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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, and why they're constructed above-grade.

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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, layouts (i.e. a loop, shuttle), and why they're constructed above-grade.
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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, and why they're constructed above-grade.

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* JustTrainWrong:
** Just like in ''VideoGame/RailroadTycoon'', steam locomotives that should have a tender don't have one. Blame it on the engine that doesn't allow for articulated vehicles.
** Just like in ''VideoGame/RailroadTycoon'', electric vehicles don't need catenary.
** ''Unlike'' in ''VideoGame/RailroadTycoon'', there is no distinction whatsoever between passenger and freight locomotives. They just keep getting faster and more powerful. When the Gresley [=A4=] comes along, it actually becomes your best choice for heavy iron ore trains. The sole exceptions are three multiple units because short locomotive-hauled passenger trains become too expensive around TheFifties.
** Most tender locomotives are identical-looking 2-6-0s. The Gresley [=A4=] is the same 2-6-0, but streamlined. Even the only two electric locomotives look identical. As proven by countless third-party vehicles from the ''[=TTDPatch=]''/''[=OpenTTD=]'' user community, this could have been avoided even with such small sprites.
** 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.
** Also, grade crossing for monorails and maglevs. This is the only point on the list that ''[=TTDPatch=]'' and even ''[=OpenTTD=]'' haven't fixed yet because the engine has yet to allow for ''VideoGame/{{Locomotion}}''-style elevated rail.

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* JustTrainWrong:
JustTrainWrong: The default train sets have a lot of simplifications for gameplay purposes:
** Just like in ''VideoGame/RailroadTycoon'', steam locomotives that should have a tender don't have one. Blame it This seems to be a deliberate simplification on the engine that doesn't allow for articulated vehicles.
Chris Sawyer's part as custom train packs almost always include them.
** Just like in ''VideoGame/RailroadTycoon'', electric vehicles don't need catenary.
catenary. ''[=TTDPatch=]'' and ''[=OpenTTD=]'' do include electrified railways with catenary which are required to run electric trains.
** ''Unlike'' in ''VideoGame/RailroadTycoon'', there is no distinction whatsoever between passenger and freight locomotives. They just keep getting faster and more powerful. When Trains like the Gresley [=A4=] comes along, it actually becomes [=A4=], the IC 125, the TGV and the Eurostar pretty much become your best choice all-purpose engines for heavy iron ore trains. freight and passengers alike when they're introduced despite the fact that they were all designed for passenger lines in real life. The sole exceptions are three multiple units because short locomotive-hauled the two [=DMUs=] (Metro-Cammell and Sprinter), which are slower and less powerful but cheaper to operate than their contemporaries, making them ideal for small passenger trains become too expensive around TheFifties.
lines.
** Most tender locomotives are identical-looking 2-6-0s.2-6-0s, which looks especially ridiculous in ''Original'' with its larger assortment of steam locomotives. The Gresley [=A4=] is the same 2-6-0, but streamlined. Even the only two electric locomotives look identical. As proven by countless third-party vehicles from the ''[=TTDPatch=]''/''[=OpenTTD=]'' user community, this could have been avoided even with such small sprites.
** The length of every locomotive and wagon is exactly half a tile, and the wagons are the exact same models from the 1930s to the 1990s. Custom train packs do offer more variety in wagons and vehicle length, albeit at the expense of making train upgrading slightly more complicated.
** 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.
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.
** Also, grade crossing for monorails and maglevs. This is the only point on the list that ''[=TTDPatch=]'' and even ''[=OpenTTD=]'' haven't fixed yet because the engine has yet to allow for ''VideoGame/{{Locomotion}}''-style elevated rail.rail, though it can be faked through judicious usage of bridges and elevated terrain. In any case, many players avoid using grade crossings even with railroads due to the hazard they present for road vehicles.
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* SteamNeverDies: {{Averted}}; vehicles that go obsolete become unavailable for purchase, including steam engines. The only way for a player to {{invoke||dTrope}} this is to configure

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* SteamNeverDies: {{Averted}}; vehicles that go obsolete become unavailable for purchase, including steam engines. The only way for a player to {{invoke||dTrope}} [[InvokedTrope invoke]] this is to configure settings in [=OpenTTD=] so that all trains are permanently available.
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* SteamNeverDies: Players can {{invoke|dtrope}} this trope if they choose to keep their steam locomotives well after diesel and electric tanks become available.

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* SteamNeverDies: Players can {{invoke|dtrope}} this trope if they choose to keep their steam locomotives well after diesel and electric tanks {{Averted}}; vehicles that go obsolete become available.unavailable for purchase, including steam engines. The only way for a player to {{invoke||dTrope}} this is to configure
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* JustTrainWrong:
** Just like in ''VideoGame/RailroadTycoon'', steam locomotives that should have a tender don't have one. Blame it on the engine that doesn't allow for articulated vehicles.
** Just like in ''VideoGame/RailroadTycoon'', electric vehicles don't need catenary.
** ''Unlike'' in ''VideoGame/RailroadTycoon'', there is no distinction whatsoever between passenger and freight locomotives. They just keep getting faster and more powerful. When the Gresley [=A4=] comes along, it actually becomes your best choice for heavy iron ore trains. The sole exceptions are three multiple units because short locomotive-hauled passenger trains become too expensive around TheFifties.
** Most tender locomotives are identical-looking 2-6-0s. The Gresley [=A4=] is the same 2-6-0, but streamlined. Even the only two electric locomotives look identical. As proven by countless third-party vehicles from the ''[=TTDPatch=]''/''[=OpenTTD=]'' user community, this could have been avoided even with such small sprites.
** 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.
** Also, grade crossing for monorails and maglevs. This is the only point on the list that ''[=TTDPatch=]'' and even ''[=OpenTTD=]'' haven't fixed yet because the engine has yet to allow for ''VideoGame/{{Locomotion}}''-style elevated rail.
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* SteamNeverDies: Players can {{invoke|dtrope}} this trope if they choose to keep their steam locomotives well after diesel and electric tanks become available.
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* SchmuckBait: When a player first learns about station coverage, they may be tempted to clear out a path in the middle of a town to make way for a train station, thereby covering the most buildings in that given area, thus maximizing their passenger load. However, doing this will diminish their ratings with that local town, leading them to be boycotted or forbidden from making any further (potentially necessary) adjustments to the town. Even if the town is able to forgive this, there's still the logistical issue of not being able to expand the station without destroying more town infrastructure, which can become problematic once the town starts growing. A more viable alternative would be using buses, streetcars, or even branch lines as feeder stations, to funnel passengers from other parts of the town to a larger ststion.

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* SchmuckBait: When a player first learns about station coverage, they may be tempted to clear out a path in the middle of a town to make way for a train station, thereby covering the most buildings in that given area, thus maximizing their passenger load. However, doing this will diminish their ratings with that local town, leading them to be boycotted or forbidden from making any further (potentially necessary) adjustments to the town. Even if the town is able to forgive this, there's still the logistical issue of not being able to expand the station without destroying more town infrastructure, which can become problematic once the town starts growing. A more viable alternative would be using buses, streetcars, or even branch lines as feeder stations, to funnel passengers from other parts of the town to a larger ststion.station.
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* SchmuckBait: When a player first learns about station coverage, they may be tempted to clear out a path in the middle of a town to make way for a train station, thereby covering the most buildings in that given area, thus maximizing their passenger load. However, doing this will demise their ratings with that local town, leading them to be boycotted or forbidden from making any further (potentially necessary) adjustments to the town. Even if the town is able to forgive this, there's still the logistical issue of not being able to expand the station without destroying more town infrastructure, which can become problematic once the town starts growing. A more viable alternative would be using buses, streetcars, or even branch lines as feeder stations, to funnel passengers from other parts of the town to a larger ststion.

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* SchmuckBait: When a player first learns about station coverage, they may be tempted to clear out a path in the middle of a town to make way for a train station, thereby covering the most buildings in that given area, thus maximizing their passenger load. However, doing this will demise diminish their ratings with that local town, leading them to be boycotted or forbidden from making any further (potentially necessary) adjustments to the town. Even if the town is able to forgive this, there's still the logistical issue of not being able to expand the station without destroying more town infrastructure, which can become problematic once the town starts growing. A more viable alternative would be using buses, streetcars, or even branch lines as feeder stations, to funnel passengers from other parts of the town to a larger ststion.
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* SchmuckBait: When a player first learns about station coverage, they may be tempted to clear out a path in the middle of a town to make way for a train station, thereby covering the most buildings in that given area, thus maximizing their passenger load. However, doing this will demise their ratings with that local town, leading them to be boycotted or forbidden from making any further (potentially necessary) adjustments to the town. Even if the town is able to forgive this, there's still the logistical issue of not being able to expand the station without destroying more town infrastructure, which can become problematic once the town starts growing. A more viable alternative would be using buses, streetcars, or even branch lines as feeder stations, to funnel passengers from other parts of the town to a larger ststion.
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* XMeetsY: The game uses uses the same premise as Creator/MicroProse's earlier ''VideoGame/RailroadTycoon'', but uses an interface and gameplay rules that would be re-used in their later ''VideoGame/RollercoasterTycoon''. It also uses a similar [[IsometricProjection graphical style]] and level generator to ''[[VideoGame/SimCity SimCity 2000]]''.
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* XMeetsY: The game uses uses the same premise as Creator/MicroProse's earlier ''VideoGame/RailroadTycoon'', but uses an interface and gameplay rules that would be re-used in their later ''VideoGame/RollercoasterTycoon''. It also uses a similar [[IsometricProjection graphical style]] and level generator to ''[[VideoGame/SimCity SimCity 2000]]''.
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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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* SpiritualSuccessor: To the original ''Videogame/RailroadTycoon''. Chris Sawyer evolved the concept with an isometric view and more modes of transport while dropping most of the financial aspects.
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* GenteelInterbellumSetting: The original starts in 1930. ''Deluxe'' has [[TheFifties 1950]] as the earliest date. ''[=OpenTTD=]'' can start even earlier -- given 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 the right [=NewGRFs=], [=NewGRFs=]]], you can even start in ''[[UsefulNotes/TheGoldenAgeOfPiracy 1700]]'', complete with horse-drawn cargo carriages and sailing ships.

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* DifficultyLevels: ''Original'' and ''Deluxe'' have a difficulty settings menu with three preset levels (Easy, Medium, Hard) and a custom setting. The settings deal with AI competitors, financial costs, land generation and so on. Early ''[=OpenTTD=]'' versions kept the menu, but in 1.3 most of the options were merged into the advanced settings menu and the rest were moved to the "New Game" dialog.



* FictionalCurrency: ''[=OpenTTD=]'' offers the option to set a custom currency with its own exchange rate relative to the British Pound (the "base" currency that other currencies are multiplied from, e.g. £1 equals $2, €2 or ¥220) and an optional "switch to Euro" year (the default European currencies which switched to Euro in real life do so in ''[=OpenTTD=]''). This is ostensibly to allow the player to program in a real currency which is not included among the presets, but nobody's stopping you from using [[VideoGame/SimCity simoleons]] or [[Franchise/FinalFantasy gil]] to pay for your trains!



* ScoringPoints: Each company has a performance rating which increases with the number of vehicles and stations they have, the revenue they earn and the cash they have in hand. As the rating goes up, the company's owner gains new titles, going from "Engineer" to "Traffic Manager" and so on up to "Tycoon", and their headquarters expand, going from a small shack to a large office building.

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* ScoringPoints: Each company has a performance rating which increases with the number of vehicles and stations they have, the revenue they earn and the cash they have in hand. As the rating goes up, the company's owner gains new titles, going from "Engineer" to "Traffic Manager" and so on up to "Tycoon", and their headquarters expand, going from a small shack to a large office building. When your company turns 100 (or you reach 2051 in ''[=OpenTTD=]''), your rating at that point gets recorded in a top 5 high score table; ''Original'' and ''Deluxe'' had one for each difficulty level (Easy, Medium, Hard, Custom), as did ''[=OpenTTD=]'' before the difficulty settings were merged into the advanced settings in 1.3. and the tables were merged into one.



* VideoGameCaringPotential: Want to try and nurse mainline steam traction into the 21st century ? Now's your chance.

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* VideoGameCaringPotential: Want to try and nurse mainline steam traction into the 21st century ? century? Now's your chance.chance! Want to give passenger service to every town on the map, even the tiny villages? It may not be as profitable as transporting coal, but the citizens will surely love you for it!
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** Up to 250 stations can be built in a single map. Buoys are technically stations and count towards the limit, as do the helipad/port attached to oil rigs.

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** Up to 250 stations can be built in a single map. Buoys are technically stations and count towards the limit, as do the helipad/port attached to oil rigs. The limit was increased to 65,000 in ''[=TTDPatch=]'' and ''[=OpenTTD=]''.



** ''Deluxe'' limits the spread of stations to seven tiles away from the sign. ''[=TTDPatch=]'' and ''[=OpenTTD=]'' allow this limit to be changed, which defaults to 12 tiles for the latter.
** Each company can have up to 80 trains, 80 road vehicles, 50 boats and 40 planes. ''[=TTDPatch=]'' and ''[=OpenTTD=]'' also allow these limits to be changed; the latter defaults them to 500, 500, 300 and 200 respectively and allows them to be adjusted up to 5,000.

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** ''Deluxe'' limits the spread of stations to seven tiles away from the sign. ''[=TTDPatch=]'' and ''[=OpenTTD=]'' allow this limit to be changed, which defaults to 12 tiles for the latter.
latter and can be increased up to 64.
** Each company can have up to 80 trains, 80 road vehicles, 50 boats and 40 planes. ''[=TTDPatch=]'' and ''[=OpenTTD=]'' also allow these limits to be changed; the latter defaults them to 500, 500, 300 changed, but with a hard limit of 5,000 vehicles of each type and 200 respectively 65,000 vehicle parts (each locomotive and allows them to be adjusted up to 5,000.wagon in a train counts as a part).


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** The limit of orders that can be assigned to one vehicle is 15 in ''Original'' and ''Deluxe'' and 254 in ''[=TTDPatch=]'' and ''[=OpenTTD=]'' (with a limit of 65,000 orders for all vehicles combined), but to be fair there aren't many situations that would require more than 15 orders for a single route, let alone 254.

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* {{Cap}}: ''Original'' and ''Deluxe'' have a lot of arbitrary caps which were either increased, made configurable or eliminated entirely in ''[=TTDPatch=]'' and ''[=OpenTTD=]'':
** Up to 250 stations can be built in a single map. Buoys are technically stations and count towards the limit, as do the helipad/port attached to oil rigs.
** Stations are automatically named after the town they're built in; usually, the first one will be named exactly like the town and subsequent ones will add a prefix or suffix like "North [town]" or "[town] Woods". If the game runs out of possible names for a given town, it will not allow further stations to be built within the town, though this can be worked around by renaming one of the preexisting stations. ''[=OpenTTD=]'' will instead assign numbers to stations in a town after running out of names.
** Towns have a limit of two airports per town. ''[=OpenTTD=]'' introduced an alternate option where airports have a given noise level and towns have a noise limit which increases the further they grow.
** ''Deluxe'' limits the spread of stations to seven tiles away from the sign. ''[=TTDPatch=]'' and ''[=OpenTTD=]'' allow this limit to be changed, which defaults to 12 tiles for the latter.
** Each company can have up to 80 trains, 80 road vehicles, 50 boats and 40 planes. ''[=TTDPatch=]'' and ''[=OpenTTD=]'' also allow these limits to be changed; the latter defaults them to 500, 500, 300 and 200 respectively and allows them to be adjusted up to 5,000.
** ''Original'' and ''Deluxe'' have a money cap of around £2 billion, which leads to bugs like the "tunnel cheat" in ''Original'' or the money at hand eventually flipping into the negative billions.



** Once the game reaches December 31, 2070, the calendar loops back to January 1, 2070. If a vehicle is scheduled for servicing in 2071, it will never get serviced and its reliability will steadily drop to 0%.

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** Once the game reaches December 31, 2070, the calendar loops back to January 1, 2070. If This was done intentionally to prevent vehicles from going obsolete, but it introduced another problem: if a vehicle is scheduled for servicing in 2071, it will never get serviced and its reliability will steadily drop to 0%.
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* ScoringPoints: Each company has a performance rating which increases with the number of vehicles and stations they have, the revenue they earn and the cash they have in hand. As the rating goes up, the company's owner gains new titles, going from "Engineer" to "Traffic Manager" and so on up to "Tycoon", and their headquarters expand, going from a small shack to a large office building.



* ShoutOut: Every now and then, an ''VideoGame/XCom'' fighter jet or UFO will appear and fly around the map.
* SuicideMission: As detailed below, this is a [[CrapsackWorld perfectly reasonable]] way of dealing with competitors.



* ShoutOut: Every now and then, an ''VideoGame/XCom'' fighter jet or UFO will appear and fly around the map.
* SuicideMission: As detailed below, this is a [[CrapsackWorld perfectly reasonable]] way of dealing with competitors.

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* AdamSmithHatesYourGuts / RidiculousFutureInflation: The prices eventually rise so high that a piece of road costs more than a skyscraper in real life. While this is no problem for a company that has been around and profitable since 1930 or 1950, rival companies that are established late in the game will often find themselves unable to even afford building a simple bus line since the starting loan is always £100,000 and the maximum loan amount doesn't quite catch up with inflation. ''[=OpenTTD=]'' does allow turning off inflation, however.



*** The locomotives all play it straight: they're named and modeled after famous British models such as the [[https://en.wikipedia.org/wiki/LNER_Class_A4 Class A4]] and the [[https://en.wikipedia.org/wiki/InterCity_125 InterCity 125]].

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*** The temperate locomotives all play it straight: they're named and modeled after famous British models such as the [[https://en.wikipedia.org/wiki/LNER_Class_A4 Class A4]] and the [[https://en.wikipedia.org/wiki/InterCity_125 InterCity 125]]. The artic/tropical locomotives avert it, being based on American models such as the [[https://en.wikipedia.org/wiki/EMD_DDA40X EMD DDA40X]] (introduced in 1969 for the 100th anniversary of Union Pacific Railroad, hence the game calling it the "Centennial") and the [[https://en.wikipedia.org/wiki/UAC_TurboTrain UAC TurboTrain]] (called the "Turner Turbo" in-game).



* FanRemake: ''[=OpenTTD=]'' is basically ''Deluxe'' reverse-engineered and converted from assembler to C, with new features added on top of it.



* GameMod / FanRemake : ''[=OpenTTD=]''.
** ''[=TTDPatch=]'' is exactly this: a GameMod for ''Transport Tycoon Deluxe'' which alters the executed binary code at runtime while leaving the original executables intact.
** ''[=OpenTTD=]'' itself has got loads of patches and several ready-to-compile or pre-compiled patch packs.
* GenteelInterbellumSetting: The original starts in 1930. ''Deluxe'' has [[TheFifties 1950]] as the earliest date. ''[=OpenTTD=]'' can start even earlier--- Given the right [=NewGRFs=], you can even start in ''[[UsefulNotes/TheGoldenAgeOfPiracy 1700]]'', complete with horse-drawn cargo carriages and sailing ships.

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* GameMod / FanRemake : ''[=OpenTTD=]''.
**
GameMod: ''[=TTDPatch=]'' is exactly this: a GameMod for ''Transport Tycoon Deluxe'' which alters the executed binary code at runtime while leaving the original executables intact.
**
executable intact. This method of introducing modifications to the game made a lot of potential features near-impossible, which is why the ''[=OpenTTD=]'' project was started. ''[=OpenTTD=]'' itself has got loads of patches and several ready-to-compile or pre-compiled patch packs.
* GenteelInterbellumSetting: The original starts in 1930. ''Deluxe'' has [[TheFifties 1950]] as the earliest date. ''[=OpenTTD=]'' can start even earlier--- Given earlier -- given the right [=NewGRFs=], you can even start in ''[[UsefulNotes/TheGoldenAgeOfPiracy 1700]]'', complete with horse-drawn cargo carriages and sailing ships.



* LawyerFriendlyCameo / CaptainErsatz : The initial UK release of Original used real company names for the vehicles and several were explicitly modeled after real models. To avoid potential lawsuits, the names were changed to fictional ones starting from the US release of Original: examples include the T.G.V. becoming the "T.I.M.", the Airbus brand becoming the "Airtaxi" brand and, most notably, the Lockheed Tristar and the Concorde becoming the "Guru Galaxy" and the "[[InherentlyFunnyWord Yate]] [[MemeticMutation Haugan]]" respectively. Those changes were carried over to the ''Deluxe'' version and remain in ''[=OpenTTD=]'' to this day.

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* LawyerFriendlyCameo / CaptainErsatz : LawyerFriendlyCameo: The initial UK release of Original used real company names for the vehicles and several were explicitly modeled after real models. To avoid potential lawsuits, the names were changed to fictional ones starting from the US release of Original: examples include the T.G.V. becoming the "T.I.M.", the Airbus brand becoming the "Airtaxi" brand and, most notably, the Lockheed Tristar and the Concorde becoming the "Guru Galaxy" and the "[[InherentlyFunnyWord Yate]] [[MemeticMutation Yate Haugan]]" respectively. Those changes were carried over to the ''Deluxe'' version and remain in ''[=OpenTTD=]'' to this day.



* LevelAte: The "Toyland" climate, where the trees are lollipops and you transport such cargoes as candyfloss, sugar, toffee and fizzy drinks (which are made by combining "flat" cola and bubbles, and yes, you get to transport ''bubbles''). All those cargoes are treated as natural resources, that is, they're "extracted" from the land.



* LevelAte / ToyTime: The "Toyland" climate, where the trees are lollipops and you transport such cargoes as candyfloss, sugar, toffee and fizzy drinks (which are made by combining "flat" cola and bubbles, and yes, you get to transport ''bubbles''). All those cargoes are treated as natural resources, that is, they're "extracted" from the land.



* RidiculousFutureInflation: The prices eventually rise so high that a piece of road costs more than a skyscraper in real life. While this is no problem for a company that has been around and profitable since 1930 or 1950, rival companies that are established late in the game will often find themselves unable to even afford building a simple bus line since the starting loan is always £100,000 and the maximum loan amount doesn't quite catch up with inflation. ''[=OpenTTD=]'' does allow turning off inflation, however.



* ToyTime: The "Toyland" climate features toy buildings and vehicles with faces on them.



* ShoutOut / EasterEgg : Every now and then, an ''VideoGame/XCom'' fighter jet or UFO will appear and fly around the map.

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* ShoutOut / EasterEgg : ShoutOut: Every now and then, an ''VideoGame/XCom'' fighter jet or UFO will appear and fly around the map.
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* VideoGameTime: A day passes every few seconds, so trains take weeks to travel from one town to another. Because of this, we have the oddity that passengers will pay through the the nose for the privilege of travelling a couple of miles in "only" ten days.

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* VideoGameTime: A day passes every few seconds, so trains take weeks to travel from one town to another. Because of this, we have the oddity that passengers will pay through the the nose for the privilege of travelling a couple of miles in "only" ten days.

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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 which eventually necessitated the release of ''Transport Fever'', the SurprisinglyImprovedSequel 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'').

The original game was superseded officially by its 2004 SpiritualSuccessor, ''VideoGame/{{Locomotion}}''. ''VideoGame/TransportFever'', launched in 2016, is also basically ''Transport Tycoon'' with modern graphics and updated game mechanics.

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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 which eventually necessitated the release bugs. Most of ''Transport Fever'', the 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'').

The original game was superseded officially by its 2004 SpiritualSuccessor, ''VideoGame/{{Locomotion}}''. ''VideoGame/TransportFever'', launched in 2016, is also basically ''Transport Tycoon'' with modern graphics and updated game mechanics.\n
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The original game was superseded officially by its 2004 SpiritualSuccessor, ''VideoGame/{{Locomotion}}''.

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The original game was superseded officially by its 2004 SpiritualSuccessor, ''VideoGame/{{Locomotion}}''.
''VideoGame/{{Locomotion}}''. ''VideoGame/TransportFever'', launched in 2016, is also basically ''Transport Tycoon'' with modern graphics and updated game mechanics.
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Fit it with its surroundings. Whoops!


* GenteelInterbellumSetting: The original starts in 1930. ''Deluxe'' has [[TheFifties 1950]] as the earliest date. ''[=OpenTTD=]'' can start even earlier--- Given the right [=NewGRFs=], you could start in ''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 the right [=NewGRFs=], you could can even start in ''1700'', ''[[UsefulNotes/TheGoldenAgeOfPiracy 1700]]'', complete with horse-drawn cargo carriages and sailing ships.
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Adding a bit more detail.


* GenteelInterbellumSetting: The original starts in 1930. ''Deluxe'' has [[TheFifties 1950]] as the earliest date. ''[=OpenTTD=]'' can start even earlier, given the right [=NewGRFs=].

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* GenteelInterbellumSetting: The original starts in 1930. ''Deluxe'' has [[TheFifties 1950]] as the earliest date. ''[=OpenTTD=]'' can start even earlier, given earlier--- Given the right [=NewGRFs=].[=NewGRFs=], you could start in ''1700'', complete with horse-drawn cargo carriages and sailing ships.
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* {{Bookends}}: A subtle example with the Soundtrack: The first song is titled ''Easy Driver,'' and the last song, ''Hard Drivin'.''
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Previous explanation was incorrect.


* FlawedPrototype: The player occasionally receives offers to test out a new vehicle for a year before it's made available to every company. While this allows early access to the latest and shiniest, the catch is that the maximum reliability will be low at first, which will result in more frequent breakdowns that can potentially cancel out the added benefits of higher speed or capacity. The offer can be accepted or refused, but since there's no cost in accepting the offer and no obligation to use the vehicle, there's no reason to refuse.

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* FlawedPrototype: The player occasionally receives offers to test out a new vehicle for a year before it's made available to every company. While this allows early access to the latest and shiniest, the catch is that the maximum reliability will be low at first, which will result in more frequent breakdowns that can potentially cancel out the added benefits of higher speed or capacity. The offer can be accepted or refused, but since there's no cost in accepting the offer if you accept and no obligation to then don't use the vehicle, there's no reason to refuse.it, you'll get blacklisted from further prototype offers for a while.
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* NoFairCheating: The cheat menu in ''[=OpenTTD=]'' has the following warning: "You are about to betray your fellow competitors. Keep in mind that such a disgrace will be remembered for eternity." In practice, using a cheat means that your company's performance rating will not be recorded in the "Top companies who reached 2051" chart. The cheat menu is not accessible in multiplayer outside of modifying the source code or loading a single-player game with cheats enabled, both of which are heavily frowned upon.
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** The stupid things the AI tries to pass as traffic routes [[http://nylon.net/ttd/stupid.htm has to be seen]] to be believed. 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 stupid things the AI tries to pass as traffic routes [[http://nylon.net/ttd/stupid.htm has to be seen]] to be believed. According to Chris Sawyer, this is due to the AI building their tracks dynamically (analyzing possible routes each time a section is built) instead of planning ahead (which could cause problems if the environment changed as the route was built) and the building algorithms using a very low recursion level (an higher level of recursion would allow the AI to build more efficient routes, but would slow it down considerably).
** Instead of upgrading an existing line to increase capacity, the AI will just build a new line right next to the old one.
** The AI is also rather inapt at doing air lines. Planes servicing two large airports right next to each other aren't unheard of. Said airports are often placed far enough in the town's outskirts that it won't even accept mail and the planes are always ordered to wait for a full load, which can take forever. The AI will also use jet planes on small airports despite the increased chance of crashing.
** The road-building AI of both the towns (building roads as they grow) and the computer players often results in a lot of redundant roads that waste space that could be used for buildings.
**
The custom AIs available for ''[=OpenTTD=]'' are much less insane, even the one that tries to emulate the "classic" AI.



* PhysicsGoof: Trains can go around extremely tight corners at 300mph, but immediately slow down to a crawl when encountering a tiny hill. Only the ''[=OpenTTD=]'' implementation finally added a (more) realistic acceleration model.

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* PhysicsGoof: ArtisticLicensePhysics: Trains can go around extremely tight corners at 300mph, but immediately slow down to a crawl when encountering a tiny hill. Only the ''[=OpenTTD=]'' implementation finally added a (more) realistic acceleration model.
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yes, but that's happening outside the work, so it doesn't go on this page


* AfterActionReport: Some fans of the series frequently compile these to describe how they built up their company and the country's transportation infrastructure during their playthrough. Pre-made scenario maps are especially popular for AAR recaps.

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