'' (the latter if using the original TTD graphics; [=OpenGFX=] uses symbols instead) show a second colour code to show the profit status, with red for a loss, yellow for a profit under £10K (or equivalent), green for a profit over £10K and no colour if the vehicle is less than 2 years old. ''[=TTDPatch=]'' puts that colour on the profit number while ''[=OpenTTD=]'' displays it in a circle under the vehicle's number.
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** Like stations, if the game runs out of possible names for towns it will stop generating new ones when creating a map. The number of names varies widely with each town name set due to each one having its own algorithm for generating them (some have a simple "pick one from the list" call, others have elaborate routines to pick segments, prefixes and suffixes), going from well in the tens of thousands for both English sets down to a measly 70 for the French set. While this was never an issue in the original games and ''[=TTDPatch=]'', once ''[=OpenTTD=]'' introduced maps larger than 256 x 256 it became problematic as very large maps will be very sparse in towns when using the more limited town name sets.
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* RealityIsUnrealistic: In some custom trainsets, engines will occasionally depart from the train depot backwards. This is not a bug, but a reflection of how this occurs on real life railroads, due to the amount of energy it takes to flip an engine.
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* IWantMyJetpack: The game greatly overestimates the prominence of monorail and maglev technology in what is now the modern day. While both exist (and have already existed for decades), not many governments or transportation companies are using either as a first option, with monorails being [[AwesomeButImpractical highly situational]][[note]]As a mode of transit; they see [[ThisLooksLikeAJobForAquaman much more efficient use]] in material handling.[[/note]] and maglevs being much too costly to build. They certainly aren't rendering conventional rail obsolete, as seen in the game's dwindling selection of rail engines.

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* IWantMyJetpack: The game greatly overestimates the prominence of monorail and maglev technology in what is now the modern day. While both exist (and have already existed for decades), not many few governments or transportation companies are using either as a first option, with monorails being [[AwesomeButImpractical highly situational]][[note]]As a mode of transit; they see [[ThisLooksLikeAJobForAquaman much more efficient use]] in material handling.[[/note]] and maglevs being much too costly to build. They certainly aren't rendering conventional rail obsolete, as seen in the game's dwindling selection of rail engines.
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* IWantMyJetpack: The game greatly overestimates the prominence of monorail and maglev technology in what is now the modern day. While both exist (and have already existed for decades), not many governments or transportation companies are using either as a first option, with monorails being [[AwesomeButImpractical highly situational]] and maglevs being much too costly to build. They certainly aren't rendering conventional rail obsolete, as seen in the game's dwindling selection of rail engines.

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* IWantMyJetpack: The game greatly overestimates the prominence of monorail and maglev technology in what is now the modern day. While both exist (and have already existed for decades), not many governments or transportation companies are using either as a first option, with monorails being [[AwesomeButImpractical highly situational]] situational]][[note]]As a mode of transit; they see [[ThisLooksLikeAJobForAquaman much more efficient use]] in material handling.[[/note]] and maglevs being much too costly to build. They certainly aren't rendering conventional rail obsolete, as seen in the game's dwindling selection of rail engines.
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* IWantMyJetpack: The game greatly overestimates the prominence of monorail and maglev technology in what is now the modern day. While both exist (and have already existed for decades), not many governments or transportation companies are using either as a first option, with monorails being [[AwesomeButImpractical highly situational]] and maglevs being much too costly to build. They certainly aren't rendering conventional rail obsolete, as seen in the game's dwindling selection of rail engines.
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* {{Nerf}}: The Iron Horse [=NewGRF=] multiplies the expenses of rail transit from its vanilla counterpart, not only by increasing the running costs of engines but adding running costs to individual wagons. While still DifficultButAwesome, rail no longer has a clear advantage in cost-efficiency over other modes of transit, and players using this [=NewGRF=] now have to consider whether trains are even appropriate for a given corridor.

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* {{Nerf}}: The Iron Horse [=NewGRF=] multiplies the expenses of rail transit from its vanilla counterpart, not only by increasing the running costs of engines but adding running costs to individual wagons. While still DifficultButAwesome, rail no longer has a clear advantage in cost-efficiency over other modes of transit, and players using this [=NewGRF=] now have to consider whether the greater capacities of trains are even appropriate warranted for a given corridor. corridor.
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* {{Nerf}}: The Iron Horse [=NewGRF=] multiplies the expenses of rail transit from its vanilla counterpart, not only by increasing the running costs of engines but adding running costs to individual wagons. While still DifficultButAwesome, rail no longer has a clear advantage in cost-efficiency over other modes of transit, and players using this [=NewGRF=] now have to consider whether trains are even appropriate for a given corridor.
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* MightyGlacier: The only steam engine available in the "Desert" and "Arctic" climates, the Wills 2-8-0, is slightly stronger and heavier than the Chaney Jubilee from the "Temperate" climate, but is also significantly slower. Presumably, this is because the Wills 2-8-0 was built to handle harsh climate conditions, which is also why it isn't available until a decade after the Chaney Jubilee would be.

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* MightyGlacier: The only steam engine trains available in the "Desert" and "Arctic" climates, the Wills 2-8-0, is slightly climates are generally stronger and heavier but slower than the Chaney Jubilee from the their "Temperate" climate, but is also significantly slower. climate counterparts. Presumably, this is because the Wills 2-8-0 was they were built to handle harsh climate conditions, which is also why it isn't they aren't available until a decade 1945, twenty years after the Chaney Jubilee first "Temperate" engine would be.
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* MightyGlacier: The only steam engine available in the "Desert" and "Arctic" climates, the Wills 2-8-0, is slightly stronger and heavier than the Chaney Jubilee from the "Temperate" climate, but is also significantly slower. Presumably this is because the Wills 2-8-0 was built to handle harsh climate conditions, which is also why it isn't available until a decade after the Chaney Jubilee would be.

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* MightyGlacier: The only steam engine available in the "Desert" and "Arctic" climates, the Wills 2-8-0, is slightly stronger and heavier than the Chaney Jubilee from the "Temperate" climate, but is also significantly slower. Presumably Presumably, this is because the Wills 2-8-0 was built to handle harsh climate conditions, which is also why it isn't available until a decade after the Chaney Jubilee would be.

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** Ro-ro stations are significantly more complicated to build than terminus stations, as they not only require tracks to be built from both ends of the station, but that trains can only go one way. This limits the coverage stations can get from each end, and forces players to get creative in how to connect the ro-ro lines with the main track. A well-designed ro-ro station can easily outmatch a terminus station in efficiency, as the one-way tracks are less susceptible to congestion than if trains were entering and exiting the same points.

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** Ro-ro stations are significantly more complicated to build than terminus stations, as they not only require tracks to be built from both ends of the station, but that trains can only go one way. This limits the coverage stations can get from each end, and forces players to get creative in how to connect the ro-ro lines with the main track. A However, a well-designed ro-ro station can easily outmatch a terminus station in efficiency, as the one-way tracks are less susceptible to congestion than if trains were entering and exiting the same points.points.



* MightyGlacier: The only steam engine available in the "Desert" and "Arctic" climates, the Wills 2-8-0, is slightly stronger and heavier than the Chaney Jubilee from the "Temperate" climate, but is also significantly slower. Presumably this is because the Wills 2-8-0 was built to handle harsh climate conditions, which is also why it isn't available until a decade after the Chaney Jubilee would be.



* SkillGateCharacter: Road vehicles are the most beginner-friendly transit mode in the game, as they are not only cheap in both capital and running costs, but they can use the roads provided by cities, as well as service any industry. However, as players become more experienced in the game, they'll notice that they lose out in many areas to trains. Not only do trucks have lower capacities than rail cars, but they each have their own individual running costs as opposed to one per rail engine, meaning they lose out on cost-effectiveness for more productive industries. Road stations also have a smaller coverage radius than that of rail, and [[DiagonalSpeedBoost roads cannot go diagonally]]. While roads can still be a viable choice for main mode of transit (especially in the Desert and Arctic maps, where train selections are more limited), more experienced players tend to delegate road vehicles to more niche roles such as feeder networks or inner-city transit.

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* SkillGateCharacter: SkillGateCharacters: Road vehicles are the most beginner-friendly transit mode in the game, as they are not only cheap in both capital and running costs, but they can use the roads provided by cities, as well as service any industry. However, as players become more experienced in the game, they'll notice that they lose out in many areas to trains. Not only do trucks have lower capacities than rail cars, but they each have their own individual running costs as opposed to one per rail engine, meaning they lose out on cost-effectiveness for more productive industries. Road stations also have a smaller coverage radius than that of rail, and [[DiagonalSpeedBoost roads cannot go diagonally]]. While roads can still be a viable choice for main mode of transit (especially in the Desert and Arctic maps, where train selections are more limited), more experienced players tend to delegate road vehicles to more niche roles such as feeder networks or inner-city transit.
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* SkillGateCharacter: Road vehicles are the most beginner-friendly transit mode in the game, as they are not only cheap in both capital and running costs, but they can use the roads provided by cities, as well as service any industry. However, as players become more experienced in the game, they'll notice that they lose out in many areas to trains. Not only do trucks have lower capacities than rail cars, but they each have their own individual running costs as opposed to one per rail engine, meaning they lose out on cost-effectiveness for more productive industries. Road stations also have a smaller coverage radius than that of rail, and [[DiagonalSpeedBoost roads cannot go diagonally]]. While roads can still be a viable choice for main mode of transit (especially in the Desert and Arctic maps, where train selections are more limited), more experienced players tend to delegate road vehicles to more niche roles such as feeder networks or inner-city transit.
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* StarterEquipment: The very first vehicle available in the "Temperate" climate is the Kirby Paul Tank, a steam engine that's cheaper but slower and weaker thank its successors in the following decade.

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* StarterEquipment: The very first vehicle available in the "Temperate" climate is the Kirby Paul Tank, a steam engine that's cheaper but slower and weaker thank than its successors in the following decade.
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* StarterEquipment: The very first vehicle available in the "Temperate" climate is the Kirby Paul Tank, a steam engine that's cheaper but slower and weaker thank its successors in the following decade.
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** Ro-ro stations are significantly more complicated to build than terminus stations, as they not only require tracks to be built from both ends of the station, but that trains can only go one way. This limits the coverage stations can get from each end, and forces players to get creative in how to connect the ro-ro lines with the main track. A well-designed ro-ro station can easily outmatch a terminus station in efficiency, as the one-way tracks are less susceptible to congestion than if trains were entering and exiting the same points.

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* MagikarpPower: Trams, specifically the Generic Trams Set, when starting at the earliest date. Tram networks are expensive and difficult to build, unlike bus networks which can use the roads provided by cities. The earliest trams are not much better than buses, and still lose out on trains in capacity and cost-effectiveness. Over the course of the century, trams improve to the point where they substantially outpace buses and even trains in the aforementioned areas, losing out only in speed and (still) flexibility. Furthermore, the game environment changes increasingly in their favor, as metropolitan areas grow and require transit options that can reach city centers. By the time the final trams are available, they'll become the best option for local passenger transit.

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* MagikarpPower: MagikarpPower:
**
Trams, specifically the Generic Trams Set, when starting at the earliest date. Tram networks are expensive and difficult to build, unlike bus networks which can use the roads provided by cities. The earliest trams are not much better than buses, and still lose out on trains in capacity and cost-effectiveness. Over the course of the century, trams improve to the point where they substantially outpace buses and even trains in the aforementioned areas, losing out only in speed and (still) flexibility. Furthermore, the game environment changes increasingly in their favor, as metropolitan areas grow and require transit options that can reach city centers. By the time the final trams are available, they'll become the best option for local passenger transit.transit.
** Planes serve a similar purpose for long-distance passenger travel. The first planes that are available have abysmal capacity, and can only fly a few passengers at a time; while they can still be profitable, they won't be able to assuage crowded stations as well as trains. Over time, their speed and capacity will improve to the point where they can surpass trains for longer distances, all the while having the intrinsic advantages of {{flight}}: no infrastructure except for the airports themselves, and the ability to bypass difficult terrain.
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* MagikarpPower: Trams, specifically the Generic Trams Set, when starting at the earliest date. Tram networks are expensive and difficult to build, unlike bus networks which can use the roads provided by cities. The earliest trams are not much better than buses, and still lose out on trains in capacity and cost-effectiveness. Over the course of the century, trams improve to the point where they substantially outpace buses and even trains in the aforementioned areas, losing out only in speed and (still) flexibility. Furthermore, the game environment changes increasingly in their favor, as metropolitan areas grow and require transit options that can reach city centers. By the time the final trams are available, they'll become the best option for local passenger transit.
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''[=OpenTTD=]'' is still being regularly updated, and was released on [[https://store.steampowered.com/app/1536610/OpenTTD/ Steam]] on April 1st, 2021.
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Getting rid of the redlinks, fixing a broken link


The FanRemake, ''[[http://openttd.org OpenTTD]]'', is derived from ''Transport Tycoon Deluxe''. Originally a set of patches called ''[=TTDPatch=]'', it was created to allow enthusiasts to include other vehicles, especially historical trains and the like, and eventually grew to add all sorts of features. It supported a plug-in architecture, so users could download add-ons they were interested in. Eventually ''[=TTDPatch=]'' grew much larger than the original game, so some developers decided to replace the remaining bits, allowing the now much-more-elaborate game to be played by anyone. The replacement code was completed in 2004, and an effort begun to replace the art and music, which finished in 2010. ''[=OpenTTD=]'' is free/open source, and works on a wide variety of operating systems. ''[=TTDPatch=]'' was maintained in parallel for some time, however OpenTTD eventually surpassed it in nearly every way, and the majority of the huge library of plugins and add-ons only works with ''[=OpenTTD=]''.

There is also a FanSequel of sorts, called ''{{VideoGame/Simutrans}}'', but it's an indie game only InspiredBy and not related or legally connected to the ''Transport Tycoon'' series.

''VideoGame/TrainFever'' was an attempt at a modernised SpiritualSequel by [[Creator/UrbanGames Urban Games]], however it had a myriad of limitations and bugs. Most of them were fortunately fixed in ''VideoGame/TransportFever'', a SurprisinglyImprovedSequel launched in 2016 with backwards compatibility for most ''Train Fever'' mods (either natively or using a mod that autotranslates the code so it to be usable with ''Transport Fever'').

to:

The FanRemake, ''[[http://openttd.org OpenTTD]]'', is derived from ''Transport Tycoon Deluxe''. Originally a set of patches called ''[=TTDPatch=]'', it was created to allow enthusiasts to include other vehicles, especially historical trains and the like, and eventually grew to add all sorts of features. It supported a plug-in architecture, so users could download add-ons they were interested in. Eventually ''[=TTDPatch=]'' grew much larger than the original game, so some developers decided to replace the remaining bits, allowing the now much-more-elaborate game to be played by anyone. The replacement code was completed in 2004, and an effort begun to replace the art and music, which finished in 2010. ''[=OpenTTD=]'' is free/open source, and works on a wide variety of operating systems. ''[=TTDPatch=]'' was maintained in parallel for some time, however OpenTTD ''[=OpenTTD=]'' eventually surpassed it in nearly every way, and the majority of the huge library of plugins and add-ons only works with ''[=OpenTTD=]''.

There is also a FanSequel of sorts, called ''{{VideoGame/Simutrans}}'', ''Simutrans'', but it's an indie game only InspiredBy and not related or legally connected to the ''Transport Tycoon'' series.

''VideoGame/TrainFever'' ''Train Fever'' was an attempt at a modernised SpiritualSequel by [[Creator/UrbanGames Urban Games]], Game], however it had a myriad of limitations and bugs. Most of them were fortunately fixed in ''VideoGame/TransportFever'', ''Transport Fever'', a SurprisinglyImprovedSequel launched in 2016 with backwards compatibility for most ''Train Fever'' mods (either natively or using a mod that autotranslates the code so it to be usable with ''Transport Fever'').



* GenteelInterbellumSetting: The original starts in 1930. ''Deluxe'' has [[TheFifties 1950]] as the earliest date. ''[=OpenTTD=]'' can start even earlier -- given [[https://wiki.openttd.org/Extended_Generic_Road_Vehicle_and_Tram_Set the right [=NewGRFs=]]], you can even start in ''[[UsefulNotes/TheGoldenAgeOfPiracy 1700]]'', complete with horse-drawn cargo carriages and sailing ships.

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* GenteelInterbellumSetting: The original starts in 1930. ''Deluxe'' has [[TheFifties 1950]] as the earliest date. ''[=OpenTTD=]'' can start even earlier -- given [[https://wiki.openttd.org/Extended_Generic_Road_Vehicle_and_Tram_Set org/en/Community/NewGRF/Extended%20Generic%20Road%20Vehicle%20and%20Tram%20Set the right [=NewGRFs=]]], you can even start in ''[[UsefulNotes/TheGoldenAgeOfPiracy 1700]]'', complete with horse-drawn cargo carriages and sailing ships.

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* ArtisticLicenseEngineering: Monorails function exactly like conventional and electric rail, albeit as its own separate track type with unique engines. In real life, monorails are substantially different in how they're constructed and how they operate, due to their distinct track design: switches are more difficult to implement, grade crossings are impossible, and tracks have to be elevated above the ground. This is why most real-life monorails have simple layouts (i.e. a loop, shuttle), and why they're constructed above-grade.



** Monorails are depicted as a futuristic upgrade on railroads that can haul just about everything over just about any distance. In RealLife, there are good reasons why they've only ever been used in theme parks or as fancy urban transit. Realistic custom train packs do reflect their limited real life use, though the fact that converting an entire railroad network to monorail then to maglev is a ''huge'' pain in the ass probably helps too.

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** Monorails are depicted as a futuristic upgrade on railroads that can be constructed the exact same way, and haul just about everything over just about any distance. In RealLife, there monorails are good reasons substantially different in how they're constructed and how they operate, due to their distinct track design: switches are more difficult to implement, grade crossings are impossible, and tracks have to be elevated above the ground. This is why most real-life monorails have simple layouts (i.e. a loop, shuttle), and are constructed above-grade. For these reasons, they've historically only ever been used in for theme parks or as parks, fancy urban transit.transit, and [[ThisLooksLikeAJobForAquaman material handling]]. Realistic custom train packs do reflect their limited real life use, though the fact that converting an entire railroad network to monorail then to maglev is a ''huge'' pain in the ass probably helps too.
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* LateCharacterSyndrome: The SH '8P' is superior to all steam engines before it, but isn't available until right before the earliest diesel engines are also available, which can deliver a similar performance at better running costs. The main incentive for using the SH '8P' - apart from [[RailEnthusiast sentiment]] - is as a layover until these more cost-efficient diesel engines become available.

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* LateCharacterSyndrome: The SH '8P' is superior to all steam engines before it, but isn't available until right before the earliest diesel engines are also available, appear, which can deliver a similar performance at better running costs. The main incentive for using the SH '8P' - apart from [[RailEnthusiast sentiment]] - is as a layover until these more cost-efficient diesel engines become available.
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* LateCharacterSyndrome: The SH '8P' is superior to all steam engines before it, but isn't available until right before the earliest diesel engines are also available, which can deliver a similar performance at better running costs. The main incentive for using the SH '8P' - apart from [[RailEnthusiast sentiment]] - is as a layover until these more cost-efficient diesel engines become available.

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