[...]
What does the rest of the map look like? Is there any particular reason why it would be good to have the set up right across the river?
[...]
What does the rest of the map look like? Is there any particular reason why it would be good to have the set up right across the river?
Is this what you need?
> Is there any particular reason why it would be good to have the set up right across the river?
It would be closer to my first city, which means it'd have access to my farm complex and railroad. Also, it's just across a big oil well on the coast south of it. I'd build it there, but it's way too close to my farms and would get all polluted.
> Also, it's just across a big oil well on the coast south of it. I'd build it there, but it's way too close to my farms and would get all polluted.
Makes sense, what map are you using by the way?
Rote Bucht, why?
I like the look of it and may give it a try myself
Still no idea of what to do, by the way.
Why do you need your hand held? It's a sandbox, plan something out in a separate save, see how it works and roll with it or scrap it and start over
I don't consider having to throw away 15 hours of planning because i forgot of a single thing to be fun.
You get better at it the more you play, if you keep forgetting things then make a cheklist and tick off all the parts as you build them, I doubt you'd forget something so crucial that it would warrant destroying 15 hours of work
Or you know, if you know you're bad, don't play realistic mode
>Or you know, if you know you're bad, don't play realistic mode
That just makes it worse. All it takes is something like 'you made the buildings too tight and now there's no space for a garbage dump' and boom, it's gone.
no space for a garbage dump? Garbage trucks have a range of 3km, they can handle it if the dump is a couple meters further away
if the problem is not being able to fit in a dump with railway access, the solution is to always build out the railways first and then build around them
if you meant that there was no space for a waste container stand, that's entirely a skill issue on your part because you either build your shit too tight or you forgot about them
you can also use this mod
https://steamcommunity.com/sharedfiles/filedetails/?id=2990741375
now stop being incompetent or you're going to the gulag
>Garbage trucks have a range of 3km, they can handle it if the dump is a couple meters further away
The buildings can't, however. I'll definitely use that mod, though.
>laying down a new city
Yep, it's another 5 hours spent without unpausing time.
meanwhile sancho.gonzales.2012 just plops down 5 crooked roads lined with highest capacity commieblocks with basic necessities in the middle and calls it a day
Why cut corners when I can fit 10 highest capacity commieblocks into the same space with a little elbow grease instead?
Why yes, I'm building in a wide open area with no constraints whatsoever, of course.
because it's ugly
I don't know how people manage to do these cool looking sprawls without it utterly destroying their logistics. How do you get all the builldings to be within range of
- a nursery
- a school
- a store
- sports
- entertainment
- an transport station for their job
but you don't need all buildings to be in range of all of that, just use public transport to make people go to other parts of the city to fulfill their needs
why else do you think you have all the options for passenger transport in the UI?
Does that actually work?
of course it works, though usually you want to have a grocery store nearby just to make sure your citizens don't starve if public transport gets jammed or something
In my experience, no. Even if you make a mall area with every amenity 1 km away and set up a very high throughput public transit connection it will be incomparably worse than if it was within walking distance and you'll always have happiness and loyalty issues with it.
This. If you have a big town its just better to build multiple shopping centers
Skill issue. Learn to use end stations on fixed time gap mode, and learn how citizens choose a line to board. You can satisfy all needs via public transportation (and cars even) with zero complaints.
>Low loyalty and happiness
Wow you sure showed us
Way to out yourself as playing on easy citizen reactions.
For things like Schools, just use smaller ones and place more of them. I only use public transport to move kids if I have to, same with grocery stores.
Christ, coal mines and coal processing makes a shit load of mixed waste, feel like one or the other is usually down waiting for a garbage truck. How do you deal with it?
Claw dump with railroad connection, have a garbage train that collects it to be sent to the waste facility. Since claw dumps have a large capacity, you only really need one, even at full capacity *and* if you also use it as a dump for the ore processors.
I give each mine/processor a large waste stand to separate the construction waste and the mixed waste. Mixed waste goes to a waste power plant, while construction waste gets turned into gravel/cement for export. I usually use trucks to collect the wastes and take them to a central collection point that connects to the incinerator and gravel recycling plant by a cableway.
Over 17 years after the construction of the Grand Rail Bridge project had begun, we have finished
And how many kulaks had to be shot in a ditch for it to get built?
Comrade are you hallucinating? The Kulaks as a class were abolished decades ago after all land was collectivized, there are no Kulaks now, only Kolhozniks and Sovkhozniks.
Reminds me of the canals in red star
>Reminds me of the canals in red star
?
>population starts declining
>no meaningful notifications
>start checking hospitals and pollution sensors in my cities, nothing out of ordinary
>can't even check recent deaths on a per-city basis to find out where the decline is happening
AAAAAAAAAAAA
Old age is a cause of death too, and your initial citizens usually all die around the same time.
>can't even check recent deaths on a per-city basis
Should have built the city halls, they record the number of deaths and the average lifespan for their area, although it can be annoying to reset it every now and then.
I do use city halls, but they just show births and deaths since the town was founded? You can reset them?
This works too, thanks.
>I do use city halls, but they just show births and deaths since the town was founded? You can reset them?
You just have to create a new "city/area" and delete the old one and the stats are effectively deleted.
Use the empty flats overlay.
Debt loop
My people is starving
Constant blackouts due to running out of money
Clothes industry revenue is decreasing (frick you maaarx)
AIIIEEEEEEE I HATE REALISTIC MODE, YET, I CANNOT PLAY UNLESS I COMMIT VIRTUAL SELF TORTURE
Time to restart, but this time I will do better
Post death screenshot
>Debt loop
>My people is starving
>Constant blackouts due to running out of money
>Clothes industry revenue is decreasing
Sounds like you're doing a good job to me, comrade! Only thing missing are the bread lines and state-mandated death squads for rooting out Traitors of the People.
>Only thing missing are the bread lines
soon
Whenever I run into some tiny yet crippling oversight like a misplaced road or a wrong powerline connection that would necessiate shutting down an entire industry/vital supply route to fix, i unswitch realistic mode to fix it then switch it back on.
Am I a bad person?
Yes, it defeats the entire purpose of the mode. There's a variety of things you can do to minimize downtime, and in the overall life of your republic it is but a tiny blip in time. Citizens out of water for a few days longer than anticipated? Not the end of the world
>Citizens out of water for a few days longer than anticipated? Not the end of the world
Demolishing then reconnecting a segment of sewage pipe can take enough time to cause a death spike that will take years to recover from. Not gonna bother with that.
Mark the pipe for their water substation for demolition, and pause the demolition before any vehicles get there. This will reduce their water consumption. Then you can handle the buildings' sewage with trucks while you do whatever with the sewage system. When you're done, just unmark the pipe for demolition and rates will go back to normal.
>to cause a death spike that will take years to recover from
>>and in the overall life of your republic it is but a tiny blip in time
A death spike is temporary, competely shitting on the concept of Realistic Mode every time something a little too difficult comes up is for life
>this bridge would take too long to build
>well I really need this railroad right now
>citizens are out of water, need to immediately build this water treatment plant so nobody dies :^)
Suck it, homosexual. Not everything is a slippery slope
>water shortfall
I'll build that on realistic
>railway tunnel that will take >2 years
I'll build that on realistic
>earthquake destroys a single fricking water pump, rendering my entire town without water for 3 months
Sage and kys, I'll rebuild that with cash. Not killing my town cause Mr. Rng says so. Especially since these small fricks somehow need 20 trucks to go back and forth to deliver 0,2t of mechanical parts for 4 individual construction steps or whatever
destroys a single fricking water pump, rendering my entire town without water for 3 months
I would rather savescum than forsake realistic mode
Why not just design a more resilient system? Water towers can store several weeks of water and do not need power to deliver water to substations.
Without pumps the pressure ain't enough for the throughput of a large treatment plant
>design a more resilient system
Did that actually. I now have two water treatment plants which supply the town in tandem. I have infinite steel and chemicals anyways, so why not.
Yeah, but I wanted to rebuild the rest of my town in realistic. I actually like planning in a way to be able to make adjustments in realistic.
>want a new highway access on a busy highway
>build a prefab panel road as a temporary bypass
>forbid highway access with traffic signs
>built the highway access and tear down the temporary bypass
VGH. The only thing I absolutely loathe is doing construction on an already utilized railway. Frick semaphore frickery, especially when you barely even have space to fit all your semaphores on a piece of rail, because you of course forgot to consider, that that rail will one day do more than occasionally shipping coal
single player game nobody cares
The orange area is where I plan to make my capitol city but I'm stuck with analysis paralysis
I'm glad I'm not the only one who draws out areas in paint.
This particular city has me stumped
Looks pretty big. Are you planning on a lot of low density apartment complexes or are you going to have a large amount of people going to a huge industrial zone?
I'm not sure exactly how packed it will be, I'll be trying to leave some space for parks and things of that nature but I want to try and squeeze every fancy tourist building in.
Medium density along the outskirts with higher density at the upper plateau, but the train taking workers to the industrial zone will be the blue line that reaches through the entire city
I haven't really played since before they made the tweaks to export price changes. Will exporting one steel mill's production worth of steel crash the price like it used to?
OH SHIT
VISIBLE LABOR
>Everybody is working
>Nobody is standing around doing nothing
Immersion ruined
That's because you're looking. Obviously people will work when the big boss is around.
BAZA
me on bottom right with a suitcase
what are you doing under my home?!
Do escaped prisoners leave the republic or rejoin your population and continue rising your crime levels? I'm pretty deep into a crime spiral and it's becoming unmanageable despite building more and more police stations, some of my commieblocks have 20% criminality. I'm trying to figure out what else can I do short of cheating and resetting crime, and building a couple new prisons is something I'm currently considering. If escaped prisoners leave altogether then I guess there's not much point to it.
>some of my commieblocks have 20% criminality
you need to reset, if criminality in your buildings gets into double digits, you are pretty much in a never ending crime spiral that is almost impossible to resolve
the whole criminality system is a bit fricked and not properly explained so I'd recommend watching this video about it
You basically just need to start getting criminals into prison and keeping them there until their criminality is 0%. You prevent escapes by ensuring prisons have enough supplies and enough wardens for the amount of prisoners there. Low productivity means you need more wardens than prisoners.
Then you need to make sure that your courts and police stations are not overloaded, and consider building extra monuments to keep loyalty from getting too low and causing more crime.
That's the thing, if escaped prisoners leave the republic then why even bother with rehabilitating them? If they return to cause more crime then it's necessary.
Escaped prisoners immediately move in unoccupied commie block slots.
Oh frick. I can see why my crime got so bad now, I've been neglecting expanding prisons for so long.
>several types of bus stations of different sizes going up to 2k workers
>trolleybuses and trams are stuck with the shitty low capacity stops for less than 300 workers
seems like it is impossible to have a tram network in a big city that only uses the road tram rails
and what the hell is the point of tram depots if they can't even connect trams together? You are always better off building a rail depot instead
>Caring about passenger capacity when 90% of it can't be used due to entering one vehicle at a time
Why do players join trams together? Seems like it would be better to have stations visited more frequently than to have a mini train on the roads.
>Track layers on a '60 start
Help
It's so slow
Wait until 1961 when the best one in the game becomes available?
>Wait
No
Trucks it is!
Anyways here's an actual question. I am building a city about 2 km from the border. I want only the basics at the start. I am making a dump to collect trash at which will be shipped to the border via truck, but how do I handle hazardous waste? I couldn't find any storage building for it, so either directly from pickup to border or treatment seem to be the only option, and 2 km away the former isn't feasible.
Oh, also all my soviet customs houses are medium or small, no large ones. It's impossible to import the EDK by rail.
Maybe put a transfer station between your town and the border that will only have hazardous waste delivered to it (until you discover sorting). Then have a separate truck line that does nothing but take it away
Now that I actually finished the dump (with claw) there's a hazardous storage option, it just didn't list it in the tooltip. Problem averted.
Slowly piecing together the railyard that will support my capitol
How many years will it take to lay that track that IRL could be done in a week
Several, I'll have 2 rail construction yards working on it but I also have a general goods export zone to do.
Either way it will take less time than the construction of the city it will be meant to aid
The game just pisses me off due to some things being so good and some so terrible. Whenever I am confronted by 60 hour days, years being different things to different things etc I want to tear my non-existent hair out.
Checkd.
The inconsistencies are annoying and I can't imagine how steep of a learning curve there is for people coming Ilto the game for the first time. But I'm sure the devs have a reason for doing it like they have and there is no better infrastructure focused city builder imo
I presume that these annoyances and inconsistencies are just how the sausage has to be made, given the how the game is scaled versus real life.
I think it is more that the game has demographic changes with everyday operations. The developers could have made time consistent, but then time would have to go quick enough for citizen lifetimes to matter or slow enough so that day to day stuff isn't generalized over time.
I haven't played tropico in forever and I'm trying to remember how time was implemented in that game
You could replace the parallel tracks with cargo stations and build them with road COs instead. Way faster and even cheaper too.
>flipped repair station and rearranged road layout
>added additional 2-lane cargo platform with warehouse
>added holding line at the main entrance to the yard
geopolitics update wen?
>-1.1% crime (300x)
Is this bad? I have no crimes unpatrolled, my court house never seems to have a backlog, and my prison is well staffed and isn't overflowing.
What's your total population?
2308, all in one town as well
If the police station has the town covered in terms of area, then you should be fine.
Getting a little further along
How far does pollution travel? This is vital to know but I haven't found any numbers online.
around a km
Keep us posted anon, I can't wait to see it completed
>Keep us posted anon, I can't wait to see it completed
Thank you, I'll have to slow down on the picture posting or else it will just get to repetitive. I'm planning on turning this entire area in to a population center of various densities so there is still a shit ton of things to plan
Hoping to have the game unpaused by next year!
Max pollution range is about 1.5 km, I mean the large incinerator in full Beijing mode kind of pollution. Most factories fizzle out at half the distance.
https://steamcommunity.com/app/784150/discussions/0/6348431004286066364/
>designated a very important project as high priority, literally 1 building with all of construction materials parked right across it
>construction offices are running around town doing even important stuff like village outhouse decontamination and junkie crack den renovation
>literally the only building in high priority queue stands 10% away from completion for a month, failing the five year plan
This game needs a Stalin DLC
Am I moronic? Can someone explain heating pumps to me?
Picrel is my current setup that heats up to about 60 degrees, although it takes forever. I assume the pump's water tank should be accounted for, as well as the destination's? So it would actually be 600m^3 of liquid on the receiving end which I am trying to heat up with 450m^3 of input?
Because in the above case why would you ever use the pumps? A single pump would drop your capacity by half, thus making any pump setup economically moronic.
You should basically never use pumps because they ruin the heating capacity.
So did I understand it correctly that a pump is basically coded in as an extra exchanger instead of, you know, a pump?
It's probably more to do with the extremely long pipes, but there's definitely some loss at the pump itself.
The pipes are fairly short, the end point is basically just a 100m out of range of their natural radius. I only did this moronic setup because I didn't want to move the already existing plant.
built a lil village for my construction area
Those little houses look great, what are the quality levels?
they're pretty bad
are they at least easy to build?
yes, they're very cheap
https://steamcommunity.com/sharedfiles/filedetails/?id=2115643503
they look nicer than a 64%. Although i guess mass produced and cut corners.
Ironically they wouldn't irl, since they're modeled on traditional izbas
How exactly do track builder and crane work levels work? Surely it isn't a flat number of workers, so that 71 workers and 1 worker + a 70 rated crane work at the same rate. It seems to act like a multiplier, but it certainly isn't a percentage increase either. 50 guys work a lot faster with a 70 mechanism than 85.
Is there a mod for building track with road COs?
No, but you can build cargo stations instead of a bunch of parallel tracks and have COs work on those while the track builder just connects them.
I don't think so. There are mods for superfast track builders, and you can always build a disposable intermediate RCO (and staff it with a disassembled superfast track builder or there's not much point). Or just turn off realistic mode for it if your goal is to "cheat" anyway.
Other than bringing in tourists, what are some other uses for airports? I don't really see a reason to use them for logistics since they are expensive and have crap capacity
What possible reason could there be for having a plane pick up cargo from one part of the map and bring it to the other?
Looks cool.
most definitely, but I'm struggling to come up with reasons to use them, I don't want them just flying across the map empty
There's little use for air cargo on such a small map, maybe you could fly chemicals around I suppose, they don't take up.a lot if space for their usage
I use helicopters for oil fields maintenance (fire brigades and such), sometimes for linking a group of villages on populated maps. No idea as to what economically viable reason you can have for building a bonafide airport locally.
I use airplanes to get access to the western markets early on so I can get dollars for cheap immigrants and western licenses.You could use ships, but they are slow and much more expensive. Helicopters are also an option, but airplanes use a lot less fuel, carry more, and are far faster.
I've also found airplanes to be a good option for major expansions into remote areas since railroads are so slow to build. Paved airports can support bringing in a lot of workers or building material while dirt airports can be used to staff gravel processors, concrete/asphalt plants, and other labor.
I used mine for an emergency food delivery when the rail system that brings food to the local warehouse got stopped up
How do I obtain AI Subsystem Integration hullmod from Emergent Threats? I have Abomination Interface and plenty of Adaptive shit in my list of hullmods, but I can't apply them anywhere without integration which I don't have.
Well, you'll probably want to build a technical university and start researching electronics production. You'll need this for most high-end productions, including big ship hulls. Of course, it's an intensive industry, so getting steal running then petro-Chem, is my preference, depending on your start location. You'll need a lot of citizens to run this shit, though, so as big a town as you can manage is good. Thankfully, the capitalist abominations are mostly peaceful, but you can build a nice wall along the blue border to prevent them coming into the Republic.
What does loyalty affect in secret police?
Each visit of the secret police to an apartment will only reveal residents' loyalty for a period of time before the secret police need to visit again and reset the surveillance equipment. More loyal secret police workers will have longer periods before they have to visit again, which means fewer of them are needed to maintain surveillance over an area.
Thanks, just as I thought. For whatever reason no one on the normienet seems to know that.
I do full realism settings except '60 start, medium money, and medium fires.
I expect to get my first citizen in '64 or '65. Is that overly slow?
It's not fast
Yeah but is it like "You are clearly doing something wrong" slow or "You aren't doing everything optimally" slow?
What's stopping you from getting citizens in? Having a small amount off the bat to take need off of foreign labor is worth it but I don't know what you're waiting for it looks like you have everything
Well currently I think the only thing stopping it is actually buying vehicles for things like hospitals, finishing the last electric substation, and setting up stores to be stocked.
I've only been at this stage for a few months, though.
If you know what you're doing and don't try to build a metropolis, you can get citizens in before the first winter, but getting them in the second summer or winter is good enough.
It's pretty slow but the first few times around it will be like that. It looks like you built some industries and stuff instead of focusing on housing and citizen needs, which makes it take a lot longer because you built all that with a trickle of foreign labor instead of high quantity/quality domestic labor.
You can also just turn off realistic mode to do the initial build. Or set citizen reactions to low while you bootstrap the starter city, they'll stick around for a long time instead of fleeing because the movie theater wasn't open yet. It's a single player game, don't personally invalidate the fun you have playing the game because you feel like you didn't suffer enough when you started.
If you start out with the plan of building an entire starter town of a few thousand, its utilities and industries before inviting any citizens at all, its gonna take 4-5 years. If you want a faster start just build enough of the town and its utilities to have a few hundred people replace foreign labor as soon as possible, and then focus on industries and the rest of the housing blocks.
Servicing 50 people and 1500 people take the same amount of construction
I recall in the past you could set one electric connection to import and one to export and you'd import if your demand wasn't met and export if you had excess. I just did this with no production and I was importing then re-exporting power. How do I get the old behavior so I only export excess power?
This is about the best I could do. There is still some current imported but it isn't too expensive. Just treat it as the fee for providing generating capacity on standby.
>There is still some current imported but it isn't too expensive.
By some, I mean less than half a MW, so like 10 to 30 rubles a day or so.
>tfw too moronic to figure out how trains work
?si=UHF7JbbpIucPlDNP
The key imo, and it's mentioned in that video, is to leave enough room for the trains you expect to build. I always leave huge areas around, especially at the border, so I can have the biggest trains possible. A lot of the clusterfricks people ask for help on here are just massively cluttered builds with trains crossing and recrossing everywhere. There's plenty of space on the map, use it.
can you post a wider view of what you're building in that area?
Do you have separate passenger stations for critical industry such as power/heat or do you leech everything off a single station per town?
Also, is it not possible to have minimum passenger load when using an end station for spacing?
The coal power plant is connected to the FPC with one 2.35 MW medium and one 15 MW high voltage line. The high voltage line goes through the switch pictured. Why aren't I exporting power faster? Productivity is almost all above 80, with one around 50. 70% of the 23.33 MW capacity is 16.33 so I don't see how this number is possible since total productivity should be well over that.
Try deleting the 2.35MW line and see if that makes it work better.
How the actual frick do trains filter people this hard?
Because I've never driven a train before dude how the frick am I supposed to just know how to not crash them into eachother when there's several rail lines merging into one?
You don't need to use the throttle or the brake you just need to divide the tracks up in to sections
People genuinely seem to over think it and make wild ass assumptions in the process then try to build "pretty" rail lines with no sense of the actual nightmarish scale real railtrack takes up
a friend of mine genuinely convinced me he has a learning disorder when I showed him how to do signals, then wiped the rails clean and told him to show me exactly what I did without changing anything about the rails. He then somehow set up multiple head on collisions, and when I asked why he spouted some made up fairy logic at me, and when I asked why he thought that he said it just "obviously works that way."
Where are the swimming pools and rabbit pens
I also like city builders with a sci-fi element
can't wait any longer for the launch
This lignite mine and associated town + power plant cost me R20 million. The giant coal breaker and Sasolburg plants at the valley floor better earn that money back
> lignite
What mod are you running that has different coal grades?
none. i just refer to raw coal as lignite for fun. i did download a couple of mod building which convert raw coal to fuel and bitumen, broadly modelling a pair of german coal gasification plants, hence the reference to the south african version in sasolburg
ADDS: i long for the day additional goods and crops can be added to the game.
Have they expressed any interest in helping modders do that?
Is that the big coal ore Power plant? Doesn't it produce a shit ton of pollution? Might have to be careful with those citizens nearby
Emphasima can be treated. Poverty cannot.
Alcohol, yes or no? How big is the impact on health, and what are the knock-on effects of the health hit?
Here is my current health stats this far in to the game with zero restrictions on alcohol and full access
I say let them because freedom
Yes, I build bars for a bit of a happiness boost, since I can keep health at 90% or more anyway. Though I do limit how many people can work at a bar in order to keep things under control.
Alcohol is fine if you have a hospital and your citizens don't live in pollution.
It can help with low housing quality too.
I like to offer alcohol and then run anti-alcohol propaganda so they don't want to drink it. But when they do, it's there.
>Trams - Pink, Purple
>Metro - Green, Yellow, Orange
There is no difference between green and yellow
Where will purple load passengers?
Never have elevated rail when you can have road over/underpasses
What is going on with orange?
The town you have planned is going to be way too small
>There is no difference between green and yellow
Only that they go in different directions. It does feel like a waste
>Where will purple load passengers?
6 Large stations throughout that allow other traffic to pass while they load
>Never have elevated rail when you can have road over/underpasses
I liked the idea of the metro coming out from underground on one tier to an elevated on the lower
>What is going on with orange?
The dick bit is because I needed it to go over to the depots while also reaching stations to the left and upper right of the dick
>The town you have planned is going to be way too small
That little planned bit is only the first development that will be able to aid in construction of the rest. I hope to have the entirety of pic related populated eventually
I suppose I could use the green line to force disembark people to switch to the orange line which feeds the 700 worker chemical plant
How big is the town's area, and how many people are you planning to fit inside it?
Approximately 6,250 square km
I don't know how many I want to fit in but if I could double my population from 40k to 80 that would be neat
is it weird that i derive so much enjoyment just hitching rides around the republic?
No, I've always wanted the ability to see my cities in various games at ground level.
You'd enjoy it even more if you spent a little more time with the smoothing tool before plunking down the roads.
>t. smooth road/rail enjoyer
>try to make a nice road going up along an embankment
>chaos and disgusting bumping ensues
haha ship canal
Damn there needs to be more factory connections on Electronic Components plant and assembly hall.
Just use mods. Don't be a vanillacuck.
Just use a DO, those factories consume materials in fairly small amounts.
That's what I defaulted to.
>fences act as paths
What trickery is this?
Some kind of bug from the fence gate connections. It wasn't like that before.
>Need to get electricity to the new town and industrial park far away from the border
>then have to get the water infrastructure set up as well
>also mess around with RDOs to make sure resources are getting where they need to be
>and finally make sure that the railroads to the new developments are in working order
I'm addicted to this game, but man it can feel overwhelming at times with the amount of shit you have to do
What precisely did I do wrong?
The small heating station is supposed to have a capacity of 210. The small pipes 100 each, so 3 of them into a pumping station should transfer it all. The pumping station to the exchanger is 985 meters, almost all of which is underground. To my understanding this shouldn't be an issue. Drain is under 150, and everything connected to the exchanger is currently 1-2 degrees.
Use three small pipes and three small exchangers.
Look here
Basically, the pump's tank is subtracted from the plant's heating capacity, as well as exchanger tanks. You are overloading the plant.
>about to add 2 foreign power connections on the soviet border
>place the first one
>can't place the second because I need to research the technology
>tech has been unresearched on the tech tree
>but it isn't available to research again from any of my technical universities
>there's nothing in debug mode that can fix this
Is there anyway I can go into the save file to fix this?
My game has this weird thing where it randomly freezes and unfreezes a few seconds later moving my camera to some random point in the map. It happens almost every time I build roads or buildings. I guess I just have to put the game down until those Slovakian fricks optimize the game (I tried lower graphics, changing my startup settings, deleting assets, etc).
Sounds like you have a time lapse turned on
Where do I turn it off?
second button on the bottom in the menu on the left side of the screen
It's not on, I did turn off V-Sync (which was on for some fricking reason) and that helped a little, still has the problem when I build roads though.
>dedicated every construction office to building the entire new region at once
>completely forget about maintaining current buildings
>crisis ensues
Had to stop all building for a few months to get rid of the maintenance/machine repair backlog
I have betrayed everyone. I thought I was playing Realistic mode, but I had only now noticed that the Global Events was not automatically set to Serious when the update happened and that is why I have not seen earthquakes
>tfw you no longer have to pay an arm and a leg for electronics and electronic components and can start exporting them
It's a good feeling. I was 100 years in without giving my citizens access to electronics and the happiness sucked
How do you avoid a loyalty spiral without electronics to direct the brain thoughts broadcast radio controls?
Monuments. Monuments everywhere
Do you use grocery stores/small stores or shopping centers?
I use a combination. Shopping center more centralized with grocery stores or small stores on the perimeter
Depends on the size of the town.
I use the big shopping center in towns over 3k pop, but for cities bigger than that i tend to have a bunch of smaller shopping centers dotted along the periphery for the flats on the edge of town
I would never use anything but a shopping center on hard citizen reaction because shopping centers are so much more time efficient whenever they need clothes or electronics.
>whenever they need clothes or electronics.
Which isn't that often.
>slow your roll
>train crossing on a highway
luv me at grades
There are dozens of them in the Republic so far. I try to fix them occasionally
>building train tracks across a major throughway
What's the easiest way to do overpasses without having to bring hundreds of tons of concrete to it?
raise the ground on each end to make the actual bridge smaller
Comrades, today our republic was hit with our very first earthquake. On December 26th, 2126, the first town created in our republic was struck by the quake resulting in several building fires. This provided us with the chance to truly test our firefighting abilities.
To combat the earthquake were 4 ground vehicles supplied by two local stations, as well as multiple helicopters from the adjacent farmland. Efforts were hampered by one underequipped station providing only 2 engines rather than the 4 it was capable of.
In total only one building, the small local clinic, was destroyed. However caught in the collapse of the building was 1 local fire engine, and 9 souls.
A hard lesson learned, the devastation that can be wrought by earthquakes, and going forward we should afford the residential space needed to fully equip and staff every fire station in the republic.
Hey, I'm having a problem: Trash. My steel industry puts out an ungodly amount of trash, and I have 6(!) technical services devoted fully to taking out the trash of my metallurgical industry, but for some godforsaken reason, half the garbage trucks just sit at depot while 100m next to them, a garbage collection point is overflowing with trash. My garbage infrastructure is equipped to deal with the trash, and all the dumping sites still have capacity. Can anyone explain, then, why the fricking trash isn't being collected?
check if the technical services have everything set up correctly including dump sites
I'd recommend connecting the scrap separation plant to the steel mill with a factory connection with the scrap going into a steel recycling plant and the rest into an incinerator, this eliminates all of the trash which the steel mill generates and gives you the most steel back since steel mill produces a lot of scrap metal
you should also set up construction waste separation and recycling for your mines to reduce the mixed trash amount they generate
I think the technical services can only task one truck per garbage point, so what happens is a truck returning from dumping out the garbage gets tasked with emptying that one, and then has to drive all the way back. Transfer points with trucks on a line should do it more efficiently.
You could also have multiple collection points assuming they utilize them
That was it. I built a large incinerator and a construction waste recycling thing and the trash problem got sorted out. Before the trucks had to drive down 10km of highway before reaching my waste processing center
Why does it never occur to some people to just use lines? Do they only know how to use DO/TO/CO?
You can do trash with lines? Damn thanks for that one.
The TS functionality works great at the initial point, but you should set up nearby collection sites where the TS drops off the variously sorted trash and then move it to the final destination via trucks or trains on a line. At least in residentials. Industry trash is probably best treated like any other output.
wasn't this game sabotaged by a modder who thought the dev stole from them? was that ever resolved?
Yes, it's back on steam since last year.
gulag
yr momma' s hole
What decorative mod do you wish existed
one that allows me to plant a mix of trees using the area brush
You could change it to editor for a second and use the landscaping tools
I'm about to open up a town with housing for 3600 workers. My starting town has half that. Is there a way to "build up" extra population prior? The 21+ without flat number will escape given enough time, so is there any way to delay this so that more are in waiting? Obviously without building more housing in the original town, the brute force solution.
The only "extra" population you can store is 21+ without their own flat, as you said. You can't store any more people without flats or hostels for them to live in.
Because the starting population tends to arrive in big groups they tend to die off in waves, so if you open a new city at the bottom of the starting population wave you might find very few people available to live in it.
Well I intended to build a medical university eventually at my second town anyways so I guess that just moved up in priority.
Does the location of orphanages matter?
You don't need orphanages, its better to let the orphans die than risk increasing criminality in your republic, there's no penalties for not building one either
Not really. They actually have less requirements than residential buildings do, but it is easiest to put them in a town since they need heating too.
Only the inept have this issue. A few extra monuments around the orphanage and enough tutors will keep orphans' loyalty high enough and criminality at 0%.
>A few extra monuments
Don't monuments only care for the best bonus in range
Monuments have a cumulative effect, but the game doesn't seem to simply add them together. Each additional monument adds less then its stated effect, but enough of them can reverse the loyalty loss from orphanages (or other problems, to a point).
The capitol is beginning to take shape
Post more
Not much to show at the moment, construction is slow going when I have free time. My current objective is to fill this middle tier before moving on to the upper
whenever i see the snow i feel the cold. i'm glad this game doesn't model the gross brown slush everywere that accumulates after a period of no snow
the urban jungle
>build city
>get people
>start doing well
>industries start working
>suddenly mass death
I thought I was safe at 600m from the edge of the city.
I hate how pollution works in this game
What Industry did you have 600m from your town?
Heating plant and a food factory.
The food factory ought to be 700m away from any buildings at the minumim
As for the heating plant; if its a small one you700m, if its large more than 800m.
>you700m
you need at least *700m
Prevailing winds are towards the nato/nato corner, pollution will go further in that direction and not as far in the other three corners. Always build heavy pollutants in that direction of populations.
Do you have a single fact to back that up?
The poltiburo says it is so, so it us.
https://workers-resources.fandom.com/wiki/Pollution_and_Radiation The wiki claims it and I've observed it. Build a pollution monitoring station near heavily polluting industry and watch the pattern.
What is the point of microbus? The tight passenger limit makes it so useless.
they are good for supplying people to places that only need a small amounts of workers like heating plants, you'd be wasting your workers time if you used regular buses
Power plants, concrete/asphalt/gravel plants, heating plants, etc
I'll also use them for COs when manpower is limited
r8 clock of peace and international friendship
if i'd the ability and wherewithal to do so, i'd have ensured it was built by prisoners and POW's for maximum malicious irony
It would look better in the center of a big town next to a large stately building, rather than out in the middle of a roundabout that connects to a highway
More progress on the capitol, also added a coal power plant next to the chemical plant
How many people does the capital have space for
From what's built so far, there's a population of 8,800 with about 2200 additional units in construction at the moment. I'll need to let the game run while I plan the next developments so all the construction offices can catch up with their respective repairs.
I have no idea what the total population will be since I don't exactly know how I'll lay it out yet, but I'm aiming for 100k on the map meaning I need the capital to be 60k
Does anybody know, wheter citizens can drive their cars to public transport? By that I mean
>worker walks to parking lot
>drives from the first parking lot to a parking lot next to an airport
>goes to the passenger terminal and goes to work from there
Alright. I just tested it in game and it actually works. In case anyone else is interested.
>tfw I can build my car centered amerimutt suburbs now
This doesn't actually work. They just teleport home once the bus/train/whatever they are riding arrives at another station or job, if they even board in the first place.
The Capital Area is now at a population of 8,600. I will need to produce a massive amount of jobs when it's all said and done
>houses aren't heated for 1 microsecond
>half the population dies off
The game gets more fun the more options you disable.
I want to love vehicle maintenance but vehicle replacement micromanagement is turbo gay.
>but vehicle replacement micromanagement
What's there to micromanage? You press Auto Replace and it does it
NTA, but I send my vehicles to the scrap heap in order to salvage materials.
If you have auto replace turned on the replaced vehicles will go to scrapping yards automatically. You can also put helicopter pads next to them to allow them to be scrapped
>auto replace turned on the replaced vehicles will go to scrapping yards automatically
When was this added?
I believe there's been the "send to scrapyard" checkbox the entire time wear and tear has existed
>try realistic mode
>building anything is slow as shit
>re-structuring infrastructure is almost impossible without either compeltely stopping your civilian section or your industry
>by the time everything you wanted is up, it's already 1980 or 1990 and there are no unlocks left to get excited over
What a pain.
>>re-structuring infrastructure is almost impossible
I've learned to build whatever I want to replace it with first, then demolish and link up whatever I'm fixing. Mostly though that challenge is what makes this game unique and not being able to plop an airport down in 3 seconds
Does anyone know if the town list is editable? i'm tired of pseudo slav names and want real names like
Yeovil
Mannamead
Lichfield
Braamfontein
Linthorpe
Ventersdorp
Napier
Aberdeen
Newcastle
Melville
Pinetown
etc etc etc
Click on the city name and rename it
I know that, but had hoped you could just mod a name list, like you can with a lot of games
I wish this game had a Japanese total conversion mod.
Would be pretty cool.
Just missing buildings, but with a littke skill you can probably grab those from cities skylines, other buildings have been switched over.
It probably would just be buildings and vehicles. Barring that you can just pretend that your republic is alternate timeline Hokkaido after the soviets take it in August Storm
Is there a limit to how many containers I can fit in an RDO?
The only way I know of to store containers in an RDO would be on flatbed rail cars, in which case the limit would be based on the number of flatbed rail cars you can fit in the RDO.
>containers
I have no idea what I was thinking when I wrote that, what I meant was cargo wagons