Cosmonaut mode soon, comrades

Cosmonaut mode soon, comrades
https://www.sovietrepublic.net/post/report-for-the-community-50

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  1. 2 years ago
    Anonymous

    >A literal space program before narrow gauge rail network

    Why live

    • 2 years ago
      Anonymous

      It's a new difficulty setting without magical teleporting resources and instant construction, not an actual space program.

      • 2 years ago
        Anonymous

        Disappointing

        • 2 years ago
          Anonymous

          fricking clickbait thread

          how do you not know what cosmonaut mode is?

          • 2 years ago
            Anonymous

            I don't play this game.

            • 2 years ago
              Anonymous

              Then stop shitposting here

              • 2 years ago
                Anonymous

                Why?

          • 2 years ago
            Anonymous

            To be fair the first time I heard Cosmonaut Mode I assumed it's some challenge run where you gather resources that would go towards a space program or something. I still think that's a much more interesting addition to the game, especially considering how important the space race was.

      • 2 years ago
        Anonymous

        fricking clickbait thread

      • 2 years ago
        Anonymous

        How is the game possible without teleporting resources? How do you get construction industry up without autobuilding? Will it add foreign manual construction with vehicles coming from a customs house?

        • 2 years ago
          Anonymous

          All resources will be available at the customs houses (cement and asphalt), and foreign labor will be available at the customs houses so the construction office can pick them up. There will be some free-to-build mud depots and construction offices available. The only thing that will teleport is the vehicles that you buy because there's still no way to order them at the border as far as I know.

          • 2 years ago
            Anonymous

            Cool

          • 2 years ago
            Anonymous

            For some, order at a Depot near the border and ship them to where you want, the rest can drive

        • 2 years ago
          Anonymous

          > Will it add foreign manual construction with vehicles coming from a customs house?
          This would be cool, AI vehicles in your republic that aren't in your control. Would make Airports more interesting

    • 2 years ago
      Anonymous

      >still no narrow gauge minions for my iron/coal industries.

      I feel you, brother

      • 2 years ago
        Anonymous

        >no narrow gauge cuties moving resources around your steelworks
        It's not the same when there aren't torpedos of molten steel on rails running around

    • 2 years ago
      Anonymous

      sounds like a proper soviet republic

    • 2 years ago
      Anonymous

      To be fair, you ever been to Kazakhstan?

    • 2 years ago
      Anonymous

      >A literal space program before bicycles to extend pedestrian range.
      Is what I would have said if I didn't read the misleading difficulty name.

    • 2 years ago
      Anonymous

      soviet sent a man to space before they built first toilet paper factory so it definitely fits the theme

      • 2 years ago
        Anonymous

        20% of their population still doesn't have access to running water or toilets kek

    • 2 years ago
      Anonymous

      This is actually extremely appropriate. The Soviets were all about big Potemkin projects before more basic infrastructure and raising standards of living. The Soviets could put a man in space first, but they couldn't give their babuskas washing machines.

      • 2 years ago
        Anonymous

        >argument completely demolished by the very existence of khrushchyovkas, something that almost defined the EE landscape
        bruh

        • 2 years ago
          Anonymous

          Oh wow, you have mastered CONCRETE, a technology known to the ancient Romans. Truly this is the pinnacle of human achievement.
          >meanwhile, in the real world
          https://en.wikipedia.org/wiki/Kitchen_Debate
          The fact is the Soviets had lower standards of living than the west because that was not where their economy was focused on, they were focused on BIG IMPRESSIVE WUNDERWAFFE that never went anywhere.

          • 2 years ago
            Anonymous

            >The fact is the Soviets had lower standards of living than the west because that was not where their economy was focused on, they were focused on BIG IMPRESSIVE WUNDERWAFFE that never went anywhere.
            Sometimes I wonder why burgers even bother going to school. Any basic intro to history and/or anthropology as a subject would show you why you're a moron. I can't even go in depth about what the 5 year plans focused on (which is enough to counter your Paradox-tier history knowledge) when I have to start from the basics. God damn gamers

            • 2 years ago
              Anonymous

              What? It is a simple and objective truth Soviet homes were (and are) comparatively shit. You can't expect the same level of comfort from mass produced cheap buildings that you expect from high quality single family housing or skyscraper apartments.
              Like sure, Soviet people could get a monochrome TV with one sate-sanctioned channel if they waited ten years but stuff like that only highlights the areas in which Soviet Union lagged behind.
              While I don't know the actual numbers like some vatnik autist ready to defend communism on Vietnamese basket weaving forums it is pretty apparent to me that one area in which Soviet Union didn't lag behind was production of atomic weaponry (and by some extension space exploration because a lot of ICBM technology is interchangeable with space rockets) but they were very shit at getting people back alive).

  2. 2 years ago
    Anonymous

    I guess I'm done with the game until cosmonaut mode drops.

  3. 2 years ago
    Anonymous

    It'll come with the metro update.

  4. 2 years ago
    Anonymous

    you homosexual could something to make it easier to find uh?

    • 2 years ago
      Anonymous

      I hope you recover from your stroke anon

      • 2 years ago
        Anonymous

        sure thing
        I just meant to put the actual name of the game in OP to make it easier for other anons to find it

        • 2 years ago
          Anonymous

          It is there, multiple times. If you use the catalog even thumbnail filenames will show up. The actual post has the other half of the name in the link, so there's no excuse.

  5. 2 years ago
    Anonymous

    What kind of storage do I need for UF-6 manufacturing? It says rad protected so do I need a container storage like with nuclear fuel?

    • 2 years ago
      Anonymous

      Yeah I think it needs containers.

  6. 2 years ago
    Anonymous

    I'm looking forward to it, it was a great idea to be able to pick up foreign labor at a border crossing. The worst part of trying to do cosmonaut was that you can't really tell when you really oughta stop autobuilding

    • 2 years ago
      Anonymous

      I used to allow myself one construction complex (gravel-cement-asphalt-open storage-CO) and only autobuild the first residential buildings once all the materials had been delivered by truck, so I only paid for foreign labour, not materials.

      I so fricking wish the ability to purchase asphalt and concrete at the border had been put in earlier, but oh well, it's all under the bridge now

  7. 2 years ago
    Anonymous

    Is it possible to import nuclear waste for money?

  8. 2 years ago
    Anonymous

    How do you guys feel about electric trains vs diesel, when it comes to fuel costs? I've got no idea how to even compare them

    • 2 years ago
      Anonymous

      If you're producing fuel and electricity then you could try to compare the amount of labor time each unit of fuel and MW/h takes.

    • 2 years ago
      Anonymous

      The actual cost is minimal, just use whatever makes the most sense. Electric is generally preferable because the train refueling logic is terrible, but high speed electric trains typically draw a lot of power when they start moving which can be too much for your electrical network.

      Is it possible to import nuclear waste for money?

      You can't import containerized items at the border.

      To be fair the first time I heard Cosmonaut Mode I assumed it's some challenge run where you gather resources that would go towards a space program or something. I still think that's a much more interesting addition to the game, especially considering how important the space race was.

      "Cosmonaut Mode" is just a stupid forced meme name that was pushed into probably 20% of all steam forum discussion threads by some semi-moronic slav in 2020. Every question about difficulty or how to do something was met with this one guy saying "you have not heard of cosmonaut mode comrade? [link to his thread]". Then he would argue in the thread if anybody responded. Very tiresome.

  9. 2 years ago
    Anonymous

    When does this thing ship a finished version? You homos have convinced me already, so run the last bugtest sprint and get it to market before I die of old age.

    • 2 years ago
      Anonymous

      They estimated 1.0 at the end of 2022 last year. Probably will take longer than that but they're actually making decent progress. Most of stuff they wanted is already in, with metro and cosmonaut mode coming next big patch what's left is garbage handling, making university research more of an actual mechanic, adding a non-shit tutorial and then just bugfixes and polish. They will also add bunch of vehicles/buildings, but they already said they want to source a lot of that from quality mods if possible so it's less load on them.
      There are also plans for post-release expansions but they haven't talked much about that.

      • 2 years ago
        Anonymous

        https://www.sovietrepublic.net/roadmap
        Looks like they're mid way and they still have 7 months

  10. 2 years ago
    Anonymous

    I have a lot of buildings that are flickering between power off/power on, even though they're supplied with multiple substations (I understand the total wattage here isn't a problem because the estimated max consumption is below the limit)
    What is the problem and how do I even diagnose it? There doesn't seem to be a useful overlay for electricity or whatever, my power plants are running below max capacity.

    • 2 years ago
      Anonymous

      The overlay for electricity is the wattage one, it'll highlight power lines. Red lines are at their max capacity, which is what I'd guess is causing your problem.

      • 2 years ago
        Anonymous

        Oh, you're right, thanks anon.
        Not sure what the best way is to deal with my high-voltage lines being overloaded from the powerplants then, I assume this is happening becaue I'm exporting electricity at the border.

        • 2 years ago
          Anonymous

          The only solution, if you're already using the beefiest power line, is to run more lines. Maybe split off a line to the border that's not otherwise in use?

          • 2 years ago
            Anonymous

            At least I know how to check whether there's a problem now, sounds like a plan.
            I am setting up uranium production now with the plan of exporting a LOT of electricity from a nuclear plant.

        • 2 years ago
          Anonymous

          I have a lot of buildings that are flickering between power off/power on, even though they're supplied with multiple substations (I understand the total wattage here isn't a problem because the estimated max consumption is below the limit)
          What is the problem and how do I even diagnose it? There doesn't seem to be a useful overlay for electricity or whatever, my power plants are running below max capacity.

          I think your long-term solution is to stop exporting power. If you're using oil, it's more profitable to refine and sell it, and if coal, to build a steel mill and export steel or even mech parts.

          • 2 years ago
            Anonymous

            I somehow never realised you could burn oil in a power plant.
            I guess you're right, it probably is better to use the coal for better things, I have plenty of surplus steel and despite having 3 car factories I can still export excess mechanical components.

            • 2 years ago
              Anonymous

              There are two different types of fuelled power plants, you can't use one fuel in both

            • 2 years ago
              Anonymous

              >I somehow never realised you could burn oil in a power plant.
              Wait do we have actual oil plants now? Last time I've played you could only have a modded mini fuel station for outback outposts
              Also, when are going to get mixed plants that can burn for power but also have heat as byproduct?

              • 2 years ago
                Anonymous

                I just want to be able to burn dirt

              • 2 years ago
                Anonymous

                >Wait do we have actual oil plants now?
                It's the gas power plant

              • 2 years ago
                Anonymous

                Which runs on oil.

        • 2 years ago
          Anonymous

          That other guy basically said it already but exporting electricity is basically a noob trap. When you run the math electricity has a fairly high profit per worker, but each plant can only hold 15 workers and the annual profit compared to the cost of the plant is relatively low. I never both with exporting electricity.

  11. 2 years ago
    Anonymous

    Harvest-time is the best time.

    • 2 years ago
      Anonymous

      nice dam

      • 2 years ago
        Anonymous

        scut

        >VGH

        Thanks Comrades

        Unironically has a lot of soul, nice job. You don't need to have the farms on perfectly flat land, though, the "back" of the farm away from the road entrance can be on hilly ground. Wheat fields flowing across hills look really good.

        I was having a hell of a time getting the full field on any slope, to the point I blew all my dollars on terrian editing. Is there a trick, or just accept smaller fields?

    • 2 years ago
      Anonymous

      scut

    • 2 years ago
      Anonymous

      >VGH

    • 2 years ago
      Anonymous

      Unironically has a lot of soul, nice job. You don't need to have the farms on perfectly flat land, though, the "back" of the farm away from the road entrance can be on hilly ground. Wheat fields flowing across hills look really good.

      • 2 years ago
        Anonymous

        But comrade... the drainage will be towards the access road and tend to flood the road during the rainy season...

        Citizen wakes up as a worker.
        Walks to open job within walking distance, or to an open station if no jobs are available.
        Waits "1 hour" for transportation which has a destination for workers on at least one of its other stops.
        Either
        a) gets on that transportation and attempts to go to work (he won't get out if there's no open spots), when he's done working he teleports home and starts "free time"
        b) if none arrives he walks to a destination you set in the station menu if there's room where he starts again
        c) if you didn't set a destination he tries to find walking distance work one more time and then teleports home where he starts "free time"
        And the cycle begins again except this time he's a "passenger", he looks for his needs instead of a job, and his free time has a finite clock unlike a worker who can be tricked into spending an infinite amount of time searching for a job.

        This would be better as a flowchart but I'm not going to bother.
        Also "spreaddelay" is a hidden timer that ticks down after each teleport home, a random amount of seconds where they just sit inside without moving or advancing their normal timers, it's to prevent a big trainload of workers who all finish work at the exact same time from all rushing out into the street as passengers at the exact same time and overloading your citizen facilities.
        Remember that it takes 3-5 times as many workers as there are job slots to keep everything running at 100%, this depends on your transport situation, how effectively you manage your citizen needs, and probably on your citizen reaction difficulty setting.

        Nice explanation! The way I think about 3x workers is because they work 8h shifts and there's 3 shifts in a day. That's the theoretical minimum I guess

        • 2 years ago
          Anonymous

          >The way I think about 3x workers is because they work 8h shifts and there's 3 shifts in a day. That's the theoretical minimum I guess
          Not at all, the free time and work time progress at wildly varying speeds; comparing them is completely pointless.
          Also with the new worker queuing system you probably need more workers, maybe 4-6 times as many, because they can overfill the destination. Before then "100% capacity" actually meant 60-80% capacity depending on how far the workers were walking.

    • 2 years ago
      Anonymous

      >Harvest-time is the best time.
      I agree
      how many mods do you use?

      • 2 years ago
        Anonymous

        Honestly, a frick ton, many of the buildings are mods. But that's also a 1950 start, so I needed pretty much everything anyway

    • 2 years ago
      Anonymous

      sovl

      >Harvest-time is the best time.
      I agree
      how many mods do you use?

      sovlless

  12. 2 years ago
    Anonymous

    How does the algorithm for people works ? Do they wake up as a worker and go to a job or bus stop and fill positions? Then they turn into free time people?

    • 2 years ago
      Anonymous

      Citizen wakes up as a worker.
      Walks to open job within walking distance, or to an open station if no jobs are available.
      Waits "1 hour" for transportation which has a destination for workers on at least one of its other stops.
      Either
      a) gets on that transportation and attempts to go to work (he won't get out if there's no open spots), when he's done working he teleports home and starts "free time"
      b) if none arrives he walks to a destination you set in the station menu if there's room where he starts again
      c) if you didn't set a destination he tries to find walking distance work one more time and then teleports home where he starts "free time"
      And the cycle begins again except this time he's a "passenger", he looks for his needs instead of a job, and his free time has a finite clock unlike a worker who can be tricked into spending an infinite amount of time searching for a job.

      This would be better as a flowchart but I'm not going to bother.
      Also "spreaddelay" is a hidden timer that ticks down after each teleport home, a random amount of seconds where they just sit inside without moving or advancing their normal timers, it's to prevent a big trainload of workers who all finish work at the exact same time from all rushing out into the street as passengers at the exact same time and overloading your citizen facilities.
      Remember that it takes 3-5 times as many workers as there are job slots to keep everything running at 100%, this depends on your transport situation, how effectively you manage your citizen needs, and probably on your citizen reaction difficulty setting.

      • 2 years ago
        Anonymous

        Spasibo, tovarishch

      • 2 years ago
        Anonymous

        One more question, if the citizen can walk to a bus stop, and some work is in walking distance of the bus stop but not of his house, will he walk there also?

        • 2 years ago
          Anonymous

          >if the citizen can walk to a bus stop, and some work is in walking distance of the bus stop but not of his house, will he walk there also?
          He won't walk to that workplace directly from home, the bus stop doesn't magically increase his walking distance. However, if he stands at the bus stop for "1 hour" and no transportation comes to pick him up, he'll look for work which is within walking distance of the bus stop before teleporting home. So if there's an open spot for him at that workplace, he'll walk to it at that time.
          All citizen walking distance is always calculated from whatever building they're in at that time. You can use this especially for citizens on free time: they always start by demanding food, so the only thing that must be in range of their home is a grocery store. Everything else only needs to be within range of the grocery store, not the housing. [You don't have to build food within range of their housing, but if you don't then they'll attempt to fill whatever needs *are* within range first, which can mean they spend 12 hours at the cinema and then time out before they walk the rest of the way to the grocery store - bad end]

  13. 2 years ago
    Anonymous

    any mod to adjust the colors to look more old film style?

  14. 2 years ago
    Anonymous

    Would it kill them to add an overlay when placing polluting buildings that casts a shadow of the area that is effected?

    It would also be nice if they could, in the line management interface, show where a vehicle would path to for a refuel or when/where the vehicle would decide to refuel. This would be a life saver for train refueling logic.

    I love this game and have hundreds of hours in it, but some QoL tweaks and improvements to underlying logic would be a godsend.

    • 2 years ago
      Anonymous

      I do like the concept of having to construct buildings to see certain overlays like with the polution measuring station but definitely could be implemented better.

    • 2 years ago
      Anonymous

      I do like the concept of having to construct buildings to see certain overlays like with the polution measuring station but definitely could be implemented better.

      Worst fricking thing is resources

  15. 2 years ago
    Anonymous

    better dead than red

  16. 2 years ago
    Anonymous

    >Cosmonaut mode
    I just realized this will make building railway a fricking nightmare
    >one tiny mistake and the whole system is fricked and you can't fix it with quick build

    • 2 years ago
      Anonymous

      They said there will be some changes to railroad construction and more details will be soon.

  17. 2 years ago
    Anonymous

    This game is beginning to suffer from lack of scalability. The last couple of updates has added nothing more than tedium. crime and justice? Just build these two buildings, then build more prisons as needed. Water? Enjoy Electricity 2.0 with nothing else added.

    A single LARGE heating plant and LARGE water treatment plant can support a population of 10,000-12,000. It should realistically be twice that. Crank up the worker requirements for all that matters, the problem is the increasing requirement for infrastructure that takes up vast amounts of space in your cities. I had a dream of building a massive city with 100,000 people, but what the frick, I need 8-10 water/heat plants just for that? I live in a city of 1.5 million people, and we don't even have that many.

    • 2 years ago
      Anonymous

      true, true. My city

      I guess I'm done with the game until cosmonaut mode drops.

      has about 2k population and the industrial zone alone with all of the support infrastructure is slightly bigger than the city itself. I try to avoid building residential unless absolutely necessary so I can avoid extending the support infrastructure

    • 2 years ago
      Anonymous

      true commieland experience please understand

    • 2 years ago
      Anonymous

      Yeah. Electricity was putting me off playing this game for longer early on because I knew that cities simply didn't have electrical poles going everywhere (unless they were in Poland), so I thought it was great when underground cables were added.
      Then they added heating and I couldn't wrap my head around what I'm exactly supposed to do - the heating plants provided by the game were neither small enough to pass as small boiler sheds nor big enough to pass as proper heating plants, but mods fixed that so it was fine.
      I'm not sure yet what's wrong with water right now, but it feels the same way as those two systems - there's something missing that prevents it from feeling "right", so it feels tedious and not very organic.

    • 2 years ago
      Anonymous

      Yeah, devs are mainly focusing on adding features and making sure said features work, scalability will probably be one of the last things they do with balance and pre-launch tweaks

  18. 2 years ago
    Anonymous

    Good movies, documentaries, or books to learn more about soviet life ?

    • 2 years ago
      Anonymous

      gulag archipelago

    • 2 years ago
      Anonymous

      >https://www.imdb.com/title/tt0065067/

    • 2 years ago
      Anonymous

      Kolyma Tales

    • 2 years ago
      Anonymous

      This guy talks about day to day life when he lived in it

      • 2 years ago
        Anonymous

        this video made me hungry for fresh bread and milk

    • 2 years ago
      Anonymous

      https://www.imdb.com/title/tt0057694/

      gulag archipelago

      >idk what the frick he's smoking ~ wife of the oppressed author who spent his days playing with cats in a gulag

    • 2 years ago
      Anonymous
      • 2 years ago
        Anonymous

        i fricking hate how i see literally noone on steam or here attempting to create cities the way the soviets actually did it ie with microdistrics and such
        you frickers are to stuck in the cancerous capitalist mindset of needing a central business district and separate massed residential areas

        • 2 years ago
          Anonymous

          I'm trying to.

        • 2 years ago
          Anonymous

          What's a good city to look at

          • 2 years ago
            Anonymous
            • 2 years ago
              Anonymous

              The kindergarten spam is real

        • 2 years ago
          Anonymous

          You can tell who is a westerner and who isn't by the way they design their cities.

        • 2 years ago
          Anonymous

          I'm actually surprised to find out about this, given the soviet love of centralising and doing one big thing instead of lots of smaller things.

    • 2 years ago
      Anonymous

      Poland was Warsaw pact but not part of the union, still it shared some similarities.

      Things like 37:00 are a parody but it's based in some truth.

      Popular series despite it being semi-propaganda.

    • 2 years ago
      Anonymous

      Gaidai comedies, Afonya for the 60s-70s, Quiet Flows the Don for the Civil War, Virgin Soil Upturned for the 30s, Officers, The Living and the Dead, Hot Snow, Last Barrages for WW2, perestroika films are all grimdark antisoviet shit, as are most books.

    • 2 years ago
      Anonymous

      Only old man are going to battle; One-Two, Soldiers Were Going; Seventeen Moments of Spring; Go and see
      Those are also solid recommendation

      Gaidai comedies, Afonya for the 60s-70s, Quiet Flows the Don for the Civil War, Virgin Soil Upturned for the 30s, Officers, The Living and the Dead, Hot Snow, Last Barrages for WW2, perestroika films are all grimdark antisoviet shit, as are most books.

  19. 2 years ago
    Anonymous

    This intersection desperately needed traffic lights.

    • 2 years ago
      Anonymous

      Are traffic lights and signs already in main, or when have they been added?
      How far is the autism in that regard?

      How do farm workers work? Do the machines work on their own, and if you dump workers they help out by hand?
      Or do you always need workers at the fields?
      No I can't check this on my own, I have planning paralysis

      They do accept workers, and they serve as a addition to machines as mentioned above, though because its a sort of sazonal job, its not efficient to let the bus always run with workers when they don't have to, requiring a bit of micro or planning ahead of villages around farms

      Depends on the field and farm sizes, distance to the farm, and if you do anything tricky like assign fields in a certain order to minimize vehicle drive time, or use DOs for crop pickup instead of farm trucks.
      [...]
      A bus end station serves as a fuel stop so your buses won't drive out of their route to fuel up. It also lets you use time-based line spacing so your buses aren't all driving at 30 kmh the whole time.

      >A bus end station serves as a fuel stop so your buses won't drive out of their route to fuel up. It also lets you use time-based line spacing so your buses aren't all driving at 30 kmh the whole time.
      That's brilliant, somehow never thought of that, I guess it also works as in between point?
      How do you mean line spacing because of that? that's something that always bothers me with the busy lines

      • 2 years ago
        Anonymous

        >How do you mean line spacing because of that?
        If you click a button at the bus end station the station will look at the average time to make the line's circuit and divide by the number of vehicles on the line, then hold any buses there until the appropriate amount of time has passed since the last one departed. So a 300 second circuit with 6 buses would optimally have a bus depart every 50 seconds. If one arrives 40 seconds after the previous one departed the station will hold it for 10 seconds. If it arrives 55 seconds after the previous one departed it will be allowed to depart immediately. Normal line spacing no longer applies-the buses will drive as fast as they can the entire time-so it's possible for them to get bunched later up due to traffic and stuff.
        There's also an option to just have them depart on a user-defined schedule, so you could just tell it to make a bus depart every 30 seconds if you want.

        • 2 years ago
          Anonymous

          Ah I see, that's a great mechanic for vehicle unbunching, I wasn't familiar with that because I haven't played in quite a while

          Traffic controls are still in the test branch for now.
          I tweaked the timing and synchronization of this light.
          Cycle 1 lets southbound traffic through and left turn.
          2 lets north and southbound pass.
          3 has northbound through and left turn.
          4 lets westbound go and turn.
          5 lets east and westbound go.
          The interval of each is how long the light stays on that cycle.

          also nice, very autistic up to par with mod from Skylines, I think also heard they were doing multi signal synchronization?
          fyi, one of the configurations and get the fluidity like that is also allow where opposing direction can both just turn left at the same time
          though I'm not sure what happens when the vehicle wants to turn but can't, does it just stop all traffic behind it? in real scenarios this is only used when you have two or more lanes for traffic separation
          do it also include preference/stop signals?

          • 2 years ago
            Anonymous

            If a vehicle is trying to turn left but there is an oncoming vehicle, it yields and holds up traffic.

            • 2 years ago
              Anonymous

              I forgot that there are no multi lane streets as of yet, you have to make two sided one lane streets
              would that work for a big crossing though? it would be like four crossing acting as a single one

      • 2 years ago
        Anonymous

        Traffic controls are still in the test branch for now.
        I tweaked the timing and synchronization of this light.
        Cycle 1 lets southbound traffic through and left turn.
        2 lets north and southbound pass.
        3 has northbound through and left turn.
        4 lets westbound go and turn.
        5 lets east and westbound go.
        The interval of each is how long the light stays on that cycle.

  20. 2 years ago
    Anonymous

    Game in EA
    Release a DLC
    Behold the birth of the new parajews
    We can wait
    military complex DLC
    variety of crops DLC

    • 2 years ago
      Anonymous

      A military complex should be relatively easy to make, a big factory that takes up people but produces nothing should be fine

    • 2 years ago
      Anonymous

      DLCs for cosmetic and unimportant features are actually not bad, because they give you a choice on what you got in the game, as long as the price of the base game is reasonable.
      If you only want a game centered on economics, you should be able to choose to not have a military industry.
      The problem with Parashit is that the base games are unplayable or lacks fundamental features.

  21. 2 years ago
    Anonymous
    • 2 years ago
      Anonymous

      Nice, how far do you have those busses driving?

      • 2 years ago
        Anonymous

        Back to the city in the distance to pick up construction workers.

  22. 2 years ago
    Anonymous

    How do I see how many fields can farms support?

    • 2 years ago
      Anonymous

      Depends on the field and farm sizes, distance to the farm, and if you do anything tricky like assign fields in a certain order to minimize vehicle drive time, or use DOs for crop pickup instead of farm trucks.

      What's bus end station? Is it like a distribution office?

      A bus end station serves as a fuel stop so your buses won't drive out of their route to fuel up. It also lets you use time-based line spacing so your buses aren't all driving at 30 kmh the whole time.

      • 2 years ago
        Anonymous

        >use DOs for crop pickup instead of farm trucks
        Why did I never think of this

        • 2 years ago
          Anonymous

          Because farm trucks have had their crop pick-up behavior improved such that using two buildings to do the job of one is just extra work for no reason?
          The only benefit now is that a DO lets you drop off the crops somewhere other than the farm itself. But farms now also have factory connections. So I wouldn't bother.

          How do farm workers work? Do the machines work on their own, and if you dump workers they help out by hand?
          Or do you always need workers at the fields?
          No I can't check this on my own, I have planning paralysis

          During sowing and harvesting, fields accept workers just like any other industry. The machines and workers can work at the same time on the same field. Fuddlore says that workers harvest less crops than a machine would, but I don't know if it's true.
          In general, there's no need to bother with using workers when the vehicles do it so efficiently by themselves.

    • 2 years ago
      Anonymous

      >How do I see how many fields can farms support?
      I misread the question in my first answer. You can check how many fields a farm is currently supporting by clicking the farm. There's no limit to the number of fields you can link to a farm (maybe there is but it's high enough that it doesn't matter), the practical "limit" is based on many factors that I explained already.
      So the final answer to your question is "you can't." In previous versions a "3:5:4" farm vehicle ratio could handle something like 16-18 of the big fields as long as the drive distances weren't excessive.

  23. 2 years ago
    Anonymous

    What's bus end station? Is it like a distribution office?

  24. 2 years ago
    Anonymous

    You see comrade, if helicopter crashes because hitting of the power line, firemen will be at crash site immediately!

    • 2 years ago
      Anonymous

      Soviet Efficiency comrade. Well done

  25. 2 years ago
    Anonymous

    what is the gameplay loop of this game like? will i enjoy it if i despise games like factorio?

    • 2 years ago
      Anonymous

      Factorio.
      No.

  26. 2 years ago
    Anonymous

    How do farm workers work? Do the machines work on their own, and if you dump workers they help out by hand?
    Or do you always need workers at the fields?
    No I can't check this on my own, I have planning paralysis

    • 2 years ago
      Anonymous

      Farms don't use workers if there are machines.

      • 2 years ago
        Anonymous

        They do, people start from the back of a field and machines start from the front. I recall someone here said people don't harvest as much as machines so you probably are better off just using machines

  27. 2 years ago
    Anonymous

    https://www.sovietrepublic.net/post/report-for-the-community-51

    >custom borders
    >water erosion

    • 2 years ago
      Anonymous

      Really like the borders, but water erosion is autistic and a waste of dev resources

      • 2 years ago
        Anonymous

        It's not like you have to pay for a erosion dlc and you can turn it off in the menu...

        Leave the devs alone - they are creating a beautiful description of a republic simulator.

      • 2 years ago
        Anonymous

        I suppose a big issue in some of the Warsaw pact countries was the large scale ecological damage that arose out of communist era industrial activity. So for happy populace, adding an extra dynamic to environment seems fitting.

    • 2 years ago
      Anonymous

      thats great and all but when are we getting bigger fricking maps

      • 2 years ago
        Anonymous

        >bigger fricking maps
        Are you kiddin, have you ever managed to fill one of those maps to complain about that?

        Really like the borders, but water erosion is autistic and a waste of dev resources

        >water erosion
        is that actually real time erosion? how the frick are they putting that in without even having realistic water flow?

        • 2 years ago
          Anonymous

          It sounds like the erosion is just a new tool for map editing and won't happen during gameplay.

        • 2 years ago
          Anonymous

          It's not that I fill up the current map, it's that bigger maps make transport more important/interesting by letting me build things further apart, and bigger maps also let map creators fit more features on the map without having to scale them down as much. Island maps especially would benefit I think, many island maps have really bad terrain because they had to scale down the map to make it fit.

          The erosion is going to occur during the map generation phase. It's not something that will happen over time. It will be a button you click either in the "new game" menu or in the map editor, "apply erosion". And the game will run the erosion editor to try to make your slopes look better. Hopefully it will function as an auto-smooth to correct those shitty maps with terraces everywhere due to the elevation data the creator used.

    • 2 years ago
      Anonymous

      Ah, custom borders is Wonderful! Now I'll be able to make a Not-Berlin without being stuck in a corner

  28. 2 years ago
    Anonymous

    Damn I bought this game thinking I could play it, but I'm actually fricking moronic? I have no idea where to start despite playing the tutorial, playing for 10 hours, then watching tutorial and longplays.

    • 2 years ago
      Anonymous

      Option 1. Pick an industry and try to set up a city to support it.
      Option 2. Set a population target and build infrastructure to support that

  29. 2 years ago
    Anonymous

    Is the economy still utterly fricked and exporting anything will eventually lead to it being unprofitable?

    • 2 years ago
      Anonymous

      I don't understand this complaint, it's trivial to generate hundreds of millions of rubles and there's nothing to spend them on, so who cares if the per unit profitability of your exports has gone down?

  30. 2 years ago
    Anonymous

    Does it do anything if I add multiple conveyor outputs all to another, singular building's inputs like pic related(gravel processing to large aggregate storage) or am I just wasting resources?

    • 2 years ago
      Anonymous

      there is a through output limit on the conveyor belt, but that is by far greater than anything else you have in game and very rarely it would actually be necessary

      • 2 years ago
        Anonymous

        Thank you anon!

    • 2 years ago
      Anonymous

      You won't waste anything but a single conveyor's throughput is extreme so you probably won't even max out one. You certainly won't max out one on a gravel processor due to the terrible throughput of the dumpers.

    • 2 years ago
      Anonymous

      >am I just wasting resources?

      You won't waste anything but a single conveyor's throughput is extreme so you probably won't even max out one. You certainly won't max out one on a gravel processor due to the terrible throughput of the dumpers.

      >You won't waste anything
      Oh I get it now. If you build three conveyors from a single gravel processor's three outputs to a single storage's three inputs, yes you're wasting the materials you spent building two of the three conveyors. Because a single conveyor's throughput is very massive and difficult to max out.

      • 2 years ago
        Anonymous

        Thank you for clarifying further, I really need all the help I can get in this game. I can't figure out what to prioritize, affecting how I optimize, at all.

  31. 2 years ago
    Anonymous

    I was confused about the new water treatment system and found a guide in french on steam. I just ran the description through translate and added to the pic for my own reference later on and figured I'd share it.

    • 2 years ago
      Anonymous

      Wouldn't it be more sensible to treat the water before storing it? If you don't need water as clean, for industry, you could keep both systems separate

      • 2 years ago
        Anonymous

        Yes.

        You only need one pumping station? Frick.

        You need a pumping station or elevation drop after the treatment station as well. Pressure won't propagate through the treatment facility. So a functional setup on flat ground would look like
        Well-pump-treatment-pump-water tower-substation
        Please rember that 10m of elevation equals 1 bar of water pressure.

        • 2 years ago
          Anonymous

          Oh so water towers are actually simulated properly?

      • 2 years ago
        Anonymous

        You can store clean water too

    • 2 years ago
      Anonymous

      You only need one pumping station? Frick.

    • 2 years ago
      Anonymous

      you can connect the substations via underground pipes, and i find it useful to use the 3 in/3 out water pumps as switches with a central pipe connecting the pumos and two outside pipes connecting to substations.

      that system would involve a truck driving to each substation and manually pumping in water, which seems like a huge faf

    • 2 years ago
      Anonymous

      I'm curious to know how signalling really works on practice

      the frick is 5 supposed to be? loading/unloading, are there truck transport of water for some things?

      • 2 years ago
        Anonymous

        >truck transport of water
        Yep

      • 2 years ago
        Anonymous

        Yes. There are water trucks that can be used for more remote towns and stuff.

        • 2 years ago
          Anonymous

          But to they do delivery? does it need to go to another station of the same time and them add the end-consumer pump for distribution?

      • 2 years ago
        Anonymous

        >stop sign on a two lane street
        Nope

    • 2 years ago
      Anonymous

      I'm curious to know how signalling really works on practice

      the frick is 5 supposed to be? loading/unloading, are there truck transport of water for some things?

      Ok after hours of trying to not have my citizens die of thirst I finally got it I think.
      There was a downward slope from the water treatment to the town south. Even tho the BAR pressure was green at 0.5 people weren't getting their drinking water which fricked me earlier. So I started adding pumps everywhere. The shower might peel the skin off your back but now you have drinking water. Best I can tell you want the BAR in yellow or red.
      I also unhooked the Water loading/unloading since I didn't use trucks and it seemed to mess everything up.

      • 2 years ago
        Anonymous

        Just put the water tower after the treatment plant and one pump.

      • 2 years ago
        Anonymous

        You should put water towers after the treatment plant (after a pump following the treatment plant, I guess) so you have some buffer. The tower prior to the treatment plant doesn't hurt but if it's ever anything but full you need to upgrade your well capacity immediately.
        It looks like the pipe following the treatment plant's output pump is red so you might want to upgrade it or add another output line from the treatment plant so you don't overwhelm that singular pipe.

  32. 2 years ago
    Anonymous

    You guys just use random maps or do you prefer pre-mades? I'm starting to check out some premades but haven't tried any yet

    • 2 years ago
      Anonymous

      I only played the default map for a long time but once the random map generator was released I tried it one time, vomited all over my keyboard, and decided it was time to download some nice maps off the workshop.
      My favorites are Confluence and Big River, both by the same guy.

      • 2 years ago
        Anonymous

        >Confluence
        Thx for the recs. Started a game on this one. It's weird that there's actual oil fields instead of just a square or 2 random patches all over the place.
        Ooohh and those mountain ranges
        I like it

    • 2 years ago
      Anonymous

      Ever since I first tried the random mapgen I have been too scared to do it again.

    • 2 years ago
      Anonymous

      Map generator is terrible. The effort to make it acceptable could probs go towards 10 good handcrafted maps, and that'd be enough for everyone.
      I'm starting a game with the Lyubinsk map, has nice plains and mountains, a river and its delta, and a big old city.

      • 2 years ago
        Anonymous

        >Lyubinsk
        Oh shit! That's a nice one too! Went and grabbed the uninhabited version. Don't know how the inhabited ones work. Never bothered to start with a premade city.

  33. 2 years ago
    Anonymous

    They should add the people's need for parks, green spaces and playgrounds.

    • 2 years ago
      Anonymous

      these are bourgeoisie concerns.

    • 2 years ago
      Anonymous

      Green is the color of money, Comrade. There is only red in glorious Soviet Republic.

      You need to read the complete works of Marx and Lenin in front of the mandated portraits of them on your common room wall to purge these Capitalist thoughts from your head if you ever hope to strive towards true Communism.

    • 2 years ago
      Anonymous

      There's sports fields, walking paths, and monuments. I personally build small parks in my cities out of that so everyone has a good spot for inter-factory soccer matches.

  34. 2 years ago
    Anonymous

    >tfw forget how semaphores work every time i play

    • 2 years ago
      Anonymous

      I always mess myself because I always add in more semephores as my railway gets more complex rather than planning for them from the get go

  35. 2 years ago
    Anonymous

    update when?

  36. 2 years ago
    Anonymous

    >tfw exported all my coal and stored none for winter

    • 2 years ago
      Anonymous

      well you have done it

      you have cause Coldomor

    • 2 years ago
      Anonymous

      This, comrade, is why I always build two mines. One for domestic one for export. That way is domestic isn't enough you can simply stop exporting.

    • 2 years ago
      Anonymous

      1) Do not fricking export raw materials.
      2) Those railways in front of the depot blending into one, then separrating, then blending then separating gave me cancer.
      3) Get some snowplowers for god's sake
      Good luck m8

      • 2 years ago
        Anonymous

        Nothing wrong with exporting raw materials, with rail infrastructure you can make a lot of money dumping coal ore, coal, etc on the border. The limiting factor is spots at the border crossing, once you start filling them up it's time to export more complex materials like steel or something instead.

      • 2 years ago
        Anonymous

        The rail just werks.

  37. 2 years ago
    Anonymous

    >spread all the services out everywhere forcing citizens to inefficiently walk long distances when they randomly pick a grocery store that's not located near a sports hall
    >put all the citizen services right next to each other, located near one or more densely packed residential districts so citizens can quickly and efficiently walk from one service to another
    yeah

    • 2 years ago
      Anonymous

      Humour me, should I have seperate public transport for jobs and access to centralised services?

      • 2 years ago
        Anonymous

        Transporting citizens to services is bad because if there's any interruption in the transport then they'll time out on the platform and go home with nothing. That "hour" of waiting on the platform is also time they could spend fulfilling their needs or listening to the radio, free time counts up quite quickly while waiting on a platform. The ideal situation is to not have any platforms that accept passengers so they're never waiting, they're either walking around outside fulfilling their needs or immediately teleported home, no waiting around for a bus to the church that's never going to arrive because you didn't build any churches.
        All you need to do to "centralize" your services is get a grocery store in range of every residential (but you should always build shopping centers so they can fulfill up to four needs at the same time), and make sure everything else is close to the shopping centers so they can quickly walk around to everything else they need.
        In short, the best option is to not only avoid transporting passengers but to never even let them stand on a platform; services should all be clustered around a shopping center which serves a given area.

        • 2 years ago
          Anonymous

          How do you handle people who want a non-critical trip to the hospital?

          Can never seem to get people to stop complaining about that even with sky high happiness and health.

          • 2 years ago
            Anonymous

            They need to be able to walk to a hospital. You can download some smaller hospitals on the workshop.

      • 2 years ago
        Anonymous

        Amenities within walking distance (400m in game, 500m IRL), jobs accessible by public transport.

  38. 2 years ago
    Anonymous

    Farming

  39. 2 years ago
    Anonymous

    I think I'll just not play this month so I can unlock the metro that I've always wanted. What do you homosexuals think?

    • 2 years ago
      Anonymous

      I'm waiting for Cosmode, so I guess I'm in the same boat as you. I'm very excited to try water, but I hate spinning my wheels on each little iterative update.

  40. 2 years ago
    Anonymous

    How do I into livestock farming?

  41. 2 years ago
    Anonymous

    Whatever. As long as oil expot industry is fully automatic theres no challenge in the game

    • 2 years ago
      Anonymous

      What do you mean, is there a way to export through pipeline?

      • 2 years ago
        Anonymous

        no but you use electric trains. 0 people involved in the maintenance, eventually something will burn down and will need replacement, thats it.

        • 2 years ago
          Anonymous

          Eh that goes for everything else. Exporting liquids is worse in that you need a specific train, gives you less flexibility. And if you're exporting fuel, then you've got plenty of it, and could skip or delay the pricier electric rails

          • 2 years ago
            Anonymous

            >Exporting liquids is worse in that you need a specific train, gives you less flexibility
            Doesn't fricking matter when I don't need to make any other export line because I'm printing cash from oil.
            >And if you're exporting fuel, then you've got plenty of it, and could skip or delay the pricier electric rails
            Refineries require people to work them. Wind power plants don't and you can always import.

            • 2 years ago
              Anonymous

              Fricking wind turbines. When Cosmonaut mode comes out, you should give it a try, the game becomes much different without the Soviet Space Construction Laser.
              Granted that the oil industry is insanely profitable, but that doesn't feel wrong. Being economically dependant on oil exports is very thematical. And also quite complex to set up, compared to say, a textile mill and two clothing factories set up at the border.

            • 2 years ago
              Anonymous

              Just don't use it then, I've never played with oil until very late game. I like an early start in the ~50s focusing on food and steel

  42. 2 years ago
    Anonymous

    how the frick do i start on hard money and become self sufficient quick enough? what industry should i prioritize? i tried the gravel, asphalt, and cement industry but it seems like it takes way too long to become profitable and im toeing on the line on debt a good majority of it

    • 2 years ago
      Anonymous

      Nuclear industry near the border. Start with UF6 then gradually replace imported inputs with locally produced versions to increase the balance of payments. You just need maybe 3-4 trucks to export it as well depending on how close to the border you are.

      • 2 years ago
        Anonymous

        >recommending nuclear
        >to save on trucks

        how the frick do i start on hard money and become self sufficient quick enough? what industry should i prioritize? i tried the gravel, asphalt, and cement industry but it seems like it takes way too long to become profitable and im toeing on the line on debt a good majority of it

        Best industry to bootstrap is clothing. Import crops and chemicals at first.
        After you're estabilished, a great system is to export clothes to the West, buy oil with dollars and refine it, and sell it to the Soviet Union.
        A little clothing production will buy you a lot of oil, and all that fuel and bitumen will be worth a lot of rubles. Depending on the map you can further increase your profit margin by using tankers, though they're expensive and so is their infrastructure.

    • 2 years ago
      Anonymous

      Oil refining is the most basic way to take all the fun out of the monetary aspect of the game. Build a city with ~3K workers, an oil refinery, and a rail to the border (take out loans if required). I think the ratio was 250 tons oil in with 125 fuel and 75 bitumen out, so use one locomotive with 10 oil wagons set up so all 10 fill with oil at the border, empty at the refinery, then 5 fill with fuel and 3 with bitumen at the refinery, and finally all empty at the border. I estimate there's something like 20-30 million to be earned in this manner before the prices of the goods start to meet in the middle and the profitability drops off significantly.
      Steel is secondary, there's more work involved but it's still an extremely profitable heavy industry. Mine and refine your own coal and iron for maximum income.
      After that you get into the lesser industries like clothing and alcohol. Either is fine, both are popular. Just import raw materials and export finished goods as fast as possible.
      Exporting electricity is terrible; it's a common noob trap because the profit per worker is very high. However, the building only holds 10 or 15 workers so the actual profit is very low and the investment per worker is massive.
      Tourism took a significant nerf about a year ago but it's still a simple but boring way to bring in money without having to actually export anything. You can basically think of it as exporting food and alcohol at higher profit margins, but the "exporting" is done by busing foreigners to the goods instead of trucking those goods to the foreigners.
      Construction goods like cement and boards are only useful for developing an independent construction industry, they're terrible for exporting.

  43. 2 years ago
    Anonymous

    Any way to load steel faster?

    • 2 years ago
      Anonymous

      Any context?

      • 2 years ago
        Anonymous

        I want steel to get inside my trains at the fastest rate the game allows

        • 2 years ago
          Anonymous

          I think the medium open storage loads fastest.

          • 2 years ago
            Anonymous

            Faster than cargo stations? That's weird.
            Mechanical parts take 22 tons of steel to make 15 tons of parts. 15/22 = 0.682 parts per ton of steel. Steel sells for 521 rubles currently. Parts sell for 803.
            803*0.682 = 547, 547-521=26 rubles more for making a ton of steel into mechanical parts relative to just selling the steel. Why is the game like this?

            • 2 years ago
              Anonymous

              It's not about min-maxing profitability.
              It's about a functioning command economy.

  44. 2 years ago
    Anonymous

    Underground walkways and power lines are second only to rail distro offices, holy shit I love these.

  45. 2 years ago
    Anonymous

    What negative effects does crime have? I've ignored police for 8 months in a new game and happiness is 80%.

    • 2 years ago
      Anonymous

      I haven't noticed much tbh. I think i finally built a cop shop at 11 months? Just now built a court house and on some of the crimes it's showing statute of limitations exceeded lol.
      In the process of building a prison right now so. So i don't know what has been happening to the criminals that have been caught so far.
      I hear orphanages create crime waves but haven't built one yet. I assume the kids just die off when their parents do right now.

  46. 2 years ago
    Anonymous

    Will this game be ready to ship before the next ice age begins?
    Asking for a friend.

    • 2 years ago
      Anonymous

      >I won't play early access games because... because...

      • 2 years ago
        Anonymous

        >unpaid bugtester is funnest job!
        let me guess, you think 4ch janitor is a prestigious position as well

        • 2 years ago
          Anonymous

          I hardly encounter any bugs, and I'm glad that I'm able to finance autistic devs to do what they love rather than what they could convince a publisher to endorse

    • 2 years ago
      Anonymous

      It will be ready as soon Avatar 2 comes out.

  47. 2 years ago
    Anonymous

    The game needs foreign universities, children with basic education going to a border, having an upkeep cost, and coming back with higher education eventually.

    • 2 years ago
      Anonymous

      I think that would be an interesting way to solve the issue of small place needing educated people. Then if happiness is low, you risk a percentage not coming back.

    • 2 years ago
      Anonymous

      You can simulate the brain drain that happened in Eastern Europe.

  48. 2 years ago
    Anonymous

    Lads, why won’t this game appear on steams city builder tag search results?

    • 2 years ago
      Anonymous

      In Soviet Russia cities build you

  49. 2 years ago
    Anonymous

    sitty lyfe

    • 2 years ago
      Anonymous

      You know what would make that look like an actual city?
      Cars parked by the pavement.

      • 2 years ago
        Anonymous

        I think if this game ever introduced on-street, multi storey and driveway car parking, the only PC's that would be able to run it with all features enabled would be NSA and GCHQ supercomputers, at least up to the point where gridlock completely paralyses your city

        • 2 years ago
          Anonymous

          >/vst/ manages a datacenter for members to play

  50. 2 years ago
    Anonymous

    Is there any way to game the moronic price adjustment mechanics? I've heard that they adjust based on how much you've traded shit per day in the past several days, so would large but rare exports mean greater profitability?

    • 2 years ago
      Anonymous

      Who cares? There's nothing to do with all that money.

      • 2 years ago
        Anonymous

        But anon only the materialistic hoarding of money can power the Soviet Space Construction Laser

  51. 2 years ago
    Anonymous

    million sitty

  52. 2 years ago
    Anonymous

    What's a good export industry when you're trying to manual build as much as possible?
    Also do you play with water?

    • 2 years ago
      Anonymous

      i generally play with water since it gives me that unconfortable itch of an unsolved problem every time i want to build a new city or neighbourhood, and getting all of the moving parts - including water - to work together is supremely satisfying.

      if you're manual building, probably steel, but you'll want a smaller scale steel mill off the workshop.

      alternatively, oil is good because you just need pumpjacks and no people to man them. but do make sure you have helo firefighters if you build them far from a firestation because saboteurs love setting fire to pumpjacks.

      alternatively: crops (and now water) into booze is a good ne, because booze is relatively valuabe and the inputs are either cheap or can be set up relatively easily (dependent on whether you prefer sovkhoz latifundia of kolkhoz minifundia). .

      • 2 years ago
        Anonymous

        I got a smaller scale steel mill but it only costs half the vanilla one and takes more iron and labor per unit of steel so it feels really unsatisfying. I'll look around for other ones.

        • 2 years ago
          Anonymous

          Or you could, you know, just build the vanilla one like the programmer intended.

          • 2 years ago
            Anonymous

            Why would I care what's intended?

            • 2 years ago
              Anonymous

              You're complaining that a mod mill feels unsatisfying but you have nothing to compare it to other than the vanilla mill, so I'm thinking that you care what's intended.

              • 2 years ago
                Anonymous

                No I was complaining that it had no reason to exist because it wasn't cheap enough to justify its poor performance.

  53. 2 years ago
    Anonymous

    https://www.sovietrepublic.net/post/report-for-the-community-52

    • 2 years ago
      Anonymous

      at last, they've created roads with embedded tranways

    • 2 years ago
      Anonymous

      Second from the left looks way too modern, it's a 2010s refit.

      • 2 years ago
        Anonymous

        >It did not use to be so convenient back in time in vehicles made by soviets, but the republics in our game can exist long enough to get the latest technology or at least enjoy improvements compared to the earliest days of the game.
        yes

  54. 2 years ago
    Anonymous

    Should I buy this or Captain or industry?

    • 2 years ago
      Anonymous

      Pirate both and buy whichever you like

    • 2 years ago
      Anonymous

      WRSR has a demo

  55. 2 years ago
    Anonymous

    tree lined boulevards, just like gay paree

    • 2 years ago
      Anonymous

      Nice

  56. 2 years ago
    Anonymous

    Is it just be or the water substations here are bugged?

    • 2 years ago
      Anonymous

      Check pressure not volume

      Also why the frick is the water flow so low on the pump?
      >elevated water tank
      >electricity
      >high pressure
      wtf?

      Is anything consuming it? Obviously if there is nowhere to go water won't flow.

      • 2 years ago
        Anonymous

        yeah sorry for the sperging, I've actually tinkered stuff a bit on cheat mode and I've partially "managed" to get it to work.

        >Check pressure
        It's sufficient, around 2.00 with the test picrel (ill post a screenshot later

        >Is anything consuming it?
        Yeah, the houses on the left of the first pic are supposed to be doing that

  57. 2 years ago
    Anonymous

    Also why the frick is the water flow so low on the pump?
    >elevated water tank
    >electricity
    >high pressure
    wtf?

    • 2 years ago
      Anonymous

      wtf is this setup, why do you have a loading station in-line with the rest of the system?

      • 2 years ago
        Anonymous

        like i said just experimenting with shit, referred to this post as well:

        I was confused about the new water treatment system and found a guide in french on steam. I just ran the description through translate and added to the pic for my own reference later on and figured I'd share it.

        Apparently, I've tried to turn "water enabled" in the settings on and off, and it kind of "worked". Will get back right to you as I'll also test it on my backup save.

        • 2 years ago
          Anonymous

          And there you go, I'm just moronic it seems (or the game, since it bugged out). Sorry for the trouble anon, I nearly had a stroke for the last 3 hrs figuring out whats wrong.

          Lol I feel your pain. I was in your exact position not long ago. This is what I did

          [...]
          Ok after hours of trying to not have my citizens die of thirst I finally got it I think.
          There was a downward slope from the water treatment to the town south. Even tho the BAR pressure was green at 0.5 people weren't getting their drinking water which fricked me earlier. So I started adding pumps everywhere. The shower might peel the skin off your back but now you have drinking water. Best I can tell you want the BAR in yellow or red.
          I also unhooked the Water loading/unloading since I didn't use trucks and it seemed to mess everything up.

          Unhook the Water Loading/Unloading it seems to fug things up. Can put a water tower after the water treatment plant if you want to have a buffer of treated water and create additional pressure, then just start adding pumps to jack that pressure up (BAR) and move the water around.
          Check on ur buildings and you will see that they won't have the 'need drinking water' anymore.

  58. 2 years ago
    Anonymous

    And there you go, I'm just moronic it seems (or the game, since it bugged out). Sorry for the trouble anon, I nearly had a stroke for the last 3 hrs figuring out whats wrong.

  59. 2 years ago
    Anonymous

    Do trams have any use case currently

    • 2 years ago
      Anonymous

      Not now that they're going to be reworked in an upcoming update.
      Trolleybuses are still good though.

    • 2 years ago
      Anonymous

      Trams have always been great if you use them correctly. Build two roads parallel to each other to create a boulevard and place tram tracks in the middle. Create a loop of such boulevards.

    • 2 years ago
      Anonymous

      Not really, trams "solve" a gameplay problem that due to the gameplay mechanics is better left unsolved. For maximum efficiency you shouldn't ever be moving passengers around the city and if you're moving workers you should be moving them on a high speed transport. Trams only move marginally faster than the citizen walking speed and by the time you add in the tram stopping and then the citizens having to walk to/from the tram station I would question if there's any benefit at all in the current state of the game.

    • 2 years ago
      Anonymous

      Not really, trams "solve" a gameplay problem that due to the gameplay mechanics is better left unsolved. For maximum efficiency you shouldn't ever be moving passengers around the city and if you're moving workers you should be moving them on a high speed transport. Trams only move marginally faster than the citizen walking speed and by the time you add in the tram stopping and then the citizens having to walk to/from the tram station I would question if there's any benefit at all in the current state of the game.

      Citizens are willing to wait a lot longer on a vehicle before going home. Trams make a great citizen buffer if you build the tracks in a loop. The actual speed of the trains doesn't matter as long as you're putting more citizens into the system than you consume at factories.

      The benefit of trams over buses is that they automatically keep spacing by signals, require no refueling, and don't need plowing in winter. They're actually pretty OP if you build them right, but require a big up front investment.

      • 2 years ago
        Anonymous

        >The actual speed of the trains doesn't matter as long as you're putting more citizens into the system than you consume at factories
        Reducing worker efficiency, a treatise.

  60. 2 years ago
    Anonymous

    Finally decided to get into this game and I played the tutorial but I still don't really know how to actually start playing. Do I just start plopping down houses, roads, and factories then see what works?

    • 2 years ago
      Anonymous

      Basically. Pick a starting industry or two and build the factory for that. Then build houses and the supporting stuff for those. If you're playing Cosmonaut challenge then things change a bit. Otherwise just plop stuff down and figure it out.

      • 2 years ago
        Anonymous

        Ok thanks. I think I'll go for a basic rail and sea coal producer. Is there anything I should know about creating the game/map?

        • 2 years ago
          Anonymous

          Don't use the map generator.
          Find an interesting looking one on the workshop.

          • 2 years ago
            Anonymous

            Do you have any recommendations? I don't know what is and isn't good
            Thanks again for spoonfeeding me

            • 2 years ago
              Anonymous

              Krasnozemsky Socialist Federal Republic, excellent map

              • 2 years ago
                Anonymous

                All the maps are so large I don't know where to start
                Tasukete

              • 2 years ago
                Anonymous

                I start where coal is, I make 2 coal mines and 4 processing plants. Then make a coal power plant and run the cables to the border to export 90% power. This will get you net positive from the beginning

              • 2 years ago
                Anonymous

                >make 2 coal mines and 4 processing plants
                Decent way to start, good suggestion.
                >make a coal power plant and ... export 90% power
                Oh never mind.
                Two mines and four processors will employ about 500 people at a time and produce a massive amount of coal. A power plant will employ about 15 people at a time and consume a tiny amount of coal which it will convert into slightly more valuable electricity. Selling electricity is a noob trap because the profit per worker is comparatively good (because it only employs a few people) but the overall income per unit time is relatively poor for the same reason, and the investment per worker, which nobody ever considers, is also extremely high. For these reasons it takes ages for a power plant to earn back its value.
                Instead of selling electricity and producing a tiny trickle of income, build a rail to the border and sell coal (and coal ore because four processors won't be enough for two mines unless the mines have really low source quality) in massive quantities to produce a large amount of income.

              • 2 years ago
                Anonymous

                Your post is exactly what I do but I didn't feel the need to say it. That coal can also be used to begin manufacturing construction materials. Every other thing you'd do after that initial setup that will get you minimally profitable each year. When I was still super shit and kept failing, I set up a the power plant and coal train then left it while I went to work

              • 2 years ago
                Anonymous

                And once you've gotten some rubles together build a steel mill at the coal mine and deliver iron to it

              • 2 years ago
                Anonymous

                You are not considering that you save money by not having to import power in case you build a factory.

              • 2 years ago
                Anonymous

                What? You save money from power in both systems. Its also feasible to sell power coal and coal ore anyway.

              • 2 years ago
                Anonymous

                >save money by not having to import power in case you build a factory
                The amount of money you stand to save is exactly equal to the amount of money you would earn by exporting the electricity instead, i.e. an insignificant amount.

  61. 2 years ago
    Anonymous

    Gosplanbros... I failed
    My republic is sinking, power is failing, heating is insufficient and my logistic network is shit

    Did I just lose the mandate of heaven?

    • 2 years ago
      Anonymous

      You are simulating the system correctly.

    • 2 years ago
      Anonymous

      It's the USA's fault

  62. 2 years ago
    Anonymous

    Hello comrades. Glorious linear programming by GOSPLAN with assistance of GOSKOMSTAT has calculated necessary INPUTS for population.

    • 2 years ago
      Anonymous

      hello comrade can I see the rest of this? I am trying to start the game and I think seeing the math will help me plan better

      • 2 years ago
        Anonymous

        Just build via the guess method and then correct the issues you find, doing too much planning makes you not want to do any doing.
        Plus those are all hypothetical values before adjustment due to loyalty, travel time, etc, which makes them not particularly useful. If you asked me how many food factories you need for a 150K population I would say "several" which is not really any less accurate than anon's 2.57.

        • 2 years ago
          Anonymous

          Would you recommend starting with everything enabled i.e. crime, fire, sun, seasons or nah?

          • 2 years ago
            Anonymous

            For a first time player disable seasons and heating along with water and sewage.
            Anything more than that depends on how comfortable you are with logistics games.

          • 2 years ago
            Anonymous

            For your true first game you should select "easy" in the options which will disable a lot of stuff. Then as you figure out how to play you can gradually enable more options, or just start a new map but select medium or hard. If starting a new game to fix all the problems you unintentionally introduced in your current map doesn't appeal to you, this game might not be right for you.

  63. 2 years ago
    Anonymous

    I vaguely recall hearing about changes to rail construction to let normal vehicles do work on them, is this a schizo dream or have the devs talked about it?

    • 2 years ago
      Anonymous

      They are reworking rail construction in preparation for adding an official cosmonaut mode

  64. 2 years ago
    Anonymous

    We should make a map tier list so we have something to argue over

    • 2 years ago
      Anonymous

      I would like to see that. I'm playing my first game, it's on one of the standard maps that came with the game, Eastern Europe with medium hills. My god it is a ballache to get anything done. Resource nodes are super spread out and the hills make it really painful to build. Also, the water features are setup in a way where it is impossible to build anything that needs to be on the coast without spending tens of thousands on terraforming. Am I just getting filtered here?

      • 2 years ago
        Anonymous

        If you build a road vehicles depot and buy a bunch of excavators and bulldozers you get free terraforming

        • 2 years ago
          Anonymous

          That's good to know, I didn't realise that. Thanks anon. So do you just level out a big plain to build on then? And what's a good way to terraform the riverside so that you can actually build something there?

          • 2 years ago
            Anonymous

            If you mean stuff like docks that need to be partially in water then raise the shore slightly and lower the river next to it. In doing this make the bank as straight as you can.

      • 2 years ago
        Anonymous

        Krasnozemsky Socialist Federal Republic is best hands down

        Looked around a bit and it seems like Eastern Europe with medium hills is just an exceptionally annoying map to play on, very limited space due to all the height differences. Maps like Lyubinsk, Krasnozemsky and Flatland with hills are extremely easy mode in comparison. Haven't checked out Confluence yet.
        I'm also interested in (your) random map setting sliders. Any Terrain Height, Hills and Rivers to max enjoyers? Or do you all prefer to build on a superflat map with highly concentrated resources nodes?

    • 2 years ago
      Anonymous

      Krasnozemsky Socialist Federal Republic is best hands down

      • 2 years ago
        Anonymous

        There was a time when I would have agreed with you but that time was before Confluence existed.

  65. 2 years ago
    Anonymous

    the city must grow larger

    • 2 years ago
      Anonymous

      those are some giga sized buildings
      interesting distribution center you got there

    • 2 years ago
      Anonymous

      Inefficient use of space, ugly grass patchee. Step your aesthetic game up

  66. 2 years ago
    Anonymous

    I tried to make an artificial lake for helicopter firefighting but the game refused to acknowledge it
    I hope in the future we'll be able to pump water into open reservoirs instead of just digging down to the water layer

    • 2 years ago
      Anonymous

      a reload might force he game to acknowledge it, or maybe you need a larger lake.

      but yes, creating reservoirs (or discharge ponds for sewer works) would be good.

      • 2 years ago
        Anonymous

        Sweet Men of War map

        • 2 years ago
          Anonymous

          It's on a map I created myself, funnily enough. The problem I have with it is I created it years ago and it has that aggravating problem where it 'forgets' parts of the map and the only way to fix it is to terraform the terrain. I think it's because large parts were left as a flat plane

  67. 2 years ago
    Anonymous

    Does this require a recent CPU or GPU. I assume it's demanding in some way. It looks like it's CPU heavy.

  68. 2 years ago
    Anonymous

    Goddamn these cablecar transporters look great but they are absolutely shit. I added five dump trucks to help with shipping the coal ore to the crusher and there's still no chance in hell for the transport to catch up. Should have just gone for some belts.

    • 2 years ago
      Anonymous

      Cable cars have bad throughput for anything but people. Conveyors are the way to go

    • 2 years ago
      Anonymous

      >only 3 cabs

      • 2 years ago
        Anonymous

        Oh there's eight cabs, the maximum, they just spend a long time in the station. That's the problem. I will keep them for aesthetics but that 78% quality coal mine is kinda getting wasted.

    • 2 years ago
      Anonymous

      One conveyor is equivalent to 5-7ish cableways with the large aggregate holders.

  69. 2 years ago
    Anonymous

    This game is literally ruining my life lol. Bought it a week ago and played it like 8 hours a day since... at work browsing the reddit for tips and tricks. Haven't had a game like this in years lul

    • 2 years ago
      Anonymous

      My medium difficulty chemical+clothes city, preparing for uranium refining

    • 2 years ago
      Anonymous

      My medium difficulty chemical+clothes city, preparing for uranium refining

      No one tell him about the high quality vehicles, buildings and maps in the workshop

      • 2 years ago
        Anonymous

        For me it's the Roadside Conveyor mod. Holy shit the amount of pixel hunting I've saved since installing that mod. Makes it so much easier to route belts in tight areas, which there are a lot of on the more hilly maps.

        • 2 years ago
          Anonymous

          Theres another conveyor modpack where the conveyers just need pedestrian connections. I use so many conveyor, medium voltage switch and transformer mods it isnt funny

          • 2 years ago
            Anonymous

            Dude. Please tell me you know of a mod that includes an Underground MV switch. It's probably my shitty planning but I always end up needing to put an MV switch in the middle of the city just to get substation coverage everywhere.

            • 2 years ago
              Anonymous

              laying out wires is probably my biggest weakness. It always looks like Spaghetti no matter how hard I try.

              I sincerely hope that we get to a point where roads can be built with lights and mv transmission lines in them, much like how the roads and mv power transmission in the eastern bloc works.

  70. 2 years ago
    Anonymous

    I hate every map I try from the workshop
    Back to random maps

  71. 2 years ago
    Anonymous

    Anybody here use sewage trucks? Since the sewage lines can be expensive for far away places I tried it once for a gravel processing plant. But the truck could only take 10t of sewage and it fills back up in an instance. Do I need to run dozens of trucks or what?
    Kinda the same question for drinking water I suppose, when is it worth using a water loading station and how many buildings can you realistically supply with a few trucks?

    • 2 years ago
      Anonymous

      They're only good for one or two buildings. You need to build a sewer line and waste discharge otherwise

    • 2 years ago
      Anonymous

      You need to provide water by truck if you're going to take sewage by truck, as the water consumption and sewage production are both reduced when supplying water by truck.

      • 2 years ago
        Anonymous

        Oh that's smart as frick actually

  72. 2 years ago
    Anonymous

    Next update when?

  73. 2 years ago
    Anonymous

    State Uranium Extraction & Processing Limited is now online, and exporting to the capitalists.

    We are swimming in dollaridoos, comrades.Time to start manufacturing graphics cards and creating a property bubble the likes of which the world has never seen.

  74. 2 years ago
    Anonymous

    I'm not reading this entire thread but is the game good, bros?

    • 2 years ago
      Anonymous

      It's amazing, it's autistic in all the right ways I've been waiting for and this is just the beginning

      • 2 years ago
        Anonymous

        Well, it's autismcore, the game is super detailed and can be pretty challenging to figure out. It will make you fall in love and it will make you tear your hair out. Then there's the mods... God the mods. Don't fall for it anon this game will eat your life. You'll wake up at night screaming about sewage pipe not at proper slope. You'll sweat at the thought of precious roubles slipping through your hands like grains of sand. You'll curse those tiny stick figure mans that live on your computer and laugh at the thought of them all freezing or starving to death. But it's all worth it when you see a little flatbed truck using its turn signals at an intersection, on its way to bring an excavator to lay the groundworks for your new gravel crushing facility.
        In short it's an incredible simulator but a mediocre game. Not for the faint of heart and requires a big investment of time.

        Its tedious at best but you can basically cheese the game by exporting oil early and unlike other city sims you can modify game rules pretty much if you feel it too hard for you to handle (hint: it's a game for autists, the game pretty much encourages you to be hyperfocused even on menial stuff like power poles and resource management). But yeah, you're free to play the game whatever you want.

        Alright sounds like my type of game. Thanks, anons.

    • 2 years ago
      Anonymous

      Well, it's autismcore, the game is super detailed and can be pretty challenging to figure out. It will make you fall in love and it will make you tear your hair out. Then there's the mods... God the mods. Don't fall for it anon this game will eat your life. You'll wake up at night screaming about sewage pipe not at proper slope. You'll sweat at the thought of precious roubles slipping through your hands like grains of sand. You'll curse those tiny stick figure mans that live on your computer and laugh at the thought of them all freezing or starving to death. But it's all worth it when you see a little flatbed truck using its turn signals at an intersection, on its way to bring an excavator to lay the groundworks for your new gravel crushing facility.
      In short it's an incredible simulator but a mediocre game. Not for the faint of heart and requires a big investment of time.

    • 2 years ago
      Anonymous

      Its tedious at best but you can basically cheese the game by exporting oil early and unlike other city sims you can modify game rules pretty much if you feel it too hard for you to handle (hint: it's a game for autists, the game pretty much encourages you to be hyperfocused even on menial stuff like power poles and resource management). But yeah, you're free to play the game whatever you want.

      • 2 years ago
        Anonymous

        And to add, yes it's a good game, especially if you want to kill time. I played it to death in my winter break on college last year and I had a love-hate relationship with the game instantaneously. There's always that lingering feeling that makes you want to quit, but seeing stuff even slightly misplaced and the impending fear of planning ahead just makes you to get hooked with the game

      • 2 years ago
        Anonymous

        I don't feel this game is all that tedious so long as you play on a flat map, where you can leave plenty of space between your buildings. On a hilly map you may need to do an insane amount of pixel hunting to find the one place where your conveyor will connect. Very annoying but part of the challenge.
        The power poles are really easy, as is heating. Sewage can be quite complex and tedious I will agree to that.

        And to add, yes it's a good game, especially if you want to kill time. I played it to death in my winter break on college last year and I had a love-hate relationship with the game instantaneously. There's always that lingering feeling that makes you want to quit, but seeing stuff even slightly misplaced and the impending fear of planning ahead just makes you to get hooked with the game

        I find this game really makes you want to restart. Do it better next time. But I also love a good chopping and changing, feels so great to unwrangle some pipe or conveyor spaghetti.

        • 2 years ago
          Anonymous

          I think the gameplay really picks up once you have enough population that ripping out and redoing a single area won't destroy your entire country.

      • 2 years ago
        Anonymous

        I think my main problem is how slow things can go if you want to play it properly. I don't know how the hell people play Cosmonaut mode because construction offices are sooo insufferably slow compared to just paying for rubles to build.

        • 2 years ago
          Anonymous

          Cosmonaut mode is a bit much even for me, I do also cheat here and there and just quickly connect some pipes or cables.
          But construction offices aren't necessarily slow at all. You just need a lot of them, like 5 or 6, and they need to be specialised. Don't put excavators and bulldozers in the same office. Also, it's best to have a separate office for cranes and busses that you micromanage. These only need to come in in the final stages of the construction, but they will start bringing in workers straight away even if there's nothing to do for them.

          • 2 years ago
            Anonymous

            If I have 5 specialized COs, do I need to manually assign them to the same contruction site?

            • 2 years ago
              Anonymous

              No. In the left toolbar you will find the construction office assign tool (green plus). There you can make a selection of multiple construction offices, using the Assign construction office mode. Then assign them all to a construction site in one go.
              However, I have all offices set to auto-search except (1) the one containing the cranes and workers and (2) the one containing excavators.
              Excavators are much slower than bulldozers for putting down gravel, so that office shouldn't be set to auto-search roads, footpaths or factory connections. The cranes and workers should only come in when the groundworks have been completed, that's the only office that I manually assign to construction projects.

              • 2 years ago
                Anonymous

                Forgot the screenshot I wanted to post. There's three more construction offices by where my gravel, bricks and asphalt/concrete are made.

              • 2 years ago
                Anonymous

                anon what are those walls for?

          • 2 years ago
            Anonymous

            >Also, it's best to have a separate office for cranes and busses that you micromanage. These only need to come in in the final stages of the construction, but they will start bringing in workers straight away even if there's nothing to do for them.
            This is awful, just get more cranes and more workers so it doesn't matter.

  75. 2 years ago
    Anonymous

    Bros I love this game a lot but my laptop absolutely doesn't. I have already reduced the graphic settings to minimum but it's struggling. Are there any mods that help with performance?
    Or what game rule can I disable to help most with performance? I imagine turning off the water or heating simulation might help a bit but at the same time I really do like having them on.

    • 2 years ago
      Anonymous

      >Intel Core i5 2.8 MHz
      >AMD Radeon integrated graphics
      >16 Gb RAM
      >it works
      Are you playing it on an abacus?

  76. 2 years ago
    Anonymous

    Only thing I dislike is how maps just end up with
    >this is the city area
    >this is the industry area
    >this is all empty land
    There's never any realistic sense of urbanisation and rural development.
    UNLESS you use workshop maps, some of which are great and I actually love.

    • 2 years ago
      Anonymous

      Which maps anon. I play on Eastern Europe hills and I don't get what you describe at all. The building space is so limited by the terrain, you really have to spread out on that map. What are some workshop maps that you are referring to?
      It's true that, in the base game, you will not get rural areas with small villages and scattered houses. It's prohibitively expensive to run the utilities around for those. I think this is fairly realistic if you keep in mind the type of city this game is meant to simulate: Magnitogorsk, Novosibirsk, Chelyabinsk. Densily populated cities with big industries and then absolutely nothing surrounding it. If you try to make it out on your own, good luck in the winter in -40 degree weather.

      If you want to simulate countries in Eastern Europe, that would have more rural areas that are not totally empty, there are some great mods for that. Most important is that you need self-heating buildings. I also love the pre-industrial water supply mod for this type of shit.

      The next update should remove the requirement for maps to always be 20x20 km size. I'm hoping we can play on smaller maps then.

    • 2 years ago
      Anonymous

      i've started going really ham on the farms - get a city done but surrounding it with agricultural areas, interspersed with grain silos connected to railroad & road depots.

      i just wish you could produce different crops for different industrial processes & needs - rapeseed, barley, wheat, corn, beets, sunflowers, potatoes, sorghum, etc etc

      • 2 years ago
        Anonymous

        Yep. You could tie this into hopefully an expansion into more diverse landscapes - eg cotton in Central Asia, sugar in Cuba, dyes in Africa

      • 2 years ago
        Anonymous

        Yep. You could tie this into hopefully an expansion into more diverse landscapes - eg cotton in Central Asia, sugar in Cuba, dyes in Africa

        That would be very cool and i would love to see it.

  77. 2 years ago
    Anonymous

    14 Years since the revolution: the West African Socialist People's Republic has achieved total self sufficiency with the completion of coastal steel complex

    • 2 years ago
      Anonymous

      Looks pretty cool. I like how you were forced to squeeze stuff in on the coastline.

    • 2 years ago
      Anonymous

      Very cool anon, that looks like a great map. Pretty challenging with the limited amount of space on that island I would imagine. Do you use a lot of boats to ship things around? Can you show us a harbor?
      Also what is this flower shape complex on the northwestern cape?

      • 2 years ago
        Anonymous

        Off-map airport.

        • 2 years ago
          Anonymous

          What's the name of the map? West African doesn't come up on the workshop. One of the nicer map's that I've seen honestly, nice and challenging.

          • 2 years ago
            Anonymous

            https://steamcommunity.com/sharedfiles/filedetails/?id=2200326406
            "Africa" returns only a few choices which made it easy to find. It's a prepopulated map so I lost a little respect for anon although it explains the weird cul de sacs in the jungle and the off-map airport in the north.

            • 2 years ago
              Anonymous

              >reactor cooling pipes as fences
              >lots of tiny roads as a large asphalt parking/storage area
              This map could use an update.

            • 2 years ago
              Anonymous

              Prepopulated doesn't mean shit lol, you still have to raze all the buildings and build all the infrastructure up. Besides it ends up being harder as you have to conform to rough mountain terrain and tight coasts.

        • 2 years ago
          Anonymous

          Very cool anon, that looks like a great map. Pretty challenging with the limited amount of space on that island I would imagine. Do you use a lot of boats to ship things around? Can you show us a harbor?
          Also what is this flower shape complex on the northwestern cape?

          was probably referring to the star fort thing on the island

  78. 2 years ago
    Anonymous

    Water and sewage has made putting cities near water almost a necessity. Kind of cool, but also kind of lame for maps that don't have much accessible water.

    • 2 years ago
      Anonymous

      You don't ever get water from bodies of water, you only dump sewage in them, and you can just dig a hole to the water level to do that.

      • 2 years ago
        Anonymous

        >you can just dig a hole to the water level to do that
        On many parts of many maps digging a hole to sea level is infeasible. Better to get one of those mod buildings that just dumps the sewage into the ground.

  79. 2 years ago
    Anonymous

    Boat Distribution Office when? It's the last thing we need to make island maps a fun experience instead of a pain in the ass.

  80. 2 years ago
    Anonymous

    How does export via boat and plane work? Is there a dock or cargo terminal somewhere off the map that the vehicles travel to for offload, implying that I could potentially create a traffic jam by sending too many vehicles, or do they just travel off-map somewhere and then unload via magic?

    • 2 years ago
      Anonymous

      Boats go off the map edge yeah, I don't know about planes but I imagine it's the same. Most maps have rivers that go off both to the NATO and to the Eastern pact borders so you can use those, that is if you can find a spot to put cargo harbors down in the first place. I wish the game was a bit more helpful in the terraforming for those.

      Of course I didn't know all this at first when I was setting up my oil tanker line, so I built a second pumping harbour and a rail distribution office at the mouth of the river next to the closest customs house. Then I realised ships can just fricking go off the map. That's 250,000 roubles I'll never see again.

    • 2 years ago
      Anonymous

      >potentially create a traffic jam by sending too many vehicles
      If there is a limit it's quite high, I just tested 8 ships and they are all unloading their oil cargo at the same time. I would guess that there's no limit to the "cargo facilities" located off the map, if there is a limit I don't think you could realistically ever be impacted by it.

    • 2 years ago
      Anonymous

      Boats go off the map edge yeah, I don't know about planes but I imagine it's the same. Most maps have rivers that go off both to the NATO and to the Eastern pact borders so you can use those, that is if you can find a spot to put cargo harbors down in the first place. I wish the game was a bit more helpful in the terraforming for those.

      Of course I didn't know all this at first when I was setting up my oil tanker line, so I built a second pumping harbour and a rail distribution office at the mouth of the river next to the closest customs house. Then I realised ships can just fricking go off the map. That's 250,000 roubles I'll never see again.

      guys... the tutorials...

      • 2 years ago
        Anonymous

        Hahaha yeah because the tutorial explains about the maximum number of vehicles the off-map cargo terminals can handle. Thanks for your insightful inputs.

      • 2 years ago
        Anonymous

        Are a pain in the groin to go through? Please for frick's sake 3di just expand the help menu with this kind of information. Much more convenient than those annoying tutorials. Some nice infographics would also be a great way of explaining the more advanced topics.
        Also I'm surprised that the wiki is so useless. That's something you, yes (You), could help out with.

      • 2 years ago
        Anonymous

        I haven't played a single tutorial in over 20 years and if the game has the first level be tutorial or otherwise forces me to do it I just don't play it at all.

  81. 2 years ago
    Anonymous

    Comrades, min/maxing is pure capitalist degeneracy. The motto of the proletariat is "frick it, it'll do." and this ought to guide the actions of the party. Expertise is a profoundly bourgeois trait

  82. 2 years ago
    Anonymous

    It’s on sale now.

  83. 2 years ago
    Anonymous

    >open new map
    >pick a spot for a city
    >designate some roads and residences
    >place a shopping center, indoor pool, and cinema
    >add kindergartens, schools, and a tiny university
    >place electric substations and a gas station
    >realize I still need to lay out water and septic systems
    >realize I still need a police station, courthouse, and prison
    >still need some profitable industry
    >still need snowplows
    >still need construction offices
    >close the game without saving
    There's something wrong with me.

    • 2 years ago
      Anonymous

      Are you me? And even after I've done all that, I get overwhelmed by the worker transportation.

    • 2 years ago
      Anonymous

      You did it backwards. Try again getting coal+power up, then build the human infrastructure to support it

      • 2 years ago
        Anonymous

        ? Why would you click unpause without people to run your industries? Why would you click unpause without industries for your people to work in?

        • 2 years ago
          Anonymous

          Build the infrastructure for coal+power plant, then build the infrastructure to support that. Bare minimum you can export all that power and get a net positive cashflow each year.

          • 2 years ago
            Anonymous

            Exporting electricity is such a moronic move, I can't understand why people keep recommending it.
            Well, I can, it's because the profit per worker is quite high. But with only 15 workers per extremely expensive power plant it's one of the worst industries to set up if you need money because it will take years to earn back the initial investment.
            Oil, fabric/clothes, food, alcohol, steel, coal/iron (& ore, if via rail/ship), any of these is a better first move than exporting electricity.

            • 2 years ago
              Anonymous

              It's not about needing a huge infusion of cash money right now. It's about establishing a pare minimum profitable republic that you can safely branch out and finger around until you figure out what you're doing. All those things you mentioned require electricity, to completely become self reliant you'll use coal to manufacture things.

              • 2 years ago
                Anonymous

                Or you could just build a distillery or something for ~15% the startup cost and higher daily profitability.

              • 2 years ago
                Anonymous

                Or Build the infrastructure for coal+power plant, then build the infrastructure to support that

      • 2 years ago
        Anonymous

        Build the infrastructure for coal+power plant, then build the infrastructure to support that. Bare minimum you can export all that power and get a net positive cashflow each year.

        You should start with a more profitable industry like oil or components instead. You will not have enough income to feed expansion with only a coal plant, and importing power isn't that expensive

        • 2 years ago
          Anonymous

          Exporting power and coal is enough to get you started baseline. Then you have a net positive income at minimum so you can go do oil or whatever profitable industry you want. But doing that first gives you something to branch off of rather than setting up all the civilian stuff first

    • 2 years ago
      Anonymous

      I build my utilities and construction industry before I build my first town, but I know what you mean. I feel kinda overwhelmed whenever I start up a new game because i get concerned about future proofing everything, pollution, travel distances, and so on. W&R really needs an ingame encyclopedia so I can always look whatever technical details I may have forgotten.

      • 2 years ago
        Anonymous

        >I build my utilities and construction industry before I build my first town, but I know what you mean.
        I don't understand why people make such a big point of building industries first. Building a construction industry, or coal mine, or whatever production chain you want, is pointless without people to run it. It doesn't matter what order you build them in at your computer because in-game it might as well be concurrent: whether you let the game clock run for 1 day or multiple years, the industry you created is going to be totally static until you build residences to operate it.

  84. 2 years ago
    Anonymous

    Why don't you dudes just use the borrowing mechanic?

    It induces discipline in that you have to set up profitable industries if you don't want to completely Venezuela your economy

  85. 2 years ago
    Anonymous

    >tfw you have to live in a dreary communist apartment and work at the sewage plant but at least it's on a beautiful island in the mediterranean

  86. 2 years ago
    Anonymous

    >luv coal
    >luv belts
    >luv electricity
    >'ate beer
    >'ate clothes
    >'ate profits
    >simple as

  87. 2 years ago
    Anonymous

    >luv profits
    >'ate exporting non-oil
    >simple as

    • 2 years ago
      Anonymous

      >luv profits

  88. 2 years ago
    Anonymous

    Anyone ever used this?
    https://steamcommunity.com/sharedfiles/filedetails/?id=1915382717

    • 2 years ago
      Anonymous

      I've never used steam trains, although I understand they're a little fricky as they take diesel (since they're technically diesels). Proper implementation of steam traction seems like it would be low hanging fruit for the Devs. They have everything they'd need (water, coal ). Maybe they can introduce it when they implement Cosmo mode

      • 2 years ago
        Anonymous

        I think steam trains would only fit in a timeline extension update, which is not on the roadmap. Would be a cool dlc maybe, with some more rural buildings and small scale infrastructure.
        I'm personally very much looking forward to waste management and the new buildings from mods. Good grief just imagine the garbage trucks taking big loads of trash and dumping it out to the landfill. I can't wait.

        • 2 years ago
          Anonymous

          I want farming as mouse-click designated polygons rather than rectangular buildings.

          • 2 years ago
            Anonymous

            Been doing any decorating lately anons? Surely (You) provide your citizens with some nice parks?

            I already be happy with farms that can auto-level the terrain below them. Good grief setting up crop production on hilly maps is a ballache.

        • 2 years ago
          Anonymous

          Just use the save game editor+mods to go back in time, I like post-war starts with steam trains and smaller factories

          • 2 years ago
            Anonymous

            Post your mods. I only have these comfy Village Houses, I use them to make allotment gardens to fill out empty space.

            • 2 years ago
              Anonymous

              Yeah, those are pretty nice as well.

              The 1-235 make good worker houses early on, 4 building types, and colors as well
              https://steamcommunity.com/sharedfiles/filedetails/?id=2398690256&searchtext=1-235

              I like these old houses as well for town centers to build around, there's commercial and light industrial variants as well. They go pretty well with 'Old Town Houses' another mod.
              https://steamcommunity.com/sharedfiles/filedetails/?id=2796901997&searchtext=Central

              I grabbed a bunch from this robs074 guy, he has a bunch of good-looking buildings based on ones in Poland. https://steamcommunity.com/sharedfiles/filedetails/?id=2092843779&searchtext=Lublin

              Dunno, I got a bunch of cars and stuff as well, just look through the workshop, it's pretty easy to find cool stuff.

        • 2 years ago
          Anonymous

          >I think steam trains would only fit in a timeline extension update
          Steam locomotives were being used in the Eastern Bloc right up to the 80s and 90s. In Bosnia they are still being used for actual revenue service and not tourist stuff.

    • 2 years ago
      Anonymous

      Yes, but get the fuel station that uses the bug to make coal act like fuel, should be something like "Small Train Coaling Station". Then you can use coal instead of fuel for the steam locos, even if the game puts them under the diesel tag. Otherwise it'll take diesel like a normal train and just look good

      • 2 years ago
        Anonymous

        I should add, if you use a workaround fueling station, you should upgrade them when you upgrade to normal diesels, otherwise you diesel locos might use coal. But it works fine for an early start where you don't have normal diesel locomotives

  89. 2 years ago
    Anonymous

    >the water tower has a little snow cap on it
    'scut

  90. 2 years ago
    Anonymous

    How similar is this game to Banished?

    • 2 years ago
      Anonymous

      Both games have a minimap.

    • 2 years ago
      Anonymous

      You'll lose plenty of times until you figure out what you need to build or read a guide

    • 2 years ago
      Anonymous

      W&R is harder because you have to build a transportation network instead of just letting the plebs carry everything on their backs.

  91. 2 years ago
    Anonymous

    Anybody have a rough estimate of how quickly the train aggregate loading station can load a train compared to the throughput of a cableway or conveyor?

    • 2 years ago
      Anonymous

      Replying to myself, I tested it and the throughput of a conveyor tower is around 650 or 660 tons per day which is a number that I've heard before.
      With a direct connection from storage to aggregate loading, the train was able to load something like 1750 tons per day. I consider the possibility that direct connection conveyor throughput is "unlimited", like a factory connection, and that the loading speed is just determined by the loading facility.
      I remember testing a cableway and determining that it moves about 1/5 or 1/6 as much as a conveyor tower so a cableway probably moves 100-ish tons per day.
      In summary, high aggregate throughput tasks should forgo conveyor towers and attempt to directly connect storages to loading/unloading facilities (there is opportunity for trickery such as routing multiple conveyor tower lines between a source and a distant destination, and then linking them back up at the end to a single aggregate storage in order to benefit from the loading speed of a direct connection). A train can fill almost 3x faster when directly connected compared to being limited by a conveyor tower. Once a direct connection is made, additional connections of any kind do not appear to increase throughput.

  92. 2 years ago
    Anonymous

    Can someone explain to me what it is about workers and resources that's not fun? I feel like it covers the bases of what I should enjoy, but I just can't seem to get a self sufficient city going before quitting.

    • 2 years ago
      Anonymous

      I find there is a decent bit of planning and busywork that needs to be done before you're able to sit back and watch everything work

    • 2 years ago
      Anonymous

      Its the inital initial hurdle of learning how to play the game and getting everything set up once you do. Its not like Tropico where you start out with a construction office, teamsters, and a a few farms to begin with. You're either starting with nothing or towns that have to be augmented.

      • 2 years ago
        Anonymous

        >that have to be augmented
        I never asked for this.

  93. 2 years ago
    Anonymous

    is it bad to import with depots instead of distribution offices?

    • 2 years ago
      Anonymous

      It's the same, but dedicated lines use vehicles either more or less efficiently than DOs depending on the situation which might matter to you.
      If you need the parking space to be free at the destination, consider a DO which will never wait around to unload. A dedicated line would likely be executing with the "wait until unloaded" option which could fill the relevant parking spaces in a simple pick up and drop off scenario, preventing other vehicles from accessing the facility.
      If you're continually running the same product from the border to a facility, a line is probably the better choice.

      As an example, I import boards/prefab/steel/bricks using a DO, because 1) imports rise and fall with the amount of construction I'm doing 2) I need to keep the parking spots empty at the storage facility so construction vehicles can access it 3) setting up 4 lines to bring in 4 different goods is more onerous than making a few clicks at a DO.
      I import coal with lines, because 1) the use of coal is generally constant from day to day 2) coal is directly consumed at destinations like power plants so there is no need to keep parking spots open so other vehicles can access it 3) the importance of heat and power makes the uninterrupted flow of coal critical, and a DO could theoretically get behind on deliveries if overtasked while a sufficiently robust dedicated line will never fail.

  94. 2 years ago
    Anonymous

    I'm a bit confused about electric delivery. Can the big 18MV wire only support ~7 substations, assuming they are maxed at 2.5MV? So, the Coal plant could only support ~18 substations assuming they are all maxed? I feel like I got this wrong

    • 2 years ago
      Anonymous

      For consumption just look at the "circuit breaker" value. The substation max is 2.35 because that's the heaviest medium voltage wire, so yes 18/2.35 is 7 and a bit.
      In general, and especially for production where the circuit breaker value doesn't exist, you divide the MWh (per day) value by the 60 "hours" that exist in each day to get the wattage. So for the coal plant, 1400 MWh / 60 h = 23.3 MW. I think the 1400 MWh displayed is technically an approximation and it's actually exactly 23.5 MW for exactly 10 maximum size medium voltage wires.

      • 2 years ago
        Anonymous

        Ah, makes a bit more sense, thanks

  95. 2 years ago
    Anonymous

    Do you play with mods? If so, what do you recommend?

    • 2 years ago
      Anonymous

      I play with loads of them, just check the ratios for production and you should be fine picking up whatever you want/like the look of.

      • 2 years ago
        Anonymous

        There's no reason to not play without mods. Just go through the workshop a bit and pick stuff you like, maybe start with the "most popular" sorting so you can see what other people like. robs074 and Billman007 make almost exclusively high quality [buildings] that fit well with the rest of the game.

  96. 2 years ago
    Anonymous

    Crops should be split up into hops, wheat, cotton, etc.

  97. 2 years ago
    Anonymous

    >Early access
    Dropped.

    • 2 years ago
      Anonymous

      >I need my games to come from massive publishers who force the game through tight deadlines to please massive banks

  98. 2 years ago
    Anonymous

    How do I limit the amount of workers that go to a building? I don't mean like manually assigning job points at the housing, I mean taking something like a shopping center which has 25 slots and closing it down to only having 12 slots.

    • 2 years ago
      Anonymous

      There's a button on the top of the building UI windows that can decrease the amount of workers allowed

    • 2 years ago
      Anonymous

      There's a button on the top of the building UI windows that can decrease the amount of workers allowed

      Also, you can click on the "Number of workers: " text and set a custom value.

  99. 2 years ago
    Anonymous

    > PAIN, the map
    What am I getting myself into lads. Fricking hell this is going to be impossible.

    • 2 years ago
      Anonymous

      For comparison's sake, another map from the same series (Real landscapes of the USSR). This one is much more reasonable. Although note again how little border crossings there are. Only one train connection and NO power connections to the outside. Everything will need to go by ship.
      Frick me I love these challenging maps that force you to spread out around the entire area. I'm so done with baby mode flatland maps where you can just setup a massive city next to a big customs house and never even see 90% of the map.

    • 2 years ago
      Anonymous

      Enjoy terraforming everything to have enough room to place any of the industrial buildings.

    • 2 years ago
      Anonymous

      Hey I played that map, was good fun. I'll post a screenshot of my Republic when I get home.
      There's room for shipping btw. You could consider limiting rail to one side so your towns can expand on the other... Or just play a more spread out style.

      • 2 years ago
        Anonymous

        > PAIN, the map
        What am I getting myself into lads. Fricking hell this is going to be impossible.

        • 2 years ago
          Anonymous

          That's a lot of un-employment, is it a transportation issue?

          • 2 years ago
            Anonymous

            Probably just future-proofing workers for subsequent industries.

          • 2 years ago
            Anonymous

            Probably just future-proofing workers for subsequent industries.

            Pre-made maps, if the shitty villages are connected to roads I believe they count as unemployed.

  100. 2 years ago
    Anonymous

    What mods would you guys recommend?

  101. 2 years ago
    Anonymous

    >tunnel-boring trains
    Every day I am coming.

  102. 2 years ago
    Anonymous

    >and today we will write about tunnelling, a favourite discipline among politicians here in post-soviet Slovakia. But you should know their tunnels are not functional for the society, and our tunnels are here for a reason.
    I'm a dwarf and I'm diggin' a hole!

  103. 2 years ago
    Anonymous

    AAAHHH I'M TOOOOONNELLING

  104. 2 years ago
    Anonymous

    >We are a bit late with the update, but it is because we work on more than just underground system for this one and it will bring some new options and improvements for other ways of transport.
    What could it be?

    • 2 years ago
      Anonymous

      I've been very very happy with the new 'Wait until full (un)load' option. It's not the most realistic, especially for passenger transport, but can make things a lot simpler. I'm expecting some more openTTD style scheduling options like that.

  105. 2 years ago
    Anonymous

    >but at least there are shopping centres which have air-conditioning if somebody does not have such a luxury at home.
    Why Europeans don't have AC?

    • 2 years ago
      Anonymous

      Never did, got used to it. You only really suffer in a 1-2 week heatwave. Also high electricity costs and houses not being built with AC in mind.

    • 2 years ago
      Anonymous

      I have it but I almost never use it

    • 2 years ago
      Anonymous

      Too expensive to run

    • 2 years ago
      Anonymous

      When it's hot for most of the year we built houses out of materials that keep the the heat out, when it is cold for most of the year we built houses that keep the heat in.

      It only took us hundreds years.

      • 2 years ago
        Anonymous

        And for those parts of the year where it's the opposite of what we planned for, we're just miserable.

        • 2 years ago
          Anonymous

          And that's the beauty of it.

  106. 2 years ago
    Anonymous

    Any tips for dealing with loyalty?
    I try my best with monuments, and minimums in schools for teachers early on but it always seems to drop anyway, and then I'm forced to remove those standards and I can never pull it back.

    • 2 years ago
      Anonymous

      Even more monuments.
      AFAIK loyalty minimums don't effect anything yet.

      • 2 years ago
        Anonymous

        >Even more monuments.

        Just plaster them everywhere, you are loyal right comrade?

        >Just plaster them everywhere
        I don't know why people (the same person?) always say this, a single monument of even low strength is enough to cap your monument-based loyalty gains. More won't do anything.

    • 2 years ago
      Anonymous

      On hard citizen reaction which is the only mode where the citizens meaningfully react to their situation, maximum loyalty achievable by monuments is 35% which you'll get with a single red star. Due to the way the loyalty system works, setting schools or whatever to use higher loyalty workers is pointless because they might get the students to a higher loyalty level but once they graduate the loyalty will very quickly drop to the baseline.
      The next step after monuments is radio, which will raise loyalty to 60-70 if you apply a reasonable amount of effort to propaganda. TV will get it to 80%. Filling the worker slots is most important, so use the minimum loyalty slider with caution. At 80% loyalty workers will have extremely high productivity so I don't see any practical (i.e. loyalty) reason to hand out personal cars, only roll-play reasons.

    • 2 years ago
      Anonymous

      Just plaster them everywhere, you are loyal right comrade?

  107. 2 years ago
    Anonymous

    No report for the community?

    • 2 years ago
      Anonymous

      it's every two weeks

      • 2 years ago
        Anonymous

        It's every week but the dev is on vacation so they skipped it this week.

  108. 2 years ago
    Anonymous

    After 300+ hours, I finally have a nuclear industry. It's so beautiful, anons!

    • 2 years ago
      Anonymous

      Do you somehow use all of this power? Or do you have a dozen high cap lines running to the map borders

      • 2 years ago
        Anonymous

        No need to use it all, unlike Factorio the nuclear plant consumes fuel proportional to the amount of electricity produced. Once you have the production chains set up exporting excess nuclear fuel is quite profitable and you won't have to worry about electricity again until you hit some large amount (100k+?) of residents, which many players will never reach.

      • 2 years ago
        Anonymous

        I have one line to a soviet border for some cash, but I was already electrifying my entire rail network before the plant was operational.
        Also I build two nuclear fuel chains, one fir the plant and the other for export. It's big money.

  109. 2 years ago
    Anonymous

    Don't take screenshots at night.

  110. 2 years ago
    Anonymous

    Recently I learned that nearly all Diesel locomotives are, in truth, an electric engine powered by a diesel generator.

    This also explains why there exist a few mixed engines that can run on both diesel and electric wires. Would be neat to have some in the game.

    • 2 years ago
      Anonymous

      Allow me to blow your mind.

      • 2 years ago
        Anonymous

        Is the steam part still steam drive or is it using steam to drive an electric engine?

        • 2 years ago
          Anonymous

          The electricity heats the water to make steam.

          • 2 years ago
            Anonymous

            I, uh, what?
            Surely not, electric motors are easy to make, why would they bother with steam?

            • 2 years ago
              Anonymous

              That was originally just a normal steam locomotive.
              IIRC it was in Switzerland during WW2 and there was a coal shortage but plenty of hydro power available so they slapped an electric heater onto it.

  111. 2 years ago
    Anonymous

    Noob here.

    I have a mine producing a lot of coal ore, much more than one processing facility can handle. So obviously I want to run multiple processing facilities right? Why is it so impossible to do this? Nothing lines up, conveyers cant cross roads etc, it just really seems that the game isn't geared up to have multiple buildings feeding from one source.

    Is this the case or am I just a bit moronic?

    • 2 years ago
      Anonymous

      You're just gonna have to finagle with the placement of buildings or use conveyor engines.

      • 2 years ago
        Anonymous

        seems like no real way to avoid spaghetti?

        • 2 years ago
          Anonymous

          You'll just have to develop an inituition for how far buildings should be spaced apart.

    • 2 years ago
      Anonymous

      Feed the mines into an aggregate storage for a buffer (also gives you 2 extra conveyor outputs)

      Place the conveyors first and then run roads underneath between the support struts

  112. 2 years ago
    Anonymous

    do passengers get off at the appropriate stops by themselves?
    eg. I have three stops on a line, a passenger has a job at stop c, but will he get off at stop b before he reaches c? or will he wait until he gets to c?

    • 2 years ago
      Anonymous

      As far as I know passenger unload the buses and take jobs on places that have them available.
      So let's say a passenger leaves place A towards C, It's basically going to be like this
      >Leave A
      >Unload all workers for available jobs on B
      >Unload all remaining workers for available jobs on C

      The thing you need to have in mind is that if there are residential buildings close to the job sites on B they could potentially lose their jobs due to worker influx from the bus stations.
      So in a situation like this you have two options:
      >A: adjust the amount of workers to be unloaded each stop, so a fraction (whatever percentage would be adequate) of the workers get dropped off each stop
      >B: uncheck "drop off workers at station" where you don't need workers to drop off, and leave checked only stations where you need a constant stream of workforce.
      As an example, this city has two industrial blocks that are focused on producing coal and steel, since steel mill consumes a lot of coal to work properly, I set a much higher percentage of workers to be dropped of at the respecting "coal stop" than the amount of workers to be dropped off at the "steel stop", making sure it's constantly supplied with coal for a steady production of steel.
      These percentage adjustment require constant monitoring to make sure the stream of workers is constant, otherwise you might get 25% of 3 workers, which then the game will simply ignore and not unload anyone

      • 2 years ago
        Anonymous

        [...]
        Also a common mistake that I suffered for a long time was not regulating the amount of workers necessary to supply the amount of shoppers in residential areas.
        Sometimes I would simply not have enough workers to fill crucial building like mines and power plants because a random store or market would have 35 workers and the eventual 3-4 shoppers.
        As long as there are jobs available, and workers in walking distance, they are going to be drawn and occupy these available slots, while the surplus workers will head out to a bus stop. It's very important to manage available positions in stores/shops/citizen's buildings, with the surplus amount of workers to be directed via transportation.
        Pic related for example, this school is currently at half-capacity and still there are plenty of remaining slots for students, where you could reduce the number of staff by pressing the red minus, redirecting these workers to other available buildings and lastly, bus stops.

        Thanks anon, very helpful replies.

        I guess this issue stems from the fact that jobs don't seem to work as they do in real life where a citizen will stick to one job. Instead in the game it seems a citizen decides what job to do on a daily basis, and that may well change from day to day (eg coal miner one day, shop assistant the next). Is that right?

        • 2 years ago
          Anonymous

          Yes

      • 2 years ago
        Anonymous

        You should click those % all the way down to 0 and then back up so they read 70% and 30% instead of 69% and 29%, disgusting.

    • 2 years ago
      Anonymous

      As far as I know passenger unload the buses and take jobs on places that have them available.
      So let's say a passenger leaves place A towards C, It's basically going to be like this
      >Leave A
      >Unload all workers for available jobs on B
      >Unload all remaining workers for available jobs on C

      The thing you need to have in mind is that if there are residential buildings close to the job sites on B they could potentially lose their jobs due to worker influx from the bus stations.
      So in a situation like this you have two options:
      >A: adjust the amount of workers to be unloaded each stop, so a fraction (whatever percentage would be adequate) of the workers get dropped off each stop
      >B: uncheck "drop off workers at station" where you don't need workers to drop off, and leave checked only stations where you need a constant stream of workforce.
      As an example, this city has two industrial blocks that are focused on producing coal and steel, since steel mill consumes a lot of coal to work properly, I set a much higher percentage of workers to be dropped of at the respecting "coal stop" than the amount of workers to be dropped off at the "steel stop", making sure it's constantly supplied with coal for a steady production of steel.
      These percentage adjustment require constant monitoring to make sure the stream of workers is constant, otherwise you might get 25% of 3 workers, which then the game will simply ignore and not unload anyone

      Also a common mistake that I suffered for a long time was not regulating the amount of workers necessary to supply the amount of shoppers in residential areas.
      Sometimes I would simply not have enough workers to fill crucial building like mines and power plants because a random store or market would have 35 workers and the eventual 3-4 shoppers.
      As long as there are jobs available, and workers in walking distance, they are going to be drawn and occupy these available slots, while the surplus workers will head out to a bus stop. It's very important to manage available positions in stores/shops/citizen's buildings, with the surplus amount of workers to be directed via transportation.
      Pic related for example, this school is currently at half-capacity and still there are plenty of remaining slots for students, where you could reduce the number of staff by pressing the red minus, redirecting these workers to other available buildings and lastly, bus stops.

    • 2 years ago
      Anonymous

      There's no such thing as an appropriate stop, only appropriate destinations in range of the stop. If a worker sees an open job at B he'll disembark and walk to it, if not he'll stay in the bus until the gets to C where he'll do the same thing, potentially staying on the bus (if there's nothing available) until the gets back to A.
      Of note, a citizen won't get on a vehicle if there are no appropriate destinations at all at any of the stops. You can do total transport anarchy where you leave all passenger vehicles and stations set to accept all categories of citizen and things will still mostly work.

  113. 2 years ago
    Anonymous

    Cableways carry only 60t of ore per day. What the frick. I just spent all day setting up a mine only to do 60t of ore a day? Thats only about 900 roubles of coal.

    How do I edit game files, I need to double the cart's capacity

  114. 2 years ago
    Anonymous

    Why do fields need workers? Large field says max 250, but one harvester seems to do all the work? Do workers speed up the process??

    • 2 years ago
      Anonymous

      Yes

  115. 2 years ago
    Anonymous

    Devs are 3 months late on schedule considering the first roadmap, now they updated it on the official site by removing the time estimates.
    I think they will release 1.0 on Q1 2023 at best.

  116. 2 years ago
    Anonymous

    If the dev would just apply more man-months to the problem, he would be done already.

    • 2 years ago
      Anonymous

      They're stuck on the Asphalt phase of construction

  117. 2 years ago
    Anonymous

    So I have a train station which splits off into two tracks, one goes to a city with not much work, the other to my farms with 1000's of vacant positions. When there are say 200 workers at the station, have they already 'decided' where they are going to work?

    I have noticed my train going to the city with not much work often has 100 workers on it that never seem to get off anywhere.

    • 2 years ago
      Anonymous

      >have they already 'decided' where they are going to work?
      No.

      There's no such thing as an appropriate stop, only appropriate destinations in range of the stop. If a worker sees an open job at B he'll disembark and walk to it, if not he'll stay in the bus until the gets to C where he'll do the same thing, potentially staying on the bus (if there's nothing available) until the gets back to A.
      Of note, a citizen won't get on a vehicle if there are no appropriate destinations at all at any of the stops. You can do total transport anarchy where you leave all passenger vehicles and stations set to accept all categories of citizen and things will still mostly work.

      >my train going to the city with not much work often has 100 workers on it that never seem to get off anywhere
      That's because there aren't enough places for them to work there. Why do you run a train full of workers to a place with no jobs?

      • 2 years ago
        Anonymous

        Well, station A (at my main residential town) has one station which goes to B (a small rural/industrial town whos jobs are mostly taken care of by the locals, apart from in winter) and C my farms.
        I had thought workers would only get on a train is which line led to jobs, but it seems they're just getting on the train to B for no apparent reason, as opposed to getting on train to C.

        I guess I'll just have to disable pickup workers on the line to B, but its a bit annoying as it was nice to have workers head to B when there was a deficiency (eg to run heating in winter).

  118. 2 years ago
    Anonymous

    How is this game compare to SC4?
    is it basically SC4+ commie edition?
    is there cold war going on the background like with tropico?

    • 2 years ago
      Anonymous

      Plays nothing like SC4A, if anything, it's more similar to Factorio.
      There's no mention of any conflict. You can trade just as easily with the Soviet Union and the West. There is no military. Devs have said they won't ever anything anything as such.

      • 2 years ago
        Anonymous

        I am relatively new to the game, and i'm starting to feel the factorio cancer creep in. You just had to ignore the autism, and make things more aethtically pleasing than going for 100% efficiency

  119. 2 years ago
    Anonymous

    I've quit smoking this week.
    >It's another wake up at 5 and play W&R all day kind of day

    • 2 years ago
      Anonymous

      Same with me, but drinking instead. Despite playing for 8 hours a day, I'm still absolute shit.

      • 2 years ago
        Anonymous

        We're going to make it, man.
        With our addictions, I mean. We are clearly not going to make it in this game.

        • 2 years ago
          Anonymous

          Same with me, but drinking instead. Despite playing for 8 hours a day, I'm still absolute shit.

          Can I join you boys? I just bought the game at the start of the week and have 40 hours clocked up already.

  120. 2 years ago
    Anonymous

    Update when?

  121. 2 years ago
    Anonymous

    So there just isn't a way to transfer heat over distances longer than 2 pump stations?
    I basically just have to buy a new boiler for every small district over 3km+?

    • 2 years ago
      Anonymous

      Yeah.

    • 2 years ago
      Anonymous

      >3km
      >small district
      https://en.wikipedia.org/wiki/Microdistrict
      >a typical microdistrict covered the area of 10–60 hectares (30–160 acres), up to but not exceeding 80 hectares
      >Standards also regulated the accessibility of the public service buildings (excluding schools and pre-school facilities) by imposing a 500-meter (1,500–foot) limit as the farthest distance from any residential dwelling.
      Oh shit, burger, WHAT ARE YOU DOING?!

      • 2 years ago
        Anonymous

        He means every small district (i.e. town) 3+ km away, ESL moron.

        So there just isn't a way to transfer heat over distances longer than 2 pump stations?
        I basically just have to buy a new boiler for every small district over 3km+?

        Yes, you're not supposed to be piping hot water across the open countryside to distant towns. Just build a small heat plant.

  122. 2 years ago
    Anonymous

    I figured out semaphores bros. Well I found this helpful video anyway.

    • 2 years ago
      Anonymous

      After the path signal update semaphores are trivial, just build sufficiently long one-way-in-one-way-out blocks for trains to wait in and never think about it again.

      • 2 years ago
        Anonymous

        ???

        • 2 years ago
          Anonymous

          There's no need to use chain signals anymore. Trains will won't wait in blocks that touch more than two nodes (i.e. trains won't wait in intersections) so as long as you have blocks which touch only two nodes which are long enough to hold your trains, your semaphore setup is complete.

  123. 2 years ago
    Anonymous

    How do you educate third world immigrants? School? University? So many simple questions like this could be answered by a few tooltips.

    • 2 years ago
      Anonymous

      >How do you educate third world immigrants? School? University?
      Yes, stop pretending to be moronic.

      • 2 years ago
        Anonymous

        Which one, that was the question. No one in my school is over 19 years old. I'm supposed to build a university for uneducated people? Now that is moronic.

        • 2 years ago
          Anonymous

          Where do citizens in your republic get a basic education? That's where citizens get a basic education.
          Maybe you don't have a basic education?

  124. 2 years ago
    Anonymous

    Ok how the FRICK do I load cement onto a train at a cargo station? I have a silo, direct connected to a cargo train station. Cargo train station says it has 800 tons of cement available. Train with cement carriages arrives. Nothing is loaded. Train leaves.

    FRICK this game is annoying at times.

    • 2 years ago
      Anonymous

      Ok ignore this, it just decided to work after I turned my train around and told it to go there about 50 times in a row and on the 50th it worked with no changes.

  125. 2 years ago
    Anonymous

    No way to store alcohol unless you build a giant warehouse/trainstation? Thats a bit cringe.

  126. 2 years ago
    Anonymous

    I thought I read somewhere that people will kind of "hop" through a Bus Station, kind of like in the top example. If they get to the station and can find school nearby it, they will move on. Is that true, or should I build a school bus?

    • 2 years ago
      Anonymous

      Sure.
      There are two problems with this however:
      1.) Trying to walk to somewhere from a bus stop is the last thing a citizen tries to do.
      2.) If there are buses using the station at the same time the citizen will get onto the bus even if it's not going anywhere with a school.

      • 2 years ago
        Anonymous

        Thanks anon, so they'll stand at the station for their full travel time then move on? I think I can handle that, it's only supposed to be a small town anyway. I think I can use the line manager and prevent anyone but workers getting on the bus, and there's only the factory bus at the moment.

        • 2 years ago
          Anonymous

          >I think I can use the line manager and prevent anyone but workers getting on the bus, and there's only the factory bus at the moment.
          I honestly have no clue, you have to test this specific scenario yourself and see if it works.

    • 2 years ago
      Anonymous

      Yes, this works fine as long as you have enough room on the station in the middle for everybody to queue up and wait.
      Students won't get on vehicles that don't have a destination for them, contrary to what the other anon said. Obviously you could also just not allow students on that vehicle, also contrary to what that other anon said. Why is he even trying to answer questions when he doesn't know the answers?

  127. 2 years ago
    Anonymous

    Release the fricking metros already I've waited three months!

    • 2 years ago
      Anonymous

      >If everything goes well then, we will be able to release the update for internal testing in few weeks which means we would like to release it for public testing before the end of August.

      After that it will be GARBAGE DAY

  128. 2 years ago
    Anonymous

    What's the bump limit, I assume 500?

    • 2 years ago
      Anonymous

      Looks like it

    • 2 years ago
      Anonymous

      Looks like it

      see u comrades on the other side

  129. 2 years ago
    Anonymous

    I am completely incapable of understanding railway semaphores and it is severely holding me and any of my republic's economy back by not being able to utilize trains

    • 2 years ago
      Anonymous

      Make two lines of rail next to each other. Put semaphores facing one direction on one line, put semaphores facing the other direction on the other line. Run trains.
      Congratulations it's that simple.
      Every time you make an intersection or any other "complicated" spaghetti just imagine yourself driving on the tracks and make sure every track ends up where you want it to and then add semaphores on every entry and exit point of the intersection. It'll be slower than something properly planned but you can't really frick it up.
      Once you understand the basics it's pretty easy to get into more advanced stuff.
      One thing to keep in mind is that you want the distance between semaphores at least the same length as your longest trains. This matters less on long straights where you might be inclined to use smaller spacing to speed up smaller trains but if two tracks touch each other at any time you have to make sure your longest train will fit both on the junction but also on the immediately neighbouring segments of track.
      Easiest way to frick something up is if you have too many junctions/shit too close to each other and your trains are too long so you run into an impossible to solve scenario where two trains block each other.

    • 2 years ago
      Anonymous

      See

      I figured out semaphores bros. Well I found this helpful video anyway.

  130. 2 years ago
    Anonymous

    This whole time I thought you couldn't export food because it doesn't show on the customs house pricing list. But ... apparently you can?

    Nothing about this appears on google at all. How the frick has no one talked about this? Is it just my game that is fricked?

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