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W&R:SR thread
Discuss the engoodening of Early Start, get mad about feature creep and post your decrepit commieblocks.
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Does anyone know of any mods, which change your aesthetics to that of Nazi Germany, especially for the early start date? I think that would lead to an objective improvement in my subjective enjoyment of the game.
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Mods to make your city not completely dilapidated?
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>>2187052
Well, developers caught a lot of flak for releasing the DLC in a half-finished state. I guess, they had to adhere to some contract with the publisher. Essentially, the DLC is also early access, same as the original game. They will be releasing new content in the following 3-6 months, according to the interview with Peter. But it is pretty much playable already, especially if you opt for the beta version. You would need some mods, though, as there are rather few vehicles in the late 40's.
There's also a custom map of Szczecin made expressly for your play style, you might like it. I personally like to start in 1930 because of the early constructivism vibe and because you get to have some semblance of a town by the 1940's to play around with.
https://steamcommunity.com/sharedfiles/filedetails/?id=3526263329
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Also, post comfy screenshots.
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>>2188199
pwease anon pwease
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Building anything, but especially rail, takes so long in the early start that steam trains are obsolete before I can make good use of them. It makes me wish this game had time advance with technology-locked eras rather than being real time.
How much worse will this be with horses?
I need more time to enjoy steam trains.
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>>2192797
It takes like 2 hours to get through a single year on fast speed, so you should have 50 hours at least to enjoy steam trains before diesel and electric are more prevalent.
I think you just need to get good at construction or turn off realistic mode.
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>>2192797
First, there's a timemaster mod.
Second, you're doing something wrong. I have a basic rail line at 1936 tops, fully functional railway by 1940s.
Third, IRL revenue steam routes were retired around 1970, so you have plenty of time to enjoy 'em. Also, there's very little point in retiring steam trains at all in this economy, because your coal reserves are bountiful and your slaves are free.
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>dozens of hours in to map
>decide to start over again for no reason
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>>2199471
>>2200003
Sorry Anons I'm afraid its incurable
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Never tried making a starter town this far from the border. Shouldn't be an issue with some forward planning
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From a save long ago lost to restartitis.
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>>2214711
wallchads rise up
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I like having secret police and not having citizens having private cars because it's funny to think about the secret police driving around in unmarked cars and everyone just catches on to the idea that any car at all = secret police.
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Food and alcohol factories are established. Next stop is the fabric/clothing factory in the fenced area to the right
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I have a water well pump water directly to my fabric factory, but after having it run for about a year the quality became too low for the factory to run.
My temporary solution is to build a water well slightly further away for the quality to go back up.
Is the only real long term solution is to use a water treatment plant? I feel like that's kinda wasteful since it doesn't need 99% quality.
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>>2187513
Place your blocks with some space to breatge and plant trees. Also move away from the holy grid sometimes
>>2188699
A massive shame that citizens don't have a need to access greenery. Access to parks and green spaces was a big consideration in soviet urban planning
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>>2220027
How do you move grain from the further away farms, anon?
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>>2225384
I have medium DO that tries to grab crops from the field during harvest and buys from the customs if I need any additional crops. Now I have enough money to get the silos built so one DO can collect in to the silos and one can collect from silos in to the main rail silo
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>>2225411
I used to do that to, but I found it to be suboptimal. I think you need a big DO for a big farm, and seeing how you have a railroad just there, it would be trivial to hook the silo up, leaving trucks at the farm and saving on a whole DO building. Maybe you can get away with this if you're not running the food/distillery duo up to capacity, otherwise I don't see how your trucks can keep up.
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>>2225644
I'm just talking about the trucks handling the farm's crops. I think it is better to dole the crops out over the year, as this will keep the import prices a bit lower later on, and emptying the farm right away doesn't yield any benefits. If you want the factory running at full production then you can just have another set of trucks on a line to import the remaining crops needed.
>I think you need a big DO for a big farm
That's another can of worms, but I think spreading out smaller farms is better because their tractors and harvesters don't spend a lot of time driving out to the outer fields of a large farm. If you surround a factory with these farms then trucks can shuttle the crops over to the factory. They can even be the same trucks used to harvest the crops.
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>>2225644
It is suboptimal and a lot of crops were left to rot in the fields. I could hook the railroad up to it now that I'm more established and can afford the rails and locomotives but my strategy is to get the farms producing crops to sell by year two
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>>2226413
At least I learned my lesson.
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>>2226441
Well, after getting things re-stabilized I tried making a construction office area and a new town by it. But my gravel supple was set up in a dumb way that requires constant micromanaging and I blocked off a lot of stuff in general in my town designs, so im just gonna restart and do it right* the this time!
First by making my first city not suck and actually have at least 2000 workers.
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How the fuck do you get building materials to start out in realistic mode? I picked a map with prexisting housing, built some construction and distribution offices, bought some vehicles, but construction won't start without materials. when I try to order materials in a bulk storage, it tells me to manually send a truck to a customs house, but there's no option to actually purchase gravel or concrete this way
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>>2232721
Gravel you should be able to load up at the border and store normally. Concrete, yeah, by nature can't be stored but customs house can be set as a source for the construction office.
Also, if you are noob you probably shouldn't feel compelled to jump right into realistic mode just because jewtubers or something who played since early access do it It's meant to be a challenge and it wasn't a thing for most of the games lifetime.
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>>2233363
It's possible to build for aesthetics and there's decorative stuff. You get enough slack for vanity projects and don't have to make everything super efficient but the game is fairly systems heavy for a builder so you will need to keep that in mind.
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>>2233363
Old pic, but it depends on what you think "Good" is. It's limited by it's base
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>>2238672
I had started something like that, but it takes a long time to build. I wasn't even full realistic here
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>>2241128
Clothes.
Food and alcohol can break even with a modest profit if you have your own fields. But at that point you'd be better just making fabrics with these same crops.
Meat is a big upfront capital investment and isn't worth it for starting out.
There's a somewhat sub-optimal way of going food+alco, then taking a loan and moving to clothes+chems, if you have bad terrain around your first settlement that doesn't permit a big town, but it's very situational.
I've tried doing various builds and everything besides clothes is generally not worth it, stabilizing around 1937, while clothes will get you going at 1935 at worst.
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>>2241167
All things must bow before the alter of symmetry, function and design must come together for the nation!
I didn't play this design far enough to see, but I know it's not ideal. Better than direct road running for them though, in my experience. getting stuck behind trash trucks and such.
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>>2242135
Not necessarily. Imports for a single fabrics factory are bearable. You may start doing something construction related, like steel, or start drilling for oil.
Usually 1 small chemical factory is enough to cover your initial clothing industry set up, plus your water treatment on top of that.
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How far should construction offices operate?
I playing the 2nd campaign and it gives you 10 million to start and im tempted on just buying buildings because it takes so long for the COs to get to the sites. (About 4000m for now)
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>>2242300
If you need something built quickly, then place free COs and storages nearby (less than 1 km or ideally less than 500 meters) and fill the storages with trucks on lines. This reduces the delay between a construction phase starting and its materials arriving, and it ensures trucks are always bringing full loads of materials to the area. You can do something similar for workers with the free bus stops.
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>>2256094
Yeah, I did have issues early on when I didn't know what I was doing too. But if you have a maxed out 1 fabrics - 2 clothes setup, it is more than enough to keep the lights on until like 1980s.
>>2262749
For a single "workday" of 1 worker, assuming 100% productivity. You basically have to multiply the amount of workers you can realistically supply (always less than maximum) by the amount of resources produced per workday by the average worker productivity and by the resource quality.
Worker productivity is a bit complicated and I don't remember if even applies to mining, so you might not worry too much about it, but somewhere around 70% of loyalty you'll start having more than 100% productivity per worker.
tl;dr
50% iron - 2 refineries
70% coal - 3 refineries
That's about enough for a steel mill.
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>>2233363
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>>2242230
Steel is a massive investment. Unless your map just happens to have iron and coal right next to each other, you need either a railway or a line of conveyors just to get them into the same building. And that's after the mining and processing. I really don't see why you're suggesting it as an early industry.
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>>2264252
>you need either a railway
You need one anyways.
>And that's after the mining and processing.
Just import one or even both. Mining is an afterthought, it is barely profitable.
>why you're suggesting it as an early industry
I suggest it as the second industry, which is reasonable, provided you're prepared to take on loans. You have to start making steel as soon as possible, or otherwise risk bankrupting your textile shithole every time you undertake a serious construction project.
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im larping in africa and building slums
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>>2264318
>You need one anyways.
The thing about clothing industry that makes it easy to start is that it's entirely viable to run it entirely with trucks. At the start of the game, trains are a luxury I can't afford.
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My opening strategy is to get a farm built by year one and sowing crops by year two. This way I can export the crops until the town is built and can staff the factories. Then I produce food and alcohol and export the remainder until the clothing setup is done. Once that's done you should be making enough to expand in whichever way you prefer
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>>2264598
I think steel is better off as a fifth or six industry, because there are a lot of profitable industries that don't need a lot of money or workers to set up and run, and this profit can be used to import whatever building materials, workers, or vehicles you need for your projects instead of just steel.
>>2264252
You can use cableways to bootstrap a steel mill, as a couple of them can bring a good chunk of iron to the steel mill and you only need one mine and processing plant for the iron. You can run it at low production and use the steel produced to build more mines, a railway to bring more iron, and so on to get to full production without having to import all the steel for it.
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Say something nice about my city planning
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Non-shit vanilla low density housing when?
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>>2265930
The bridge is actually not worthless, saves a bit of time driving between warehouses, but I made it shorter.
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i think im starting to understand this game but its still a bit fucky. why do people want to stand at one stop instead of the other one thats has all the jobs
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Vital services secured
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>>2267825
You can also tell all workers in a building to go to a specific workplace, which can be a bus stop. Just be sure not to accidentally ban people from working at the water treatment plant or anything like that.
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>>2274563
its a map of nigeria but i changed into tropical, because i only like to play on tropical maps. called it a day on that playthrough, as i wasnt happy with the rail network
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>>2187019
>Workers & Resources: Soviet Republic
This can be translated as Workers & Resources: Council Republic
Because the council led the Republic, although in practice sometimes a general secretary of the party was too influential, but unfortunately many countries had that sin with any management system.
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Alright, the early start chemical factory in the beta actually allows you to build a 2xClothes 1xFabric setup with just 1 warehouse, no forklifts or trucks needed to connect the production chain. The dimensions of the ring road are 450m by 235m.
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Got this last week, did tutorials and playing campaign 2. Tossed together clothing factories for export while I wait for construction mission stuff to build and started exporting by train, 1 small engine 1 boxcar. It keeps getting stuck after unloading in Customs. It keeps telling me some unrelated train tunnel is the problem. What gives?
My oil train doesn't suffer this, signals are all good, at least I learned about them through this experience.
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>>2282924
I accidentally did that with my oil train and it started doing a grand tour of the map, but no, the clothing train unloads and gets stuck in Customs. Signals are fine, it keeps insisting that this train tunnel is the problem. I even did a test of deleting the tunnel.
I chalked it up to "being too based for Campaign 2" printing money with clothes, ended up sending trucks to sell instead
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Has anybody else made their own map?
I think I remember someone in these threads doing Astoria
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>>2284300
It's hard to keep track sometimes. I had this open for a week but not focused on it. Just poking at different additions or perfections
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Gravel was a little difficult to get around the starting area
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>>2220027
1960 start, 1977 now
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any interest for some North Korean assets for the game? Currently working on some North Korean style commieblocks for the game
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>just one more bus
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>>2285947
Best give it some colors!
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I've survived the first winter in Siberia, but all the citizens hate it here and I don't blame them. Just looking at the snowy landscape is giving me eye strain. I think I'm gonna try either jungle or the temperate map again.
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cranemoot
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>add proper rail shunting
>add dirt management
what other autistic systems should be added
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>>2291533
Well that's my normal go to when doing this, but I thought Clothes and Fabric alone was supposed to run decent margins. Do I need all 3 factories completely filled at all times or is it still possible to pull off with more modest productivity/
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>>2291545
I've found as long as I'm supplying my own crops the chemicals aren't an issue. At that point not needing to import clothing/food + exporting excess clothes gets me well in the green. I usually make a small technical college in my starter town so doing the research isn't an issue
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Oil production and sawmill complete. The sprawl continues on
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>>2295555
Wood and boards can be profitable, but you really need to keep the fuel and labor costs down, and they have a poor ROI compared to most industries.
The sawmill actually doesn't add much value to wood if you consider the staffing costs and the reduction in tonnage, but the 22% reduction in tonnage also means a 22% reduction in fuel costs if wood trucks don't need to detour to the sawmill by much. This is pretty good considering how much fuel costs over one kilometer compare to the value of wood.
>>2295573
I think the ideal lumber industry is one whose exports can piggyback off another line, as this lets you discount most of the fuel and setup costs. If you plan well, you can even reuse some of your starting construction trucks to reduce the startup costs even more after the starter town is built, when the pace of new construction slows down a lot. If you have to spend a lot to get it going, then exporting wood or boards just isn't worth it.
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>>2296514
The game is a simulation of socialist economies of the 20th century, not the "capitalist" economies of the 21st.
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Was driving around in Mafia 2 (a Czech game) and chanced upon the clothing factory building.
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>>2283775
I like to make custom maps to play on so that sounds like it could be cool.
Comrades, what would you include on a map? Open for all biomes.
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>>2310225
I generally like the temperate/siberian maps. But as for features I generally tend to like things like rivers, bays, islands, and sizeable lakes.
If we want to do something that isn't coastal something like 2 large lakes with a river running through the two and medium sized Island sounds nice.
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>>2310225
I think a meme map would be good. Topography that is unrealistic. Retarded looking rivers. Ores and oil are in the dumbest spots. The custom office is a small one next to the tiny tiny land connection to the other country.
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>>2302825
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>>2310450
See coal in picrel
>>2310559
All of the above? W+R maps are so large that you have enough spaces to shove in what you want. Who really uses 100% of the available map space in a game anyway
Temperate biome because I like some snow but fuck Siberian winters. The only way to the evil capitalist west to escape by boat to the sea. Have put in little mountain town within the VST lakes.
If you've got an idea, shout out along with a grid reference where you think it would be cool.
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>>2283640
Yeah. The scale of rivers/lakes/islands trips me up in some random/fictional maps. It's fun to look around country borders for features to reimagine as small petrodollar (petroruble?) states. Wish painting resource deposits was less tedious, though.
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>>2305405
The game added studs? Why didn't they ask for my permission?
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>>2316048
A small petroruble state is a bit of a contradiction of terms, since the petrodollar was something Nixon was able to create as a matter of Burgerland's superpower status and its relation with the gulf arabs. So a small state doing it doesn't even make sense
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Let the game accidentally running in the background only to find a highway of death on a busy bus platform causing all my economy to collapse and every citizen to starve and flee my republic.
I will proceed to load my previous save, and auto-build all my planned infrastructure that would take about 2 years to complete and pretend I built it all myself.
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Excited to spend the next work week worth of free time planning out this next urban expansion
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>>2332944
The game is not trying to make jokes, but it's not really that serious about the setting either. You can read whatever you want into it. To me it comes off more whimsical because of the soundtrack if nothing else and it's meant to evoke nostalgia for growing up in a panelak industrial commie town without getting much into the politics of it.
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>>2332921
Presort and process the construction waste into gravel and use or sell it.
Incinerate the rest of the waste and dissipate the ash in nearby dumps.
Don't decide that you have to move your waste halfway across the map like a retard.
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>>2333068
>dissipate the ash in nearby dumps.
Do you realize the volume this would occupy? And then let me guess, you'd want to cover it all in rocks or concrete to stop ground-penetrating radar scans? This is just preposterous.
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>>2332944
the entire point of it is an honest good-faith attempt at recreating a Soviet economy. if you want a Tropico-jokey comedy game, play Tropico. on that topic, Tropico should definitely add a North Korea-style map.
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>>2333217
>Caring about the environment as a commie.
It is like 6 or 8 small dumps per incinerator, if you don't pay to concentrate the waste like a retard, and there are ways to reduce the amount of waste that needs to be incinerated.
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>>2187019
I think I'm too autistic for this game
I spend hours and hours designing a new city in realistic mode, and then when it's all built and I move in citizens I almost instantly want to restart because I think I could do it better next time
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>>2333473
> I almost instantly want to restart because I think I could do it better next time
just make peace with the fact that your starter town won't be perfect and if you really need to overhaul it you can redevelop it later
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>>2333473
The maps are huge, as long as the city is good enough to not lose you money you can just build another one somewhere else. Bigger commieblocks or better industries are research locked anyway so you have to start somewhere. Later on you can bulldoze it and larp redeveloping old projects.
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>>2187513
My some monument building and connect it to a main street boulevard to catch everyone's attention! (My home city district <3)
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Very slow progress. Decided to go with a tram system so I needed to concrete + electrify me rail system
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>>2335671
>Decided to go with a tram system
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>>2335706
I know I know but I've barely ever used them
Decided to go with the hotel from the ukraine dlc as a state capitol building
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>>2336002
I've always gotten by with busses or trains, and the one time I used them I didn't plan properly and they were stuck in traffic. This time I'm trying to utilize the tram only roads.
You're right about the stop distance and I measured the distances wrong. I think I'll add a stop right here in the middle since I can make the connection angles at the end of the road not too sharp
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>still haven't even thought about any utilities yet
I may be able to unpause by the end of next week
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>>2336289
I don't get why people say they are so hard to construct. An underground metro is basically just a bunch of tunnels that a RCO with a couple TBMs should be able to do in a reasonable amount of time.
>>2336293
The way I usually do it is to have local power grids with their own power plant and ideally a foreign power connection to import power in an emergency. Later on you can hook up a central nuclear power plant or renewable power sources to each local grid and use the old coal or oil power plants as backup sources. The rest is just using large high voltage lines instead of multiple medium voltage lines.
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>>2336313
>I don't get why people say they are so hard to construct
Everything is extremely finicky and has to be connected via rail and is extremely sensitive to fucking things up. I used electric IIRC so it was even worse.
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>>2336324
>Everything is extremely finicky and has to be connected via rail and is extremely sensitive to fucking things up.
So like a normal passenger railway?
>I used electric IIRC so it was even worse.
I kind of wonder if you even tried it now. Metro trains can only be electric, and electric trains are usually easier to handle than fueled ones. Did you play a long time ago and use modded underground nonmetro stations or something?
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>>2336365
>and electric trains are usually easier to handle than fueled ones
The problem was that my greater rail network wasn't electric, so I had to deliver them to a depot and then have an electrified connection from the depot to the subway section. It has been years I think since this happened so I don't remember many of the details.
Anyways I did get it working and IIRC supplied a steel mill with works using it.
I delete my old saves whenever I start a new city so I can't go back and check.
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>>2336367
>The problem was that my greater rail network wasn't electric, so I had to deliver them to a depot and then have an electrified connection from the depot to the subway section
You would have needed to do this anyway, as metro trains can only use metro tracks unless being towed.
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Finally, time to do the utilities
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>>2336781
When building you can turn on grid and than snap to grid. That lets you place stuff in discrete increments, though it's possible to still come up a bit wonky because the increments are small and it's easy to make a mistake, game is not on a true grid and stuff might not fit anyway and I think it interacts a bit weird with elevation changes.