Pyoro wrote:Also, another comment on day length: original OTTD speed made some sense for a 256x256 map played from 1920-2050. It makes absolutely zero sense for a 1024xwhatever map or even larger maps. With more and more complex GRFs to use on top of that. Sanely playing with a bunch of GRFs in normal speed on a huge map will get you almost nowhere. Either you pause all the time (boring) or ignore half the map (pointless) or play kinda carelessly, just slapping down everything (unsatisfying).
So obviously people look for ways around that. Daylength is just the most obvious solution.
So, there are at least two major advantages with a slowed-down game:ino wrote:I believe this was the intention from the start? IIRC there was a patch that does not do this, but it was not preferred by community. I also prefer to slow down the economy too.Ailure wrote:slows down the game economy somewhat (when production per month is unchanged but more ticks per day is added
1. You have more time for development. Even if I start in the early 18th century and keep going until about 2100, I never manage to connect everything on a 512x512 map with 60% water.
2. The reduced industry output should make it possible to handle eg. current FIRS industry output with horse carts, which really doesn't work in vanilla OTTD for more than about 100 cargo units per month on a dedicated road. It worked quite well in FIRS 1.x, but in 2.x and now 3.x the output has been cranked up so horse transport isn't much fun anymore.
I've never played with patched versions of OTTD, but this is starting to sound very interesting.