I'm not talking about our engine being superior to other engines and being better for other games. I'm purely referring to that our engine is better suited for Farming Simulator than others. Also the cost argument is not really an argument. Developing our own engine is not exactly cheap either.
Some of the features I was referring to:
-Dynamic and persistent foliage system
-Dynamic and persistent terrain changes
-Dynamic and persistent placing of material on the ground (used for tipping material on the ground, snow and bunker silos)
-Switching from anywhere to anywhere on the map with next to no delay
-Advanced vehicle physics with CVT simulation, with complicated articulation, proper integration with other physics objects, etc.
-Dynamic and persistent wood cutting
-Dynamic and persistent placing of buildings that properly interacts with vehicle navigation, audio reverb, etc.
-Advanced vehicle navigation with support for trailers, limited steering angles, various steering geometry, dynamically changing worlds, etc.
-Modding support (being able to freely release all the tools needed, support script mods that can even adjust most of the core gameplay logic, support on consoles, no huge bake times, modular and easily editable/readable file formats, ...)
And all of those features need to be supported in multiplayer too, so the required data that needs to be exchanged has to be as small as possible with smart delta updating, etc.