If I were to talk about TPF2 games as a MOD author and player, in fact, TPF2 is an upgraded + enhanced version of TPF1.
(PS: Even the BUGs of the first and second generations are the same...)
Recently, in addition to making MOD for TPF2, I also took a part of the time to carefully experience another business simulation game: the latest BETA version of "workers & resources: soviet republic".The three features of the game "building/vehicle energy production and management, construction/road/railway construction, industrial resource input/output" really make me need to give their developers a thumbs up.
I can compare WR:SR and TPF2 to give UG some of my views and opinions.
1. Industry and resources:
(we first throw away the use of industry MOD). I have been playing this kind of games since the era of WIN98/ME, from "Traffic Giant", "Railroad Tycoon", "Transport Tycoon", "Chris Sawyer's Locomotion", "Transport Giant Down Under", "TF"," TPF1",“WR:SR”..... Up to the present "TPF2"..
In my personally, the transportation and business models of this type of game are basically the same ~_~ (For players now, what this type of game needs is the features and innovations that make the player's eyes shine!)
The reason why I mentioned WR:SR today is because I just talked about its major game features that made my eyes shine. In the TPF1 era, I gave advice to UG developers via email, that energy production/management and resource import/export functions should be added to subsequent games. Now, with the exception of the one-way road system on the TPF1 era wish list has been implemented on TPF2, I have not seen any new breakthroughs and innovations! ! !
Similarly, after experiencing the early BETA version of WR:SR, I also gave feedback to their developers about adding airports and ships for input/output resources. Then, their developers have now all done it. When I saw these features appear, I was really shocked that they did it.
(If TPF's next-generation games want to add game features and richness, energy management should be added; resource import/export; production/import of different vehicles; construction, road, railway construction and resource industry supply chain!)
I personally really hope that UG can pay attention to it. After I actually experienced the latest version of the WR:SR game, except for the feeling that the picture quality is relatively rough, its several major features have really killed TPF2! ! If the follow-up WR:SR game picture quality and 3D modeling can reach the engine level of TPF1, coupled with the use of various MODs, then it can easily compete with TPF2.
(UG, please take it seriously!)
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I took a few screenshots of the WR:SR game last night.I am very satisfied with its construction and energy management.
Everything needs construction, and the resources needed for construction need to be produced by the corresponding industry and transported through logistics.

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A fast vehicle can automatically overtake a slow vehicle. Moreover, they need go to the gas station to refuel!
(However, compared to TPF2, WR:SR's vehicle driving details and low-speed driving effects are indeed not very good. TPF2 is the best in detail and modeling.)

WR: SR: I use industry and logistics to build cities~~~ (Engineering)
TPF2: I'm just a logistics transportation on the map (logistics major...)~~~
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2. Game weather and environment:
From the TF era, players’ wish lists for UG feedback include adding day and night modes and weather systems. But I can only say even in TPF2, in addition to the vegetation and ground in different regions, the function of switching between day and night is difficult to achieve on the current TPF2 game engine, unless major changes are made! TPF2 does not have a real lighting system. All light sources are HDR. This one really requires UG developers to work hard on the next-generation game engine.
And the current version of WR:SR already has day and night switching (although the sun's trajectory is weird...), and they have rain and snowy weather!! In winter, the snow removal vehicle in the game will clear the road snow to ensure smooth traffic (this should be a reference to Cities:skylines winter DLC). And in winter, you still need to let trucks go to the coal mine to pull coal and supply it to the heating plant to ensure the residents' heating in winter. . The fire station and hospital also appeared in the game. These details UG really need to learn! !



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3. Railway section:
Undoubtedly, the details and effects of TPF2 are the best. Now with the timetable MOD, this is really great!
Of course, if the shunting function and marshalling function mentioned by everyone before appear in the next-generation game, and then increase the energy supply and demand system, this will become the highlight of the next generation of games after TPF2! !
(I also hope that developers can add true locomotive depot, freight marshalling station and hump system to the game). It depends on whether the UG developers are strong.
According to the development of TPF1 to TPF2. . . I can only report a certain optimism about this. . . . .
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