TTD and OpenTTD do not which incentivizes mechanisms to dump everyone at the edge of the map.
Aside from that they're both transport games with bad UIs.
TTD and OpenTTD do not which incentivizes mechanisms to dump everyone at the edge of the map.
Aside from that they're both transport games with bad UIs.
Elsewhere in the thread chain:
>[OpenTTD has bad UI]
Hmm, really? It's cluttered with windows and options but I think the mechanics of windows popping and quick dismissing works out for this kind of a game really well. It scales across #n of monitors so well. I run mine on a 43" 4K television panel, no scaling, and I get all my screen estate I need. Works out so swimmingly.
so the game would simulate economic preferences (which then translate to met and unmet demand)
so for every city (and industry?) there should be a preference table of where to buy from (and where to sell to) - and in case of passengers where to go? (and ideally there should be consistency, so if it's possible to go from A to B directly but also through C then preferences should be direct then indirect flows)
Simutrans has this.
> for every city (and industry?) there should be a preference table of where to buy from (and where to sell to) - and in case of passengers where to go?
Also in the game.
Literally play Simutrans. Same window UI from the 90s.