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Edit ....Steam\SteamApps\common\Transport Fever\res\config\base_config.lua
game.config.millisPerDay
This only allows values from 1000 to 8000, hence why I only made a few versions.
It may have changed since, I haven't looked or kept up to date with it for a while, whilst I like the game very much, I got fed up of late game performance and I know that has been substantially improved but still.. looking forward to what they come up with next ;)
There are two times used in game which helps to confuse matters :)
This controls how quick the years pass by and counter-balances things accordingly.
Default, iirc, in 12 mins real time 1 year passes, with this mod 2 years would have passed.
A train that takes 6 months to go from A > B default, would do the same journey in 12 months instead, so within 12 mins of realtime, it still only makes two journeys.
Because it makes the same number of trips in real time, but the year has passed twice as quickly, the income is also adjusted (doubled) when using this version of the mod, to balance things.
Essentially, the game should play the same but with 2x faster you will need to replace / upgrade your trains more frequent, with 4x slower, you can stay in an era longer.
Using real time examples just confuses things more :)
Would a train that takes ten minutes of real time to complete its route without this mod complete that same route in five minutes (half the time) with this mod?
I did not code anything with this mod, it was implemented by the game devs, I just turned it ON.
If there is an issue or something you don't like, there is nothing I can do about it.
So 1 year = 12 mins in real time. Profit = 10million.
1 year = 6 mins in real time (this mod). Profit = 10 million.
1 year = 24 mins in real time (2x slower). Profit = 10 million.
1 year = 48 mins in real time (4x slower). Profit = 10 million.
So summarized the game runs just faster(or in ur other mods slower)?!(same profit and same loss)
Check the screenshot on the 4x version page for details.