>>716254896
>Elevation is nice in the end but it's nothing that major.
It kind of is, because playing on a mountainous region makes a big difference gameplay-wise in terms of expenses versus a flat one.
>I mean all the turn radius does is that it makes you build your shortest curves according to the length of your longest trains
Which is important, because its kind of stupid and soulless that Factorio doesn't take it into consideration and all, to the point where trains don't really feel like, well, actual trains, and rather just functions.
>plus the complexity of the logistics in Factorio is far higher given there are way more production chains
This is by far the most wrong thing you've said and my biggest problem with factorio, the productions chains are absolutely braindead and work like a minecraft progression tree, its the absolute worst thing about the game by far. Factorio basically doesn't have logistics, its not very hard to optimize input, especially when there's a tooltip that tells you turnips per minute now, whereas even things like time and distance have a huge impact in OpenTTD. This part of Factorio is utterly boring. This is why in OpenTTD you're utilizing forward planning and building high bandwidth transportation lines preempitively as things grow infinitely, whereas once you've set something up in Factorio that's pretty much it for that particular area, to the point where you're stamping blueprints everywhere.