OpenTTD is a fully open-sourced reimplementation of TTD, written in C++, boasting improved gameplay and many new features.
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L. Spooner Inc
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I'm wondering whether there's any drawback to dividing your entire play area into a grid system of tracks made up of identical, interlocked square roundabouts, and then allowing trains to find their own way from pick-up to drop-off.
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To call anything a drawback you need to state what is your goal first. For traditional goals like money or citybuilding grids are pretty much a waste of time. Mb for a long game with Busybee GS they'll be usefull by I haven't tried.
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This question reminds me of an ancient challenge: TwentyTwoTowns challenge
, for TTDPatch without vehicle/station/orders count limits (fully?) lifted. (Maximum 240 trains allowed, no other vehicles allowed.)
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Due to the somewhat negligible effect of terrain and (possibly) the grid-based nature of TTD my networks naturally end up to be large grids. Not to the extend to what you describe, but it's a bit of an annoyance I usually try to avoid since real ones ... ... ... well, they kinda sorta sometimes also are but not to that extend
If you look at this:
https://upload.wikimedia.org/wikipedia/ ... 6-2010.png
It's more like major hubs are centers of wheel-like networks, with lines going in multiple different directions (still forming grids of sorts, though). But of course in TTD there's a bit of a limit to how many different directions you can take and I suspect most tend to avoid "diagonal" tracks, so that's even less directions, meaning you automatically get something that's more explicitly like a grid ...
Anyway, what you suggest is just doing it in a more fine grained manner. Of course that can be done.
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L. Spooner Inc wrote: ↑
25 Sep 2019 18:57
I'm wondering whether there's any drawback
The proof of the pudding is in the eating. Go ahead and try it out, then report here. I would be interested to look at the end result.
That said, there's one obvious disadvantage of a pre-designed grid compared to an organically grown network: the upfront costs of building and maintenance. A junction capable of handling 100 trains will be a huge money sink if you have only one train yet.
Then again, there is a whole community
engaged in building pre-designed grids that cover the whole map.
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