Workers & Resources: Soviet Republic thread. Post republics, discuss the update.
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Workers & Resources: Soviet Republic thread. Post republics, discuss the update.
Thalidomide Vintage Ad Shirt $22.14 |
DMT Has Friends For Me Shirt $21.68 |
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Ayo new thread
planning out my meat factory town
a bit too far from the main city for essential services, any tips?
of course forgot picture
don't forget the forklifts.
not doing the forklifts, I tried my best to arrange it in a way that it goes straight from grain silos to cow farms to butcher and storage
Plans are coming along for the new population area of Almavary which will exist to provide labor for the areas coal mine and wood / lumber processing area to the right
250 years in the cost of importing electronics continues to be the biggest economic threat, but a strong savings of Dollars over the years provide a cushion against Ruble inflation
pic related is 250 years of Russian progress
k
oh you mad mad lmao
>so mad this propagandized moron can't into the game I enjoy
Oh no
>Getting obviously upset over somebody making a joke about your Soviet era shithole simulator
Oh wow.
>propagandized moron can't into the game I enjoy
Oh no
>you can't joke about Russia now
Ironic, the brain rot is deep in this Muppet's head.
k
Lol you actually are upset, you're a pathetic tub of lard.
The coal ore will be hauled out by rail to the primary processing center back in Tula, allowing an overall more compact setup
would play if ui wasn't so dogshit and ugly
If I dump treated sewage in the water, will my citizens get sick? Does the game take into account which way the river is flowing? If so, how do I figure that out?
If you're drawing water from near the sewage outlet. The sewage outlet just generates pollution like any normal pollution source.
recently thought up of an idea:
>The Five Year plan challenge
roll 2d100 on a pastebin with 100 different goals on it, and attempt to accomplish the objectives listed, from simple stuff like
>export 2500 tons of woods to the soviet union
to harder ones like
> 'literacy program: ensures everyone ( children and toddlers exempted) has a basic education.
you could also add a few 'debuffs' in there, stuff like
>brain drought: you cannot import 'experts' from the soviet block for this five year plan
The only thing stopping you is you and your ability to come up with 100+ conditions, comrade. However you may want to play the game a bit before you start doing challenge runs, anyone who thinks "ensure everyone has a basic education" is a "harder one" has probably never played the game; it's almost impossible to have citizens that aren't educated as they literally won't do anything besides go to school if they don't have a basic education.
I do need to brush up and improve my republic drawing up skills, and im only now figuring out the nooks and things that make the game roll (like how citizens treat the groecery store more like a restaurant than anything else)
Who knows, maybe if I put enough work in it and make a steam guide, I can make the devs put me in the credit like a famous 'cosmonaut'.
>(like how citizens treat the groecery store more like a restaurant than anything else)
Cooked rotisserie chicken every day
How do I start a city on realistic mode? Feels like I’m waiting ages for anything to happen.
That's the nature of realistic
Dont pause, just keep planning, setting up building and let the construction office do their shit
It's weird how distributed your population centers should be. It's all medium sized cities pooled around one industry, like a town built to house workers of a powerplant and other workers to provide services to powerplant workers, or the oil industry, or the steel mill, etc. A whole nation of Chernobyls.
There's only so many people needed to to staff, i guess, the administrative party headquarters building or whatever the frick that is, in the context of a major city capital.
Unless you strategically place major factories of several industries in the same area and make one fat city nestled in the center of all those industrial complexes
That's the whole joke of the soviet centralized model. It runs into immediate contrast with the reality of Eastern Europe, which is mostly small villages. The true kino is a mix of both, but that's hard to represent in a game.
>243K rubles, no lowball, I know what I got.
I want to like this game, but, the lack of a political layer or any kind of government management just seems kinda weird and out of place given the events of the time.
>no cold war politics
>no security state you must create to prevent population from fleeing west
>no military wargames to intimidate west
>no MIGs doing air patrols to intimidate west
>no nuclear weapons program
This game needs some Tropico mechanics. Not go full moron, but just a shot in the arm.
I think going the Caesar III/Caesar IV route with it would be better
>soviet state requires you to furnish a certain amount of soldiers to the union.
That's one route, but the idea I have in mind is similar.
>West has X amount of soldiers across the border, this grows over time
>Soviets provide soldiers initially, but will leave to do other matters
>You must raise a defensive army, conduct drills, air and land patrols, and wargames in order to match whatever the west is doing
>certain events like border skirmishes provide limited combat
>it never escalates into an actual war, if it does game over
please no
Yeah, it's a really difficult balance. Because the whole soviet regime is so fricked up it doesn't take much before it becomes either too serious and incomprehensible, or just silly parody.
It'd be interesting if they had some kind of "Overseer" role who you have to accommodate certain things, export certain goods or whatever else would add a sense of goals to work towards. Probably even work as a tutorial for new players too.
My basic idea is
>If you still not produce anything random amount of population is conscripted into military
>If you get industry/agriculture up and running population got exemption from conscription but have quota to fulfill i.e. random amount of food, tank, aircraft, ship, etc.
Pretty much, I kinda of want something akin to polices/edics or the Politburo that you had in Tropico 4.
Paper industry and newspapers would be good, it would give an alternative to building a radio station at the start. Also I want flag poles and the ability to import custom flags, in addition to more "stately" buildings or unique buildings that can make large towns feel different from each other.
>it would give an alternative to building a radio station at the start.
You don't need a radio station at the start though. Monuments are enough to keep productivity near 100% on hard citizen reactions without increasing electronics demand.
Here's how I see balancing the politics of the time and maintaining the importance of it as a logistics game
>military college / base building to produce soldiers
>options to produce weapons of war in your factories
>global events or missions that encourage export of weapons
It would be neat to see an entire airfield lined with attack planes ready for export
Above all, you need to keep the Ostalgic appeal of the game. The whole "Things were better back when there were only one kind of pickles, and my uncle took us in vacation to Odessa"
I mean, it's a bit awkward to do that during a genocidal dictatorship.
NTA, but I don't see a problem. The Soviet era is all about its contradictions. The ideals of rural collectivism conflicting with the reality of the need for industralization, the strong desire to unite humanity conflicting with the age old Russian need to "Russify" its territories, the dreams of the Soviet dominated Space Age conflicting with the inevitable future of Western dominated Digital Age.
It is a beautiful era because of its contradictions.
That's not how it was for the people on the ground though, The game has to make clash the brutalist and material reality, with the collective optimism of those people who hope for a better future.
>img
Worst fricking timeline
I laughed out loud at this. I'm so jaded and desensitized that I laugh at the dreams of children.
>genocidal dictatorship
Never happened.
It was a collective genocidal leadership under Stalin. That being said, the fact that Stalin's USSR and USSR under Khruschev/Brezhnev (which is more akin to what the game is portraying) were two entirely different countries is a fact that is lost on midwits.
Thank you for posting a CIA source. I will now follow your advice and agree with other CIA sources on what the Soviet Union got up to.
cia is full of israelite pinko apologists
I have been playing this game for years and only now have I realised the wisdom of traffic restrictions.
I had massive tailbacks due to a number of dual carriageways feeding into a single lane road, which caused bottlenecks and, frequently, gridlock. I denied access to all but supply lorries, built a dual carriageway bypass to the port which avoided the town, and presto: traffic problems sorted
This game looks neat with all its details, but the devs had to take the most soul crushing time and place for this game to be set in. Probably only modern western cities can top this.
I legit can't find joy in playing it as a post-commie. I like the logistics and all that, but good God, if I wanted too see ugly grey commieblocks I'd just look outside.
Did no one ever make a mod that removed the commie theme ?
>remove the commie theme from a game based entirely around the assumption of a state capitalist economy with no mechanics to simulate an internal market
Would it hurt to just change the title and the logo ?
>Car Dealerships & Fast Food: American State
Does it really hurt you that much? You know there was more to the entire Soviet economy than whatever Top Gun told you, right?
What other setting would this level of autism work in? Normal city builders don't have you managing forklift connections in factories because it's assumed the private owners just take care of minor shit like that. This game works exactly because communism doesn't.
Poorgay here
Do you guys know any site from where I can pirate this game? I've heard alot of good thing about this gem but Im too poor for buying a game
I've already looked for it in piratebay and didnt have any luck
No. Go away.
Look to the Soviets. That's as much spoonfeeding as I can offer you.
Alright nevermind Ive actually found it on the pirate bay
Im just dumb instead of writing "&" I wrote "and", that why I couldnt found it in the search
>Look to the soviets.
Idk if you're talking about fitgirl or the rupucks (idk what the name is) but I found the game
Thanks for the info
It's on fricking cs. But please just fricking buy it, it's a good game by a dedicated small studio. A gem in today's sea of shit
One thing I wish you could control would be shifts and opening hours. Being able to issue a republic wide policy that we're doing 7 hour days to boost morale, or declaring that restaurants and Sports venues are only to be open 16 hours a day, instead of 24, so I don't have a guy standing in the middle of the football field at 3 in the morning, when nobody is there.
How to make lodesamone?
Export fuel and bitumen.
Mine coal/iron and export steel.
These are the obvious ones because the end products are extremely valuable and the facilities have huge worker capacities so you can move an enormous amount of product. In general once you're making steel or refining oil you don't have to worry about money anymore, to the point that some people don't export those products because it feels like cheating.
>export steel
Isn't working for me. I have an entire system set and my factories are gobbling up ore so fast that the 350ton load my dedicated train dumps is gone by the way it comes back from the mine with more. But despite that I'm not even making enough to have a profit.
nta but post pics of your factories please. I don't use all my steel so when it slowly trickles up to 80% storage I automatically send a train full to the border
This is my 'industrial zone'
The iron ore from the valley is taken down by two trains who total up to about 550ton per load, and the coal is connected directly there.
When the steel mill is staffed appropriately it should be consuming the coal from your train as fast as you can offload it. I'm guessing you have fewer than a hundred people in there which is going to make that return on investment take a long time.
If you're on realistic mode and struggling with money, I highly recommend starting a small tourism industry if you don't already. That's acted as the sole reason for profit many years
Tourism is just a simplified way to export food/meat/alcohol with buses instead of trucks, but it's extremely effective.
Yes, something you already have a distribution network set up for in your cities
Tourists also pay way more than the export price for food and other products, and they make tons of biological waste for fertilizer.
So do you play as like a city state in this game?
You are to develop an empty, Luxembourg-sized plot of land into self-sufficient republic with a command economy.
Is this game like Tropico or what? Is this even a good game?
Do you like logistics?
It's basically Tropico, but for Autists. As an example, this is what a waste management facility looks like.
If you enjoy it, it's gonna be a time vortex and before you realize it you spent 5 hours creating an electrical grid. If you don't, it's gonna be boring. I'd reccomend trying it 'for free' for a while before you buy it. It's not for everyone, and 3 hours ain't enough to demo-test it.
This is kind of like a mix between Openttd and Factorio, with a bit of Tropico thrown in. You're running the economy while trying to satisfy your citizens so they don't leave or slack off, but transportation, logistics, and utilities are all simulated to a much deeper level than other city builders.
>But will I like this?
If you like optimizing transportation networks in Openttd, factory layouts in Factorio, or managing citizens in Tropico (getting them to work efficiently), then you will probably like this game if you can invest the 20+ hours needed to learn the basics.
It's a trap for autist people. I have wasted 1937 hours with it during the 2 years I have played, that is about 2,6 hours per day _on average_, all day erryday.
If you want to do something productive in real life, and have autism, do not buy this game.
But look, I expanded my powerplant infrastructure today, coal trains go brrrrrrrr!
Any buildings you'd love to have?
I know I'd love to have a Library to add to my cultural entertainment options, it'd make more sense for my workers to spend an hour a day at the library than go to the same national uprising museum once a week for 5+ years.
This is a bit useless...but how about an Military Industry? I suppose not getting to use them would suck, but i stilll wouldn't mind being able to produce AK-47s and T-80s for exportation.
that's planned as a DLC
>combat
I have no idea how they're gonna implement this. Arms industry? Sure. But citizens can't even go through terrain that doesn't have roads. Tropico doesn't, so they can have (if somewhat simplistic) combat, but how are they gonna have combat in a game where everyone needs roads to go anywhere?
Lumber harvesting trucks don't need roads. The framework for off-road movement exists.
Huh, in that case i can see it happening i guess. It would be pretty interesting. Though i don't see how you'd gain anything besides defending your own stuff from NATO dogs.
and/or insurgencies that run into the woods at the first sign of crackdown.
well, the engine is a modified version of the one built for their previous game which was a casual combat flight sim where you pilot an Mi-24 so adding combat is not that far fetched
https://store.steampowered.com/app/423490/Air_Missions_HIND/
lmao even the same buildings, how did you find out?
>how did you find out
Check their other games.
Are deserts and jungles going to have 'cooling' instead of 'heating'?
no anon, I don't think centralized cooling plants are a thing
here's more info if you want to know more about each of the new enviroments
https://www.sovietrepublic.net/post/report-for-the-community-65
https://www.sovietrepublic.net/post/report-for-the-community-66
Heating plants will presumably just be disabled. And snow plows.
A fun disaster would be a sudden cold with snow, see how the tropical republic handles weather for which it is wholly unprepared.
>planned
They are basically saying that they may consider it, not that they plan to make a combat or even military DLC.
There are some military vehicles in the game, like the IL-38 and the Tu-142. There is even a frigate/corvette that can be easily coded back in too.
>desert
I for one am going to make Takistan
Wasted many good working hours today, again, but my capital has grown again a little.
0.9.0.10
New airplanes for grass airfields
Small kiosks for food and alcohol
Added icons for new buildings
Fixed issue in campaign 2 map regarding signals at borders
GUI changes (maintenance windows, informational windows should not go off-screen)
The tentacles of development continue to slowly prod outward
it's funny how the roads are always so empty in every big metropolis screenshot
God I fricking wish. Gridlock with the new ambient noises is even worse.
>Keeping your hand on the hooter isn't going to make traffic faster, Ivan.
It used to be you could, if you were clever, do away with lorries and transport everything by train, ship or helicopter, but now with maintenance and repair mechanics it cannot be done. You need to manage traffic A LOT. The game sorely needs 3, 4 and 6 lane boulevards
pretty sure that game would be more popular if it wasnt about soviet union
Why? The Soviet Part is what makes it unique. Every other modern-age citybuilding game is about making an generic boring american town with the same boring looking buildings and boring looking houses. The only exception i know of is tropico.
>is that an apartment building? ARRRGH I'M GOING INSANE SAVE ME REAGAN
god forbid developers try to make something new, gotta make everything a copy of Cities: Skylines
No, frick you. If I see one more generic city builder I'll go postal.
>more popular
nothing should appeal to everyone
is there a way to make lines only grab as much cargo as a storage building can hold and stop when it's full or can only distribution offices do that?
Only distribution offices can do that, but you can always make the vehicle wait to unload everything at the building or add a depot to its line so it doesn't repeat the line.
Does anyone have this problem where the construction offices just refuse to build some roads?
Like I lay a path for a panel road, and they just won't do it.
The white means it's Ghost/Planning mode. Click the construction button on the bottom right next to the + sign to begin construction on it. If a segment of road is too short for a mechanism, you will need a bus and workers to work it
huh.
Sure wish the tutorial mentionned that.
At any rate, welcome to Lolona, home of the revolution.
It's kind of messy, but I plan to at some point make it better once I've chopped enough forest.
I don't know what the tutorials mention since I've never used them, but the added Questions and Answers section has the information.
>Chief Construction Manager Veleriy Alexeev
>>How to Construct ... Constructions
>If you build infrastructure (road, rails, pipelines, etc), first you will see a blueprint of the planned construction (displayed as a white with black outline).
>When you are finished and would like to start construction of the infrastructure you have planned, click on the {button}
Yeah it's a shame the tutorial doesn't mention anything about it but luckily we're here to spoonfeed you.
it sucked me back in boys. fresh start. bout to buy my first batch of comrades.
birthrate is increasing...must be comfy down there
That looks more like a very steady birthrate. An increasing birthrate would cause the population chart to curve upward.
How do you manage to make your cities not look like shit? I can never get them to be lined up perfectly and it triggers my autism
Just zoom out a bit for the screenshots comrade and you can't see the mistakes.
>turn grid on
>line up the front 'balls' of the building with a line slightly away from the road
>line up the other buildings 'balls' with the same line
>depending on your perfectionism delete and redo over and over until they're all satisfactorily lined up
Wait, some of your homes aren't connected to the road? Isn't that a problem?
If they're connected via pedestrian paths they can still function as normal. Even residential units that have a road connection don't need to be connected by road to get built. Emergency and trash vehicles will use pedestrian walkways
I see, that's really good to know.
it changed things completely for me when I learned about it
it will look like shit in the end im sure. biggest thing for me is to leave more space than you think. footpaths are more important than streets for residential areas.. i tend to run my paths firsts. in this one im going to have the residentials on the top right and bottom left of the quadrant. the top left will get into coal and most of my construction industry. also i was going for a massive port area on the right with the new giant chem plant and oil refinery with ports. i also have 1k hours on this time sink of a game. some of the builds on youtube are amazing.
forgot my shitty pic
ten year update. once the refinery was built and i was able to import the oil from the port it allowed me to start building rail.
Open the terrain editor and fix that nasty reclaimed dirt texture. Or use the decorative pavement.
i dont see any way to change the texture back to regular grass...only add rock or trees...i will beautify it just as soon as i finish my giant chemical plant and container terminal...i wasnt sure if i wanted to build these high rises in my next district...how do we feel about the ukraine dlc highrise building?
how do you make those lovely roundabouts?
i start off with gridlock on then set two straight endpoints...connect the two and it makes a half circle. then delete the initial helper straight endpoints and connect the half with another half. pic unrelated.
you should add induestrial embankments on the coast of the industrial zone
the textures look very nice by the way
why is this game so fun?
Oops
Comrade, that truck driver is an American spy
Roads are invention of capitalism tovarich. Necessary for development of society and distribution of goods, but ultimately must be torn down to achieve true communism
British*
when I'm setting up a water system, do I need to put pumps between every single building on the pipe chain, or do I just need one to pump water out of the production building and pressurize the line?
depends, additional outlets and water switches in my experience lessen the pressure, so you better add a pump after say, your 1 input becomes 3 output
gotcha that makes sense, thanks comrade
Rate this setup
>surface water
Use it raw for industries with a requirement for a high volume of low quality water like nuclear power or concrete. Don't bother to treat it, it requires too many chemicals and bottlenecks your water treatment plant.
>sending treated water to industries
I hope you mean distillery and food factory because otherwise you're just wasting chemicals.
>underground reservoir
I don't think pump pressure will propagate through the reservoir so you probably want a water tower instead. Or put the water storage after the treatment (with a pump in between), before you split it up with the pump, so that your entire water system has a buffer instead of just the substations on the far side of town.
I figured Surface water would be better longterm, surely groundwater is not infinite, no? and at some point, I'll be pumping more mud than water?
don't ask questions just drain aquifer, then get excited for next aquifer
Aquifers do not get depleted, and I don't think they are even modeled in the game.
>every resource in the game is infinite
>except groundwater, I suspect
>river water should be infinite though
>I am a genius
>rivers, notably static bodies of water.
>ywn live in the timeline where the Soviet Union lasted long enough to complete their mad science plan to divert the Ob and Irtysh rivers into the drainage basin of the Aral Sea to stop it from evaporating
You should have seen the plans to create a giant inland sea in the west siberian plain, they estimate that it would take 150-200 years.
4/10 - Functions for the most part, but not very well.
>3 surface inlets into one large pump.
There's no point in connecting more than one surface inlet to a large pump, as the large pump can't create enough pressure to get more than ~150 cubic meters a day from them. At best you're just adding some expensive redundancy against fires.
>Treating water from surface inlets
Waste of chemicals. A well gives far better quality, even in polluted areas.
>Reservoir to water switch
Unless the water switch connects to a building at a much lower elevation than the reservoir, you will not get much if any flow through it. Add another pump after the reservoir.
>No water storages
One failure in any part of your system can disable most if not all of it, such as a fire, loss of power to a pump or the treatment plant, or no workers at the treatment plant. A water tower can provide its own outlet pressure without power and has enough capacity for several days of uninterrupted water supply.
>Treated water to industry
This is okay if the industries need high quality water for production or if they employ a lot of workers, but drinking water for industries is usually better handled by water trucks. Pipes are expensive and slow to build compared to just buying a truck.
Unless your topography is something like this, scrap that..
Unless you:
>use a water tower or undergound reservoir is still above the end receiver
>distance is relative to water switches, make sure there are enough pumps in-between, just making a beeline of waters switches will not maintain adequate pressure
Elevation works wonders and sometimes makes pumps redundant, make sure to plan accordingly
>distance is relative to water switches, make sure there are enough pumps in-between,
Only changes in height matter. Pipe length makes no difference on pressure nor flow.
>just making a beeline of waters switches will not maintain adequate pressure
Yes it will. In fact, a chain of water switches will actually slightly raise the pressure on level ground.
The only things that lower switch pressure are outputting to a higher height and dissimilar pipe sizes for the inlet and outlet.
Water pressure is not exerted past buildings with the sort of exception of water switches, so you either need pumps or a drop in height between buildings to keep pressure up. Water switches should be used to create branches, because pumps cost power to run. Water switches also won't lose pressure so long as their inlet and outlet pipes are the same size and their outlet doesn't connect to a building higher than their water source.
Picrel is cheaper to build and run.
Thew new coal mining town is almost complete. Waiting for the rail construction offices to catch up
BUT SIR THE POLLUTION
Comrade I assure you a majority of the residential units are confronted with an acceptable level of pollution
I think construction waste from the mine is the biggest problem now, looks like anon even has a dedicated rail line to pick up construction waste. It's kind of annoying because putting resources on steep terrain is very popular which makes getting the ore AND the construction waste out pretty difficult. Anon is lucky to have a mine on flat ground.
Map is Taiga Special Edition, I chose it because it does the best job I've seen of making nice vertical terrain. I started on the flatter half of the map so I could be properly established as I moved in to the mountains and it has been easy to get the resources so far.
My overall goal with this republic is to cover the entire map, I'll be trying to make a capital city near the center of the region and I still have many of resources left to supply myself. I still need things like Train / Aircraft production lines, nuclear power, and I've still never touched aluminum though I have a source of that near my most populated area that does need jobs
Cableways are great for removing construction waste from mines. One heavy cableway is enough for 10 mines or so.
This comrade is delusional and likely drunk on illegally smuggled capitalist grog. Lead is highly nutritious and a vital part part of daily respiratory rations.
How long do you have to not import clothes/food/alcohol in order to complete the "goods" objective in the first campaign?
the game doesn't say it but you have to also stop importing crops
>t. ran into this problem 3 hours ago
Nevermind, looks like it's 30 days from the last import.
Nope, I did it by making everything from imported crops. I suppose you could also complete it by just buying up a lot of goods to store in a warehouse for the 30 days.
>Nope, I did it by making everything from imported crops.
weird, I stopped importing food, booze, and clothes but kept getting the popup, and it stopped as soon as I stopped importing crops too. Must have just been a coincidence
My republic is doomed to suffer every manner of rail gridlocks, it seems. Now that I have an industry south, distribution office trains keep trying to path through this passenger station that dispatches trains north, and keep somehow skipping the chain signal and causing lockdowns. Any way to remedy this other than decommissioning the entire rail segment that allows them to path south and rebuilding it elsewhere? I tried replacing the mixed signals around the station with two-way chain signals but it absolutely tanks the passenger throughput.
You should first replace all the chain signals with normal signals. If that doesn't fix it, you'll need to respect the one-way tracks all the way through the station instead of trying to use it as a bypass.
>replace all the chain signals with normal signals
Wouldn't that cause the exact same behavior but far more frequently (trains occupying the crossing rails segment with no regards for space in the station)? And if I end up having to make the station one-way only, I might as well just disconnect from the southbound rail and build a bypass because passenger throughput is far more important than cargo trains having a shorter route.
>Wouldn't that cause the exact same behavior but far more frequently (trains occupying the crossing rails segment with no regards for space in the station)?
Umm no sweaty, actually if the segment isn't blue a train won't wait in it. Unless you frick up all the logic with chain signals. Then anything can happen.
Just build another railway around the city or under it
There is a reason that freight-rail and commuter-rail are usually separated to some degree in real life. However, Communism also failed in real life so let's not let common sense stop us from trying to build our utopia.
In general there is no way to avoid potential gridlock scenarios on the rail if you have a train bigger than your smallest length block running on that line (section between signals on the track, not counting things like X and Y junctions.)
From the picture you posted there's no way to diagnose your rail network's problems overall - however your current station setup is also an unavoidable gridlock generator. The reason your trains keep "jumping" the double arrow look-ahead signal is that there will be an open block on the station, so trains from both sides will begin moving through the junction towards it. Once one arrives in the block, the other is stuck in the junction.
You could pretty easily clear up that section of track by making an up and down rail on either side as pictured, which goes back to where I began - there's not enough information to fully diagnose your rail problems.
Post your save, I want to salvage your rail system.
I like the campaigns. People seem to think they're a replacement for the tutorials, but they're not at all. They're an example of a way forward for when you open a new map and 16x16 km of empty dirt paralyzes you. They expect you to have a basic understanding of how the game works.
That's actually good to hear, it sounds like they're built in such a way that there's a clear structure to the games progression.
>new objective: run two nuclear power plants at 50%+ capacity
uhhhhhh making an entire nuclear reactor's worth of electricity disappear is non-trivial. I'm going to have to research the "foreign electricity connection" or I'll be stuck on this objective forever.
ugh... the casualization has begun...
The niche... think about the niche.
>Malding this much about it to false flag.
How broken can you get?
you think Dams will get added at some point? or are they too much of a lifehack?
Man I really wish this game had water like CS, I want to recreate the Dniper GES so bad for that 5-year plan aesthetic.
There are dam mods:
https://steamcommunity.com/sharedfiles/filedetails/?id=2618305503
https://steamcommunity.com/sharedfiles/filedetails/?id=2194918734
The structure of the Soviet Revolution campaign is so fricking funny
>comrade, you have been appointed regional secretary of the communist party and entrusted with guiding this new republic out of the ashes of war and into the glorious socialist future
>step 1: electrify 1000 households
>step 2: provide running water to 1000 households
>step 3: provide a functioning sewer system to 1000 households
>step 4: BUILD 5 STATUES OF LENIN
>step 5: build and stock a market that can provide food for 1000 households
Are you trying to say those statues of Lenin are not Soviet, comrade? This is very dangerous words.
Maslow's Hierarchy of Communist Needs.
What's the ambient sound that's just a series of tones, like a "cuckoo clock" or something?
Will tourists go from my border town, to a small industrial city with a big bus platform, to my capitol city where most of the tourist stuff is located? I've noticed that if I tried to bring the bus directly from the border to the capitol, it's just too long of a trip to bear and they despawn on the way over. The same thing happens with students and my trains, I had to build universities closer than I had planned.
You can force them out and load them right back up in the same vehicle at the same station to reset their timer. Same with students and workers.
How do personal cars work with vehicle maintenance? Do they drive to the maintenance facility or are the maintenance trucks constantly shitting up the parking lots doing house calls?
If this game was at all realistic citizens would be performing personal car maintenance themselves using spare parts they stole from their workplaces.
>cue 'one piece at a time'
If a car is sitting in its home parking lot, then it can drive itself to repair stations for repairs. Citizens won't take it to the shop themselves and the shop won't drive out to it.
f-fully automated comunism?
they should have learned to mine coal
Is there any way to force airplanes to land in a certain direction? Airports seem biased toward having the terminal right in the middle because they taxi so slowly. I'd like to build a runway that extends out into the water but I know that planes will land in the "wrong" direction and then spend an eternity driving back to the airport terminal.
I don't think so, but they seem to prefer landing on the end closest to their approach. Try having the terminal towards the map edge or use two small terminals and assign them to the one on the other end of the runway.
ah, trees
I've seen quite a few brutality buildings that were vastly improved by adding greenery. It makes them look more like a lost retrofutristic abandoned temple rather than just a bunch of bare concrete.
if i'm honest, i wish there were more and better landscaping tools:
* more tree types
* planting trees on concrete or tarmac in a metal grill,
* hedgerows (rural field hedgerows or formal park hedges)
* formal park topiary,
* naturalistic parkland,
* formal lawns,
* floral verges
even if these have no impact on how one's citizens feel (although aesthetically pleasing surrounds should give a slight boost to happiness and health) it's nice to build shrines to nature amidst the temples to man
The issue with that kind of stuff is that the hitboxes in this game are fricking shit
It's already a nightmare to make a city where the citizens are in walking range of the shit they need to due to how citizen pathing, roads and passengerways work.
You should have been there before it was extended as far as it is
>you get a kindergarten, and you get a kindergarten
>every street on the map gets a kindergarten
>Have the updates fixed building roads yet?
>when you frick everything up by accidentally
Skill issue, use a dirt road as a holdover and fix the road. Consider it a clerical issue
Am I supposed to hate this? Because I have the opposite reaction.
>Am I supposed to hate this?
No, my point was that Brutalism works pretty well if you have a lot plants.
Have the updates fixed building roads yet? I'm not going to start a new save until shit actually works. Realistic mode is fun but not worth the time investment when you frick everything up by accidentally removing 100m of road instead of 10.
Yeah it's fixed.
Okay, I need some help here. I have been watching some videos since my last attempt at a republic failed completely because of a bad train system, so this time i'm going to try making railroad tracks go one-way as much as i can. To that end, i have begun a new one, and i've started by making an iron mine and an coal mine. The railroads to the west are supposed to have two trains, one that takes the waste (A), and one that takes the iron ore (B).
Those trains are supposed to then go towards the steel mill zone, where A and B will split off to either go towards the Steel Mill's trash zone (which will then go forth into the waste facility which i haven't done but will be further northeast) and the Iron Processor, which is right around the corner. Issue is, i have no idea how to make a junction that fits both of those.
Also, should i be doing two tracks towards the iron zone so the ore train and te trash train can go at the same time, or is one enough?
would something like this work??? not completely sure, but i think this might solve the issue.
Something like this, i think.
personally im not a fan of one way single rail but i guess it has its uses. i like to use the two rail system with mixed track endpoints and a x-switch outside...the trains come in and can get back on the right track on the way out...this way you can also have two trains headed there at once. here is my trash endpoint. dump connected to a rail cargo station. then goes to the incinerator and out to my trash barge.
Well, they don't relaly need to have too many tracks. It's just going to be two trains going in that specific circuit, so technically, aside from a small stop every now and then when they're both in a junction, they should be able to mostly go past each other, no? It's one-way, so they're never going to end up hitting each other.
>then goes to the incinerator and out to my trash barge.
No waste separation/recycling? Doesn't that end up choking the incinerator up with all the non-burnable shit?
>Doesn't that end up choking the incinerator up with all the non-burnable shit?
Mixed waste is mixed waste, it all goes away. Mixed waste with enough metal scrap can be essentially free to export.
>Mixed waste is mixed waste, it all goes away
The incinerator only burns up the burnable stuff, adn then the rest gets stuck in their internal garbage.
im dumping it all in the ocean anyways. i got the modded trash barge and waste dumps for water. i want to build a trash island near the nato border
>i want to build a trash island near the nato border
Cuba and Kaliningrad already exist comrade.
/comfy/
Okay...I did my industrial zone, it's a nice enough state, i think. Now comes on the hard part - figuring out how the hell i'm supposed to begin an population district (that is, a city) layout.
This was the first idea i had so far. I have no idea how exactly you do a good city layout.
smoothen your fricking curves, jesus christ
I'm trying to make an layout, anon. These aren't permanent. Unless you mean the railroad in which case shut up.
I specifically mean the railroad
start using the control button before I have a goddamn aneurysm looking at this shit
do trains in this game work like OpenTTD where being longer than the platform they pull up to gives a malus to unload speed, or is the practical limit to how long a train can be engine power?
>do trains in this game work like OpenTTD where being longer than the platform they pull up to gives a malus to unload speed,
I want to say yes, but only if the station gives a bonus to unloading or loading speed in the first place. Not all of them do.
>is the practical limit to how long a train can be engine power?
No. Train length is limited by the length of the building it is assembled in.
Engine power just determines how long it takes for the train to accelerate to speed and its fuel/energy usage. You may want more power if your trains are taking forever to get through junctions, but the most fuel efficient trains are the long ones with the least engine power.
>is the practical limit to how long a train can be engine power?
There's no real practical limit. Depot or RDO length represents a hard limit; bigger trains accelerate more slowly for a given amount of engine power but the difference is small enough to be irrelevant.
Should i bother with separating and recycling waste, or should i say frick it and send it all over to customs?
I'd say it's better to being separating and recycling waste than resigning to export every little bit. Unloading mixed waste at customs even with a train takes a long time
The issue is that separating takes long to separate too. I tried to make a setup, and it ended up bottlenecking because shit filled up EXTREMELY fast, and it couldn't even get past scrap separation. It kept piling up.
What does your setup look like? I only have a population of 30k+ but I've been able to keep on top of the mixed waste
I already deleted all the saves from my previous game, i'm doing a new one, so i haven't made the waste yet. I asked because i still hadn't decided on making waste management or exporting it. I don't know how you'd do an design that doesn't end up getting bottlenecked due to workers.
what do you mean by bottlenecked by workers? You can limit the amount of workers in each building, if the problem is that you don't have enough workers, then the solution is obviously to just get more
It's bottlenecked because
A. The separation wasn't fast. Even filled with workers, they still couldn't even get through their internal storage before the next cargo load came through.
B. The workers didn't come fast enough. Since W&R doesn't have stuff like shift times, there ends up being moments where the workers come home but the new workers have yet to arrive.
If you drop workers off more frequently they should be able to fill all the spots, otherwise you would never be able to reach maximum staffing. That should help get through any backlog of waste and make it capable of handling the republic's load
the separation plant is very fast, if the waste isn't getting sorted fast enough then you most likely have a bottleneck elsewhere, either one waste exports or the residual waste for burning
a single separation plant can support my town of 20k people completely fine
as for the second one, the solution is to get more buses so the workers come in fast enough to replace the last shift
skill issue
bAUXITE
Ah shit
homie what the frick you doing?
t. minister of transport
It's all fixed now, we had a couple new roads that weren't given proper signage at the intersections. Forced every car to sit there and wait for the other
>saves
>clicks feet twice
>picks lucky clover
>takes shot of vodka
>autosaves
>prays to Christ anointed one
>takes out protractor, mechanical calculator, abacus, slide rule, IBM 7030 terminal
>calls cousin from the home country
>saves again
>...
>click to delete 5m of roads
>entire 60m junction destroyed
mfw
>Selects the road delete tool.
>Presses and holds the left mouse button with cursor on the junction.
>Drags the click along the road segment I don't want, highlighting it in red.
>Pulls the cursor slightly away from the road so a rebounding click won't delete anything else.
>Release click.
>Only the highlighted segment gets deleted.
Just as 5 year planned.
The workers yearn for the flats, comrade.
Okay, i've done the industry, farms and residence. All that's left is the sewage and waste. But i have no idea where to make the waste. Should i make it close to the city so i can ferry workers from my residential zone? The issue with that is that it leaves little room to grow. Alternatively i could make it further away, but the issue with *taht* is that it'd take way too long for the workers to get there.
Workers work for longer the longer they spent driving to the workplace, so you don't have to worry about it much. Just put it somewhere convenient with room to grow.
Well the issue with that is that, see, this area right here would easily fit it, right? But then my city might not be able to grow if i started doing other stuff there.
Yeah that spot is convenient but doesn't do so well with room to grow. You should put it somewhere convenient with room to grow.
Okay so i decided to just smooth over the terrain behind the steel mill, and i had this idea for a layout here. The trash goes into the general separator, which puts it into either the gravel or scrap recycler. Then whatever doesn't get in goes to the incinerator, and everything it burns i put on a train that goes to customs because frick it i'm not dealing with all that shit.
Does this seem like a good setup?
>Workers work for longer the longer they spent driving to the workplace
They do????
reposting the pastebin infodump from /civ4xg/
https://pastebin.com/XaWF8mE6
>can clearly see the obvious map edges from the customs house
This really tickles my autism. Are there any good custom maps that do a good job at hiding the map edges?
Hope County does the best job at hiding the map edges, but the map is really fricking big, maybe a bit too big.
The common trend over the last few years has been to push the borders back toward the map edge to provide more buildable area. If you want to not see the map edge from the border you'll have to move the border inward which will reduce your buildable area.
>this mod map which is 3x longer in each direction than a normal map due to a script hack does a good job of hiding the map edges at the expense of breaking all the normal game mechanics
yeah
After countless years, The Bridge is almost finished and I can begin my life on the other side of the map
This is why wooden bridges exist comrade.
Indeed comrade but there is no such option for trains. For the longest time we were using the rail construction office closest to the original border town to construct it, but recently a new office was added just for finishing the project
>Indeed comrade but there is no such option for trains.
Wooden bridges allow you to start building up the other area before the railway bridge is finished. For larger distances, you could also use helicopters to quickly build a harbor on the other side and use that to ferry construction material and vehicles in large amounts.
Trains are great, but they kind of suck for expanding.
Ships are the answer. Use them to bring large track builders and building material to the other end. You can also use them or helicopters to get a head start on building railway bridges in the middle of nowhere too.
Congratulations on that megaproject. Railway is especially painful because there's usually no good way to work from both ends.
>by the time you finish using your construction helicopters to build an RCO, helicopter passenger station, aggregate unloading harbor, cargo harbor, and space for containers/vehicles, the rail construction project has almost reached that area already
yeah
Maybe don't build all that?
You only need to build four buildings to be able to ship in everything but concrete, asphalt, and workers. A squad of Mi-8 and Mi-10 cargo helicopters can build all of them in a month or two and then deliver workers, asphalt, and concrete to whatever buildings come next, like an RCO, an asphalt/concrete plant, or a quarry and gravel processor.
You also only need to build two pads and five small buildings for helicopters to support an RCO, and they can all be built in a few weeks as well. Workers can be delivered by helicopter to constructions and all you need is a cheap small airport terminal to start flying in workers for an RCO, asphalt/concrete plants, or gravel processor.
So ships aren't the answer?
If we are talking about distances of 5 km or more, then it is definitely faster to build a harbor with helicopters and ship material and track builders to the other end of the track rather than wait for one track builder to be finish it. You can also start shipping material in for whatever buildings you want in the area while the track is still being built too.
You should widen those rivers/canals so they look proper.
how long until this game is finished?
it's already a pretty complete game.
I keep getting this popup on the campaign, but I have turned off all of these imports. No idea why its sperging out.
You can check the statistics and see but I think this one is a lie, it's not that you're importing them in the statistics but there's a building somewhere which is set to import (even if it's currently supplied well above the import threshold).
I dont have very many buildings I have checked and rechecked many times.
You might also delete any lines that were importing from the border, even if they're currently inactive.
It was the orphanage ffs.
>he didn't demolish it as soon as the objective was complete
baka tbh sempai
I think the timer doesn't officially start until you've worked through all of the goods you auto-imported first
Not at all, I completed it by manually purchasing a warehouse full of goods and then waiting.
interesting game
Question anons, how do you do your depot setup? I've finally finished my railroad system, but now i need a depot. And a refueling station. How do you do those in your system so as to avoid pileups?
Please? This was the best idea i had.
It's fine but you need a signal on that single straight piece of track and there's no need to use all three doors, one is fine. They stack up in the depot just the same. Also the trains have no way to proceed "downward" in your screenshot unless there's a loop or something off-screen in the other direction. That can make it annoying when you have to send the trains to a waypoint first before sending them where you want them to go.
Also it looks like you might be running your trains in a "left-side-drive" scheme so you should die in a fire.
Anyone know why my coal train will not unload at the steel mill? It is fine dumping the excess at customs.
That's coal ore
Auuugghhhh the ore! The ore is unprocessed! Sasha you rat, you weren't using the conveyors to load high-value aggregate fuel, you were using them to give me the ol' unprocessed ore train! How could you give your own steel mill the unprocessed ore train?
Here are three configurations you can try. Be sure to pay attention to the signals. The configuration of the middle depot can be tricky to get right.
The configuration in your picture is not effective. Trains are bottle necked by the one rail junction, and depending on how you configure the signals at the doors of the depot can easily become stuck or confused.
The bonus depot configuration in the top right corner is a "terminal" configuration at the end of a line of track rather than as a rail spur on the line. It is very simple and has no complications.
Also the fuel depot can go anywhere on the line so long as the trains actually pass through it. If you want to make a fuel siding that is "off" of the main line, then bear in mind that trains always prefer the shortest possible route on their journey so you will need to assign them to a waypoint marker to force them to use the siding appropriately.
This configuration also applies to Rail Construction Offices, and can apply to Rail Distro Offices, though I usually just slap Distro Offices on to the main line and stop thinking about them.
If you feel compelled to use all three doors for aesthetic reasons then it should be easy to add rails as needed without changing the configuration too much - a fun puzzle for you to do at home.
Thanks anon, i'm still figuring out how to do this railroad stuff. As for the fueling depot, doesn't puttiing it on the main line result in trains getting stuck waiting for the one ahead of them to refuel??
Trains fuel up relatively quickly and can travel quite far/for quite a long time on a full tank. They fuel up quicker than they unload and load cargo at least, so you would need a lot of trains going in the same direction for fueling to cause any serious traffic problems.
That's a conversation that really gets in to configuring the trains themselves.
I'll try to add the depot later, but i think with that design, it'll be pretty safe. I'm using the train to ferry workers to my steel mill, so it has to be as efficient as possible.
WHY
How low can you let the heat in buildings get before it becomes a problem and how many heat pumping stations can be chained together before it becomes impractical?
How much does heat in workplaces matter? Do workers in unheated buildings that require heating die as quickly as in residential buildings? I'm sick of seeing crime complaints in my industrial areas but even a small police station would require a dedicated heating plant.
How do you solve capacity problems for electrical substations? Just build more of them?
Build more, make sure to use the highest tier power poles (yes, I know the underground wires are so much more convenient, but it's a trap).
>yes, I know the underground wires are so much more convenient
Much isn't even close, doing a powergrid without them is hellish. You can't put anything under them because of the stupid hitboxes.
The only way that I've found to make them bearable is to design the city's power grid last, after planning out everything inbetween the transformer and the substation. It's a giant pain in the ass but it beats demolishing and rebuilding the same line ten times over.
Yeah, that's what i've done. I made literally everything and then left the power grid for last.
Why is my train saying there's an issue here and refusing to move??
How could we know without any indication of where the train is, was, and wants to be, and with half of the intersection covered up by a dialogue? I'm going to guess it's low confidence coupled with mild autism.
It's not like i can show the entire railroad section, the signals would be too small to see. Is this big enough? The train comes from the west.
Sometimes, I find that the failure point is much further back along the tracks, and the looking glass is misleading. Do you have a junction somewhere to the left that might have a signal wrong?
yeah i found one near the station junction where they switch from the returning road to the going road.
Why cant i just dump my trashes into the river and call it a day
Or designate some hole as the dumping site
I bet USSR is doing the same with my exported trashes anyway
https://steamcommunity.com/sharedfiles/filedetails/?id=2988452866
https://steamcommunity.com/sharedfiles/filedetails/?id=3048860581
enjoy
meanwhile, i'm here trying to think of ways to do my sewage system without even getting it close to my water pipes solely because it'd feel 'dirty' otherwise.
Just put water treatment on the other side of town from the sewage dump?
well that depends on where your river and city are
I have 4 dorms next to a medical university, all of them are empty despite the top bar saying there's ~200 students who could study at university, but can't. Why is this happening?
Do the dorms have access to everything else a normal residence would require?
Yes. Electricity, Water, Heating, Trash & sewage disposal, food is within walking distance and there's a cinema and the palace of communism near by
People will only move to a dormitory within walking distance. You don't want dormitories next to the university (unless you want to move everyone manually), you want them in the housing areas with transportation to make sure they can get to the university. The side effect of having good transportation from the housing areas to the universities is that you won't really need dormitories after all.
So they're fricking useless then?
If you want to manually turn people into university graduates they're quite useful, and if you have a hard time getting children to the university enough times to get a university education as children (which sounds like it might be your problem) then they're quite useful.
If you just refuse to provide student transportation from your housing areas to the university then they'll only be useful manually.
People aren't supposed to automatically move residences via magic, they used to only move to places within walking distance except upon graduating university when they could do a one-time move to anywhere. Players complained and complained until the dev changed it so that they could move anywhere upon coming of age, but the special condition to move into the hall of residence still stands. If you complain enough the dev might make it easier for you, or he might not.
They changed that (only going to dorms in walking distance) a few patches ago. Either that or somehow my dorms with no residences in walking range somehow spawn students on their own. Dorms are for 18+'s who are studying and do not have their own flat/a parent's flat. They will move in to the dorm closest to their university, or relocate to a dorm elsewhere in the country.
I use my dorms to redistribute the lazy students from my larger cities to smaller industrial towns to offset resource consumption.
Your students have somewhere to live while they study - usually with their parents - so they have no need to move in to the dorms.
>They changed that (only going to dorms in walking distance) a few patches ago.
It's been this way since release.
>Dorms are for 18+'s who are studying and do not have their own flat/a parent's flat.
21+
They move in if they turn 21 with a basic education and there's an open spot in a hall of residence within walking distance.
>They will move in to the dorm closest to their university, or relocate to a dorm elsewhere in the country.
No.
I'm impressed that you could type so much without getting any of it right.
Yea I havent built much in that direction yet. I guess I need to make it one way as well. Nice catch skitzo
Can someone tell me what the math is beind heating?
I have two fully staffed large heating plants each feeding one line into 3 heat pumps which in turn go to the exchangers, and whenever the temperature dips into double negative digits at times during December/January the system just can keep up and the interiors of apartments are getting cold enough that the happiness of the town drops from low 90s to low 80s.
Do I need to add more heat exchanges?
Do is using 2 heat pumps to service the far side of town too many?
Do I need a third heading plant? I added the second one after I finished the other half of a fairly large town and noticed the subsequent drop in interior temperatures during the winter.
How many heat exchanges do you have.
Generally it is accepted that the large heating plant has about 1200 heat units, and each heat box consumes about 300, so once you are feeding more than 4 heat boxes 100%, your heat plant can no longer keep up with demand.
Thanks. I shifted around some of the pipes between the two plants and things are doing better now, only the dorms on the far side of town next to the uni have their temperature drop, and only briefly and by a couple degrees when it gets down to -16.
Well, i think i may have fricked myself. I forgot to put an aggregate storage for the iron ore, so now it's limited to the shitty storage of the iron processor. I have no idea what to do.
>initial economy is finally stable, trains running on time and factory workers working. income on the green
>start planning an possible expansion to an oil industry in the future
>check prices for Fuel and Bitumen
How.
bitumen production was sabotaged by Trotskyite wreckers while the 5 year plan for fuel refineries was executed flawlessly
You know the biggest issue with this game? It's that there's no frickin' room for mistake. A single, single issue, and you'll be fricked because you had to build a bunch of other stuff around the building and placing it again would be a night,mare due to hitbox collisions.
Oh, you forgot to connect your trash train to a hazardous waste management facility? well too bad, have fun destroying a million worth of buildings so you can place one because there's only two cargo connections.and both of them are on the sides of the building.
that's entirely an issue on your part
measure twice, cut once
>measure twice, cut once
the issue, anon, is that there are sixty different measurements, all have to work at the same time, and if you miss even a singular one you have to start from the beginning again.
just don't be a dummy and save often
I do shave often, but sometimes problems come up much, much, later, and you don't know that they're even an issue until you run into them
A city builder where you have to revert 10 hours of progress for one (1) singular issue is a bad city builder
what kind of mistake that warrants destroying several buildings would only get noticed 10 hours later?
Turns out that mines make hazardous material or something, and because you can only have one type of garbage per dump, that ends up clogging your rail claw machine dump that feeds into the separation facility. And because claw dumps only have 2 road connections on the far ass sides, good luck connecting a hazardous material facility to it. So now I have to destroy the entire fricking thing so I can fit a stupid hazardous waste thing
Why is the waste system such a overcomplicated, badly explained mess?
mines do not make hazardous waste, only hospitals and certain production chains make it
you can see what kind of waste each building produces by clicking on it, so I suggest you take a look at that
if a single bit of hazardous waste touches normal waste, it turns it into hazardous waste, so you could have accidentally dumped your hazardous waste into it and it fricked up the whole thing
use large waste container stands if you are dealing with several types of garbage
I HAVE container stands. I even split them up. And yet still somehow my trash zone has 100 tons of hazardous waste clogging shit up.
unfrick your shit or post screenshots
Did you know that if you click on individual skips in a claw machine or rubbish enclosure, you can set the type of rubbish that goes in that skip provided it's empty
I already did that. And if you mean the railway dump, they don't have them.
>You know the biggest issue with this game? It's that there's no frickin' room for mistake
just like building socialism in one country comrade
i designated my dump connected to the incinerator as my mixed dump...then i set the actual incinerator as my hazmat dump...(internal storage) it works fine as long as you have enough staff to keep it rolling...it burns up almost immediately. but yes , this games requires alot of forethought. of course at some point it may not work due to capacity but by that time you should b able to figure it out.
This is why I get all my plans approved by a committee, so I can blame them when we still have to destroy millions worth of buildings
How the hell do 'garbage transfers' work??? I have a giant dump connected to it and yet it remains full. Why? What's the point of it?
It's a big waste container lot with 3 factory access points, meaning you can connect it to 3 different buildings and they will all transfer their waste to it
Is there a good mod for a heat exchanger? I have like 10 motherfricking exchanges and it STILL isn't enough 'capacity' for my city. I prooduce enough heat, but it keeps saying that i don't have enough 'capacity' in my exchangers.
And before someone says I don't have enough heating plants, I KNOW it's not the case. I kept adding heat exchangers and the temperature on the houses went from 4C average to 13C average.
It's just utterly idiotic that I have to spam a ridiculous amount of "exchangers" for my heat to get there. I really don't wanna have to begin this entire city again, but it's completely cluttering everything up
there is an electric heating plant mod in the workshop
Are your heating plants far away from town? Above ground heating pipes lose heat the longer they are, make sure you use the underground ones as those have better insulation
otherwise make sure you don't have too many buildings connected to a single heat exchanger as they have a limited amount of heat they can provide, the estimated maximum drain should be around 100%, it's fine if the total capacity of all connected buildings goes over 100% or even 200% as long as you have enough heat exchangers covering all the buildings
also, your heating plants should always be fully staffed 24/7, otherwise you could run into a situation where they simply don't produce enough heat to cover all your buildings
They are entirely below ground. Furthermore, I have like 15 fricking heat exchangers, which is what's annoying me. I've had to completely surround my city with stupid heat exchangers and it's still several hundred above their capacity.
I'm probably gonna have to frickin'start again and cut my town size by half or some shit.
15 heat exchangers for how many citizens?
4000~ and it's apparently not enough.
my town of 12k only needs 5, fix your shit
What houses are those? I don't know how the hell you could only have that few, so maybe I just used the wrong flat.
just calculate it anon, don't tell me you're just placing down shit without thinking
>capacity
>800 of 300
How the hell is it working, then?
Estimated maximum drain is what you should be looking at, total capacity ignores the presence of other heat exchangers in the area.
Well how the hell was I supposed to know that?
By reading past the first line?
The first line of what? It even says too many connections.
What did you think the next few lines were about then? Particularly these parts:
>Estimated maximum drain*
>*considered if buildings are connected to multiple exchangers
youtube tutorials from bballjo and hmuda's playthroughs helped me a ton when I was starting out, you could give those a shot if you are still confused about some of the game mechanics
either that or read the wiki
because the buildings are connected to multiple heat exchangers
as long as max drain doesn't exceed 100% by too much then its fine
NTA but what are those square buildings? Are they normal flats that you put together?
https://steamcommunity.com/sharedfiles/filedetails/?id=2394858124
https://steamcommunity.com/sharedfiles/filedetails/?id=2444021257
one of my favourite modded residential buildings, you can make really nice looking city centers with them, they also snap together easily on a grid
thanks. i will definitely be using that.
only three large pipes to large exchangers per large heat plant
i ruined my aesthetic town with skyskrapers like i always do.
What's going on with that aggregate storage
i wasted a fortune making a cement / gravel import site. i actually went into debt building it. also built an import for foood and a main distribution hub so that i dont have customs backups...so no cement and no food let me max my clothing production (crops from border) with only trucks ...i ended up making it a construction zone for asphalt, gravel, etc ...
I dig your aesthetic, but should you really be using construction helis while struggling with money? They guzzle so much fuel it's crazy.
i only struggled with money until i could export my 2000 tons of chemicals...turns out that nice container terminal i built doesnt work in that area (its a mod). so i built a vanilla container port across the map by my aggregate import...i guess i could have exported the chems on a train for way cheaper but oh well...i was going for a ship channel look. i just started building a tourist trap on the nato side. fricking ships couldnt get in the container modded container terminal...i just left it but its bassically a giant container storage for my trains to pickup... also 40 foot containers are completely useless until like 1976. i dont know why i even use them
by the time i exported one full ship of chem containers money wasnt a problem...i had like 6 mil in containers sitting in that stupid port thats basically a rail cargo station at this point. i decided to build the helis to help with my tourism area (you can see across the river there) and all future builds. you can see i was able to tuck in a heli loading area. same for reg construction trucks...so now im set to build whatever i decide next. i still only produce clothes, chemicals and refine oil. all crops are imported. i dont know which direction i want to go next. farms, coal and construction line, or advanced industry.
it took me way longer that it should have to build this stupid cargo area. i was trying to get just one road cargo station and rail cargo station connected to the storages but i couldnt figure it out so i just put two road cargo stations still able to get concrete and asphalt too from my other plants....constructions are flying now. literally
Heli construction pickup areas*
Why can't I put this paver on this flat bed?
Try clicking that little "truck with question mark" symbol and find out?
Thank you
The real reason is that the Rmd truck is a trick, it has an abnormally narrow bed defined in the game files which means only very narrow vehicles can fit on it. Or something. Just use Kmz like everybody else.
Okay, so...I have *greatly* overestimated the number of flats i need when making my residential district. I haven't even filled one side and it's already enough for my steel mill, food/alcohol factory and other shit (waste, power, ore, the rest)
Obviously, having double the amount of flats is fricking up the heating and water because you can't choose to just not include them in it. Should i reset back to a save before i did this and do all this shit over again? Or is there a way to salvage the situation? It's not like i can just destroy it without utterly fricking up the roads.
click on game settings in the pause menu and turn off heating and water if it's causing you too much suffering
i would restart...its only 1960. you will build much better the second time around. restartitis is common in this game.
Well, I wasn't exactly thinking of *fully* restarting. More so just going back to before the residential thing. My mine and industrial zone is generally working pretty well.
>fricking up the heating and water
Empty buildings don't consume heat and water. Just some tiny baseline amount, maybe, but empty apartment buildings are not causing your problems, it's the full ones that are consuming your hot water and water.
Empty buildings do consume heat.
this is triggering my autism
>how it feels to be off by one
anon it's literally idiot proof, what are you doing? Just snap them together on a grid
Well, i've finished the improved version of my city design. It's not actually read it, i saved and then unpaused just to see.
It's fricking ugly, though then again, i don't know how to do good looking cities. However, it is functional, as far as it seems.
It would automatically look better if you gave a grid square of space between each building which would allow some tree coverage
I could try checking if that was possible, but the issue is that they have to be within range of the train station.
People can walk pretty far now, you can use the tape measure to check a 350m bubble around the station to get an idea for how large of an area you have to play with
Something like this?
Much better, imagine what it would have been like to live in those side units before
It definitely improved the situation...i'm gonna try to give more space as a rule.
Use asphalt paths.
those aren't definitive, i just picked whatever since i'll be swapping them before i unpause.
If you're trying to estimate how far people can walk, you need to use the appropriate roads and paths.
Isn't asphalt the best one anyway?
I like to do it via iterative building. So, housing estate 1 would have a certain unity of design, but then you build estate 2 nearby with a different design aesthetic and set of buildings. Then fill gaps with other, different designs. Also,sleep smaller town low rise at first, but then build areas with taller blocks if you need a lot of people for a new, large scale Industry.
What emerges is more naturalistic looking cities where you have a topography of different developments from different stages of the city's life.
Don't forget trees and green spaces or more formal squares with monuments
The issue with that is services, though, isn't there? You're gonna have to put passenger stations, stores, pubs, cinemas, everything within a 300 meter radius of those new areas.
Learn to public transport.
is it actually feasible to build a city where citizens have to utilize public transport to fulfill their needs? Like if you put all the schools in one particular place and connect it with the rest of the city with a subway that runs every 20 seconds or so, could it cause issues with people not getting education? Making all the utilies available within walking distance of every home seems a lot more efficient but it is a little boring when you consider all the public transport options you have
I really wish this game had objectives that necessiate passenger transport like a happiness boost from visiting a relative in X area (hell, the game could actually track that since all the citizens have names already) or visiting some particular landmark in the republic. Generic needs are just too easy to meet within walking distance.
>is it actually feasible to build a city where citizens have to utilize public transport to fulfill their needs?
Yes, though I would recommend a hybrid approach where more common needs like food and sports are satisfied within walking range and less frequent needs like doctor's visits or shopping for clothes are satisfied in a central location. The only time you would want citizens to commute for all needs is if you really need to cram in as many apartments into a pollution free area as possible while building services in the polluted land between industry and residences.
>Like if you put all the schools in one particular place and connect it with the rest of the city with a subway that runs every 20 seconds or so, could it cause issues with people not getting education?
So long as they can get to class they will learn. That mostly means ensuring students don't wait too long at the stations.
wouldn't putting a hospital far from residential areas make them unreachable for ambulances?
"Far" in terms of how far a citizen will walk and "far" in terms of how far an ambulance will drive are very different.
Is the ambulance range mentioned anywhere? Though I suppose helicopters could mitigate the long range issues somewhat
Ambulances go about 1.8 km on roads while helicopters go about 3 km. If you mouse over the vehicles in the hospital's menu, the game will highlight the reachable buildings in green and the road segments within range in yellow, but since the entire road segment gets highlighted, splitting it up may result in the farther segments being just too far away.
>since the entire road segment gets highlighted, splitting it up may result in the farther segments being just too far away.
It's the other way around. If a segment is large enough that its end is out of reach, then the whole segment would become unavailable. So splitting large road segments may actually increase the effective range somewhat.
Roads are not used at all if they do not lead to a building that is highlighted green by the hospital, so the yellow highlighting of roads is just for planning new buildings with the caveat I posted earlier.
You can but it's risky because it makes getting to the grocery store a "failure is not an option" transportation problem. If anything goes wrong people will stop getting their needs so they'll stop spawning as workers and respawn as passengers again... and then nobody keeps the infrastructure running and it all falls apart. I would consider a shopping center the bare minimum for "walking distance" citizen facilities, once you get food/meat/clothes/electronics out of the way the total passenger transport numbers will be much lower and also much less important. Missing a trip to the cinema or the zoo isn't going to cause a death spiral like missing food will.
Students are much easier, they'll wait forever like workers so you can just cycle them between two passenger stations until they eventually get picked up by the transport that will take them to the school/university. Students only need a few trips to school and a handful to the university to become educated, especially if they waited around on stations for a while before getting there.
Isnt it still the case that workers wont get off a bus and then hop on a train to go to work or was that fixed?
You have to learn to public transport, not the workers.
Or is it the whole tell the busstop to push workers to the station and then from the end station do as normal? I havent played in ages since i have too many mods it takes forever to load.
That's been fixed for at least a year, if it was ever a problem.
When do you upgrade from your starter city to a new proper city in realistic mode? I feel like I'm enjoying my starter city and all is going well, then suddenly the headache of having to start a new construction area all over again kind of kills my enthusiasm to play.
this is my second city across the river...its 1980. i went with tourism. i need to build an airport
airport with tram service built..bringing in plenty of tourists
drops em off in town...im generating around $250k off tourism income
Yeah
Building up just one city took really serious effort
It is the autism core game after all
Well, it took a lot of work, but my residential district's design is done. I finally made something that doesn't look horrible.
The real question, however, is whetehr this is enough...is 6000~ enough for food, alcohol, steel and processing factories? As well as four mines.
Lol no
10k is barely enough for steel factory and ore processing alone
Remember that Steel eats ALOT of resources
Is that so? I was seemingly able to get my steel factory working around the clock with almost regularly at 200 to 300 with even less people.
It depends on whether you want them to run at full capacity, or just run.
I have to admit i like the look of these 'old building' houses...but damn, only 400 workers for all of this? Anyone know if there'd be any 'side effects' if i just edited the number to be...bigger?
okay, i risked it, and it's actually very impressive, not only does it work, the game actively updates itself to make it match. After i doubled the size of the civilian space, the water tank also doubled, and it was reclassified as a medium flat.
It's really impressive, honestly.
I need to clean up my mods
Why does a sewage outlet need electricity? I used to always supply it, but it seems to be working alright without it.
The light at night
that looks pretty good anon but i have no idea of how those people at the far sides are going to get to that train station, are they even in range of it?
man i hate how limiting the walking range is
When I'm back from this infernal superb owl event, I'll show you, but I've only got 1 house outside of the 400m gravel walking distance to the station.
I think the problem with min max newbies is that they don’t realize that this game is that meant for entertainment. If you want everyone at the same station or store then fine. But really you should just build more since it never ends. It is a trap for retautists like me.
Yes, plus it's pretty long distance anyway, it only gets limiting once you get a lot of turns and such in the walkways. That's a town of more than 7000 now, 95% in walking range of the station, and it's only using half the 450m circle, there's nothing on the other side if the tracks.
Mega Ultra Hospital?
No
sshhhh
it is legend
i'm not so much about infrastructure as i'm about
V L T R A S T R V C T V R E
>about to build my 4th town on this map and its industries
>still have decision paralysis
>open the game
>play for a few minutes
>close
>repeat
Why am I like this
get out of my head
>load game
>let it sit for hours thinking what to do
>tweak a few small things
>ohfrick it's bed time
Surely tomorrow will be the day
For me it's either
>boot up the game
>spend hours designing something specific
>quit without ever unpausing
or
>boot up and unpause to watch the fruits of my previous labor come to life
>something slightly inconveniencing happens in a different area of the republic like the fricking trams getting stuck again
>quit and don't come back to the game for a few days
Seriously, what the frick is with those trams? It happens every few years on the regular and the only way to fix it is to keep selling them until I find the one that's actually stuck.
>finally get around to getting my trams unstuck
>notice my passenger ships got stuck on nothing too and I need to sell half of them as well
>a few minutes later an earthquake levels half of my main construction area meaning I need to reassign almost ever construction office in the republic
This game is so incredibly frustrating sometimes.
robs074's modded buildings would be nice if they didn't all have the same ugly ass roof texture
I gotta stop constantly restarting
Hopefully by having my starter city sprawl into my main city I can avoid restartitis
With coal and clothing done I'm now making a net profit
Not sure what to get into next
Steel will be a big requirement, then you can start producing components. They may have nerfed the rates but the amount of materials required to upkeep machines and buildings could bankrupt you if you were importing for too long
Crossing the river but I might go bankrupt doing so since I've heavily overengineered this
How do you build an effective power grid? I always end up making them look like damn mess.
I thought it looked like a mess until I started observing the real power grid around me and it's also a mess
>Mine is just barely out of reach of train station
REEEEEEEEEE
Try to reduce the underground passage length and make up for it with asphalt roads with lights, they have a bigger walking distance.
>nvme died
>decide to download a smaller-sized game until I get a new one
>install w&r
>50gb of workshop content
the battle with the workshop is the real battle
>but what if i find that i need this slightly different kind of tipper truck?
Remember to rizz up your cities boys
it's what Lenin wanted
I still want a mod that allows me to design the republic's flag
Learn how to convert images into a dds file and you can use MSpaint.
Turns out the Steam steal was a scam all along, my computer shut down during a power outage today and Steam is just happy to remind me that Steam will stop working on Win7 in 0 days.
It will stop working at some point because of the Chrome packages that they run their shitty client on, which are going to use Win10-exclusive instructions at some point. They just gave you a countdown for the time frame during which they definitely won't do it, but now it can happen any day.
water management is not fun
what are your favourite custom maps?
My current save is on Roysk Island Peninsula which I like well enough
Next time I start a new game its either going to be Tannheim Valley or Kitoviy Bay, since I already gave Taiga SE and New Horizons a shot
Okay...something seems wrong.
I have around 400 workers into my steel mill, electricity, and a constant flow of iron and coal. Yet production is only at 30%. Why?
productivity is affected by the amount of workers in the building, their loyalty, happiness, access to drinkable water and the wear and tear of the machinery
>productivity is affected by the amount of workers in the building
'round 400
>their loyalty
bout normal
>happiness
98%
>access to drinkable water
have an entire well dedicated to the industrial zone
>wear and tear of the machinery
well i don't have maintenance turned on.
So why is it only 30%?
what does "normal" loyalty mean?
>have an entire well dedicated to the industrial zone
is the water purified to +97%? It's not drinkable otherwise
>what does "normal" loyalty mean?
60%
>is the water purified to +97%? It's not drinkable otherwise
yes
then I don't know
well then what do i do
i need to get money. buying meat and clothing is getting expensive as shit, even with 80% of my power being sold abroad it ain't enough to make the money flow positive. and steel prodction is never gonna pay off if it stays at 30%
wait okay i figured it out
so the reason why it isn't at full capacity is because there isn't enough coal. even though it gets an constant flow of coal, it's getting consumed as soon as it enters, which i guess means it's not enough?
but here's the issue though. i have two coal mines. i have an fully-staffed processing plant running at 24/7
i have no idea what else i could do to increase the flow of coal. i even tried adding an extra conveyor from the processor into the storage, but it's no use.
is the problem lack of coal ore to process or are your processing plants not processing it fast enough to keep up with the mill?
It's not processing it fast enough, i reckon. The coal ore storage is completely filled. It's gotten to the point where it's been consumed so fast the processor's storage stays at a 0 even though it's producing.
Now obviously the answer would be to 'increase processing', but that's probably gonna be almost impossible without having to bulldoze several rather expensive buildings. I don't know why the processors are that weak. It's not as though i'm even using it to power much stuff, the heat furnaces aren't even active during summer so they're not consuming anything. It's just the mill and the power plant.
i think you need three processors to keep up with the steel mill at full production if im not mistaken. that thing is a beast
I certainly wish I knew that *before* I made my industrial zone. Why does this game tell you literally nothing?
Did you know that the game literally tells you the production and consumption values in the tooltips? What more do you want?
That productivity tanks to the bottom if you don't have completely overfed out resources?
Sounds moronic. I would prefer my factory to make something instead of nothing.
I would prefer to know my setup is never going to turn a considerable profit because I'm permanently stuck at 30%
I suggest you learn basic math then, so you can figure out how many buildings you need in your production chains.
>gives 30% resources
>gets 30% production
>surprised Pikachu
>Coal Mine - Maximum Daily Production - 924 Tons
>Coal Processing Plant - Maximum Daily Production - 120 Tons
>Steel Mill - Consumption at Maximum Production - 375 Tons of Coal
What would give you the idea that you could only design your "industrial zone" could be sustained on a single ore processing plant? Are you the same moron who claimed there was no way to know how Planning Mode worked and that you needed to press the button?
I'm glad this game exists and am happy to help people out but you need to approach this like someone who isn't an entitled moron
What is the best layout for a clothing factory?
2 Clothing factories hooked up to 1 fabric factory and all 3 connected to the same warehouse, if you can squeeze a chemical factory or two in there as well that's also good.
I start a lot of my realistic saves by doing a 2x fabric 4x clothing setup
in the beginning i use trucks to supply it so i go with something like this with road cargo stations
I was playing Factorio and I couldn't understand why one wire assembler wasn't enough for the entire factory so I came here instead. Please don't bully me.
Unironically he's probably just a city builder guy who didn't realize this is a logistics game.
I CANT HEAR YOU THROUGH THE CLOUD OF MY STEEL PRODUCTION!
kek. Anon couldn't do the math so he simply got a processing plant that outputs a bigger number than the steel mill consumes.
>https://steamcommunity.com/sharedfiles/filedetails/?id=2496726922
Keep going anon. You truly are the embodiment of socialist talent.
Workshop creators are the real bourgeoises.
lmao
Woe to me to call you out using mods, I do all the time, but why not go bigger then? Especially with those nice railroads, you could do some serious production
Alright, since my earlier design wasn't working, i went back and tried to make this instead. Is this design for an industrial zone enough now? I'm probably just going to move the Iron Processing straight to the iron mine area since it doesn't need that many workers and it frees up space. I think three iron processing facilities should be more than enough for a steel mill land a coal generator.
I like to process my ores at the mine, it's not a lot of workers and it cuts down on trains if I decide to export coal or iron
Well i was processing it on site and hooking it up directly to the mill after ferrying the iron ore. Now i'd be just processing it close to the iron mill and ferrying the ore directly to the mill.
Have you considered planning the steel mill out as it's own zone? With enough rail support you can easily keep it supplied while having separate infrastructure for your coal that you can use to then transport excess to other industries
>Have you considered planning the steel mill out as it's own zone?
Why? It's not as though i need that coal for anything other than a power generator and the steel mill. I already have heating handled in another place.
How do you deal with shit like crimes in your industrial zone? Do i gotta put a police station all the goddamn way near my factories?
Yes, use a small one. While you're at it put a small fire station next to it
>While you're at it put a small fire station next to it
Nah, that's not necessary. Fires you can just send an engine manually, it works outside the range. It's the police cars that are the issue.
Also, why the frick can't civilians walk below overpasses? fricking hate that shit, makes everything more complicated.
If you're sending engines manually that means you need to pay attention to every fire notification. If that's what you want to do you do you
>walk below overpasses
I don't get it. If there's walkable infrastructure there, they can walk.
They can't walk through the road. So if you have a station, a building on the other end, and an overpass in the middle of the road, they can't get there.
I don't understand what you mean, everything works as expected on my machine. Maybe "overpass" means something different in your first language?
*Aggregate* overpass, anon. Put the aggregate conveyor tower that has a road in the middle that is supposed to allow a road to pass through.
Oh, I've never used that before. Just add some paths as a workaround.
Except you can't because all the goddamn buildings have giga-low entry points because lol lmao, so the conveyors end up blocking the way.
I don't see the point in building them while the other conveyor engines are cheaper and can go over roads too.
do *you* want to walk under a conveyor belt flinging gravel everywhere?
I'm not a soviet coal miner.
then you shouldn't be presuming to speak for the workers, comrade
can you make beautiful cities, like plant flowers, create ponds, build pagodas or timber framed houses?
you can build statues of Lenin, there's nothing more beautiful than that
personally i think there aren't enouhg statues. it's just one pose.
with mods you can
working on the steel industry area
Do you use fences?
I want to, but the railways make it pretty hard. Dooesn't really feel right if the whole thing isn't walled off.
They have railway gates now
yeah but they're gigantic. So if your area has a bunch of junctions, you'd have to put a frickton of them and it'd look ugly.
No, my dumb building style is to cram everything in so tight, there's not much room for them.
There's so much map to use though
Not him, but I always feels a compulsion to have things optimized in terms of space
Wouldn't true optimization include free space for later expansion needs?
Yes, I have to constantly remind myself to space things out a bit more in case I need to fit something in between buildings
My customs house is overloaded as I depend on it for many things on my realistic mode run
But, my people are dying of hunger, traffic is a nightmare and the GOSPLAN fellows back in Moscow want to MURDER me
What the frick do I do?
Have you created a rail system yet? Even a simple one that can bring goods in bulk to a local warehouse can improve traffic at the border immensely
h-haha...
Nope, haven't touched the rail system yet
In fact, I do rarely, I'm immensely filtered by railway mechanics
Guess I'll have to learn to hard way...
Can you share some setups n shieet?
If you open the new vehicle menu at the customs house, Disassembled Track Layer is what you need to bring to a rail construction office. Connect a railway from the border, to the rail office, to a warehouse with a rail connection
Well it's not really a setup, but the way I do my railway is by having tracks nearly always be one-way. This allows multiple trains to use the track at the same time and removes risk of a pileup.
Railroads are not that hard in this game once you learn railroad signals. You should watch a video, but generally speaking, it's split in blocks. Only 1 train can be in a block at the same time. simple signals are for normal "blocks" and chain signals are for junctions aka blocks where you can go multiple ways.
After that, it's just trial and error. But it's worth it. Trains are by far the best transport. Good fricking luck manning a steel mill or refinery without them unless you want to see what a road clogged entirely by buses looks like.
I wish disassembled track layers could keep their disassembled status even after being used. Seems crazy to have to get a new one every time one needs to be delivered by truck.
This game is fricking hard, i just downloaded it. I think i shouldn't try realistic mode for my first game.
Yeah try unlimited money mode and quick build mode first to see how most of the mechanics work
How many fields can the farms support?
No hard limit but in reality the limit is how many fields you can sow, fertilise and harvest in a year. Typically more machines increase these amounts but larger fields reduce them.
I was hoping for a number range
If you intend to fertilize you'll want about a 1:1:1 tractor:harvester:truck ratio and each tractor will support approximately 1-1.5 large fields. There are many factors so giving a hard number is impossible.
Use can also use distribution offices to get more machines in farming building
For what purpose? 1:1:1 spread across a farm and a distribution office achieves the exact same outcome as 1:1:1 in two separate farms. Probably even less efficient than multiple farms because the more farms you have the less distance the vehicles have to travel.
Just build more/bigger farm buildings. Distribution offices cost more per parking spot than farm buildings and don't perform any better at collecting crops.
That's outdated advice from when farms wouldn't send more than one truck to a field; DOs would so they brought in crops much more efficiently. Farm truck behavior was fixed some years ago so there's no point.
Hilarious, I must have missed that update, I've been doing the DOs for years
How do i figure out what's wrong with my sewage??? It's completely overfilled despite being connected directly to a working treatment station.
don't use water treatment stations, they are a waste of money and manpower
how is waste treamtent a waste?
all they do is turn sewage into polluted water which cannot be used for anything water related, the only benefit it gives is that the area where you dump it will be less polluted than if you were just dumping sewage directly
but since pollution doesn't spread and has a pretty tiny range, you can simply place the sewage discharge in your industrial area or somewhere away from your residential parts and it will not be an issue
also make sure all your sewage pipes are sloped down, the sewage won't travel through them otherwise since you cannot builds pumping stations like with regular water
After clothing industry, with which one I should continue with?
fuel and bitumen is the most profitable, or you could go for something less manpower and resouce intensive and focus on farming and making food or booze
okay so to supplement my income i've been treating hazardous material, issue is my garbage trucks aren't picking up the safe mixed waste afterwards and now it's full. what do?
How could we know without any information about your setup?
It's right there. It's a dump. I need them to take waste from the dump.
Dumps don't transfer garbage, they can only receive it, they must be emptied with trucks
Use large container transfers instead
Okay, so, i've finally managed to hit a million rubles with my steel industry. While i'm still going to let it 'farm' for a while since i need way more money, i want to start planning my second city, which will have my petrochemical industry (fuel, bitumen, chems)
Issue is, i'm not exactly sure where to put it. If i were to place it here, on the other side of the river, i'd be able to easily supply it with food, crops and wood from my main city. However, this place across the river is really close from one of the only sources of uranium (and another of bauxite) on the map.
So i'm not really sure what exactly to do here. Should i just try to make a city in the middle and then just use those palces for ore extraction? Or make the city somewhere else and leave those places as an industrial zone?