Electricity isn't a great starter industry because the profit per worker is high but the number of workers is extremely small, so it takes forever to break even on the expensive power plant.
Fabric and/or clothes really is the starter meta, unless you're willing to take some loans while the technical university researches some stuff and then I guess the meta can be whatever you want.
Fabric+ Clothes, then Food, then Chemicals, and then Alcohol. I can get a farm with the biggest grain silo build before my starting town and industries are set up, such that I can cut out another import.
How is your building setup, example of how mine was, from left to right
>1 heavy machinery
excavators and big cranes, along with the long skoda to carry them
>2 light machinery
mobile crane, small covered, a couple open hull
these to support light builds like power poles, street lights, and and stuff like that
>3 main building
lots of concrete mixer, and a bit of everything else regular builds need
>4 paving office
lots of bulk transport, and a couple set of machinery specifically for paving stuff
this setup has worked goddamn well specially for near builds and my whole initial city
To follow up, I've recently changed to this to increase capacity for further away builds
basically heavy and light machinery are almost the same except that I moved the covered hulls there
took away machinery from the paving office and filled solely with bulk, the building office only concrete and open hull
the idea being that I'm moving machinery manually closer to where its needed (with free offices as of now)
but a good idea to do soon, build the chopper office to carry paving stuff at a whim, and moving all heavy stuff to smaller offices where its needed, leaving each office here solely dedicated to covered/open hull/concrete/aggregate
>this setup has worked goddamn well specially for near builds and my whole initial city
Throwing 50 vehicles at any given problem tends to work pretty well, yeah.
not only that though, having separate construction and road laying offices means you can make quick work of any planned development
Electricity isn't a great starter industry because the profit per worker is high but the number of workers is extremely small, so it takes forever to break even on the expensive power plant.
Fabric and/or clothes really is the starter meta, unless you're willing to take some loans while the technical university researches some stuff and then I guess the meta can be whatever you want.
is not only that though, having coal and power as initial industries kill several birds with a couple of stones
the point is not to make a profit but help you keep afloat while supplying essential needs
>having coal and power as initial industries kill several birds with a couple of stones >the point is not to make a profit but help you keep afloat while supplying essential needs
If you're playing with "hard" money the point is to make a profit. You need money to continue expanding, planning to just replace what you use won't earn a profit which means your expansion will end as soon as you run out of money.
That's partially why I don't play with hard money tho, that's just 2mil to start with right, I'm already playing realistic so I don't to go that hard
that being said, the reason still stands, the point is to take care of initial basic needs reducing cost, get necessary infra structure to build forward, otherwise you will just spend years making tiny profits until being able to expand
imo, hard money is meant to be playing taking big debts like a proper third world country and just making barely enough money to pay previous debt until you can dive into the next big development
If you're not playing hard money you can do whatever you want, you could probably build a fully self sufficient republic with 10 million rubles. 5 million would get you a long way. I don't see much point in discussing it.
5 months ago
Anonymous
It depends on the circumstances of the map, there have been times where I found myself needing a loan even on medium money.
5 months ago
Anonymous
>If you're not playing hard money you can do whatever you want
Hardly specially on realistic mode, there will be several constraints that go much further than just being able to pay for stuff
unless you do a cheat mode and just turtle at some corner of the map where you can get every resource, money is just gonna slowly chip away
5 months ago
Anonymous
How the frick is limiting transport time/cost, by building close to the border cheating? Do you like having your starter town be finished in 1975 or what?
Finally crossed the 50k population threshold as I'm building a dedicated town to supply my growing steel industry, because shipping enough workers across the map is no longer feasible. The amount of conveyor spaghetti needed to accomodate the second steel mill is simply glorious.
Until they add some more interactive mechanic
like spacerace/cold war and standing armies similar to Tropical I dont think I can keep playing this game
I lack the autism to just keep optimizing my commie block without context
> it is possible now to merge the segments into a big one?
this will be possible soon, was in one of their recent reports to the community
as of now you have to make due with tricks
>Do they operate faster?
I would assume it works similar to how construction works, where workers plus machines are faster than either alone, but I've never had the need to do so. >what's the point
No idea, I guess it might make sense in a pre-populated map with locales that you can't easily get vehicles too or if you don't want to spend the money.
Farms don't really need workers either if you have the machines.
Do they operate faster? Since none of them can automatically produce as long as you have the mechanism, what's the point???
>Do they operate faster?
I would assume it works similar to how construction works, where workers plus machines are faster than either alone, but I've never had the need to do so. >what's the point
No idea, I guess it might make sense in a pre-populated map with locales that you can't easily get vehicles too or if you don't want to spend the money.
also road building don't need people to pave >Do they operate faster?
one doesn't exclude the other, on one save I had people working fields together with machines and did get through that really fast
its nice if you have seasonal work but not really worth to have towns messing with farms, it can lead to some interesting designs tho
>also road building don't need people to pave
Had plenty of road stages with mechanisms at the site that didn't do anything without at least 1 worker present.
nearly all of my roads, specially highways, were built solely by mechanisms
the only phase which actually need workers is the street lights and/or rails/trams
bulldozer for laying gravel
paver for paving and the roller by itself
I think it has nothing to do with my pointing out that small pumps can't do that
5 months ago
Anonymous
Here is a small pump maxing out the large pipe's flow limit then.
5 months ago
Anonymous
you got me
5 months ago
Anonymous
Ask and you shall receive. The worst problem this game has is the lack of adequate documentation.
5 months ago
Anonymous
>Ask and you shall receive >doesn't provide any guidelines besides "if you know what you're doing"
I guess the documentation isn't getting any better.
5 months ago
Anonymous
You didn't ask how to do it tbh, but I'll be releasing a detailed guide on it in a week or so.
Feel free to ask any questions about water/sewage in the mean time.
That would be because you're also using gravity to help isn't it? The small water pumping station in this case is pumping water downwards, hence the ability to max the large pipe capacity.
Gravity helps on the outlet side while another pump helps the inlet side. Both sides need high pressure to sustain high flow or one side will limit the overall flow.
5 months ago
Anonymous
>Gravity helps on the outlet side while another pump helps the inlet side. Both sides need high pressure to sustain high flow or one side will limit the overall flow.
so ideally the pump should be midway but closer to the input in terms of height between the two
what about big pumps, is the pump power shared between the multiple in/outputs, or can maximize it?
5 months ago
Anonymous
Pumps have a pressure boost that is added twice, once to the inlet side and once to the outlet side, and each addition is split among the "active" pipes (pipes that have water flowing through them). So the more pipes you connect to a side that draw water (basically as the pump or the subsequent buildings demand water and as the supply building can provide), the less of a pressure boost each pipe will get (picrel).
>so ideally the pump should be midway but closer to the input in terms of height between the two
It isn't that simple. Pressure is created only by pumps and height differences (elevation changes, internal heights, and stored water volumes), but pressure is also scaled by pipe size, an uphill pumping "discount," and various minor factors. Really you just want to ensure that both sides of the pump (or any other building) have as high a pressure as possible for the most possible flow, so you need to balance the pressure created/used on both sides. This could mean you want a pump in the middle, closer to the bottom, or closer to the top of a hill.
5 months ago
Anonymous
>This could mean you want a pump in the middle, closer to the bottom, or closer to the top of a hill.
So literally you just gave as an empty as you could possibly give.
I was doing some experimentation of my own with it, and since I didn't want to be bothered I just cheated a little more capacity for it
either way, the intuitive way to think about pumps is that they should increase the pressure differential between both sides and thus increase flow
I had tried chaining a couple a pumps on a line without any difference in flow >Gravity helps on the outlet side while another pump helps the inlet side
from this it makes it seem like that pump only affects the inlet pressure, tho I guess you're using another pump so it isn't that clear
5 months ago
Anonymous
Pumps have a pressure boost that is added twice, once to the inlet side and once to the outlet side, and each addition is split among the "active" pipes (pipes that have water flowing through them). So the more pipes you connect to a side that draw water (basically as the pump or the subsequent buildings demand water and as the supply building can provide), the less of a pressure boost each pipe will get (picrel).
>so ideally the pump should be midway but closer to the input in terms of height between the two
It isn't that simple. Pressure is created only by pumps and height differences (elevation changes, internal heights, and stored water volumes), but pressure is also scaled by pipe size, an uphill pumping "discount," and various minor factors. Really you just want to ensure that both sides of the pump (or any other building) have as high a pressure as possible for the most possible flow, so you need to balance the pressure created/used on both sides. This could mean you want a pump in the middle, closer to the bottom, or closer to the top of a hill.
also on another note, I wonder how the mechanics for oil pumps also work, cause I remember it basically trickling down but I wonder whats the actual through output, and if they're ever gonna make it as in depth as this
5 months ago
Anonymous
>So literally you just gave as an empty as you could possibly give.
I assume you meant an non-useful answer? Sorry but the water system is too complex for a simple answer like that.
>from this it makes it seem like that pump only affects the inlet pressure, tho I guess you're using another pump so it isn't that clear
Pumps add pressure to both their inlet and outlet, and two pumps connected to each other stack this pressure bonus. Gravity helps when you're going downhill and hurts when you're going uphill; any side of a pump could be either.
[...]
also on another note, I wonder how the mechanics for oil pumps also work, cause I remember it basically trickling down but I wonder whats the actual through output, and if they're ever gonna make it as in depth as this
They don't mess around with pressure or height. Oil pipes can handle an infinite amount of flow from an industry to a storage, but "liquid" pumps are limited to a maximum of 600 tons/day regardless of the conditions.
5 months ago
Anonymous
>I assume you meant an non-useful answer?
meant empty answer, apologies for my dyslexia
anyway just like >Gravity helps when you're going downhill and hurts when you're going uphill
is like saying the sun shines, of course it does like so, it doesn't say anything on how the pump actually works >and two pumps connected to each other stack this pressure bonus
and this is false, because I like just like that and it made literally no difference, the pressure between the two pumps was high, but didn't change the flow if the input/output were still the same
5 months ago
Anonymous
>>and two pumps connected to each other stack this pressure bonus >and this is false, because I like just like that and it made literally no difference, the pressure between the two pumps was high, but didn't change the flow if the input/output were still the same
Two pumps can stack their pressure bonus on the pipe between them for a really high pressure, but this won't matter if either pumps' other pipe is not at a high pressure (can't get water into the first pump or out of the second pump fast enough), if the water source building cannot create enough water, or if the destination building isn't using up water at that rate.
5 months ago
Anonymous
>if the water source building cannot create enough water, or if the destination building isn't using up water at that rate.
that's not what I said at all and just don't assume it, assume both source and destination had more the potential
>this won't matter if either pumps' other pipe is not at a high pressure
that's where it becomes non intuitive, what the hell is the pump for if not for increase output pressure, from a engineering pov the whole purpose of pumps is to increase output pressure
one might even argue that flow is limited by input, but a pump sole purpose should be to increase output pressure
just admit the game's mechanics are unclear and you don't know it either
5 months ago
Anonymous
>that's not what I said at all and just don't assume it, assume both source and destination had more the potential
ESLs go home.
5 months ago
Anonymous
>that's not what I said at all and just don't assume it, assume both source and destination had more the potential
Why are you getting so defensive about this? I was just telling you the ways that flow through a water system can be limited, not calling you out.
>that's where it becomes non intuitive, what the hell is the pump for if not for increase output pressure...
Pumps are also used to create a vacuum, or in other words, to suck. In this game, pumps suck from their inlets and push to their outlets by a set amount. This raises the pressure of the inlet and outlet pipes for more flow to and from the pump, provided the source has enough water and the destination can accept it. If it seems weird that the inlet pipe is pressurized too, then just realize that the gauges read the pressure difference across the pipe, not the local pressure.
>just admit the game's mechanics are unclear and you don't know it either
I clearly know what I am talking about, as anyone can see from the pump screenshots I posted. I'm afraid you just have a terminal case of moronation.
5 months ago
Anonymous
>Why are you getting so defensive about this?
I'm not defensive, but instead I'm the one calling you out because >I clearly know what I am talking about
because obviously you don't, any Black person that ever sent shit down a pipe in this game knows gravity helps with pressure, no one cares to send 120m3/h through a pump if they're getting water from mount Everest,
everyone knows you gonna ever skyrocket waterflow if you blow the hoover dam on an open valley
heck I'm not even that anon that originally asked the question, I was just point out that giving vague answer while pretending to know shit, and to even say you know more than anyone itt
if you know all about pumps in this game, than plainly simple answer me, just how much pressure does a pump add, how height differential does it equate to?
5 months ago
Anonymous
>because obviously you don't, any Black person that ever sent shit down a pipe in this game knows gravity helps with pressure, no one cares to send 120m3/h through a pump if they're getting water from mount Everest, everyone knows you gonna ever skyrocket waterflow if you blow the hoover dam on an open valley
Explain how to replicate something like
They can if you know what you're doing.
if it is so simple then.
>if you know all about pumps in this game, than plainly simple answer me, just how much pressure does a pump add,
Pumps add a pressure boost to their connected pipes' pressures as described in
Pumps have a pressure boost that is added twice, once to the inlet side and once to the outlet side, and each addition is split among the "active" pipes (pipes that have water flowing through them). So the more pipes you connect to a side that draw water (basically as the pump or the subsequent buildings demand water and as the supply building can provide), the less of a pressure boost each pipe will get (picrel).
>so ideally the pump should be midway but closer to the input in terms of height between the two
It isn't that simple. Pressure is created only by pumps and height differences (elevation changes, internal heights, and stored water volumes), but pressure is also scaled by pipe size, an uphill pumping "discount," and various minor factors. Really you just want to ensure that both sides of the pump (or any other building) have as high a pressure as possible for the most possible flow, so you need to balance the pressure created/used on both sides. This could mean you want a pump in the middle, closer to the bottom, or closer to the top of a hill.
. This boost is 6 bar for the large pump, 2 bar for the small pump, and 0.5 Bar for the water un/loading station (yes, there is a third vanilla pump). Pumps also discount all but about a ninth of the pressure loss from pumping uphill to/from the pump.
>how height differential does it equate to?
Depends on the pipes connected (they scale the pressure from height), whether a pump is involved, and whether a water switch is involved. Also don't forget the height of the water in the building's water tank, which itself also isn't at ground level. 10m drops usually result in 0.615, 0.273, and 0.126 Bar for large, medium, and small pipes, but you might not see this amount due to pumping uphill or if switches are involved. Flow has even more modifiers, but generally you get about 24 cubic meters a day per Bar of pressure.
If you made it to the end, all of these factors is why always setting a pump in the middle as said in
>Gravity helps on the outlet side while another pump helps the inlet side. Both sides need high pressure to sustain high flow or one side will limit the overall flow.
so ideally the pump should be midway but closer to the input in terms of height between the two
what about big pumps, is the pump power shared between the multiple in/outputs, or can maximize it?
isn't always sufficient.
5 months ago
Anonymous
That would be because you're also using gravity to help isn't it? The small water pumping station in this case is pumping water downwards, hence the ability to max the large pipe capacity.
>Distribution office keeps ending up with shit still on the vehicles, so the entire import chain grinds to a halt until I manually empty them
How can I prevent this?
Specialize your distro offices more. Lost efficiency/jams due to hold over is a sign that you're overstretching your office. It's not a problem if your office only hauls 2 or 3 types of goods since the hold over goods will just go in to the next appropriate load.
You're just throwing more trucks at the problem. Sure, it doesn't happen anymore, but the underlying problem isn't solved. The problem
>Distribution office keeps ending up with shit still on the vehicles, so the entire import chain grinds to a halt until I manually empty them
How can I prevent this?
describes shouldn't even happen in the first place, since trucks buying/loading something should coordinate with others. Even construction offices have the occasional dumper truck with asphalt surplus on it. This problem seems to be rather new, as I've never seen this happen in older (like a year older) versions.
Don't mix DOs with lines.
Probably don't put multiple DOs to haul the exact same thing to the exact same place, same-DO vehicles will coordinate but I'm not sure how well different DOs coordinate.
Thanks, this was the actual problem. I had some shitty free DO from game start that was bringing shit in to my train construction yard and kept cucking the main import office.
How do I get people to go to University without the earlier schools? I have complex education off. I'm just playing the easiest, simplest settings as a sandbox.
I haven't played with simple education since the game came out but I think citizens are just born with a basic education so it should just be a matter of having a university within range of their homes. Between the ages of ~14 and 21 they should have nothing better to do than go to the university. Do you have students queueing at your passenger stations?
I don't think I had enough busses to get them to the campus on the edge of town. My dormitories weren't filling up. It's my first time playing, I didn't want to have to worry about too much stuff at the moment. Thank you.
I'm fairly sure students will move to dormitories as long as they are within reach even after transit
they will however only move to other flats within walking range
>I'm fairly sure students will move to dormitories as long as they are within reach even after transit >they will however only move to other flats within walking range
Got that backwards chief.
For starters there's no way for the game nor citizens to measure how far away something is "after transit." The game just doesn't work that way.
Once educated, hostel residents will move to any open, eligible housing on the map. This used to be the only way to automatically "seed" distant housing as other adults would only move to housing within walking range (without your personal left-clicking intervention), but it was changed a few patches ago so that now everybody can move anywhere.
5 months ago
Anonymous
>but it was changed a few patches ago so that now everybody can move anywhere.
more info on this?
I've noticed recently that my starter city doesn't get that issue with +21 adult child anymore,
sometimes population even fluctuates downwards freeing up some flats
at the same time a lot of the old buildings in the pre populated map seem to be fuller than anticipated
5 months ago
Anonymous
>more info on this?
What more info can you hope for? Any adult searching for their own flat can move into any open, eligible flat on the map. That's it. There isn't any more.
Is there any reason why workers can't be assigned directly to road constructions? It seems rather convoluted to have to ferry workers to road construction by bus, when the work site is closer to the worker home than the bus stop.
Construction jobs work like any other job, if it's within walking range people can go there directly, otherwise you need the construction office to bus them there.
However for roads specifically it's a trap to assign workers. Just a total waste of manpower. I highly recommend building a construction office dedicated to road construction with only pavers, dozers and dump trucks. Set this office, and only this one, to auto assign road construction jobs.
Reading comprehension isn't your forte, eh? I'm asking why I can't directly assign workers to road constructions at all - the game simply doesn't allow it. You provided an answer to a question noone asked, although it does seem like solid advice.
Road constructions don't assign workers within walking distance and some particularly short roads can't be built by vehicles, only workers. That anon's question is entirely legitimate.
I just noticed that hotels create waste volumes far bigger than their intake of wares. In just 40 seconds of real time, two hotels used up 0.64t of wares (food, alcohol, meat), but output 2.98t of waste (0.69t mixed, 2.29t biological). Even if you factor in the occasional clothes shopping, a factor of ~3.6 intake-to-output seems excessive. And it's mostly biological waste. Are these indians? I thought I was inviting fellow comrades?
With the new researchable export/import connections to neighbors, I was thinking about having the electricity connection at the customs office draw power to satisfy my base needs, and then building my own power generation later on. With the priority system prefering my own region first, and only importing when there's a lack of power, I thought about also creating one of the researchable power export nodes and hooking that up to my network so I can export surplus power, once my network is capable of that.
Would going (import) -> (republic) -> (export) to the same border create a feedback loop, where imported power is immediately exported again at a loss? Or would that only export surplus power from my republic?
To answer my own question; If you link electricity import and export, it'll create a feedback loop, selling the power you imported directly to the export, costing you whatever the difference is. Damn, I was hoping I could use the import station as a backup, only importing in emergencies, but also constantly export surplus during normal operation.
yeah that wont work, I was also thinking of doing something similar using priority transformers
maybe its possible separating the grids, which is something these transformers do
for example you have the export priority directly connected to the power source, and then the import one as a separate one that feeds of from the power source but also power import that feeds into the main grid
although it got me feeling like its too much of a hassle and can somehow backfire,
I know its annoying since just a few missing workers between shifts will create blackouts
I'm really enjoying the game so far, starting to get the hang of it. I have been buying cars and stocking a dealership for personal vehicles and making sure that I have some parking lots near my flats and houses. Is this going to burn me later on as the cities grow and I run out of room for parking lots? Every mine and factory area has at least one lot and I read that because of the way parking lots reserve spaces, I may never achieve a full workforce if I use parking lots. I have a bus platform and a parking lot next to two mines and a processing facility.
This game is fun as frick.
My go to order is: Clothes/something else like alcohol for a challenge, construction (domestic use only), chemicals, steel, fuel, late game money shitter industry like nuclear or car manufacturing
Just enjoy the game and have fun doing what you want instead of what is optimal.
But you'll be much happier with the traffic flow in your republic if you never let a comrade touch a personal car, ever.
Well comrades, I got my starter city up, its turning a modest profit. I'm working on some extra construction industry just to be as self sufficient as possible, but considering my next steps. I've never made it this far before in realistic or elsewise.
Considering expanding inland, there are some close coal + iron in the mountains to the south, wanting to set something up there. If I do expansions that far, should I just set up a new city to serve the new industrial hub?
>If I do expansions that far, should I just set up a new city to serve the new industrial hub?
Depends how far you really need to go and the type of transport used (road, rail, ship, etc). If you have to ferry hundreds of workers over half the map because that is your sweet spot, I'd say build a new town. If it's only a close hop, you could expand your current town and deliver from there, if your infrastructure can be expanded easily. But half the fun is using your "old" and "bad" towns as an example to learn from and using that knowledge to rebuild it better and stronger somewhere else.
Haven't played this game in like 2 years. Tried coming back to it but now it runs like absolute shit. I used to build decent cities at 50 fps and now the moment the game starts i'm at like 20/30. What the frick happened?
dunno what you're doing, buts its running perfectly fine for me, probably better than before
maybe your PC is just self destructing because, windows^tm
Check that you're not accidently using the soviet32.exe. Had that problem as well, because the setup somehow got mixed up the first time I ran it. Either rerun the setup and chose 64 bit, or run the soviet64.exe manually to start.
So does having a polluted workplace have a negative impact on citizen health? Like obviously my mines and power plans are going to be in the center of pollution, but what about building police offices and kindergartens on the edge of the pollution cloud?
I say Russians aren't white but I don't really like any EE. Funny guys but sort of like crackheads in their behavior too. The wiki says 450 for paths with lights, I try to keep it under 400 so my fatties don't complain.
>Building large industries 5+ km away? You'll want at least a few Mi-10 (cargo) helicopters and a Mi-8
So I assume about 4 Mi-10s for cargo and 2 Mi-8s for workers? I was going to build 2 towns, a steel mill, and an oil refinery (among other things).
I wouldn't bother building a large town and its industries remotely with helicopters as it won't happen quickly or cheaply unless you have more than 10 heavy helicopters per town or the distance isn't that far. Helicopters just cannot move that much material quickly; they are more meant for small buildings or for focusing on certain buildings that will hold your expansion back (bridges, buildings with one mechanism slot, etc.).
I would either use the helicopters to quickly build a transportation system to move material in bulk there (like a cargo harbor, the more distant gravel/panel roads, or even a cargo airport for 8+ km), or I would just build out a single rail track or gravel/prefab/asphalt road and build everything with material hauled there by truck or rail.
If you want remote constructions to go faster, learn to stockpile goods in the free storages near remote large construction sites and have a local free CO make the final haul. This cuts out the time after a construction phase starts for materials to be brought from your actual source of materials (the CO sources them from the pile next to it instead of from the customs house or storage several km away), and your big trucks always haul full loads to these free storages.
- Asphalt and concrete cannot be stockpiled in free storages, but since every construction calls for them in the first phase, you can just have it delivered straight to construction sites.
- Covered hull goods cannot be stockpiled, but they aren't needed in huge numbers either, so get helicopters to move them as needed.
- Mechanisms should also be hauled to free COs so they don't need to be hauled up again to each site.
- Workers can be simply dropped off at a free station for COs to distribute or they can just walk onto sites. Helicopters can also bring workers as needed if you don't want to deal with setting up a transportation system just for construction, but they will have a delay compared to a simple stream of workers.
So, what are the go to rural/suburban building sets?
I really like the concept of making more rural settlements for remote needs, and with cars I guess its possible to expand more like suburban areas
the planned cities are fun but can get tired sometimes, I want more urban sprawl.
You mean a whole dedicated dump for it?
No I don't, I built that big garbage container over there and trucks seems to handling it fine for now
On the edge there where the rail branches, I built a garbage collecting point, and interesting to see that a regular train station works with the sorted waste via factory connection
but instead I think I'm just gonna have a mixed garbage dumb with rail for pickup, while having sorted garbage closer to the bridge for the city collection
But in all seriousness, there is a modification that adds cottages and dachas for a more rural settlements, and as for vanilla buildings the smaller housing units are close to rural as you're going to get
so what?? asking for recs now is forbidden on Ganker?
But in all seriousness, there is a modification that adds cottages and dachas for a more rural settlements, and as for vanilla buildings the smaller housing units are close to rural as you're going to get
anything specific?
I already a some of the utilities, but something that fits better as a set is good
looking into robs074 stuff right now
>asking for recs now is forbidden on Ganker
Ironically, rec threads used to get deleted if they weren't on /r/. They're still against the rules but lazy troony jannies don't actually bother.
>built a dedicated construction area near my coal/steel town to expand it >ever since I expanded it, waste has become a problem, can't move it fast enough even with trains >decide to separate construction waste and recycle it on-site since I'm bringing gravel to the site anyway and mines produce a shitton of construction waste >the moment I stopped building new buildings, my gravel overflows and all garbage trucks get stuck trying to drop off waste instead of ignoring it
Have I played myself? I thought if my construction waste overflows, trucks will simply carry it mixed with other waste. Now I either have to set up train export for gravel, which I can't fit anywhere, or get rid of the recycling plant and go back to mixed waste. This is so annoying.
>Have I played myself?
Yep. Unless you thought you would always be building and thus using that gravel, it was bond to fill up the gravel storage eventually.
If you can't fit a track in there, use cableways. A heavy cableway can handle like ~60 tons of waste or aggregates per day, and are pretty cheap. Alternatively, make a cement plant and convert all that construction waste into gravel and then into cement for about a 75% reduction in tonnage.
Can I mix garbage with DO's or lines? So maybe I could set up trucks to load excess construction waste when it overflows in the recycling plant, and dump it into the exporting mixed waste dump? Or I guess if they can't load construction waste in the recycling plant since it's an input, I could have technical offices dump construction waste into a claw dump with a DO sending waste from it into either recycling or export.
>Can I mix garbage with DO's or lines?
Yes, but you have to be careful with the waste designations you use at a dump. Trucks can only unload any type of waste into a dump so long as the dump doesn't specify a particular waste in its menu. Using a DO would probably be easiest for an overflow catch.
>So maybe I could set up trucks to load excess construction waste when it overflows in the recycling plant
Might as well just let it process to gravel and export it somewhere else
see my setup in pic rel, I've set up gravel recycling at my initial building base because I knew it was bound to have tons of that, and never had a problem with this since the conveyor takes priority in pushing gravel
This is how I handle my trash sorting, mind you, I don't have any garbage sorting facility just yet, I just did the research and enable recycling bins wherever its needed, this seems way more efficient than the alternative
So the sorted garbage gets delivered to a intermediate large container transfer, and then the DO here brings them over for storage, from right to left there are
metal > plastic > organic > fertilizer
which are the main recycling produce from the general population
hazardous is little and I send directly to its destination, and the remaining mixed waste gets collected at a big dump like this to be picked up by rail
then eventually when I build a proper place to treat these I can send them all by rail, but until then I just collect them here, so far its been holding fine, and if needed I can just export to the border.
Piece of crap transport mode that will absolutely leave you frustrated every 10 years or so when the stupid things have to be repaired and then feel like continuing from their latest destination point, deadlocking your entire network. Hope you don't have anything important dependent on that line, and have only dedicated tram tracks, otherwise you're in for a treat.
Wow, another very intuitive Slovak mechanic. You know, those end stations, where a vehicle is supposed to get a few seconds of slack in its timetable, they are actually supposed to hold the vehicle potentially indefinitely for a lengthy repair, because it just makes sense, you know?
>Wow, another very intuitive Slovak mechanic.
seeth more Black person, first that it was pretty well explained in the tutorial and in game help
second that it actually does make sense and so far didn't disrupt any on line frequency
what isn't explained, is why some vehicles don't get repaired to 0%
does the minimum condition decreases as the vehicle age?
>is why some vehicles don't get repaired to 0%
As vehicles get older, repairs become less effective. Eventually they're essentially unrepairable which is why automatic replacement exists, and also why they can only be repaired once per year (so they're not just constantly getting repaired to no effect).
Did you import it by electrified rail? I'm like 30 years into my save and I'm still using short KTM-2 trams that imported by truck because I like diesel trains so much, I never electrify my rails.
I never electrify it either, I just brought in by a diesel towing them
glad I didn't know it either, but watched a video about just before buying them
the hard part is getting the other side, because you need a rail depot with the electrified rails on the other side, and then the thing that switches to road, and trafo on both of them
imo there are lot of unbalanced things still on the game, the devs are signaled closing the betas for new mechanics and starting to iron out the game
of course no clue just how long that might take, so its up to you just much do you want to play
also, might be worth making a test map just to check out the new mechanics and experiment fully with cosmonaut mode
Yes it actually does work, I thought it worked only for CO, but all you to do is enable loading workers anything that transports passengers,
for a little while now I've used foreign workers to aid in this steelmill while the town isn't finished,
though with boats its very ineffective, as there is only a trickle number of workers at a given time, because of that, the increased frequency of buses is better
Gravel was unique in that you had to use trucks to move the stone to the processor, which set up a pretty unique challenge in maximizing its output and deciding whether to buy the very expensive big trucks or to settle for smaller ones to save money.
Now everyone is just going to use conveyors because it is easy and the big truck lost its biggest niche, making the game less interesting.
The problem is that the processor is getting a conveyor input, which means you can just use a conveyor engine and a bunch of aggregate unloading stations for the trucks. No need to deal with maximizing how quickly trucks can enter and leave, especially if you just use the quarries with conveyor outputs.
Maybe cost of these new conveyor quarries will save some nuance.
5 months ago
Anonymous
the processor already has a conveyor, and that's exactly what I do, have unloader that's a bit more convenient for trucks to unload on
5 months ago
Anonymous
My point exactly. The industry has been simplified.
NTA, but conveyors were added for brainlets like you. The gravel processor's output was limited by how fast trucks could enter and leave it, and that required more thinking or at least experimentation to figure out than simply attaching a conveyor.
5 months ago
Anonymous
Put a quarried stone storage with aggregate unloader across the street from the processor entrance and run two of the big trucks back and forth. Whew. Got any other logistics puzzles for me to solve?
5 months ago
Anonymous
>Put a quarried stone storage with aggregate unloader >He didn't account for the slow loading slow speed at the aggregate storage slowing everything down.
As I said earlier, the conveyor option is for brainlets like you.
Thoroughput challenges are fine, but it shouldn't be on the fricking rock industry, which realistically would be automated as much as humanely possible. It should instead be part of something more interesting like uranium or rare-earth mining
>rare-earth mining
There really should be more metals in the game. Copper and tin the very least, titanium given how difficult working it in real life is..
5 months ago
Anonymous
I just wish aluminum had more uses, like for making better road/train vehicles, for building bigger power lines, for food packaging and electronics, and the like. This would also make citizen waste more interesting to deal with.
5 months ago
Anonymous
That too would be good, you could just have a "consumer goods" factory that used steel and aluminum to make various domestic appliances. Still wish there was a paper mill and related buildings like newspapers, book printers, libraries ect.
5 months ago
Anonymous
There is a mod for newspapers which apparently affects loyalty like radio/TV but without being a radio/TV station, but I haven't looked into it.
I think having extra citizen needs could be interesting, but it should be optional. The current system already confuses a lot of people. I would like to see some more rarely occurring needs that would encourage public transportation from small towns to more developed cities, as while you could just build every service in each town, you could also elect to build a bus line to a city that already has it, but I doubt it would happen.
5 months ago
Anonymous
Yeah I have that mod, a script that does it, but mainly you just use a secret agent building without cars, and it works for the whole map, as an alternate way to keep loyalty in check earlier on
I just wish aluminum had more uses, like for making better road/train vehicles, for building bigger power lines, for food packaging and electronics, and the like. This would also make citizen waste more interesting to deal with.
I really would like more complex chains in the game, but it would need a big overhaul to make it feasable and not make players go crazy
For example, one more /egg/ game that goes pretty need into production chains is Captain of Industry (strongly recommend), but its way less so a city builder
5 months ago
Anonymous
Someone proposed a hard mode like factorio's expensive mode. Basically you could select more varied supply chains that made logistics harder.
5 months ago
Anonymous
I do like the idea of a more involved industrial mechanics, but as it stands right now WR:SR is a good mix between city builder and industry simulation.
5 months ago
Anonymous
>for building bigger power lines
you know it is disappointing that they only gated the absolute top tier power pole behind any sort research rather than do something more tiered. It's boring how they have all these interesting options and yet I don't think I've ever seen people pick anything other than the massive 18MW, (or post-update 15MW) poles for their dinky mining outpost that will only ever draw maybe a couple MW at most. And don't get me started on using max size medium poles for a single remote sewer outlet
5 months ago
Anonymous
I think the developers just wanted players to use something else, but most players probably just build the biggest line they can so they don't have worry as much about running out of capacity.
The 18 MW line is so expensive though that I never build it. Two 10 MW lines and a pair of HV switches are cheaper, carry more power, and can be built in stages, so why bother with the 18 MW?
5 months ago
Anonymous
I think the developers just wanted players to use something else, but most players probably just build the biggest line they can so they don't have worry as much about running out of capacity.
The 18 MW line is so expensive though that I never build it. Two 10 MW lines and a pair of HV switches are cheaper, carry more power, and can be built in stages, so why bother with the 18 MW?
Now that we that high voltage switches with 6 connections I just use multiple 12MW underground cables.
5 months ago
Anonymous
Cables are a good option too and their materials are cheaper than power lines, but they take so long to build without throwing workers at them.
"The quarry" is a modular building where one part represents mining and loading of rocks and the other one crushing and filtering. Iron mines already shit out crushed ore from centralized shaft and the processing plant is mainly removing impurities.
but it's not getting removed? The original quarry will still be in the game, they're just adding a bigger version of it with a conveyor output
you can still use the old one to feel super smart
5 months ago
Anonymous
What is the purpose of adding it, except to make the game easier for Americans and other loud, low IQ species?
You can transport everything via trucks, but the quarry had a unique mechanic that it couldnt be fully "conveyed" like iron mining was. In economic simulators, just LARPing and adding constrains in your head makes up for bad gameplay. Turn towards goyslop is a bad turn.
5 months ago
Anonymous
you are absolutely correct, with this singular change, the game is can no longer be considered to be within the smart gamer IQ bracket, it is now a goyslop game for low IQ morons
this also sets a very bad premise for future updates, I imagine that in the next devlog they will talk about adding an option where an AI builds the city for you since it would be too mentally taxing for the low IQ players to actually play the game
perhaps we could also a file lawsuit to force the devs to make the game harder by removing all conveyor belts so us, the smart gamers, could actually be truly challenged by this baby tier game
5 months ago
Anonymous
>If I exaggerate a bad decision, it will become a good decision
Why so asshurt?
In EA development, community signals to devs what are good and bad decisions. Voices of amerimutts demanding goyslopization need to be supressed, otherwise bad decisions will be promoted.
5 months ago
Anonymous
>In EA development, community signals to devs what are good and bad decisions.
then relay your worries to the developers via email, b***hing about it here is not going to do anything, I'm sure they will gladly scrap all the work they put into it to please you
5 months ago
Anonymous
Ganker is one of many fora where people can voice their opinions. You on the other hand are acting like an american and spewing bullshit without actually explaining your position or debating like a normal person.
5 months ago
Anonymous
I think there's no merit in complaining about giving players more options to handle things, if the small quarry was getting removed then I would kind of understand your displeasure, but I don't think anyone that plays this game considered using trucks with the quarries challenging in the first place so this whole talk about the game getting casualized is quite dumb in my opinion
5 months ago
Anonymous
>I think there's no merit in complaining about giving players more options to handle things
Why not turn every different type of connection in to one generic Connector
5 months ago
Anonymous
because there is no reason to
5 months ago
Anonymous
It would give players more options to handle things, though
5 months ago
Anonymous
>I think there's no merit in complaining about giving players more options to handle things
The option was there in the mods, but there is no option to take it out. But your argument makes no sense, imagine the complete shitstorm if Elden Ring had quicksave/quickload mechanics and not forced ironman like Dark Souls. WRSR added realistic mode that precisely takes away option from player. Operating within limited options is a major reason why games are fun. >but I don't think anyone that plays this game considered using trucks with the quarries challenging
Its one of the few production lines in the game that actually cant be fully connected and require vehicles, the other being farm. Its dissapointing to see it gone.
I meant to type loader instead of unloader because obviously you want to load the trucks as quickly as possible. But anyway.
Okay genius, let's see how you maximize throughput at the gravel processor without getting nuisance traffic jam advisories when the storage gets full.
Inb4 just don't let the storage get full.
Either turn off the notifications and be confident in your designs, have two trucks on lines and the rest in a DO, or match the number of trucks to the expected level of demand. >Inb4 just don't let the storage get full.
That also works. You could have surplus gravel exported or cooked into cement and then exported, or if you use the gravel for industries, then you shouldn't have trucks sitting still for long unless something goes wrong or you spent too much money on trucks, in which case you get a free alert telling you of a problem or the availability of spare trucks.
QRD: He was a moron that thought his shitty "guide" for playing realistic mode before it was implemented constituted ownership over the whole mode, and when he learned different, he chimped out and got the game DCMA'ed off the steam's store (due to bot approval and some legal know how). In return, the developers changed the name from Cosmonaut mode to Realistic mode to avoid litigation, and the Community lynched his account and public stuff with downvotes and clown emojis, forcing him to disable comments on his account and guides.
Eventually the developers reach a settlement with the guy where he lifts the DCMA and hopefully gives up any claim to the mode or anything else related to the game, and the developers put him into the credits.
>Where is he now?
Since he destroyed all the goodwill between him and the community/developers, and since his account/stuff got plastered with clown emojis and hate comments, he is basically a pariah that nobody has heard from since.
I used to be in the oil/fuel camp. But last time i went electricity + food & ale. Went very well, though i did use mods to make the hydroelectric plant
In fact I think other industries should have constraints as well, to add challenge back to the game. The oil loading/unloading station for trucks should be removed so that oil can only be moved by train and boat. The fabric and clothes factories should have their output storage removed so you have to connect them to a warehouse or use a line to transport their finished product as it was too easy to just support them with a DO. And dumps shouldn't allow any loading, only unloading: who would want to load up garbage at a dump?
Please provide feedback to my ideas which will re-enable challenge and complexity back to a trivialized game.
You sound mad anon. There used to be a time when someone who played these types of games would turn their nose up at something becoming more accessible. The problem was that they didn't bully people like you to suicide and video games as a whole have nosedived in quality because of that.
This type of rock wouldn't be used in this size even back in the 60~80s. Most rock today is processed on site and they do use both truck and aggregate belts to move it. I dont see the big issue with it having both options to either make it use belts or take trucks, there is still a benefit to having either or.
Looked around for a few examples but his one is an example of what you are suggesting with transpiration and break up.
I'm sorry anon, but no. "The site" in game is both the crusher and the mine, they are supposed to be very close together.
The mining spot with excavator represents the ledge where rock is broken from the earth via explosives and then the excavator loads it on a hauling truck, which brings it ~100m down to the crusher.
If you want it to do it another way, you need modern, mobile conveyors like this. We didnt have this kind of equipment under commies, we only used trucks.
Every gravel pit I've seen is more like you're second video, with an excavator just putting gravel into a crusher or sorter with no truck intermediary. For larger ops, a truck makes sense, where the Rick face is far away from the crusher. Of course, that also depends on how you're getting the gravel in the first place. Either way, the game cannot show larger ops as the quary never has to move and the excavator never has to have people working it. The Baxuite mine does not require trucks when it arguably should, far more than gravel processing. Plus, the new, small scall rock crusher doesn't have an input if I read it correctly, so trucks still have a place.
I guess that's it for me boys, on to greener pastures. This game just doesn't have any challenge left for me. Hopefully the next time I find a properly hard game I can keep it a secret so it doesn't get instantly casualized like this one. Even so, I'll always have fond memories of clicking to create that line between the quarry and the gravel processor. And then, doing it again. Nothing will ever compare. Hold me.
I remember the tears when loyalty was introduced. All the casuals dying off because they couldn't handle building monuments or not depriving citizens of needs. It was great.
It's ALWAYS worth building conveyors, because they're OP.
But
Using conveyors removes all the challenge from the game, dig a canal and use boats instead.
is right about conveyors removing most of the "fun", because they nearly instantly transport anything you fit on them - in huge amounts. I only go for conveyors if the buildings are so close, that the they would've been built as one anyways. For 1.5km I'd definitely build something else than conveyors though, because that sounds rather excessive. Try the cargo cableway, maybe?
Yep, but each heavy cableway can only move about 60 tons per day of aggregates (1/10 the rate of a conveyor). I am not sure how much cheaper it is to build a cableway instead of a conveyor though.
The cost comparison is irrelevant because you can't build 10 cableways as a substitute for 1 conveyor, they take up too much space. Do you want to be limited to 60 tons per day, or do you want the unlimited throughput from a conveyor / 600 tons per day from a conveyor engine?
If you're the 1.5 km guy it would be pretty silly to build a 1.5 km conveyor so you should probably do rail or something if only because 1.5 km of conveyor looks dumb.
Cableways are optimal for moving people, on the other hand. I supply all my mines via cableway.
Depends on how much you want to move. There are a lot of industries that use less than 60 tons of aggregates a day, so you may not need much of the 600 tons/day capacity of a conveyor and you could save money by building a cableway instead.
Coal is a good example because there are a lot of buildings that use less than 60 tons of coal per day, like the cement factory, heating plants, the brick factory, the alumina plant, the and the coal power plant. Chemical plant complexes could also be supplied gravel over long distance with a cableway, maybe even by a light one.
There is no possible situation where I need such a small throughput of anything that a cableway is sufficient, but just using a couple trucks instead isn't cheaper/easier/smaller footprint. Go write your steam guides and leave us alone please.
>t. has no clue what he's talking about.
Two of the trucks that travel at 95 km/hr and carry 17 tons can't even provide 6 tons of aggregates per day over just a 3 km asphalt road. Trying to match the cableway's 60 tons a day would be a huge amount of traffic and be way more expensive, especially with the loading facilities you need and the maintenance for all of it. Conveyors would take longer to build, need more material and maintenance, are much more vulnerable to fire, and have a similar footprint as a cableway.
Cableways are just the cheapest option to move stuff long distances, the biggest limitation is the somewhat low throughputs.
>Well I still don't need them!
You can play as sub-optimally as you want anon. Enjoy infinite money and auto-build as much as you like too, children should be able to enjoy this game without having to think too hard.
>Go write your steam guides and leave us alone please.
What steam guides? Are you referring to someone that lives rent free in your head?
5 months ago
Anonymous
>Two of the trucks that travel at 95 km/hr and carry 17 tons can't even provide 6 tons of aggregates per day over just a 3 km asphalt road.
To be honest, Core of the issue is the ridicolous 1min/day timescaling. It makes 95 kmh truck move effectively at 66 m/h, which is around 140% of LITERAL SNAIL PACE (48m/h).
5 months ago
Anonymous
imo the time scale is the thing that's needs balancing the most, it at least make it a game setting
not that it would the change the flow rate of things tho
5 months ago
Anonymous
Doesn't really matter because other parts of the game are also slowed down or reduced. Citizens for example only work and get a tiny amount of goods once every 3 days or so, while resource inputs and outputs for industries are scaled down massively.
Pretty much everything is compressed, but I do appreciate that vehicles' speeds track exactly with actual time on slow speed and the listed distance. If you play for an hour on slow speed, the listed speed is how far a vehicle will go in that time. The developers also balanced things so that we can count on needing roughly three workers per job to keep it filled, which makes planning a lot easier.
5 months ago
Anonymous
>other parts of the game are also slowed down or reduced.
They are not actually. Fully staffed factories shit out more stuff than logistics can handle. Gravel Processing plant will shit out 82t gravel per minute. Thats 8 full trucks. Steel mill will chew through a full train of coal per minute. The 8 hour shift people do at work is also relatively short compared to any commuting they do via busses, despite the esoteric time conversions used for citizens.
5 months ago
Anonymous
Heavy industries (like steel) consume thousands of tons a day of each material they use, real life coal power plants consume about 9 tons of coal per MW (we get about 1 MW per ton), and most mines/quarries use trains or large fleets of trucks to transport the thousands of tons of material they make daily. The important thing is that the various vehicle types are balanced. Trucks shouldn't have so much throughput that you never need trains nor so little that they can't even supply a small factory or shop across town I think the developers got it about right for that.
5 months ago
Anonymous
>real life coal power plants consume about 9 tons of coal per MW
about 9 tons of coal per MW *each day*
5 months ago
Anonymous
They haven't made steel in my city in decades and we still have most of that infrastructure still around. I need to get better at train logistics to mimic what my small city has in this game. The remnants of the steel mill has a mile of siding and two "stations" at either end of the mill, they're similar to the large aggregate train stations in the game. As far as I can tell, I will always need trucks for that "last mile."
5 months ago
Anonymous
One issue is that loading/unloading is not really scaled, factories can chew up through resources nearly at the speed they are unloaded. While I can see dozen trucks going daily to a quarry a day in serial manner, you cant load 12 trucks a day serially in the game. Scaling needs to take in account things that are not well scale-able such as loading and unloading time, building size or train lenght. 1:1440 is OK for a game like Mashinky or simutrans, buts its way too much for a game that also tries to be a realistic city builder.
>The important thing is that the various vehicle types are balanced.
Currently the balance is such, that there is high pressure to connect everything via direct connections because limiting factor on nearly everything is vehicle speed. Optimal way to design industry is just to put the steelmill right next to coal mine, connect it via conveyors and dont bother with trains and shit.
5 months ago
Anonymous
>conveyors
You mean cheating?
5 months ago
Anonymous
I have seen plenty of autists throwing shitfits when some game was casualized. But, man, this is a first time I am seeing sour autistic screeching against people criticizing casualization.
5 months ago
Anonymous
>One issue is that loading/unloading is not really scaled, factories can chew up through resources nearly at the speed they are unloaded.
That depends on the factory. Maybe 2/3 of the factories can be handled by just trucks, cableways, or even forklifts. The only industries that pretty much require trains, ships, or conveyors to run at full production are the ones that deal with a lot of aggregates or liquids. The steel mill and the coal/iron mines need the most transportation by far but it is still possible to supply with just trains. The steel mill can almost be supplied with trains using just its tracks and no other unloading stations, if not easily.
>While I can see dozen trucks going daily to a quarry a day in serial manner, you cant load 12 trucks a day serially in the game.
I'm not sure about loading 12 trucks in a day at the same quarry either, as each would only have 5 seconds to enter, load, and get out.
Thankfully 12 decent sized trucks' of goods are not usually needed at a factory each day, and if they are, they can be unloaded or loaded in parallel.
5 months ago
Anonymous
>Currently the balance is such, that there is high pressure to connect everything via direct connections because limiting factor on nearly everything is vehicle speed. Optimal way to design industry is just to put the steelmill right next to coal mine, connect it via conveyors and dont bother with trains and shit.
The root problem is that almost all factories output much less tonnage than they consume and have few types of input goods, which incentivizes building them close to the source of material they consume the most of to minimize transportation requirements. For steel there is a ~88% reduction in tonnage in processing coal and iron to steel, which is always going to favor building steel mills close to the source of coal (~65% of the input tonnage) to minimize the transportation capacity required to run the steel mill at full production. The transportation options are balanced pretty well; it is just that the game incentivizes building the ones specialized for short distances (factory connections, conveyors, footpaths) much more than the others, so they get used disproportionately more often.
I have found that good map design offers the best solution with spread out, low quality resource deposits that are not close to flat areas convenient for large industrial buildings, like steel mills or the towns to support them with, as this forces you to concentrate input resources over long distances to run facilities at full production and to make use of the other transportation mechanics that are more specialized for longer distances at varying levels of throughput.
>he wants me to build a 3 km cableway to carry a couple truckloads of coal
uhhhh i normally don't build random shit in the middle of nowhere so i think i'll just carry it 3 km via rail and then the final few hundred meters by truck thanks boss
please show screenshots of your highly effective cableway network
Far Left across the river is the Headquarters and Technical University, then at the bottom of the hill is the tourist area. Across the river is my first city in this game. To the right is the new town that sprung up to support the mine on the mountain. Me on the far right.
About half the time maybe, since railways take a hot minute to build and there are other options, but why not use all transportation options for what they are best at?
Cableways are very cheap and well suited for moving stuff at a somewhat low throughput a moderate to long distance away.
Railways and their trains are somewhat expensive to build/buy, but can handle a lot of throughput for their size.
Trucks/buses can handle low throughput tasks with minimal cost and setup time.
Cableways are great in the early game when you cannot run factories and mines at full production, they are very cheap for their throughput (usually, some goods just suck with it), and you can quickly build them with just Mi-8 helicopters. Later on, you can repurpose these cableways to keep other goods/riders off of the roads and tracks, like waste, and not have to buy (or wait to buy) a new train or fleet of trucks/buses for a task.
I must be doing something wrong because it takes days for my five 90t hopper wagon train to unload coal at customs. If I try trucks, they stack up outside of customs because only one truck can move at a time.
>If I try trucks, they stack up outside of customs because only one truck can move at a time.
Try this.
https://steamcommunity.com/sharedfiles/filedetails/?id=2091824985
Thanks anon. I don't know why I never checked out the workshop. The whole truck problem started because the semaphores I added with the landscape editor in NATO territory weren't working correctly and my trains were sitting outside of the empty customs office.
Thanks anon. I don't know why I never checked out the workshop. The whole truck problem started because the semaphores I added with the landscape editor in NATO territory weren't working correctly and my trains were sitting outside of the empty customs office.
Is this the only way to have decent throughput using trains at the border?
send halp!
The steel mill is an absolute beast on resource consumption, I need to increase my coal through output, so I made a dedicated line instead of DO,
also changed the food train for line and its somewhat working well now
but this "terminal" is kinda of a mess
wouldn't it be better to have your own coal mines instead?
5 months ago
Anonymous
They're exporting the coal for dollars. It would be a lot easier to mine your own coal and put it into steel.
5 months ago
Anonymous
>They're exporting the coal for dollars.
how long is it going to take before you break even on that investment? Coal is a shitty thing to export
5 months ago
Anonymous
Years, probably. Those are the 90t hoppers on the most expensive diesel locomotive.
Coal is a high volume low cost commodity, might as well export gravel at this point. Take a loan, build a steel mill and suddenly you'll be making 10x the money.
Yes it is, I will most likely get rid of the aggregate storage and make that a finished goods or container station to export tonight. It may unload faster too with finished goods, meaning less trains for the same money. Sorry if I don't have all the terms right, I just got this game yesterday.
The red lines are the return, the blue lines head towards whatever you want, but this is useful for border crossing, mo of the other times I would just run a loop and trains in one direction, but this is more efficient. Regular semaphores too, no blocks or chains.
The red lines are the return, the blue lines head towards whatever you want, but this is useful for border crossing, mo of the other times I would just run a loop and trains in one direction, but this is more efficient. Regular semaphores too, no blocks or chains.
I have no clue why you even need such madness
I guess you're importing coal as if it was a conveyor belt?
second, why even use one hand tracks at all (of course I see it as necessity in your case)
I know its unpopular, but I always use both hand rails in my systems and it *almost* always without issues
>train doesn't need to go back to DO to take on a new mission >can take resources coming back and forth >can get bigger than the limited size of the DO
the frick you on about?
Also having trouble with the vanishing of the pax ferry
doesn't anyone else has an issue with this?
the boat misses the buoy and just goes on a straight line through the terrain forever,
the teleport home cheat doesn't work here
>noticed my republic was still importing chemicals despite 8 chem plants running at near full capacity
Aw shit, here we go again.
Its things like that that make me wish the factories were or could be constructed out of more modular components in the event that you need to make a very large plant.
these modded buildings are amazing for what you are describing, especially the steel industry one
https://steamcommunity.com/sharedfiles/filedetails/?id=2807104839
https://steamcommunity.com/sharedfiles/filedetails/?id=2845627877
I find the act of interconnecting all the inputs/outputs, services and worker pathways to be much more interesting than plopping down one extra powerful building, even if the result isn't that pretty. Makes it feel like I'm designing an actual industrial area. Chem plants are a bit too much with how many kinds of different things they need though.
>how many kinds of different things they need
Yeah where the input/outputs for the buildings are can be a problem when scaling up, especially if there's a lot of different inputs that they need.
Here comes the no fun allowed brigade, gotta play it vanilla otherwise it's cheating eh?
Aesthetics are more important to me than making abominations with the vanilla buildings
I guess that when someone says socialism, you imagine a bunch of decrepit commieblocks surrounded by mud roads in some Russian shithole
not every place the commies touched ended up looking like that, and besides, you are the one who is in charge of your republic, you can make it look nice
In socialism or any other economic system you rarely stack separate factories next to each other. You make a big un.
Hopefully the devs will implement multiple sizes of factories to prevent need for putting multiple same factories next to each other. It should be easy enough.
5 months ago
Anonymous
They should opt for a modular system, ideally. The one where you decide how many blast furnaces to use and their layout (including factory connections and aggregate inputs), instead of plopping multiple precombined units. It kind of already exists, but I'd like to see less abstraction.
Chemical plants were unique in that you had to set up dozens of facilities in order to become self sufficient, which set up a pretty unique challenge in maximizing its output and deciding whether to pay the one-time cost to set it up with factory/infrastructure connections or just using a DO with trucks to save money.
Now everyone is just going to use modded chemical plants because it is easy, and the small chemical plant has lost its niche, making the game less interesting.
It's the same choice? Nothing stopped you from building a massive number of chemical plants right away and not having to balance anything. So long as the resource and worker use is the same, you're only saving footprint with thr modded building.
5 months ago
Anonymous
It's asingleplayer sandbox game, let people play the way they want
is someone else using modded buildings affecting your enjoyment of it? Because there is no reason why it should
I've never seen such sour posting directed at people who are opposing the casualization of a game.
5 months ago
Anonymous
It's always been a casual game
5 months ago
Anonymous
cope
5 months ago
Anonymous
It's asingleplayer sandbox game, let people play the way they want
is someone else using modded buildings affecting your enjoyment of it? Because there is no reason why it should
He's just meming, but I do like how chemical plants requires setting up a little mini network to get them their inputs and collect the chemicals. If someone wants to use mods to remove a challenge or some other aspect they don't like, that's fine, but the main game should try to be as engaging to players as it can be.
5 months ago
Anonymous
I like how they use only a tiny amount of everything so you can easily supply them just with a couple trucks. It's such a pleasant distraction from all the other industries which revolve around dumping as many raw materials in as fast as possible, and dragging the product out before there's a stoppage.
5 months ago
Anonymous
Other than oil and crops which I bring to my chemical plants via pipe and warehouse factory connection, I just have a set up of 2 dumpers and 2 open hull trucks to bring gravel and wood to the plants from one of the local storage.
5 months ago
Anonymous
I do something similar, but I move wood, chemicals, and crops by forklift.
5 months ago
Anonymous
Eh, somewhat more sensible, afterall small volumes is exactly what the forklift stuff is for
however it leaves me wondering why do you even need that much chemical plants to begin with?
5 months ago
Anonymous
In the early game they make a lot of money (these nine plants make about 115,000 rubles a month), but don't need a lot of vehicles to move their stuff. In the late game you need a bunch of chemicals for industry, like fertilizer, fabric, water treatment, hazardous waste treatment, plastics, aluminum, nuclear fuel, electronic components, and other stuff, so it is good to have a lot of them.
5 months ago
Anonymous
Looks more organized than slaving everything to a single warehouse, but I can't just rationalize forklifts in my mind, like if you're paying the fuel tax anyway, why not just settle for trucks?
Eh, somewhat more sensible, afterall small volumes is exactly what the forklift stuff is for
however it leaves me wondering why do you even need that much chemical plants to begin with?
Because they produce frickall and a large republic that makes its own electronics need shitloads of chemplants.
5 months ago
Anonymous
>Looks more organized than slaving everything to a single warehouse, but I can't just rationalize forklifts in my mind, like if you're paying the fuel tax anyway, why not just settle for trucks?
I don't mind the fuel costs because they really aren't much compared to the value of chemicals and forklifts can be a lot cheaper than a bunch of trucks. I was able to get 20 forklifts and their garages for far less money than 6 trucks and another DO. I am not sure if the savings are worth the longer build time, but I guess building one factory quickly and running it while the others get built isn't too bad.
It's asingleplayer sandbox game, let people play the way they want
is someone else using modded buildings affecting your enjoyment of it? Because there is no reason why it should
Imagine being a casual who makes do with DO's and roads and pays the fuel toll. Going through all the trouble of fitting all the connections for a throughput of under a ton of gravel per plant per day is the superior planning move.
Getting the fricking waste and recycling set up was a pain in the ass given the area I was working with, but its finally done. Just gotta optimize the layout of the Aluminium smelter, and then I can work on the town.
Coal is a high volume low cost commodity, might as well export gravel at this point. Take a loan, build a steel mill and suddenly you'll be making 10x the money.
since they're adding earthquakes in the next update, I wouldn't mind if they introduced more catapstrophic events into the game
there's already a feature that causes the nuclear plant on fire to leak radiation on the vicinity depending on the intensity of the fire, but I'd like to see that introduced to other industrial buildings as well, like a chemical plant catching on fire and exploding, turning everything around it into rubble or severly polluting nearby areas, maybe there could even be different types of fires like chemical fires which would require specialized firefighting brigades
They might be planning to do something like that, as there is an unused firefighting speed/level type for "ladder trucks." It would be funny to see an entire chemical plant complex blow up in a chain of explosions because maintenance was skimped on.
Alright, finally got around to get my meat plant planned out
This should work out nicely, I guess I'm just gonna have a real small village near the factory since it barely needs any workers anyway, or maybe just supplement it with foreign workers
Wouldn't hurt. I would not place buoys next to land though, as I am pretty sure that is one of the causes for why they phase into land. I remember a mod bridge saying to use buoys to get ships to go under it.
How does the game decide if a building catches fire? I assume its probabilistic and likely includes maintenance as a factor but is there anything else? I don't want to start building a new industrial area and have it all burn down before I can get people out there to do firefighting.
I want to say it is just random chance with no factors, but there are a lot of buildings that are immune to fire. There isn't any real logic to it though. If you need fire fighting coverage, just build an apartment and a fire station there. If a fire occurs, relocate people into the apartment to go fight the fire and then relocate them back once done. You could also use helicopters, as they don't need workers.
I remember reading something about building maintenance increasing chance yes, I also remember it mentioning that deal some damage to building condition
I also think different buildings have different chances, but besides that its pretty random, and you can go ages without anything catching fire
>build an electronics factory >it immediately ignites >good thing I have a helicopter on standby >the bloody thing is only able to contain the fire, even though the factory is right next to a river >it burns down due to wear on its opening day
Yeah, it turns out some buildings need a whole wing of those to be effectively covered.
Also, frick this bullshit China simulator.
Well, large apartment complexes next to empty fields is a bit of a stark transition, but that's what the game leads most players to do unless they care about the aesthetics.
There are vanilla village homes, but they can only placed/built with cheats and are kind of OP since they don't need heating, have high housing quality, and are really cheap to build.
>cozy village in the winter
More like some suburb in Illinois. Is Americamaxxing even effective considering the shitty low range of cars in this game? Are there mods to increase car range?
Cars work best after getting radio. Before then they don't really benefit citizens, but after getting radio they give citizens extra free time to consume more radio programming for more loyalty. Cars also work best in short ranges, as driving any longer than a few km a day will result in them working less than a third of their day, and you always want them driving to work, as this stops them from waiting at home after work, meaning they work more often.
Cars are utterly ineffective for anything but making the map look more active and alive by zooming around on the roads. Would it be effective to use the B1000 dumper to carry quarried stone to the gravel processor?
Some autist is going to say that cars are great because they're the best way to achieve some specific set of conditions where you need like 3 workers at any given time and they need to have 100% loyalty. Just as I occasionally use the B1000 covered hull to carry tiny amounts of goods.
Guess I'll be that autist then. Cars are good for bumping up the loyalty of your teachers and radio/TV workers, which then bumps up your entire republic's loyalty. The trick is knowing how to keep workplaces fully staffed with car owners.
>bumping up the loyalty of your teachers and radio/TV workers, which then bumps up your entire republic's loyalty.
The loyalty bonus from education, which lets loyalty get higher than it should for the current level of radio/tv/vehicle access, drains away as soon the education stops. A few citizen years later they'll be right back to exactly the level you'd expect. I don't think mucking around with one simple trick created by a mom to keep workplaces staffed by car owners is worth a +10% loyalty boost for about 4 of a citizen's 50 working years.
5 months ago
Anonymous
You want highly loyal workers in radio/TV stations so that the average loyalty cap of adults is raised the most, while you want highly loyal teachers to boost children up to the loyalty level they would have if they could get electronics, so that they do not enter the workforce at monument only levels of loyalty. Wardens for prisons are similar in getting criminals' loyalty back up to minimize the chance of a repeat offense. All of these workers can have their loyalty boosted from having a car and the right setup, which will boost the loyalty of the entire republic.
5 months ago
Anonymous
>loyalty cap of adults is raised the most
The loyalty cap doesn't depend on the loyalty of the workers, it's set by the system. Higher loyalty workers just makes the indoctrination work more quickly so that citizens hit the cap sooner.
5 months ago
Anonymous
>Higher loyalty workers just makes the indoctrination work more quickly so that citizens hit the cap sooner.
And that means citizens with lower loyalty are boosted to high loyalty faster and negative effects like crime, unemployment, and missed needs are countered harder, so the average loyalty in the republic rises even higher.
Is there ever a reason to build low density housing besides aesthetics? I always try to go as space efficient as possible, high rise commieblocks with a large shopping centre and a long train platform to service all those worker-hungry industries.
I sometimes build small outposts for non manpower demanding industries to avoid having to move commuters from 3 miles over. It depends entirely on your playstyle: I prefer to build locally without centralizing my public transport, I also try to maintain realistic grades for railroads with minimal terraforming, so mountainous maps leave few options for dense cities.
Smaller apartments are easier to place onto slopes, which is nice if your map has a lot of hills and flat land needs to be saved for large industries. They are also good for housing only university educated workers so you can guarantee a school or hospital automatically have enough workers nearby without having too many.
I am convinced that rail signals have absolutely no logic attached. They work exclusively through black magic tricks depending on the weather.
Can someone explain to me why would the 1st layout keep the rightward (bottom) train at the signal until the leftward (upper) clears the block, while the 2nd, almost identical layout would operate just fine and let the rightward (bottom) train pass under a blinking red at the same entrance signal?
The only chain signal is designated with 2 corresponding red arrows, everything else is block. Purple marks the supposedly reserved paths for both trains (going by OpenTTD logic).
If you enable cheats, open the menu of the train, and press the C key, the reserved path of the train will be highlighted in brown. As for your layout, is the black rectangle at the top of layout 1) also a train?
Yup, that's a train loading on the branch line. I forgot to mention, that there's a station on the right in the first example, just after the junction in-between the two signals, which is not "enclosed" by said signals: there's only a signal on a corresponding exit from the station, but no signal for entrances. Sorry, phonegaygin atm, can't be more precise.
If the station itself is actually a single conjoined block of "double" track, then I suppose it must be causing problems, unlike TTD stations, where only 1 half of the track could be reserved independently.
Use two cables and join them to power lines with a switch at either end of the body of water.
The yellow signal works off of who reserves the section of two-way track first, so if another train (like the one at the top) reserves it first, then other trains will have to wait for it to pass, even if they reach it first or if they could follow another train that had an earlier reservation. Signal color is always red if there is a train in the block it points into, so you have to figure out the signal condition through other means.
The yellow signal question was unrelated, I was just trying to figure out the logic behind path reservation, because it seems really convoluted, unlike OTTD, where trains only reserve 1 block ahead.
It is essentially just those 2 trains, because the branch line train is stationary, and the upper train is the one "engaging" the track, if I check from the bottom train's control window.
The fricked up part is your trains will drive full speed up to the semaphore and stop on a dime. This game is painfully unrealistic, I know it gets touted as an in depth city builder but that's not immersive at all.
>train sims
Yes. >logistics games
No. The horizontal scale on a top-down logistics game is always shrunk so much that there isn't enough map for trains to use realistic acceleration. Imagine a proper freight train in this game, it would extend 10% of the way across the map and take 20-30% of the map to stop.
>train sims
Yes. >logistics games
No. The horizontal scale on a top-down logistics game is always shrunk so much that there isn't enough map for trains to use realistic acceleration. Imagine a proper freight train in this game, it would extend 10% of the way across the map and take 20-30% of the map to stop.
said, the scale of the maps would have to be a lot bigger. It was a shit post anyway, a pucker moment when I thought my trains were going to collide and derail. Can the trains derail?
Good to know that can happen.
I have some lingering road that can't be deleted, a graphical bug that doesn't go away with restarting the game. It's not a huge problem, just annoying as hell. It turns red to delete it but you can't interact with it, that's the only real issue that I've seen.
Also why would some trains reserve like 3 blocks in advance and stand waiting at a yellow like morons, blocking the tracks, miles from the actually occupied junction?
I don't understand the garbage stand mechanics. Why does it sometimes send the scrap from the scrapping facility (assuming active connection), and then sometimes it just doesn't?
It works better if I allow mixed waste to be forwarded. Does it mean the scrapping yard just separates the contents of its internal waste storage, while ignoring the aggregates? I have a similar set up for my RCO and it works as one would assume it would during demolition.
Put in [currently] pointless switches so you have extra connection points that your power plant can plug into later. Even easier now that they have the big switches instead of only the 3-points.
>getting desperate about how slow the construction of the town is going even though the Construction yard is more or less up and running and thinking about turning autobuild on
Comrades...
so from my understanding, personal cars are best used for workplaces where loyalty matters a lot such as in prisons, TV and radio stations and schools?
I could imagine a setup where the educated workers drive themselves to work and the laborers take the public transport
it's a shame all the parking lots in vanilla look pretty lame
Having 100% loyalty workers in your radio station still can't raise your worker loyalty above the radio station cap which is either 60 or 70%, I can't remember. Same with the education system, although it might help keep children's loyalty high (children can be born with higher loyalty than their parents, up to about 10 percentage points higher) during their education; it quickly drops back down to the cap once they're done being educated.
The best use for ultra-high-loyalty citizens in my opinion would be for small industries that absolutely must operate at high productivity. High loyalty citizens have extremely high productivity values, combine that with power plants and heat plants that operate at full capacity when 50% manned, and you can keep these running at full capacity even if only a couple workers make it to work.
I don't build secret police so I don't give a shit about loyalty stratification meme strategies but you can do what you want.
I forgot to say that the loyalty caps are different depending on citizen reactions difficulty setting as far as I know; on hard reactions the cap is 60 or 70 but on medium and easy it should be higher.
How the hell am I supposed to build roads with a sensible grade in this game? Even on a very gentle hill it's all wonky and wobbly. >inb4 scrape the terrain by hand for 20 minutes
Does the cost of negative imports (waste, sewage, etc.) change over time or are they relatively constant?
Can I export mixed waste to keep the price of hazardous waste high like grain with fabric or alcohol?
Pretty sure all prices go up over time just due to inflation, but they can also go up with importation or down with exportation. Exporting to "beyond the border" has a lower effect though. Supposedly your population size also affects prices, but to what extent isn't very clear.
>I export mixed waste to keep the price of hazardous waste high like grain with fabric or alcohol?
Mixed waste is just a combination of various waste types without any of the hazardous waste component (not the hazardous waste "mix") within it, so importing it should drive up the price of the component waste types, but the price of hazardous waste should be unaffected.
>Supposedly your population size also affects prices
It affects the import/export threshold for price adjustments. So a huge metropolis can import more fabric and export more clothes before it starts affecting the prices, compared to a tiny colony.
0.9.0.4 - Campaigns
Finally the public testing of the new version 0.9.0.X can begun. Please report us any critical issue. I hope you will enjoy new features.
On behalf of the entire team, we wish you a Merry Christmas, a Happy New Year, and prosperous years ahead for your republics.
Peter
0.9.0.4
Main Features:
Added two campaigns
Introduced two new default maps
Added new fences, decorations, and a few mods integrated into the vanilla game
Introduced new vehicles
Added new sounds
Added mud airfields
Introduced new loading screens
Various graphical replacements
Additional Features and Fixes
Other features:
Prevented roads from splitting into small pieces
Made it possible to upgrade roads through road crossings
Vehicle not teleporting from constructions, flatbed vehicles can bring mechanism back from constructions
Improved construction office mechanics and vehicle task assignments
Enhanced road pathfinding for one-lane roads
Improved train pathfinding
Balanced residential buildings and quality of living
Added better marks and icons for disabled items such as construction or turned-off factories
Set autosearch as the default setting when a building is placed
Modified fire mechanics
Improved railway graphics
Balanced night graphics
Implemented a small gravel processing plant and a large gravel mine.
The excavator can now work on tunnel construction.
There have never been issues with taking old saves to new versions. Just make a new save and keep the old one once you update to the new version in case there's some terrible bug and you need to revert as you can't load a new save in an old version.
>2357 >The republic still runs on a handful of coal power plants that were built nearly 400 years ago >Somehow the country's coal reserves haven't been exhausted
Eventually the compounding inflation gets so ridiculous that you'll want to restart because a ton of grain sells for eight million rubles or one dollar but there's no end date nor win condition.
Eventually the compounding inflation gets so ridiculous that you'll want to restart because a ton of grain sells for eight million rubles or one dollar but there's no end date nor win condition.
>a ton of grain sells for eight million rubles or one dollar
You could always replace the economic data of the save with that of a new game. You'll have to deal with the price fluctuations as the economic system reaches an equilibrium with your imports and exports.
One dollar being worth 20 million rubles might be "lol so communist" but it makes the charts and the money display look ridiculous especially when a dollar is worth 40 million rubles the next year. This is not a problem that can be solved by exports.
How are the new maps?
I only did a quick look and they look boring and tutorially. one is just flat with a few mountains and the other looks interesting but it already has train tracks running through the map, connecting with all the custom houses with rail connections and asphalt highways in the south.
Stripping out rails and roads is pretty easy to do on your own though. Just start whatever map, make a save, and then replace the railroad and semaphore bin files of the save with those from a save without any tracks. All the tracks and signals will be gone when you load the save.
It's a shame, the 2nd new map looks neat. I don't get why they didn't add a stripped down version without all the rails and whatnot
imo its not really all that far fetched, old railways could be easily built before or during the great wars for logistic needs,
it also adds a decent way for you not need to build too close to the borders and taking decades to reach the central populated parts of the map, making use of the earlier trains
>it also adds a decent way for you not need to build too close to the borders and taking decades to reach the central populated parts of the map, making use of the earlier trains
It also makes the game too easy, which I find to be less interesting than coming up with ways to overcome the issues of distance and minimal starting infrastructure. If you just want a chill game or are learning how to play, then this map is fine.
>vehicle fuel use accounted for 70% of domestic production last year, with me squeezing my oilfield out of everything it's got >now I'm getting my first heli COs online >the closest oilfield is a long distance away and looks pretty small
Might just leap over the mountains with helis and embrace the oil tanker life. Haven't used waterways at all this playthrough, so it's about time.
Not yet, but the next thing on my to-do list is a coastal city expansion to staff my excessively large aluminium build via passenger ferries and possibly a drydock as well. Not sure I'll actually use it to build ships for personal use since I've had an operational road vehicle assembly for ages and I only use it to export belaz trucks because importing the vehicles I actually need is so much quicker. I wish there was a button to queue a specific vehicle for production to be used in a specific workplace, sort of like a quick domestic production order button.
I have been seeing videos about this game more frequently as of late so I was wondering... how easy is it to get at least a basic hang of it? From what I understand, it is one of the more complex games.
If you start on the hardest settings you will struggle. Most new players should start on easy and learn how to set up basic transportation networks, and then enable the stuff they want to learn about.
>I wonder if there's any compatibility issues.
Just make a copy of your save and update the game. Saves are only forward compatible, so if you get too many bugs, just leave the beta and go back to your old save.
So this has been driving me up the fricking wall lately: my energy production usually works fine through the night with no lights flickering, but when I pause, I often get power outages like pic related in schools, kindergartens, universities and the like. They return to normal when I resume. I've checked and my two power plants are definitely not maxing out and buildings in question are surrounded by substations with capacity to spare, but I still built another power plant and connected it in a way to split the load with the rest semi-evenly, now all my plants run at 50-60% capacity at night and this still keeps happening. Also, the voltage meter in affected buildings normally fluctuates from 215-230V as if they are getting insufficient voltage, but I'm definitely giving them more power than they can take. So what's happening here?
Report it and post the save, the dev will normally act quickly if you can provide evidence of a bug. You're not using some time mod nor ultra-fast-speed, right?
I generally have a fairly complex power network and it will often fluctuate in some parts
I think its just the way the system works and maybe pausing it catches some of that punctual fluctuation
Generally, what do I have to have in mind while building a railway for diesel locomotives? I kind of know I need to make those triangle intercessions to improve the flow when they're inbound to production buildings but I'm never sure where to place additional rails or whatnot.
Refueling is usually the biggest issue, as trains will deviate from their route to a fuel station and may not be able to get back to their normal tracks for whatever reason. You need to design refueling areas that trains of the largest size you plan to run can enter and leave from each direction or you need to exclusively use train end stations for refueling. I like having most refueling stations in the waiting yards before industries or customs houses so they can refuel while they wait without blocking a mainline.
Just like electrified railways, you also need to ensure that you have enough sidings and railyards for all trains to wait in to prevent deadlocks. If you are worried about throughput at intersections, consider running longer trains with more locomotives or build flyover crossings.
>setting up a town on realistic mode >workers abandon building site with literally 1 workday left >bus grabs 30 people to finish the last workday then sit around waiting for steel and concrete
>cement truck tries to load cement >plant timely runs out of workers and stop production >0,0014tons of cement gets loaded >drive all the way to unload at the construction site and back >now 0 tons get loaded, truck departs anyway >plant is not producing, resource missing: gravel
With our expansion to the northwest taking place, the next phase of our plan will be to fill in the rest of the corner of the map we already occupy.
There is coal ore at Almavary which will be processed on site and transported to our steel mill via the already semi-established rail line pictures here. A highway currently connects at the south and east, so it will simply be filling in the gaps with the coal, farms, and likely a new lumber industry to finally supply boards after 150 years
Set up a line, click on the vehicle icon in the load section of the line menu, and select the types you want from a list. There is no way to limit the number of a type that get loaded though.
definitely not, I played both, haven't played nearly as much TF2 as I've played W&R
while TF is a proper transportation game, W&R is a lot more focused on logistics and planning
like for example, you just want to plop down a rail to carry goods from A to B, in TF2 you just do it and look for the costs
in W&R you need to plan out even the gravel that the rail is gonna be built from
>stop running on windows 7
never thought they would actually force it, let me know if it goes kaput
also strongly recommend considering linux, nearly everything runs on it fine lately, and I have a bunch on the same games as you
I have a linux partition on my other machine but the older I get the less interest I have in constantly "managing" the system. I just want to broooowse and play a little vidya. I should probably try again, doing lazy consumer stuff on a linux-only PC is certainly far more well documented and supported than it was in ~2010.
>but the older I get the less interest I have in constantly "managing" the system >doing lazy consumer stuff on a linux-only PC is certainly far more well documented and supported than it was in ~2010
I may be way out of my depth here, but it certainly seems that binblows is way higher maintenance with their mandatory "upgrades" nowadays
I've been running my franken system for nearly a decade now, and its been going pretty well
I only upgrade a couple times a year or when something needs, only delve in deep when I need to accomplish something different
of course every now and then Arch or KDE throws a curve ball with an update that breaks a few things, but its usually not that hard to come back from
>of course every now and then Arch or KDE throws a curve ball with an update that breaks a few things, but its usually not that hard to come back from
Meanwhile I've been running W7 without thinking about it at all since 2012. Which sounds like less maintenance, "restart the computer a few times per year" or "every now and then an update breaks a few things but it's usually not that hard to come back from"?
I have no special love for a planned-obsolescence consumer software product that I got for free when I graduated uni but this blind gnu/linux fanboyism is ridiculous.
>Meanwhile I've been running W7 without thinking about it at all since 2012. Which sounds like less maintenance
I understand anon, I also been running an ancient W7 partition which I even managed migrate somehow in the past, but its not fanboyism when W7 literally doesn't support my last hardware migration nor will even Steam work on it anymore
also, I didn't say I don't restart a few times a year, but for sure I know if you don't restart windows in a long time it will start to lag like crazy
Is it still really difficult to upgrade roads in the game? I remember when I tried the demo upgrading a road would make it impassable for the duration of the upgrade.
They've recently made it so that roads which are being upgraded can still be walked by pedestrians, but if you need a route to stay open during upgrades you'll need to create an alternate path, temporarily with dirt or something more permanent
picked up the game in the sale
tried realistic after doing the tutorials, found out I couldn't cope with it.
tried without realistic, but can't get people to staff my powerplant because there's no drinking water, and there's no drinking power because there's no power to power the pumps
Everything is turned on beside realistic& pollution, money is on EZ, cars don't need fuel
what am I doing wrong, is there any hope for me
what should I start with as a simple economy.
Import power from the border to get your starting industries and population going, power plant is not a good starting industry because of low return on investment.
In Factorio if you're ever standing around waiting you're arguably playing it "wrong", as you should just go expand the factory so you don't have to wait. In W&R standing around watching things happen is fun and enjoyable.
>steam capitalism sale going strong >W&R goes 35% off and lasts near two weeks after the capitalism sale ends
Once again decadent western capitalism is outdone by glorious socialism.
>just started playing >citizens complaining about water quality >75%
surely they're complaining for no reason right? I mean I treat the water before putting in the pipes.
Go pour yourself a glass of water anon
Tell me what % of it is dirt
For a fun science experiment at home, pour a 97ml glass of water than add 3ml of dirt to it and drink it
Judging by the pregen cities, these people were living without power, Water, heating and any waste treatement before I got put in charge. I'd expect them to be thankful at the very least
I've slowly come to realize how well DayZ achieved the post Soviet vibe, so much so im wondering how hard it would be to make a map converter from W&R to the Arma Engine.
I've played this game on and off for a few years, but I've never really felt like I've enjoyed it. Idk, I guess it never really clicked with me. How do you guys have fun while playing this?
I've bought it about a week ago and thus far im having fun trying to learn the intricacies, what works, what doesn't, and how to start turning a profit.
The republic I've made and played for the past 5 days or so hasn't worked, isn't turning a profit, and is actually burning through rubles like crazy. but now I have pointers as to 'what makes a city work', and next time, I'll start by establishing farms in my rural village, with a forklift service assorted to it.
>aluminium industry is online >chemicals instantly start running out across the republic >have to build a third chemical area >0.9 introduces a large chemplant
That's it, I'm updating.
He was moronic. Like yeah my large republic runs off of one oil refinery, 3 food factories and 4 coal mines, but would need 20+ chemical plants to saturate all the industries, how is that okay?
It ruins the small chemical plant's niche which casualizes the game and makes it less interesting obviously. If you can enjoy large chemical plant sloppa then good on you.
I mean, yeah obviously it's set within the cold war and there's the communist element. But, it's very detached from any of the events of the cold war and world events are never so much as mentioned.
Early game, electricity is sufficient to keep things going. Gravel is also decent, as long as you have it close to the border.
I always thought that Electricity isn't worth it early on.
Electricity isn't a great starter industry because the profit per worker is high but the number of workers is extremely small, so it takes forever to break even on the expensive power plant.
Fabric and/or clothes really is the starter meta, unless you're willing to take some loans while the technical university researches some stuff and then I guess the meta can be whatever you want.
Fabric+ Clothes, then Food, then Chemicals, and then Alcohol. I can get a farm with the biggest grain silo build before my starting town and industries are set up, such that I can cut out another import.
Would this layout work? (Clothes Factory - Clothes Factory - Warehouse)
If your warehouse attaches to the back of the Clothes-Fabric-Clothes arrangement, yes. It's the best way I've found to deal with things.
Had the "motorboat lost to kraken" episode happen again because of buoys,
is there a trick to using them properly or what?
Also managed to get the issue fixed
Though it was a bit tricky you need to do all the steps
new random map -> new your old map -> load your actual map
forgot the goddamn picture
On another note, kinda liking this intersection, but my autism will have to redo the lower part
annoying that you can't do the forbid turn though
very nice
thread theme?
oh hey I remember this, I recommended the song
nice, are you sure tho?
I think I knew the music for some time before making that webm, tho probably I got to know because of the game too
lol seriously didn't notice that, wrote it in a daze during my lunch break
I'm pretty sure it was me.
How is your building setup, example of how mine was, from left to right
>1 heavy machinery
excavators and big cranes, along with the long skoda to carry them
>2 light machinery
mobile crane, small covered, a couple open hull
these to support light builds like power poles, street lights, and and stuff like that
>3 main building
lots of concrete mixer, and a bit of everything else regular builds need
>4 paving office
lots of bulk transport, and a couple set of machinery specifically for paving stuff
this setup has worked goddamn well specially for near builds and my whole initial city
To follow up, I've recently changed to this to increase capacity for further away builds
basically heavy and light machinery are almost the same except that I moved the covered hulls there
took away machinery from the paving office and filled solely with bulk, the building office only concrete and open hull
the idea being that I'm moving machinery manually closer to where its needed (with free offices as of now)
but a good idea to do soon, build the chopper office to carry paving stuff at a whim, and moving all heavy stuff to smaller offices where its needed, leaving each office here solely dedicated to covered/open hull/concrete/aggregate
>this setup has worked goddamn well specially for near builds and my whole initial city
Throwing 50 vehicles at any given problem tends to work pretty well, yeah.
not only that though, having separate construction and road laying offices means you can make quick work of any planned development
is not only that though, having coal and power as initial industries kill several birds with a couple of stones
the point is not to make a profit but help you keep afloat while supplying essential needs
Based "not only that though" poster.
>having coal and power as initial industries kill several birds with a couple of stones
>the point is not to make a profit but help you keep afloat while supplying essential needs
If you're playing with "hard" money the point is to make a profit. You need money to continue expanding, planning to just replace what you use won't earn a profit which means your expansion will end as soon as you run out of money.
That's partially why I don't play with hard money tho, that's just 2mil to start with right, I'm already playing realistic so I don't to go that hard
that being said, the reason still stands, the point is to take care of initial basic needs reducing cost, get necessary infra structure to build forward, otherwise you will just spend years making tiny profits until being able to expand
imo, hard money is meant to be playing taking big debts like a proper third world country and just making barely enough money to pay previous debt until you can dive into the next big development
If you're not playing hard money you can do whatever you want, you could probably build a fully self sufficient republic with 10 million rubles. 5 million would get you a long way. I don't see much point in discussing it.
It depends on the circumstances of the map, there have been times where I found myself needing a loan even on medium money.
>If you're not playing hard money you can do whatever you want
Hardly specially on realistic mode, there will be several constraints that go much further than just being able to pay for stuff
unless you do a cheat mode and just turtle at some corner of the map where you can get every resource, money is just gonna slowly chip away
How the frick is limiting transport time/cost, by building close to the border cheating? Do you like having your starter town be finished in 1975 or what?
progress is going slow, but its going
question: is the RDO tracks passable for other trains?
It is but you shouldn't build it into a main line because the RDO "spawning" into the track can mess up the traffic flow.
This game looks neat but I'm not autistic. Is it fun for a casual player like myself?
It is, just turn off what ever mechanics seem to involved, there's no rule anywhere that says that you have to play realistic mode.
Cool, I didn't know you could do that. I'll give it a closer look, thanks.
Here's all the settings in the game just for reference.
Finally crossed the 50k population threshold as I'm building a dedicated town to supply my growing steel industry, because shipping enough workers across the map is no longer feasible. The amount of conveyor spaghetti needed to accomodate the second steel mill is simply glorious.
You seem to know what you're doing but I hope for the sake of those comrades that you have pollution turned off.
It's not too bad, at least in summertime.
Until they add some more interactive mechanic
like spacerace/cold war and standing armies similar to Tropical I dont think I can keep playing this game
I lack the autism to just keep optimizing my commie block without context
post screenshots
my republic when no snowplows
But that has been clearly plowed. Even pavement was swept
I remember when those parking lots were fields of grass and lines of trees
How can I upgrade segments of roads on a unique segment? it is possible now to merge the segments into a big one?
> it is possible now to merge the segments into a big one?
this will be possible soon, was in one of their recent reports to the community
as of now you have to make due with tricks
>Quarries want 50 workers
>Don't actually need them
What other scams are in this game?
Farms don't really need workers either if you have the machines.
Do they operate faster? Since none of them can automatically produce as long as you have the mechanism, what's the point???
>Do they operate faster?
I would assume it works similar to how construction works, where workers plus machines are faster than either alone, but I've never had the need to do so.
>what's the point
No idea, I guess it might make sense in a pre-populated map with locales that you can't easily get vehicles too or if you don't want to spend the money.
>what's the point???
Kolkhoz larp
Workers produce less crops than machines during harvesting, but I don't think they affect sowing effectiveness (they just make it go really fast).
also road building don't need people to pave
>Do they operate faster?
one doesn't exclude the other, on one save I had people working fields together with machines and did get through that really fast
its nice if you have seasonal work but not really worth to have towns messing with farms, it can lead to some interesting designs tho
>also road building don't need people to pave
Had plenty of road stages with mechanisms at the site that didn't do anything without at least 1 worker present.
nearly all of my roads, specially highways, were built solely by mechanisms
the only phase which actually need workers is the street lights and/or rails/trams
bulldozer for laying gravel
paver for paving and the roller by itself
Soviet economics, ladies and gentlemen.
Small water pumps can't utilize all the m3 of a large pipe
They can if you know what you're doing.
>big water pumping station
>big
Does over 700 cubic meters of water a day sound reasonable for a large pump?
I think it has nothing to do with my pointing out that small pumps can't do that
Here is a small pump maxing out the large pipe's flow limit then.
you got me
Ask and you shall receive. The worst problem this game has is the lack of adequate documentation.
>Ask and you shall receive
>doesn't provide any guidelines besides "if you know what you're doing"
I guess the documentation isn't getting any better.
You didn't ask how to do it tbh, but I'll be releasing a detailed guide on it in a week or so.
Feel free to ask any questions about water/sewage in the mean time.
Gravity helps on the outlet side while another pump helps the inlet side. Both sides need high pressure to sustain high flow or one side will limit the overall flow.
>Gravity helps on the outlet side while another pump helps the inlet side. Both sides need high pressure to sustain high flow or one side will limit the overall flow.
so ideally the pump should be midway but closer to the input in terms of height between the two
what about big pumps, is the pump power shared between the multiple in/outputs, or can maximize it?
Pumps have a pressure boost that is added twice, once to the inlet side and once to the outlet side, and each addition is split among the "active" pipes (pipes that have water flowing through them). So the more pipes you connect to a side that draw water (basically as the pump or the subsequent buildings demand water and as the supply building can provide), the less of a pressure boost each pipe will get (picrel).
>so ideally the pump should be midway but closer to the input in terms of height between the two
It isn't that simple. Pressure is created only by pumps and height differences (elevation changes, internal heights, and stored water volumes), but pressure is also scaled by pipe size, an uphill pumping "discount," and various minor factors. Really you just want to ensure that both sides of the pump (or any other building) have as high a pressure as possible for the most possible flow, so you need to balance the pressure created/used on both sides. This could mean you want a pump in the middle, closer to the bottom, or closer to the top of a hill.
>This could mean you want a pump in the middle, closer to the bottom, or closer to the top of a hill.
So literally you just gave as an empty as you could possibly give.
I was doing some experimentation of my own with it, and since I didn't want to be bothered I just cheated a little more capacity for it
either way, the intuitive way to think about pumps is that they should increase the pressure differential between both sides and thus increase flow
I had tried chaining a couple a pumps on a line without any difference in flow
>Gravity helps on the outlet side while another pump helps the inlet side
from this it makes it seem like that pump only affects the inlet pressure, tho I guess you're using another pump so it isn't that clear
also on another note, I wonder how the mechanics for oil pumps also work, cause I remember it basically trickling down but I wonder whats the actual through output, and if they're ever gonna make it as in depth as this
>So literally you just gave as an empty as you could possibly give.
I assume you meant an non-useful answer? Sorry but the water system is too complex for a simple answer like that.
>from this it makes it seem like that pump only affects the inlet pressure, tho I guess you're using another pump so it isn't that clear
Pumps add pressure to both their inlet and outlet, and two pumps connected to each other stack this pressure bonus. Gravity helps when you're going downhill and hurts when you're going uphill; any side of a pump could be either.
They don't mess around with pressure or height. Oil pipes can handle an infinite amount of flow from an industry to a storage, but "liquid" pumps are limited to a maximum of 600 tons/day regardless of the conditions.
>I assume you meant an non-useful answer?
meant empty answer, apologies for my dyslexia
anyway just like
>Gravity helps when you're going downhill and hurts when you're going uphill
is like saying the sun shines, of course it does like so, it doesn't say anything on how the pump actually works
>and two pumps connected to each other stack this pressure bonus
and this is false, because I like just like that and it made literally no difference, the pressure between the two pumps was high, but didn't change the flow if the input/output were still the same
>>and two pumps connected to each other stack this pressure bonus
>and this is false, because I like just like that and it made literally no difference, the pressure between the two pumps was high, but didn't change the flow if the input/output were still the same
Two pumps can stack their pressure bonus on the pipe between them for a really high pressure, but this won't matter if either pumps' other pipe is not at a high pressure (can't get water into the first pump or out of the second pump fast enough), if the water source building cannot create enough water, or if the destination building isn't using up water at that rate.
>if the water source building cannot create enough water, or if the destination building isn't using up water at that rate.
that's not what I said at all and just don't assume it, assume both source and destination had more the potential
>this won't matter if either pumps' other pipe is not at a high pressure
that's where it becomes non intuitive, what the hell is the pump for if not for increase output pressure, from a engineering pov the whole purpose of pumps is to increase output pressure
one might even argue that flow is limited by input, but a pump sole purpose should be to increase output pressure
just admit the game's mechanics are unclear and you don't know it either
>that's not what I said at all and just don't assume it, assume both source and destination had more the potential
ESLs go home.
>that's not what I said at all and just don't assume it, assume both source and destination had more the potential
Why are you getting so defensive about this? I was just telling you the ways that flow through a water system can be limited, not calling you out.
>that's where it becomes non intuitive, what the hell is the pump for if not for increase output pressure...
Pumps are also used to create a vacuum, or in other words, to suck. In this game, pumps suck from their inlets and push to their outlets by a set amount. This raises the pressure of the inlet and outlet pipes for more flow to and from the pump, provided the source has enough water and the destination can accept it. If it seems weird that the inlet pipe is pressurized too, then just realize that the gauges read the pressure difference across the pipe, not the local pressure.
>just admit the game's mechanics are unclear and you don't know it either
I clearly know what I am talking about, as anyone can see from the pump screenshots I posted. I'm afraid you just have a terminal case of moronation.
>Why are you getting so defensive about this?
I'm not defensive, but instead I'm the one calling you out because
>I clearly know what I am talking about
because obviously you don't, any Black person that ever sent shit down a pipe in this game knows gravity helps with pressure, no one cares to send 120m3/h through a pump if they're getting water from mount Everest,
everyone knows you gonna ever skyrocket waterflow if you blow the hoover dam on an open valley
heck I'm not even that anon that originally asked the question, I was just point out that giving vague answer while pretending to know shit, and to even say you know more than anyone itt
if you know all about pumps in this game, than plainly simple answer me, just how much pressure does a pump add, how height differential does it equate to?
>because obviously you don't, any Black person that ever sent shit down a pipe in this game knows gravity helps with pressure, no one cares to send 120m3/h through a pump if they're getting water from mount Everest, everyone knows you gonna ever skyrocket waterflow if you blow the hoover dam on an open valley
Explain how to replicate something like
if it is so simple then.
>if you know all about pumps in this game, than plainly simple answer me, just how much pressure does a pump add,
Pumps add a pressure boost to their connected pipes' pressures as described in
. This boost is 6 bar for the large pump, 2 bar for the small pump, and 0.5 Bar for the water un/loading station (yes, there is a third vanilla pump). Pumps also discount all but about a ninth of the pressure loss from pumping uphill to/from the pump.
>how height differential does it equate to?
Depends on the pipes connected (they scale the pressure from height), whether a pump is involved, and whether a water switch is involved. Also don't forget the height of the water in the building's water tank, which itself also isn't at ground level. 10m drops usually result in 0.615, 0.273, and 0.126 Bar for large, medium, and small pipes, but you might not see this amount due to pumping uphill or if switches are involved. Flow has even more modifiers, but generally you get about 24 cubic meters a day per Bar of pressure.
If you made it to the end, all of these factors is why always setting a pump in the middle as said in
isn't always sufficient.
That would be because you're also using gravity to help isn't it? The small water pumping station in this case is pumping water downwards, hence the ability to max the large pipe capacity.
>Distribution office keeps ending up with shit still on the vehicles, so the entire import chain grinds to a halt until I manually empty them
How can I prevent this?
Specialize your distro offices more. Lost efficiency/jams due to hold over is a sign that you're overstretching your office. It's not a problem if your office only hauls 2 or 3 types of goods since the hold over goods will just go in to the next appropriate load.
You're just throwing more trucks at the problem. Sure, it doesn't happen anymore, but the underlying problem isn't solved. The problem
describes shouldn't even happen in the first place, since trucks buying/loading something should coordinate with others. Even construction offices have the occasional dumper truck with asphalt surplus on it. This problem seems to be rather new, as I've never seen this happen in older (like a year older) versions.
Don't mix DOs with lines.
Probably don't put multiple DOs to haul the exact same thing to the exact same place, same-DO vehicles will coordinate but I'm not sure how well different DOs coordinate.
Thanks, this was the actual problem. I had some shitty free DO from game start that was bringing shit in to my train construction yard and kept cucking the main import office.
>Finally turning a modest profit
We're all gonna make it, comrades.
How do I get people to go to University without the earlier schools? I have complex education off. I'm just playing the easiest, simplest settings as a sandbox.
I haven't played with simple education since the game came out but I think citizens are just born with a basic education so it should just be a matter of having a university within range of their homes. Between the ages of ~14 and 21 they should have nothing better to do than go to the university. Do you have students queueing at your passenger stations?
I don't think I had enough busses to get them to the campus on the edge of town. My dormitories weren't filling up. It's my first time playing, I didn't want to have to worry about too much stuff at the moment. Thank you.
Students will only move to a hostel if it's within walking range of their home, or if you click the button to move them there manually.
I was really hoping this would work...
I'm fairly sure students will move to dormitories as long as they are within reach even after transit
they will however only move to other flats within walking range
>I'm fairly sure students will move to dormitories as long as they are within reach even after transit
>they will however only move to other flats within walking range
Got that backwards chief.
For starters there's no way for the game nor citizens to measure how far away something is "after transit." The game just doesn't work that way.
Once educated, hostel residents will move to any open, eligible housing on the map. This used to be the only way to automatically "seed" distant housing as other adults would only move to housing within walking range (without your personal left-clicking intervention), but it was changed a few patches ago so that now everybody can move anywhere.
>but it was changed a few patches ago so that now everybody can move anywhere.
more info on this?
I've noticed recently that my starter city doesn't get that issue with +21 adult child anymore,
sometimes population even fluctuates downwards freeing up some flats
at the same time a lot of the old buildings in the pre populated map seem to be fuller than anticipated
>more info on this?
What more info can you hope for? Any adult searching for their own flat can move into any open, eligible flat on the map. That's it. There isn't any more.
Is there any reason why workers can't be assigned directly to road constructions? It seems rather convoluted to have to ferry workers to road construction by bus, when the work site is closer to the worker home than the bus stop.
Construction jobs work like any other job, if it's within walking range people can go there directly, otherwise you need the construction office to bus them there.
However for roads specifically it's a trap to assign workers. Just a total waste of manpower. I highly recommend building a construction office dedicated to road construction with only pavers, dozers and dump trucks. Set this office, and only this one, to auto assign road construction jobs.
Reading comprehension isn't your forte, eh? I'm asking why I can't directly assign workers to road constructions at all - the game simply doesn't allow it. You provided an answer to a question noone asked, although it does seem like solid advice.
Road constructions don't assign workers within walking distance and some particularly short roads can't be built by vehicles, only workers. That anon's question is entirely legitimate.
>no bus at the paving office
Have fun with small strips of road never gwtting built because they're too mall for heavy machinery
I just noticed that hotels create waste volumes far bigger than their intake of wares. In just 40 seconds of real time, two hotels used up 0.64t of wares (food, alcohol, meat), but output 2.98t of waste (0.69t mixed, 2.29t biological). Even if you factor in the occasional clothes shopping, a factor of ~3.6 intake-to-output seems excessive. And it's mostly biological waste. Are these indians? I thought I was inviting fellow comrades?
have you looked into other waste production ratios?
my guess is that its related to worker and not guests like most other things
With the new researchable export/import connections to neighbors, I was thinking about having the electricity connection at the customs office draw power to satisfy my base needs, and then building my own power generation later on. With the priority system prefering my own region first, and only importing when there's a lack of power, I thought about also creating one of the researchable power export nodes and hooking that up to my network so I can export surplus power, once my network is capable of that.
Would going (import) -> (republic) -> (export) to the same border create a feedback loop, where imported power is immediately exported again at a loss? Or would that only export surplus power from my republic?
To answer my own question; If you link electricity import and export, it'll create a feedback loop, selling the power you imported directly to the export, costing you whatever the difference is. Damn, I was hoping I could use the import station as a backup, only importing in emergencies, but also constantly export surplus during normal operation.
yeah that wont work, I was also thinking of doing something similar using priority transformers
maybe its possible separating the grids, which is something these transformers do
for example you have the export priority directly connected to the power source, and then the import one as a separate one that feeds of from the power source but also power import that feeds into the main grid
although it got me feeling like its too much of a hassle and can somehow backfire,
I know its annoying since just a few missing workers between shifts will create blackouts
I'm really enjoying the game so far, starting to get the hang of it. I have been buying cars and stocking a dealership for personal vehicles and making sure that I have some parking lots near my flats and houses. Is this going to burn me later on as the cities grow and I run out of room for parking lots? Every mine and factory area has at least one lot and I read that because of the way parking lots reserve spaces, I may never achieve a full workforce if I use parking lots. I have a bus platform and a parking lot next to two mines and a processing facility.
This game is fun as frick.
My go to order is: Clothes/something else like alcohol for a challenge, construction (domestic use only), chemicals, steel, fuel, late game money shitter industry like nuclear or car manufacturing
Just enjoy the game and have fun doing what you want instead of what is optimal.
But you'll be much happier with the traffic flow in your republic if you never let a comrade touch a personal car, ever.
Well comrades, I got my starter city up, its turning a modest profit. I'm working on some extra construction industry just to be as self sufficient as possible, but considering my next steps. I've never made it this far before in realistic or elsewise.
Considering expanding inland, there are some close coal + iron in the mountains to the south, wanting to set something up there. If I do expansions that far, should I just set up a new city to serve the new industrial hub?
>If I do expansions that far, should I just set up a new city to serve the new industrial hub?
Depends how far you really need to go and the type of transport used (road, rail, ship, etc). If you have to ferry hundreds of workers over half the map because that is your sweet spot, I'd say build a new town. If it's only a close hop, you could expand your current town and deliver from there, if your infrastructure can be expanded easily. But half the fun is using your "old" and "bad" towns as an example to learn from and using that knowledge to rebuild it better and stronger somewhere else.
Haven't played this game in like 2 years. Tried coming back to it but now it runs like absolute shit. I used to build decent cities at 50 fps and now the moment the game starts i'm at like 20/30. What the frick happened?
If you're playing in borderless window mode, try going true full screen.
the perfect planned economy
dunno what you're doing, buts its running perfectly fine for me, probably better than before
maybe your PC is just self destructing because, windows^tm
>yes, i have a big appetite for wood
Call me a sentimentalist, but seeing churches reopening after near a decade of being closed brought tears to my eyes
Check that you're not accidently using the soviet32.exe. Had that problem as well, because the setup somehow got mixed up the first time I ran it. Either rerun the setup and chose 64 bit, or run the soviet64.exe manually to start.
So does having a polluted workplace have a negative impact on citizen health? Like obviously my mines and power plans are going to be in the center of pollution, but what about building police offices and kindergartens on the edge of the pollution cloud?
Citizens are only affected by pollution at home otherwise everyone would die from working in the steel mill.
I don't think my citizens like walking more than 400 meters, I thought eurosharts loved walkable cities, that's not even as long as my gun range.
Please understand, proper shoes is not part of the 5-year plan.
>eurosharts
>slav/soviets
I say Russians aren't white but I don't really like any EE. Funny guys but sort of like crackheads in their behavior too. The wiki says 450 for paths with lights, I try to keep it under 400 so my fatties don't complain.
>eurosharts
ffs, the thing where mixed garbage doesn't show up as option has somehow returned to my save
I wonder if devs will properly fix their shit
How many helicopters are a sufficient number for a helicopter construction office?
>Building large industries 5+ km away? You'll want at least a few Mi-10 (cargo) helicopters and a Mi-8
So I assume about 4 Mi-10s for cargo and 2 Mi-8s for workers? I was going to build 2 towns, a steel mill, and an oil refinery (among other things).
I wouldn't bother building a large town and its industries remotely with helicopters as it won't happen quickly or cheaply unless you have more than 10 heavy helicopters per town or the distance isn't that far. Helicopters just cannot move that much material quickly; they are more meant for small buildings or for focusing on certain buildings that will hold your expansion back (bridges, buildings with one mechanism slot, etc.).
I would either use the helicopters to quickly build a transportation system to move material in bulk there (like a cargo harbor, the more distant gravel/panel roads, or even a cargo airport for 8+ km), or I would just build out a single rail track or gravel/prefab/asphalt road and build everything with material hauled there by truck or rail.
If you want remote constructions to go faster, learn to stockpile goods in the free storages near remote large construction sites and have a local free CO make the final haul. This cuts out the time after a construction phase starts for materials to be brought from your actual source of materials (the CO sources them from the pile next to it instead of from the customs house or storage several km away), and your big trucks always haul full loads to these free storages.
- Asphalt and concrete cannot be stockpiled in free storages, but since every construction calls for them in the first phase, you can just have it delivered straight to construction sites.
- Covered hull goods cannot be stockpiled, but they aren't needed in huge numbers either, so get helicopters to move them as needed.
- Mechanisms should also be hauled to free COs so they don't need to be hauled up again to each site.
- Workers can be simply dropped off at a free station for COs to distribute or they can just walk onto sites. Helicopters can also bring workers as needed if you don't want to deal with setting up a transportation system just for construction, but they will have a delay compared to a simple stream of workers.
>Covered hull goods cannot be stockpiled
Not for free anyway.
Mass replying gays can go back to the forum where they belong. There are no awards here.
>suburban building sets
There is also no reason to care about what you said.
>Verification not required.
So, what are the go to rural/suburban building sets?
I really like the concept of making more rural settlements for remote needs, and with cars I guess its possible to expand more like suburban areas
the planned cities are fun but can get tired sometimes, I want more urban sprawl.
t. western spy
Do you have a garbage dump for your steel mill? The amount of waste it produces may require a train connection
You mean a whole dedicated dump for it?
No I don't, I built that big garbage container over there and trucks seems to handling it fine for now
On the edge there where the rail branches, I built a garbage collecting point, and interesting to see that a regular train station works with the sorted waste via factory connection
but instead I think I'm just gonna have a mixed garbage dumb with rail for pickup, while having sorted garbage closer to the bridge for the city collection
But in all seriousness, there is a modification that adds cottages and dachas for a more rural settlements, and as for vanilla buildings the smaller housing units are close to rural as you're going to get
Yes. But they're not here, they're on the workshop.
so what?? asking for recs now is forbidden on Ganker?
anything specific?
I already a some of the utilities, but something that fits better as a set is good
looking into robs074 stuff right now
>asking for recs now is forbidden on Ganker
Ironically, rec threads used to get deleted if they weren't on /r/. They're still against the rules but lazy troony jannies don't actually bother.
>built a dedicated construction area near my coal/steel town to expand it
>ever since I expanded it, waste has become a problem, can't move it fast enough even with trains
>decide to separate construction waste and recycle it on-site since I'm bringing gravel to the site anyway and mines produce a shitton of construction waste
>the moment I stopped building new buildings, my gravel overflows and all garbage trucks get stuck trying to drop off waste instead of ignoring it
Have I played myself? I thought if my construction waste overflows, trucks will simply carry it mixed with other waste. Now I either have to set up train export for gravel, which I can't fit anywhere, or get rid of the recycling plant and go back to mixed waste. This is so annoying.
>Have I played myself?
Yep. Unless you thought you would always be building and thus using that gravel, it was bond to fill up the gravel storage eventually.
If you can't fit a track in there, use cableways. A heavy cableway can handle like ~60 tons of waste or aggregates per day, and are pretty cheap. Alternatively, make a cement plant and convert all that construction waste into gravel and then into cement for about a 75% reduction in tonnage.
Can I mix garbage with DO's or lines? So maybe I could set up trucks to load excess construction waste when it overflows in the recycling plant, and dump it into the exporting mixed waste dump? Or I guess if they can't load construction waste in the recycling plant since it's an input, I could have technical offices dump construction waste into a claw dump with a DO sending waste from it into either recycling or export.
>Can I mix garbage with DO's or lines?
Yes, but you have to be careful with the waste designations you use at a dump. Trucks can only unload any type of waste into a dump so long as the dump doesn't specify a particular waste in its menu. Using a DO would probably be easiest for an overflow catch.
>So maybe I could set up trucks to load excess construction waste when it overflows in the recycling plant
Might as well just let it process to gravel and export it somewhere else
see my setup in pic rel, I've set up gravel recycling at my initial building base because I knew it was bound to have tons of that, and never had a problem with this since the conveyor takes priority in pushing gravel
for me it's Wild Bunny mod collections
This is how I handle my trash sorting, mind you, I don't have any garbage sorting facility just yet, I just did the research and enable recycling bins wherever its needed, this seems way more efficient than the alternative
So the sorted garbage gets delivered to a intermediate large container transfer, and then the DO here brings them over for storage, from right to left there are
metal > plastic > organic > fertilizer
which are the main recycling produce from the general population
hazardous is little and I send directly to its destination, and the remaining mixed waste gets collected at a big dump like this to be picked up by rail
then eventually when I build a proper place to treat these I can send them all by rail, but until then I just collect them here, so far its been holding fine, and if needed I can just export to the border.
and we have the first tram in operation
Piece of crap transport mode that will absolutely leave you frustrated every 10 years or so when the stupid things have to be repaired and then feel like continuing from their latest destination point, deadlocking your entire network. Hope you don't have anything important dependent on that line, and have only dedicated tram tracks, otherwise you're in for a treat.
Can't you just give them an end station as part of their line that is within a repair garage's range?
>he doesn't have repair stations paired up with his end stops
Wow, another very intuitive Slovak mechanic. You know, those end stations, where a vehicle is supposed to get a few seconds of slack in its timetable, they are actually supposed to hold the vehicle potentially indefinitely for a lengthy repair, because it just makes sense, you know?
>Wow, another very intuitive Slovak mechanic.
seeth more Black person, first that it was pretty well explained in the tutorial and in game help
second that it actually does make sense and so far didn't disrupt any on line frequency
what isn't explained, is why some vehicles don't get repaired to 0%
does the minimum condition decreases as the vehicle age?
>explained in the tutorial
Well, I might've enjoyed it, if it didn't fricking crash every second mission, you absolute mongoloid.
>is why some vehicles don't get repaired to 0%
As vehicles get older, repairs become less effective. Eventually they're essentially unrepairable which is why automatic replacement exists, and also why they can only be repaired once per year (so they're not just constantly getting repaired to no effect).
Did you import it by electrified rail? I'm like 30 years into my save and I'm still using short KTM-2 trams that imported by truck because I like diesel trains so much, I never electrify my rails.
I never electrify it either, I just brought in by a diesel towing them
glad I didn't know it either, but watched a video about just before buying them
the hard part is getting the other side, because you need a rail depot with the electrified rails on the other side, and then the thing that switches to road, and trafo on both of them
Played this years ago, now thinking of giving it another go. Should I enable everything in the settings? Any must have mods or no?
imo there are lot of unbalanced things still on the game, the devs are signaled closing the betas for new mechanics and starting to iron out the game
of course no clue just how long that might take, so its up to you just much do you want to play
also, might be worth making a test map just to check out the new mechanics and experiment fully with cosmonaut mode
Can you hire foreign workers using boats, and if so how many?
Yes it actually does work, I thought it worked only for CO, but all you to do is enable loading workers anything that transports passengers,
for a little while now I've used foreign workers to aid in this steelmill while the town isn't finished,
though with boats its very ineffective, as there is only a trickle number of workers at a given time, because of that, the increased frequency of buses is better
https://www.sovietrepublic.net/post/report-for-the-community-88
>gravel quarry with a conveyor output
very based
They are literally for the children playing who cannot figure out how to use trucks.
if the all of the mines have conveyor outputs what's the problem with the gravel mine getting one too?
Gravel was unique in that you had to use trucks to move the stone to the processor, which set up a pretty unique challenge in maximizing its output and deciding whether to buy the very expensive big trucks or to settle for smaller ones to save money.
Now everyone is just going to use conveyors because it is easy and the big truck lost its biggest niche, making the game less interesting.
you can still use the old quarries anon, they're not being removed
The problem is that the processor is getting a conveyor input, which means you can just use a conveyor engine and a bunch of aggregate unloading stations for the trucks. No need to deal with maximizing how quickly trucks can enter and leave, especially if you just use the quarries with conveyor outputs.
Maybe cost of these new conveyor quarries will save some nuance.
the processor already has a conveyor, and that's exactly what I do, have unloader that's a bit more convenient for trucks to unload on
My point exactly. The industry has been simplified.
Yeah it was so cool and unique to solve the problem of setting a line from the quarry to the processor. Such gameplay. Frick off silent shadow.
NTA, but conveyors were added for brainlets like you. The gravel processor's output was limited by how fast trucks could enter and leave it, and that required more thinking or at least experimentation to figure out than simply attaching a conveyor.
Put a quarried stone storage with aggregate unloader across the street from the processor entrance and run two of the big trucks back and forth. Whew. Got any other logistics puzzles for me to solve?
>Put a quarried stone storage with aggregate unloader
>He didn't account for the slow loading slow speed at the aggregate storage slowing everything down.
As I said earlier, the conveyor option is for brainlets like you.
Thoroughput challenges are fine, but it shouldn't be on the fricking rock industry, which realistically would be automated as much as humanely possible. It should instead be part of something more interesting like uranium or rare-earth mining
>rare-earth mining
There really should be more metals in the game. Copper and tin the very least, titanium given how difficult working it in real life is..
I just wish aluminum had more uses, like for making better road/train vehicles, for building bigger power lines, for food packaging and electronics, and the like. This would also make citizen waste more interesting to deal with.
That too would be good, you could just have a "consumer goods" factory that used steel and aluminum to make various domestic appliances. Still wish there was a paper mill and related buildings like newspapers, book printers, libraries ect.
There is a mod for newspapers which apparently affects loyalty like radio/TV but without being a radio/TV station, but I haven't looked into it.
I think having extra citizen needs could be interesting, but it should be optional. The current system already confuses a lot of people. I would like to see some more rarely occurring needs that would encourage public transportation from small towns to more developed cities, as while you could just build every service in each town, you could also elect to build a bus line to a city that already has it, but I doubt it would happen.
Yeah I have that mod, a script that does it, but mainly you just use a secret agent building without cars, and it works for the whole map, as an alternate way to keep loyalty in check earlier on
I really would like more complex chains in the game, but it would need a big overhaul to make it feasable and not make players go crazy
For example, one more /egg/ game that goes pretty need into production chains is Captain of Industry (strongly recommend), but its way less so a city builder
Someone proposed a hard mode like factorio's expensive mode. Basically you could select more varied supply chains that made logistics harder.
I do like the idea of a more involved industrial mechanics, but as it stands right now WR:SR is a good mix between city builder and industry simulation.
>for building bigger power lines
you know it is disappointing that they only gated the absolute top tier power pole behind any sort research rather than do something more tiered. It's boring how they have all these interesting options and yet I don't think I've ever seen people pick anything other than the massive 18MW, (or post-update 15MW) poles for their dinky mining outpost that will only ever draw maybe a couple MW at most. And don't get me started on using max size medium poles for a single remote sewer outlet
I think the developers just wanted players to use something else, but most players probably just build the biggest line they can so they don't have worry as much about running out of capacity.
The 18 MW line is so expensive though that I never build it. Two 10 MW lines and a pair of HV switches are cheaper, carry more power, and can be built in stages, so why bother with the 18 MW?
Now that we that high voltage switches with 6 connections I just use multiple 12MW underground cables.
Cables are a good option too and their materials are cheaper than power lines, but they take so long to build without throwing workers at them.
Why even complain about that when machines can magic rock out of the ground without workers? A bigger logistical challenge would be worker supply
Good luck loading this on a normal conveyor belt.
"The quarry" is a modular building where one part represents mining and loading of rocks and the other one crushing and filtering. Iron mines already shit out crushed ore from centralized shaft and the processing plant is mainly removing impurities.
>Good luck loading this on a normal conveyor belt.
There's a rock crusher next to the excavators which is connected to the conveyor belt.
Thats...a container
Prove it.
>Making shit simpler to low IQ players is "based"
You must be an American.
wow, what a challenge, it truly stumped me for years
So lets scream out loud until the big men remove all challenges and inconveniences from the world, niche autistic games included.
of all the things to consider challenging in this game, gravel mining and processing is definitely not it anon
Then why remove it as a unique mechanic?
but it's not getting removed? The original quarry will still be in the game, they're just adding a bigger version of it with a conveyor output
you can still use the old one to feel super smart
What is the purpose of adding it, except to make the game easier for Americans and other loud, low IQ species?
You can transport everything via trucks, but the quarry had a unique mechanic that it couldnt be fully "conveyed" like iron mining was. In economic simulators, just LARPing and adding constrains in your head makes up for bad gameplay. Turn towards goyslop is a bad turn.
you are absolutely correct, with this singular change, the game is can no longer be considered to be within the smart gamer IQ bracket, it is now a goyslop game for low IQ morons
this also sets a very bad premise for future updates, I imagine that in the next devlog they will talk about adding an option where an AI builds the city for you since it would be too mentally taxing for the low IQ players to actually play the game
perhaps we could also a file lawsuit to force the devs to make the game harder by removing all conveyor belts so us, the smart gamers, could actually be truly challenged by this baby tier game
>If I exaggerate a bad decision, it will become a good decision
Why so asshurt?
In EA development, community signals to devs what are good and bad decisions. Voices of amerimutts demanding goyslopization need to be supressed, otherwise bad decisions will be promoted.
>In EA development, community signals to devs what are good and bad decisions.
then relay your worries to the developers via email, b***hing about it here is not going to do anything, I'm sure they will gladly scrap all the work they put into it to please you
Ganker is one of many fora where people can voice their opinions. You on the other hand are acting like an american and spewing bullshit without actually explaining your position or debating like a normal person.
I think there's no merit in complaining about giving players more options to handle things, if the small quarry was getting removed then I would kind of understand your displeasure, but I don't think anyone that plays this game considered using trucks with the quarries challenging in the first place so this whole talk about the game getting casualized is quite dumb in my opinion
>I think there's no merit in complaining about giving players more options to handle things
Why not turn every different type of connection in to one generic Connector
because there is no reason to
It would give players more options to handle things, though
>I think there's no merit in complaining about giving players more options to handle things
The option was there in the mods, but there is no option to take it out. But your argument makes no sense, imagine the complete shitstorm if Elden Ring had quicksave/quickload mechanics and not forced ironman like Dark Souls. WRSR added realistic mode that precisely takes away option from player. Operating within limited options is a major reason why games are fun.
>but I don't think anyone that plays this game considered using trucks with the quarries challenging
Its one of the few production lines in the game that actually cant be fully connected and require vehicles, the other being farm. Its dissapointing to see it gone.
>moving quarried stone via conveyor
Unironically cheating, this board is going to bully you until you have a nice day.
I meant to type loader instead of unloader because obviously you want to load the trucks as quickly as possible. But anyway.
Okay genius, let's see how you maximize throughput at the gravel processor without getting nuisance traffic jam advisories when the storage gets full.
Inb4 just don't let the storage get full.
Either turn off the notifications and be confident in your designs, have two trucks on lines and the rest in a DO, or match the number of trucks to the expected level of demand.
>Inb4 just don't let the storage get full.
That also works. You could have surplus gravel exported or cooked into cement and then exported, or if you use the gravel for industries, then you shouldn't have trucks sitting still for long unless something goes wrong or you spent too much money on trucks, in which case you get a free alert telling you of a problem or the availability of spare trucks.
can't go wrong with coal
I may have gone a bit too big here
luv docks
luv trucks
ate trains
ate planes
simple as
What happened with the guy who made the DMCA claim?
QRD: He was a moron that thought his shitty "guide" for playing realistic mode before it was implemented constituted ownership over the whole mode, and when he learned different, he chimped out and got the game DCMA'ed off the steam's store (due to bot approval and some legal know how). In return, the developers changed the name from Cosmonaut mode to Realistic mode to avoid litigation, and the Community lynched his account and public stuff with downvotes and clown emojis, forcing him to disable comments on his account and guides.
Eventually the developers reach a settlement with the guy where he lifts the DCMA and hopefully gives up any claim to the mode or anything else related to the game, and the developers put him into the credits.
>Where is he now?
Since he destroyed all the goodwill between him and the community/developers, and since his account/stuff got plastered with clown emojis and hate comments, he is basically a pariah that nobody has heard from since.
Thanks anon, I guess they went scorched Earth on Steam because I didn't see anything on there.
You can still find his guide on Steam and the Community reports are still there too if you want to read them.
Is it just me or has the last few threads been filled with some really sour c**t of a player? I wonder if it's the cosmonaut guy
>cosmonaut guy
You mean the blind Navy vet that (SOMEHOW) wrote that guide?
I used to be in the oil/fuel camp. But last time i went electricity + food & ale. Went very well, though i did use mods to make the hydroelectric plant
In fact I think other industries should have constraints as well, to add challenge back to the game. The oil loading/unloading station for trucks should be removed so that oil can only be moved by train and boat. The fabric and clothes factories should have their output storage removed so you have to connect them to a warehouse or use a line to transport their finished product as it was too easy to just support them with a DO. And dumps shouldn't allow any loading, only unloading: who would want to load up garbage at a dump?
Please provide feedback to my ideas which will re-enable challenge and complexity back to a trivialized game.
You sound mad anon. There used to be a time when someone who played these types of games would turn their nose up at something becoming more accessible. The problem was that they didn't bully people like you to suicide and video games as a whole have nosedived in quality because of that.
This type of rock wouldn't be used in this size even back in the 60~80s. Most rock today is processed on site and they do use both truck and aggregate belts to move it. I dont see the big issue with it having both options to either make it use belts or take trucks, there is still a benefit to having either or.
Looked around for a few examples but his one is an example of what you are suggesting with transpiration and break up.
This is another one with smaller agg
I'm sorry anon, but no. "The site" in game is both the crusher and the mine, they are supposed to be very close together.
The mining spot with excavator represents the ledge where rock is broken from the earth via explosives and then the excavator loads it on a hauling truck, which brings it ~100m down to the crusher.
If you want it to do it another way, you need modern, mobile conveyors like this. We didnt have this kind of equipment under commies, we only used trucks.
Every gravel pit I've seen is more like you're second video, with an excavator just putting gravel into a crusher or sorter with no truck intermediary. For larger ops, a truck makes sense, where the Rick face is far away from the crusher. Of course, that also depends on how you're getting the gravel in the first place. Either way, the game cannot show larger ops as the quary never has to move and the excavator never has to have people working it. The Baxuite mine does not require trucks when it arguably should, far more than gravel processing. Plus, the new, small scall rock crusher doesn't have an input if I read it correctly, so trucks still have a place.
I guess that's it for me boys, on to greener pastures. This game just doesn't have any challenge left for me. Hopefully the next time I find a properly hard game I can keep it a secret so it doesn't get instantly casualized like this one. Even so, I'll always have fond memories of clicking to create that line between the quarry and the gravel processor. And then, doing it again. Nothing will ever compare. Hold me.
I remember the tears when loyalty was introduced. All the casuals dying off because they couldn't handle building monuments or not depriving citizens of needs. It was great.
Is it worth building a system of conveyors 1.5km to get iron from the mines to a factory?
It's ALWAYS worth building conveyors, because they're OP.
But
is right about conveyors removing most of the "fun", because they nearly instantly transport anything you fit on them - in huge amounts. I only go for conveyors if the buildings are so close, that the they would've been built as one anyways. For 1.5km I'd definitely build something else than conveyors though, because that sounds rather excessive. Try the cargo cableway, maybe?
Using conveyors removes all the challenge from the game, dig a canal and use boats instead.
>the heavy aggregate cableway, because in a game about producing and consuming tons per second, every ton per minute counts
Yep, but each heavy cableway can only move about 60 tons per day of aggregates (1/10 the rate of a conveyor). I am not sure how much cheaper it is to build a cableway instead of a conveyor though.
The cost comparison is irrelevant because you can't build 10 cableways as a substitute for 1 conveyor, they take up too much space. Do you want to be limited to 60 tons per day, or do you want the unlimited throughput from a conveyor / 600 tons per day from a conveyor engine?
If you're the 1.5 km guy it would be pretty silly to build a 1.5 km conveyor so you should probably do rail or something if only because 1.5 km of conveyor looks dumb.
Cableways are optimal for moving people, on the other hand. I supply all my mines via cableway.
Depends on how much you want to move. There are a lot of industries that use less than 60 tons of aggregates a day, so you may not need much of the 600 tons/day capacity of a conveyor and you could save money by building a cableway instead.
Coal is a good example because there are a lot of buildings that use less than 60 tons of coal per day, like the cement factory, heating plants, the brick factory, the alumina plant, the and the coal power plant. Chemical plant complexes could also be supplied gravel over long distance with a cableway, maybe even by a light one.
There is no possible situation where I need such a small throughput of anything that a cableway is sufficient, but just using a couple trucks instead isn't cheaper/easier/smaller footprint. Go write your steam guides and leave us alone please.
>t. has no clue what he's talking about.
Two of the trucks that travel at 95 km/hr and carry 17 tons can't even provide 6 tons of aggregates per day over just a 3 km asphalt road. Trying to match the cableway's 60 tons a day would be a huge amount of traffic and be way more expensive, especially with the loading facilities you need and the maintenance for all of it. Conveyors would take longer to build, need more material and maintenance, are much more vulnerable to fire, and have a similar footprint as a cableway.
Cableways are just the cheapest option to move stuff long distances, the biggest limitation is the somewhat low throughputs.
>Well I still don't need them!
You can play as sub-optimally as you want anon. Enjoy infinite money and auto-build as much as you like too, children should be able to enjoy this game without having to think too hard.
>Go write your steam guides and leave us alone please.
What steam guides? Are you referring to someone that lives rent free in your head?
>Two of the trucks that travel at 95 km/hr and carry 17 tons can't even provide 6 tons of aggregates per day over just a 3 km asphalt road.
To be honest, Core of the issue is the ridicolous 1min/day timescaling. It makes 95 kmh truck move effectively at 66 m/h, which is around 140% of LITERAL SNAIL PACE (48m/h).
imo the time scale is the thing that's needs balancing the most, it at least make it a game setting
not that it would the change the flow rate of things tho
Doesn't really matter because other parts of the game are also slowed down or reduced. Citizens for example only work and get a tiny amount of goods once every 3 days or so, while resource inputs and outputs for industries are scaled down massively.
Pretty much everything is compressed, but I do appreciate that vehicles' speeds track exactly with actual time on slow speed and the listed distance. If you play for an hour on slow speed, the listed speed is how far a vehicle will go in that time. The developers also balanced things so that we can count on needing roughly three workers per job to keep it filled, which makes planning a lot easier.
>other parts of the game are also slowed down or reduced.
They are not actually. Fully staffed factories shit out more stuff than logistics can handle. Gravel Processing plant will shit out 82t gravel per minute. Thats 8 full trucks. Steel mill will chew through a full train of coal per minute. The 8 hour shift people do at work is also relatively short compared to any commuting they do via busses, despite the esoteric time conversions used for citizens.
Heavy industries (like steel) consume thousands of tons a day of each material they use, real life coal power plants consume about 9 tons of coal per MW (we get about 1 MW per ton), and most mines/quarries use trains or large fleets of trucks to transport the thousands of tons of material they make daily. The important thing is that the various vehicle types are balanced. Trucks shouldn't have so much throughput that you never need trains nor so little that they can't even supply a small factory or shop across town I think the developers got it about right for that.
>real life coal power plants consume about 9 tons of coal per MW
about 9 tons of coal per MW *each day*
They haven't made steel in my city in decades and we still have most of that infrastructure still around. I need to get better at train logistics to mimic what my small city has in this game. The remnants of the steel mill has a mile of siding and two "stations" at either end of the mill, they're similar to the large aggregate train stations in the game. As far as I can tell, I will always need trucks for that "last mile."
One issue is that loading/unloading is not really scaled, factories can chew up through resources nearly at the speed they are unloaded. While I can see dozen trucks going daily to a quarry a day in serial manner, you cant load 12 trucks a day serially in the game. Scaling needs to take in account things that are not well scale-able such as loading and unloading time, building size or train lenght. 1:1440 is OK for a game like Mashinky or simutrans, buts its way too much for a game that also tries to be a realistic city builder.
>The important thing is that the various vehicle types are balanced.
Currently the balance is such, that there is high pressure to connect everything via direct connections because limiting factor on nearly everything is vehicle speed. Optimal way to design industry is just to put the steelmill right next to coal mine, connect it via conveyors and dont bother with trains and shit.
>conveyors
You mean cheating?
I have seen plenty of autists throwing shitfits when some game was casualized. But, man, this is a first time I am seeing sour autistic screeching against people criticizing casualization.
>One issue is that loading/unloading is not really scaled, factories can chew up through resources nearly at the speed they are unloaded.
That depends on the factory. Maybe 2/3 of the factories can be handled by just trucks, cableways, or even forklifts. The only industries that pretty much require trains, ships, or conveyors to run at full production are the ones that deal with a lot of aggregates or liquids. The steel mill and the coal/iron mines need the most transportation by far but it is still possible to supply with just trains. The steel mill can almost be supplied with trains using just its tracks and no other unloading stations, if not easily.
>While I can see dozen trucks going daily to a quarry a day in serial manner, you cant load 12 trucks a day serially in the game.
I'm not sure about loading 12 trucks in a day at the same quarry either, as each would only have 5 seconds to enter, load, and get out.
Thankfully 12 decent sized trucks' of goods are not usually needed at a factory each day, and if they are, they can be unloaded or loaded in parallel.
>Currently the balance is such, that there is high pressure to connect everything via direct connections because limiting factor on nearly everything is vehicle speed. Optimal way to design industry is just to put the steelmill right next to coal mine, connect it via conveyors and dont bother with trains and shit.
The root problem is that almost all factories output much less tonnage than they consume and have few types of input goods, which incentivizes building them close to the source of material they consume the most of to minimize transportation requirements. For steel there is a ~88% reduction in tonnage in processing coal and iron to steel, which is always going to favor building steel mills close to the source of coal (~65% of the input tonnage) to minimize the transportation capacity required to run the steel mill at full production. The transportation options are balanced pretty well; it is just that the game incentivizes building the ones specialized for short distances (factory connections, conveyors, footpaths) much more than the others, so they get used disproportionately more often.
I have found that good map design offers the best solution with spread out, low quality resource deposits that are not close to flat areas convenient for large industrial buildings, like steel mills or the towns to support them with, as this forces you to concentrate input resources over long distances to run facilities at full production and to make use of the other transportation mechanics that are more specialized for longer distances at varying levels of throughput.
>he wants me to build a 3 km cableway to carry a couple truckloads of coal
uhhhh i normally don't build random shit in the middle of nowhere so i think i'll just carry it 3 km via rail and then the final few hundred meters by truck thanks boss
please show screenshots of your highly effective cableway network
>He doesn't have republics bigger than 3 km by 3 km.
Post hyper dense micro republic.
post republics
Far Left across the river is the Headquarters and Technical University, then at the bottom of the hill is the tourist area. Across the river is my first city in this game. To the right is the new town that sprung up to support the mine on the mountain. Me on the far right.
You don't build rail between your cities and production centers?
About half the time maybe, since railways take a hot minute to build and there are other options, but why not use all transportation options for what they are best at?
Cableways are very cheap and well suited for moving stuff at a somewhat low throughput a moderate to long distance away.
Railways and their trains are somewhat expensive to build/buy, but can handle a lot of throughput for their size.
Trucks/buses can handle low throughput tasks with minimal cost and setup time.
Cableways are great in the early game when you cannot run factories and mines at full production, they are very cheap for their throughput (usually, some goods just suck with it), and you can quickly build them with just Mi-8 helicopters. Later on, you can repurpose these cableways to keep other goods/riders off of the roads and tracks, like waste, and not have to buy (or wait to buy) a new train or fleet of trucks/buses for a task.
I must be doing something wrong because it takes days for my five 90t hopper wagon train to unload coal at customs. If I try trucks, they stack up outside of customs because only one truck can move at a time.
Trains unload slowly
>If I try trucks, they stack up outside of customs because only one truck can move at a time.
Try this.
https://steamcommunity.com/sharedfiles/filedetails/?id=2091824985
Thanks anon. I don't know why I never checked out the workshop. The whole truck problem started because the semaphores I added with the landscape editor in NATO territory weren't working correctly and my trains were sitting outside of the empty customs office.
Is this the only way to have decent throughput using trains at the border?
send halp!
The steel mill is an absolute beast on resource consumption, I need to increase my coal through output, so I made a dedicated line instead of DO,
also changed the food train for line and its somewhat working well now
but this "terminal" is kinda of a mess
I think I have it worse than you right now. I'm not sure how I need to work the semaphores.
Never mind, it actually worked. My only complaint is how long it takes to unload that much aggregate. There's a better way that I'm probably missing.
Someone take this man to the train infirmary he's delusional.
The border crossing will never be empty, it will be unloading coal 24/7, this is so there are no train collisions.
what the frick is going on here
you bought 15 diesel trains just to unload coal 300 meters away from the border?
Yes, less traffic running it on a separate line. You could get away with 6 or 7 but I wanted to see if how the sempahores work.
wouldn't it be better to have your own coal mines instead?
They're exporting the coal for dollars. It would be a lot easier to mine your own coal and put it into steel.
>They're exporting the coal for dollars.
how long is it going to take before you break even on that investment? Coal is a shitty thing to export
Years, probably. Those are the 90t hoppers on the most expensive diesel locomotive.
Yes it is, I will most likely get rid of the aggregate storage and make that a finished goods or container station to export tonight. It may unload faster too with finished goods, meaning less trains for the same money. Sorry if I don't have all the terms right, I just got this game yesterday.
jfc give me a couple hours to get the kids to bed and I will explain how it works so you guys can never have to cross your own track again.
The red lines are the return, the blue lines head towards whatever you want, but this is useful for border crossing, mo of the other times I would just run a loop and trains in one direction, but this is more efficient. Regular semaphores too, no blocks or chains.
I have no clue why you even need such madness
I guess you're importing coal as if it was a conveyor belt?
second, why even use one hand tracks at all (of course I see it as necessity in your case)
I know its unpopular, but I always use both hand rails in my systems and it *almost* always without issues
forgot the goddamn picture
>train roundabout
this isn't Factorio
>train roundabout
>muh chain signals
Eggman go home.
>Eggman go home
I will not
>Factorio
Of course not, otherwise it would single way tracks and the most possible efficient crossings ever
>dedicated line instead of DO
Does frickall for throughput, it's probably more of a semaphore issue if your trains take too long
>train doesn't need to go back to DO to take on a new mission
>can take resources coming back and forth
>can get bigger than the limited size of the DO
the frick you on about?
Also having trouble with the vanishing of the pax ferry
doesn't anyone else has an issue with this?
the boat misses the buoy and just goes on a straight line through the terrain forever,
the teleport home cheat doesn't work here
>noticed my republic was still importing chemicals despite 8 chem plants running at near full capacity
Aw shit, here we go again.
just get a bigger modded chemical plant anon, repeating buildings that are also built crooked are just plain ugly
Its things like that that make me wish the factories were or could be constructed out of more modular components in the event that you need to make a very large plant.
these modded buildings are amazing for what you are describing, especially the steel industry one
https://steamcommunity.com/sharedfiles/filedetails/?id=2807104839
https://steamcommunity.com/sharedfiles/filedetails/?id=2845627877
I find the act of interconnecting all the inputs/outputs, services and worker pathways to be much more interesting than plopping down one extra powerful building, even if the result isn't that pretty. Makes it feel like I'm designing an actual industrial area. Chem plants are a bit too much with how many kinds of different things they need though.
>how many kinds of different things they need
Yeah where the input/outputs for the buildings are can be a problem when scaling up, especially if there's a lot of different inputs that they need.
>just get a bigger modded chemical plant anon
Absolutely bottom barrel shitter tier
Here comes the no fun allowed brigade, gotta play it vanilla otherwise it's cheating eh?
Aesthetics are more important to me than making abominations with the vanilla buildings
Nta, but... Anon, this is socialism, abominations ARE the aesthetics.
I guess that when someone says socialism, you imagine a bunch of decrepit commieblocks surrounded by mud roads in some Russian shithole
not every place the commies touched ended up looking like that, and besides, you are the one who is in charge of your republic, you can make it look nice
Bleak.
In socialism or any other economic system you rarely stack separate factories next to each other. You make a big un.
Hopefully the devs will implement multiple sizes of factories to prevent need for putting multiple same factories next to each other. It should be easy enough.
They should opt for a modular system, ideally. The one where you decide how many blast furnaces to use and their layout (including factory connections and aggregate inputs), instead of plopping multiple precombined units. It kind of already exists, but I'd like to see less abstraction.
>casualizing your save by adding cheat buildings
you can make a tasteful industrial complex even with repeat buildings, right anon?
Chemical plants were unique in that you had to set up dozens of facilities in order to become self sufficient, which set up a pretty unique challenge in maximizing its output and deciding whether to pay the one-time cost to set it up with factory/infrastructure connections or just using a DO with trucks to save money.
Now everyone is just going to use modded chemical plants because it is easy, and the small chemical plant has lost its niche, making the game less interesting.
It's the same choice? Nothing stopped you from building a massive number of chemical plants right away and not having to balance anything. So long as the resource and worker use is the same, you're only saving footprint with thr modded building.
I've never seen such sour posting directed at people who are opposing the casualization of a game.
It's always been a casual game
cope
He's just meming, but I do like how chemical plants requires setting up a little mini network to get them their inputs and collect the chemicals. If someone wants to use mods to remove a challenge or some other aspect they don't like, that's fine, but the main game should try to be as engaging to players as it can be.
I like how they use only a tiny amount of everything so you can easily supply them just with a couple trucks. It's such a pleasant distraction from all the other industries which revolve around dumping as many raw materials in as fast as possible, and dragging the product out before there's a stoppage.
Other than oil and crops which I bring to my chemical plants via pipe and warehouse factory connection, I just have a set up of 2 dumpers and 2 open hull trucks to bring gravel and wood to the plants from one of the local storage.
I do something similar, but I move wood, chemicals, and crops by forklift.
Eh, somewhat more sensible, afterall small volumes is exactly what the forklift stuff is for
however it leaves me wondering why do you even need that much chemical plants to begin with?
In the early game they make a lot of money (these nine plants make about 115,000 rubles a month), but don't need a lot of vehicles to move their stuff. In the late game you need a bunch of chemicals for industry, like fertilizer, fabric, water treatment, hazardous waste treatment, plastics, aluminum, nuclear fuel, electronic components, and other stuff, so it is good to have a lot of them.
Looks more organized than slaving everything to a single warehouse, but I can't just rationalize forklifts in my mind, like if you're paying the fuel tax anyway, why not just settle for trucks?
Because they produce frickall and a large republic that makes its own electronics need shitloads of chemplants.
>Looks more organized than slaving everything to a single warehouse, but I can't just rationalize forklifts in my mind, like if you're paying the fuel tax anyway, why not just settle for trucks?
I don't mind the fuel costs because they really aren't much compared to the value of chemicals and forklifts can be a lot cheaper than a bunch of trucks. I was able to get 20 forklifts and their garages for far less money than 6 trucks and another DO. I am not sure if the savings are worth the longer build time, but I guess building one factory quickly and running it while the others get built isn't too bad.
It's asingleplayer sandbox game, let people play the way they want
is someone else using modded buildings affecting your enjoyment of it? Because there is no reason why it should
>conveyors
Imagine being a casual who makes do with DO's and roads and pays the fuel toll. Going through all the trouble of fitting all the connections for a throughput of under a ton of gravel per plant per day is the superior planning move.
Getting the fricking waste and recycling set up was a pain in the ass given the area I was working with, but its finally done. Just gotta optimize the layout of the Aluminium smelter, and then I can work on the town.
Coal is a high volume low cost commodity, might as well export gravel at this point. Take a loan, build a steel mill and suddenly you'll be making 10x the money.
since they're adding earthquakes in the next update, I wouldn't mind if they introduced more catapstrophic events into the game
there's already a feature that causes the nuclear plant on fire to leak radiation on the vicinity depending on the intensity of the fire, but I'd like to see that introduced to other industrial buildings as well, like a chemical plant catching on fire and exploding, turning everything around it into rubble or severly polluting nearby areas, maybe there could even be different types of fires like chemical fires which would require specialized firefighting brigades
They might be planning to do something like that, as there is an unused firefighting speed/level type for "ladder trucks." It would be funny to see an entire chemical plant complex blow up in a chain of explosions because maintenance was skimped on.
Alright, finally got around to get my meat plant planned out
This should work out nicely, I guess I'm just gonna have a real small village near the factory since it barely needs any workers anyway, or maybe just supplement it with foreign workers
It almost always without issues?
great job following the buoys
>multi tanker drifting
Ships seem to prefer traveling along the cardinal axes, and grinding their hulls along the shore.
>along the cardinal axes
so it might be better to buoy only on grids?
Wouldn't hurt. I would not place buoys next to land though, as I am pretty sure that is one of the causes for why they phase into land. I remember a mod bridge saying to use buoys to get ships to go under it.
lol, I think for the me the problem was not next to land but too close to the harbor exit or something
thinking of just getting rid of them
You should should check whether they drift while the game is paused too.
How does the game decide if a building catches fire? I assume its probabilistic and likely includes maintenance as a factor but is there anything else? I don't want to start building a new industrial area and have it all burn down before I can get people out there to do firefighting.
It's random. Just save frequently and load if something catches fire in a spot that doesn't have coverage.
I want to say it is just random chance with no factors, but there are a lot of buildings that are immune to fire. There isn't any real logic to it though. If you need fire fighting coverage, just build an apartment and a fire station there. If a fire occurs, relocate people into the apartment to go fight the fire and then relocate them back once done. You could also use helicopters, as they don't need workers.
I remember reading something about building maintenance increasing chance yes, I also remember it mentioning that deal some damage to building condition
I also think different buildings have different chances, but besides that its pretty random, and you can go ages without anything catching fire
Just use helicopters, they will cover a very wide range
They're good up to 3 km, and they need a lake within 2 km.
>build an electronics factory
>it immediately ignites
>good thing I have a helicopter on standby
>the bloody thing is only able to contain the fire, even though the factory is right next to a river
>it burns down due to wear on its opening day
Yeah, it turns out some buildings need a whole wing of those to be effectively covered.
Also, frick this bullshit China simulator.
What helicopter were you using?
Sikorsky Skycrane
Can buses from construction offices pic up workers from train stations?
They can pick up from any station workers can wait at.
Am I the only one that feels that towns don't look good enough in terms of how they transition from urban core to countryside?
You mean that there aren't low density buildings?There are smaller apartments and shops.
No I mean even with low density buildings the cut off can feel a bit abrupt. But then again maybe this is just my particular case of autism talking.
Well, large apartment complexes next to empty fields is a bit of a stark transition, but that's what the game leads most players to do unless they care about the aesthetics.
That's also incredibly realistic, since that's what the commietards did irl
making countryside villages is not exactly feasible without mods that add single family housing
There are vanilla village homes, but they can only placed/built with cheats and are kind of OP since they don't need heating, have high housing quality, and are really cheap to build.
>cozy village in the winter
More like some suburb in Illinois. Is Americamaxxing even effective considering the shitty low range of cars in this game? Are there mods to increase car range?
Cars work best after getting radio. Before then they don't really benefit citizens, but after getting radio they give citizens extra free time to consume more radio programming for more loyalty. Cars also work best in short ranges, as driving any longer than a few km a day will result in them working less than a third of their day, and you always want them driving to work, as this stops them from waiting at home after work, meaning they work more often.
Cars are utterly ineffective for anything but making the map look more active and alive by zooming around on the roads. Would it be effective to use the B1000 dumper to carry quarried stone to the gravel processor?
Some autist is going to say that cars are great because they're the best way to achieve some specific set of conditions where you need like 3 workers at any given time and they need to have 100% loyalty. Just as I occasionally use the B1000 covered hull to carry tiny amounts of goods.
Guess I'll be that autist then. Cars are good for bumping up the loyalty of your teachers and radio/TV workers, which then bumps up your entire republic's loyalty. The trick is knowing how to keep workplaces fully staffed with car owners.
>bumping up the loyalty of your teachers and radio/TV workers, which then bumps up your entire republic's loyalty.
The loyalty bonus from education, which lets loyalty get higher than it should for the current level of radio/tv/vehicle access, drains away as soon the education stops. A few citizen years later they'll be right back to exactly the level you'd expect. I don't think mucking around with one simple trick created by a mom to keep workplaces staffed by car owners is worth a +10% loyalty boost for about 4 of a citizen's 50 working years.
You want highly loyal workers in radio/TV stations so that the average loyalty cap of adults is raised the most, while you want highly loyal teachers to boost children up to the loyalty level they would have if they could get electronics, so that they do not enter the workforce at monument only levels of loyalty. Wardens for prisons are similar in getting criminals' loyalty back up to minimize the chance of a repeat offense. All of these workers can have their loyalty boosted from having a car and the right setup, which will boost the loyalty of the entire republic.
>loyalty cap of adults is raised the most
The loyalty cap doesn't depend on the loyalty of the workers, it's set by the system. Higher loyalty workers just makes the indoctrination work more quickly so that citizens hit the cap sooner.
>Higher loyalty workers just makes the indoctrination work more quickly so that citizens hit the cap sooner.
And that means citizens with lower loyalty are boosted to high loyalty faster and negative effects like crime, unemployment, and missed needs are countered harder, so the average loyalty in the republic rises even higher.
Is there ever a reason to build low density housing besides aesthetics? I always try to go as space efficient as possible, high rise commieblocks with a large shopping centre and a long train platform to service all those worker-hungry industries.
I sometimes build small outposts for non manpower demanding industries to avoid having to move commuters from 3 miles over. It depends entirely on your playstyle: I prefer to build locally without centralizing my public transport, I also try to maintain realistic grades for railroads with minimal terraforming, so mountainous maps leave few options for dense cities.
Smaller apartments are easier to place onto slopes, which is nice if your map has a lot of hills and flat land needs to be saved for large industries. They are also good for housing only university educated workers so you can guarantee a school or hospital automatically have enough workers nearby without having too many.
How do you cross rivers with your power lines without triggering an OCD by the wires sagging so low?
I use underground cables instead
But they loose capacity and it's not realistic. Aren't there any other ways?
Use two cables and join them to power lines with a switch at either end of the body of water.
make a mound on both sides for the tower to sit on
I am convinced that rail signals have absolutely no logic attached. They work exclusively through black magic tricks depending on the weather.
Can someone explain to me why would the 1st layout keep the rightward (bottom) train at the signal until the leftward (upper) clears the block, while the 2nd, almost identical layout would operate just fine and let the rightward (bottom) train pass under a blinking red at the same entrance signal?
The only chain signal is designated with 2 corresponding red arrows, everything else is block. Purple marks the supposedly reserved paths for both trains (going by OpenTTD logic).
If you enable cheats, open the menu of the train, and press the C key, the reserved path of the train will be highlighted in brown. As for your layout, is the black rectangle at the top of layout 1) also a train?
Yup, that's a train loading on the branch line. I forgot to mention, that there's a station on the right in the first example, just after the junction in-between the two signals, which is not "enclosed" by said signals: there's only a signal on a corresponding exit from the station, but no signal for entrances. Sorry, phonegaygin atm, can't be more precise.
If the station itself is actually a single conjoined block of "double" track, then I suppose it must be causing problems, unlike TTD stations, where only 1 half of the track could be reserved independently.
The yellow signal works off of who reserves the section of two-way track first, so if another train (like the one at the top) reserves it first, then other trains will have to wait for it to pass, even if they reach it first or if they could follow another train that had an earlier reservation. Signal color is always red if there is a train in the block it points into, so you have to figure out the signal condition through other means.
The yellow signal question was unrelated, I was just trying to figure out the logic behind path reservation, because it seems really convoluted, unlike OTTD, where trains only reserve 1 block ahead.
Unless you are only using a total of two trains, it's because some other train has claimed a spot that the bottom train needs.
It is essentially just those 2 trains, because the branch line train is stationary, and the upper train is the one "engaging" the track, if I check from the bottom train's control window.
>as soon as you start complaining it stops happening
Murphy's Law strikes again.
The fricked up part is your trains will drive full speed up to the semaphore and stop on a dime. This game is painfully unrealistic, I know it gets touted as an in depth city builder but that's not immersive at all.
Are there any games that properly simulate trains slowing down when the signal ahead of them changes to stop?
>train sims
Yes.
>logistics games
No. The horizontal scale on a top-down logistics game is always shrunk so much that there isn't enough map for trains to use realistic acceleration. Imagine a proper freight train in this game, it would extend 10% of the way across the map and take 20-30% of the map to stop.
OpenTTD but like
said, the scale of the maps would have to be a lot bigger. It was a shit post anyway, a pucker moment when I thought my trains were going to collide and derail. Can the trains derail?
>Can the trains derail?
No, but you can occasionally get a glitch that looks like one has.
Good to know that can happen.
I have some lingering road that can't be deleted, a graphical bug that doesn't go away with restarting the game. It's not a huge problem, just annoying as hell. It turns red to delete it but you can't interact with it, that's the only real issue that I've seen.
The fricked-up part is, if train sims worked in real life, precision freight scheduling would work as well.
Also why would some trains reserve like 3 blocks in advance and stand waiting at a yellow like morons, blocking the tracks, miles from the actually occupied junction?
>DOs stop deliveing prefab panels to the RCO despite them having no problem doing so earlier and me not changing anything
I don't understand the garbage stand mechanics. Why does it sometimes send the scrap from the scrapping facility (assuming active connection), and then sometimes it just doesn't?
It works better if I allow mixed waste to be forwarded. Does it mean the scrapping yard just separates the contents of its internal waste storage, while ignoring the aggregates? I have a similar set up for my RCO and it works as one would assume it would during demolition.
How do you set up & future proof your electric grid such that you don't have to replace it ship of Theseus style when you build your power plant?
Put in [currently] pointless switches so you have extra connection points that your power plant can plug into later. Even easier now that they have the big switches instead of only the 3-points.
>getting desperate about how slow the construction of the town is going even though the Construction yard is more or less up and running and thinking about turning autobuild on
Comrades...
Just export more to make up the difference and it doesn't feel like cheating.
so from my understanding, personal cars are best used for workplaces where loyalty matters a lot such as in prisons, TV and radio stations and schools?
I could imagine a setup where the educated workers drive themselves to work and the laborers take the public transport
it's a shame all the parking lots in vanilla look pretty lame
Having 100% loyalty workers in your radio station still can't raise your worker loyalty above the radio station cap which is either 60 or 70%, I can't remember. Same with the education system, although it might help keep children's loyalty high (children can be born with higher loyalty than their parents, up to about 10 percentage points higher) during their education; it quickly drops back down to the cap once they're done being educated.
The best use for ultra-high-loyalty citizens in my opinion would be for small industries that absolutely must operate at high productivity. High loyalty citizens have extremely high productivity values, combine that with power plants and heat plants that operate at full capacity when 50% manned, and you can keep these running at full capacity even if only a couple workers make it to work.
I don't build secret police so I don't give a shit about loyalty stratification meme strategies but you can do what you want.
I forgot to say that the loyalty caps are different depending on citizen reactions difficulty setting as far as I know; on hard reactions the cap is 60 or 70 but on medium and easy it should be higher.
I just impulse bought this game. Oh god how do I into central planning, why did I choose a pre populated map
How the hell am I supposed to build roads with a sensible grade in this game? Even on a very gentle hill it's all wonky and wobbly.
>inb4 scrape the terrain by hand for 20 minutes
Show pic
Rmb and smoothing are all you need for the most part.
Does the cost of negative imports (waste, sewage, etc.) change over time or are they relatively constant?
Can I export mixed waste to keep the price of hazardous waste high like grain with fabric or alcohol?
Pretty sure all prices go up over time just due to inflation, but they can also go up with importation or down with exportation. Exporting to "beyond the border" has a lower effect though. Supposedly your population size also affects prices, but to what extent isn't very clear.
>I export mixed waste to keep the price of hazardous waste high like grain with fabric or alcohol?
Mixed waste is just a combination of various waste types without any of the hazardous waste component (not the hazardous waste "mix") within it, so importing it should drive up the price of the component waste types, but the price of hazardous waste should be unaffected.
>Supposedly your population size also affects prices
It affects the import/export threshold for price adjustments. So a huge metropolis can import more fabric and export more clothes before it starts affecting the prices, compared to a tiny colony.
>feels good man
>industry in the middle of your town
lmao this homie plays with pollution turned off
I have almost everything turned off.
>plays autism simulator without the autism
Confusing
I just like making pretty towns.
EEs will see this and think
>home
Just replace concrete blocks with glass ones and you get modern western cities
The 5-over-1 is just the American Krushchyovka
0.9.0.4 - Campaigns
Finally the public testing of the new version 0.9.0.X can begun. Please report us any critical issue. I hope you will enjoy new features.
On behalf of the entire team, we wish you a Merry Christmas, a Happy New Year, and prosperous years ahead for your republics.
Peter
0.9.0.4
Main Features:
Added two campaigns
Introduced two new default maps
Added new fences, decorations, and a few mods integrated into the vanilla game
Introduced new vehicles
Added new sounds
Added mud airfields
Introduced new loading screens
Various graphical replacements
Additional Features and Fixes
Other features:
Prevented roads from splitting into small pieces
Made it possible to upgrade roads through road crossings
Vehicle not teleporting from constructions, flatbed vehicles can bring mechanism back from constructions
Improved construction office mechanics and vehicle task assignments
Enhanced road pathfinding for one-lane roads
Improved train pathfinding
Balanced residential buildings and quality of living
Added better marks and icons for disabled items such as construction or turned-off factories
Set autosearch as the default setting when a building is placed
Modified fire mechanics
Improved railway graphics
Balanced night graphics
Implemented a small gravel processing plant and a large gravel mine.
The excavator can now work on tunnel construction.
And now I have a real bad case of restartibreasts
any known issues for going from existing save?
I'm interested in the upgrade feature but i wonder how it works out of it will break anything
There have never been issues with taking old saves to new versions. Just make a new save and keep the old one once you update to the new version in case there's some terrible bug and you need to revert as you can't load a new save in an old version.
>Vehicle not teleporting from constructions, flatbed vehicles can bring mechanism back from constructions
This is a neat addition
Where was this posted again? I can't find it anymore
looking for the complete changelog for the new test branch
how does one merge road pieces?
or if any bugs been fixed
>Version 1.0 - OUT OF EA
>(ETA: September / October 2023)
I don't think that's the report I'm looking for anon
You can find version updates on steam in the Test Branch forum:
https://steamcommunity.com/app/784150/discussions/6/4040356791029467459/
You can also find it on their discord.
Does this game go on forever or does it have an end date?
it goes on forever
>2357
>The republic still runs on a handful of coal power plants that were built nearly 400 years ago
>Somehow the country's coal reserves haven't been exhausted
when communism actually works, miracles happen
The forces of historical materialism triumph yet again over obsolete reactionary concepts like scarcity.
just like current day Germany
too bad we don't have open pit mining
Eventually the compounding inflation gets so ridiculous that you'll want to restart because a ton of grain sells for eight million rubles or one dollar but there's no end date nor win condition.
at some point the game asks every year if you want to cut prices by 100x
Not that simple:
>a ton of grain sells for eight million rubles or one dollar
You could always replace the economic data of the save with that of a new game. You'll have to deal with the price fluctuations as the economic system reaches an equilibrium with your imports and exports.
Yes, which is how you get to the situation I described.
And how you get out of that situation is by producing your own grain or using all the grain produced in more valuable products
One dollar being worth 20 million rubles might be "lol so communist" but it makes the charts and the money display look ridiculous especially when a dollar is worth 40 million rubles the next year. This is not a problem that can be solved by exports.
That is the biggest non-issue I ever heard of. Post your republic
I'm inclined to agree, few are playing a single save for long enough such that inflation gets that bad. It is a strange edge case though.
Imagine still needing to buy or sell stuff to stinky foreigners by that point anyway.
I export not because I need to but because I want to.
This. Half the things I do are just so there's more traffic
How are the new maps?
I only did a quick look and they look boring and tutorially. one is just flat with a few mountains and the other looks interesting but it already has train tracks running through the map, connecting with all the custom houses with rail connections and asphalt highways in the south.
They are for the campaigns that are basically tutorials, so they were not made with a challenge in mind.
It's a shame, the 2nd new map looks neat. I don't get why they didn't add a stripped down version without all the rails and whatnot
Stripping out rails and roads is pretty easy to do on your own though. Just start whatever map, make a save, and then replace the railroad and semaphore bin files of the save with those from a save without any tracks. All the tracks and signals will be gone when you load the save.
imo its not really all that far fetched, old railways could be easily built before or during the great wars for logistic needs,
it also adds a decent way for you not need to build too close to the borders and taking decades to reach the central populated parts of the map, making use of the earlier trains
>it also adds a decent way for you not need to build too close to the borders and taking decades to reach the central populated parts of the map, making use of the earlier trains
It also makes the game too easy, which I find to be less interesting than coming up with ways to overcome the issues of distance and minimal starting infrastructure. If you just want a chill game or are learning how to play, then this map is fine.
I haven't been playing much the last few weeks but our creep towards the other side of the map continues with a much needed new oil field
>vehicle fuel use accounted for 70% of domestic production last year, with me squeezing my oilfield out of everything it's got
>now I'm getting my first heli COs online
>the closest oilfield is a long distance away and looks pretty small
Might just leap over the mountains with helis and embrace the oil tanker life. Haven't used waterways at all this playthrough, so it's about time.
I'm coming to your corner, map brother
Do you have a drydock made yet?
Not yet, but the next thing on my to-do list is a coastal city expansion to staff my excessively large aluminium build via passenger ferries and possibly a drydock as well. Not sure I'll actually use it to build ships for personal use since I've had an operational road vehicle assembly for ages and I only use it to export belaz trucks because importing the vehicles I actually need is so much quicker. I wish there was a button to queue a specific vehicle for production to be used in a specific workplace, sort of like a quick domestic production order button.
A "purchase domestic vehicle" option next to Soviet and NATO ones would be useful
Alright, time to have people move in. I can build the rest of the town, the iron mines, the steel mill and aluminium smelter as I got.
I have been seeing videos about this game more frequently as of late so I was wondering... how easy is it to get at least a basic hang of it? From what I understand, it is one of the more complex games.
Fairly easy, most of difficulty is tied into what settings you have enabled.
If you start on the hardest settings you will struggle. Most new players should start on easy and learn how to set up basic transportation networks, and then enable the stuff they want to learn about.
last update added a proper tutorial so it's easier to get into the game now
Did anyone update their old games to 0.9 here? I'm enticed by the goodies it offers, but I wonder if there's any compatibility issues.
>I wonder if there's any compatibility issues.
Just make a copy of your save and update the game. Saves are only forward compatible, so if you get too many bugs, just leave the beta and go back to your old save.
So this has been driving me up the fricking wall lately: my energy production usually works fine through the night with no lights flickering, but when I pause, I often get power outages like pic related in schools, kindergartens, universities and the like. They return to normal when I resume. I've checked and my two power plants are definitely not maxing out and buildings in question are surrounded by substations with capacity to spare, but I still built another power plant and connected it in a way to split the load with the rest semi-evenly, now all my plants run at 50-60% capacity at night and this still keeps happening. Also, the voltage meter in affected buildings normally fluctuates from 215-230V as if they are getting insufficient voltage, but I'm definitely giving them more power than they can take. So what's happening here?
Sounds like a ui bug. If power comes back instantly when you unpause then who cares?
Report it and post the save, the dev will normally act quickly if you can provide evidence of a bug. You're not using some time mod nor ultra-fast-speed, right?
I generally have a fairly complex power network and it will often fluctuate in some parts
I think its just the way the system works and maybe pausing it catches some of that punctual fluctuation
Generally, what do I have to have in mind while building a railway for diesel locomotives? I kind of know I need to make those triangle intercessions to improve the flow when they're inbound to production buildings but I'm never sure where to place additional rails or whatnot.
Refueling is usually the biggest issue, as trains will deviate from their route to a fuel station and may not be able to get back to their normal tracks for whatever reason. You need to design refueling areas that trains of the largest size you plan to run can enter and leave from each direction or you need to exclusively use train end stations for refueling. I like having most refueling stations in the waiting yards before industries or customs houses so they can refuel while they wait without blocking a mainline.
Just like electrified railways, you also need to ensure that you have enough sidings and railyards for all trains to wait in to prevent deadlocks. If you are worried about throughput at intersections, consider running longer trains with more locomotives or build flyover crossings.
>Soviet Republic
how come i never heard of this gem. holy frick. 0.9v means almost release? assuming full playability?
>how come i never heard of this gem
Its made by a small slovak developer so
>0.9v means almost release
Yes, its pretty close to complete, the lions share of the game is in place. https://www.sovietrepublic.net/roadmap
pain
>setting up a town on realistic mode
>workers abandon building site with literally 1 workday left
>bus grabs 30 people to finish the last workday then sit around waiting for steel and concrete
>cement truck tries to load cement
>plant timely runs out of workers and stop production
>0,0014tons of cement gets loaded
>drive all the way to unload at the construction site and back
>now 0 tons get loaded, truck departs anyway
>plant is not producing, resource missing: gravel
What's wild is this sounds exactly like something you'd read about happening in the USSR or even Modern Russia
>tovarisch, our job is to go to plant and pick up whatever cement is there. If no cement is not my problem
growing up this is unironically what everyone in my family did and also what i do now because im payed to do one thing im not gonna do another
With our expansion to the northwest taking place, the next phase of our plan will be to fill in the rest of the corner of the map we already occupy.
There is coal ore at Almavary which will be processed on site and transported to our steel mill via the already semi-established rail line pictures here. A highway currently connects at the south and east, so it will simply be filling in the gaps with the coal, farms, and likely a new lumber industry to finally supply boards after 150 years
>finally making money
>realize I hate how I've set up everything and want to tear it all down
How do I move specific railcars out of distribution offices?
Set up a line, click on the vehicle icon in the load section of the line menu, and select the types you want from a list. There is no way to limit the number of a type that get loaded though.
Is this game similar to Transport Fever 2? I like that game a lot and was thinking of picking this one up.
I wouldn't know, the best description of it is that its the autistic child of Tropico and Factorio
definitely not, I played both, haven't played nearly as much TF2 as I've played W&R
while TF is a proper transportation game, W&R is a lot more focused on logistics and planning
like for example, you just want to plop down a rail to carry goods from A to B, in TF2 you just do it and look for the costs
in W&R you need to plan out even the gravel that the rail is gonna be built from
The key to preventing gaben from stealing all your games is to just never turn off steam. Are they going to force a restart at some point?
>too smart for Windows 10
>too dumb for Linux
being you must be hell
>stop running on windows 7
never thought they would actually force it, let me know if it goes kaput
also strongly recommend considering linux, nearly everything runs on it fine lately, and I have a bunch on the same games as you
I have a linux partition on my other machine but the older I get the less interest I have in constantly "managing" the system. I just want to broooowse and play a little vidya. I should probably try again, doing lazy consumer stuff on a linux-only PC is certainly far more well documented and supported than it was in ~2010.
>but the older I get the less interest I have in constantly "managing" the system
>doing lazy consumer stuff on a linux-only PC is certainly far more well documented and supported than it was in ~2010
I may be way out of my depth here, but it certainly seems that binblows is way higher maintenance with their mandatory "upgrades" nowadays
I've been running my franken system for nearly a decade now, and its been going pretty well
I only upgrade a couple times a year or when something needs, only delve in deep when I need to accomplish something different
of course every now and then Arch or KDE throws a curve ball with an update that breaks a few things, but its usually not that hard to come back from
>of course every now and then Arch or KDE throws a curve ball with an update that breaks a few things, but its usually not that hard to come back from
Meanwhile I've been running W7 without thinking about it at all since 2012. Which sounds like less maintenance, "restart the computer a few times per year" or "every now and then an update breaks a few things but it's usually not that hard to come back from"?
I have no special love for a planned-obsolescence consumer software product that I got for free when I graduated uni but this blind gnu/linux fanboyism is ridiculous.
>Meanwhile I've been running W7 without thinking about it at all since 2012. Which sounds like less maintenance
I understand anon, I also been running an ancient W7 partition which I even managed migrate somehow in the past, but its not fanboyism when W7 literally doesn't support my last hardware migration nor will even Steam work on it anymore
also, I didn't say I don't restart a few times a year, but for sure I know if you don't restart windows in a long time it will start to lag like crazy
Is it still really difficult to upgrade roads in the game? I remember when I tried the demo upgrading a road would make it impassable for the duration of the upgrade.
never heard of a bypass?
They've recently made it so that roads which are being upgraded can still be walked by pedestrians, but if you need a route to stay open during upgrades you'll need to create an alternate path, temporarily with dirt or something more permanent
is it possible to downgrade roads in planning mode without deleting them?
picked up the game in the sale
tried realistic after doing the tutorials, found out I couldn't cope with it.
tried without realistic, but can't get people to staff my powerplant because there's no drinking water, and there's no drinking power because there's no power to power the pumps
Everything is turned on beside realistic& pollution, money is on EZ, cars don't need fuel
what am I doing wrong, is there any hope for me
what should I start with as a simple economy.
Don't play on realistic mode if you don't know how to play. Simple as.
Import power from the border to get your starting industries and population going, power plant is not a good starting industry because of low return on investment.
is this game fun if I enjoy factorio ?
Probably not, the types of autism required are different.
which type does this one requires?
In Factorio if you're ever standing around waiting you're arguably playing it "wrong", as you should just go expand the factory so you don't have to wait. In W&R standing around watching things happen is fun and enjoyable.
it's a game for people who love Factorio and Tropico at the same time
ah I enjoy both of those, guess i'll give this a try
have you played CoI?
if so you will probably enjoy this, just think is less on the production chain side and more on logistics and city building
>CoI
Never heard of it untill now, should I try it?
Captain of Industry
how can you be a factorio gay and not know /egg/?
I don't go on Ganker or /vg/
good on you, but why frequent the site then, its not like other boards are any better
>steam capitalism sale going strong
>W&R goes 35% off and lasts near two weeks after the capitalism sale ends
Once again decadent western capitalism is outdone by glorious socialism.
>just started playing
>citizens complaining about water quality
>75%
surely they're complaining for no reason right? I mean I treat the water before putting in the pipes.
you need to treat water up to I think 95 or 97% for people to not complain
Go pour yourself a glass of water anon
Tell me what % of it is dirt
For a fun science experiment at home, pour a 97ml glass of water than add 3ml of dirt to it and drink it
Judging by the pregen cities, these people were living without power, Water, heating and any waste treatement before I got put in charge. I'd expect them to be thankful at the very least
> I'd expect them to be thankful at the very least
So did Stalin, goddamn peasants, guess it didn't work out.
comfy
now that's pretty damn good looking,
one of the new campaign maps I guess?
no, it's the New Horizons map
Did you build all the infrastructure?
yeah, it's an old screenshot from my first successfull republic
but replace ants for vampires
stop being blind
https://www.sovietrepublic.net/post/report-for-the-community-90
more planes and a realistic mode campaign
I've slowly come to realize how well DayZ achieved the post Soviet vibe, so much so im wondering how hard it would be to make a map converter from W&R to the Arma Engine.
Should I get this game on sale or wait for Dominions 6 tomorrow or buy Warno?
on a scale of autism, where 1 is minecraft, 9 is Dwarf fortress and 10 is MSAccess, if you rank at 7 or above get Soviet Republic.
I've played this game on and off for a few years, but I've never really felt like I've enjoyed it. Idk, I guess it never really clicked with me. How do you guys have fun while playing this?
I've bought it about a week ago and thus far im having fun trying to learn the intricacies, what works, what doesn't, and how to start turning a profit.
The republic I've made and played for the past 5 days or so hasn't worked, isn't turning a profit, and is actually burning through rubles like crazy. but now I have pointers as to 'what makes a city work', and next time, I'll start by establishing farms in my rural village, with a forklift service assorted to it.
Is ok comrade, build heating infrastructure for to not have burning rubles during winter.
>aluminium industry is online
>chemicals instantly start running out across the republic
>have to build a third chemical area
>0.9 introduces a large chemplant
That's it, I'm updating.
That one homosexual that complained about modded large chemical plants being cheating can get fricked now
He was moronic. Like yeah my large republic runs off of one oil refinery, 3 food factories and 4 coal mines, but would need 20+ chemical plants to saturate all the industries, how is that okay?
It ruins the small chemical plant's niche which casualizes the game and makes it less interesting obviously. If you can enjoy large chemical plant sloppa then good on you.
>the small chemical plant's niche
what even?
I ain't falling for your shitty bait again homosexual
You think it's bait but this is real sentiment from influential people on the steam forums. Thankfully the dev doesn't really listen to the players.
>influential people on the steam forum
somehow more reddit than reddit.
I wanted to get into this game, but the lack of any kind of narrative or political element made it feel super sterile.
>the lack of any kind of [...] political element
anon are you moronic
I mean, yeah obviously it's set within the cold war and there's the communist element. But, it's very detached from any of the events of the cold war and world events are never so much as mentioned.