Thread #2187019
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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.
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>>2337409
Will do, however long it's going to take
Any screenshots of your own republics?
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>>2338250
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>>2339766
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>>2339766
>>2339767
No complaints here, everything looks very nicely organized and the connections are all straight.
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>>2340408
They will do that though, construction sites are treated the same as any job and workers will walk to them if allowed. When you are placing stuff there's the "max workers outside CO" option to limit it so you don't have 300 people waste a whole shift on a 10m gravel path, but I don't remember what it's by default. Maybe you have it set to 0.
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>>2340344
I intend to get more "non-cartesian" when I build bigger cities down the line, it just that I can never really bring myself to make something that isn't a grid when starting out an I need to optimize for limited starting money
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>>2340592
The only constructions they walk to are buildings. Stuff like footpaths and pipes need a bus to get workers to build them.
>>2340408
No this is good because COs can send the right amount of labor for large and small projects, and citizens won't waste time at all of these projects waiting for material.
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>>2341186
This doesn't happen anymore unless a bus was en route when the current phase finished or ran out of material, and COs may be smart enough to only send enough workers to do what can be done with the materials present.
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>>2341077
>The only constructions they walk to are buildings. Stuff like footpaths and pipes need a bus to get workers to build them.
Oh you might be right. I often don't have CO busses assigned to them anyway because most paths are built by mechanisms alone except very short bits and those Iquickbuild because I just leave realistic off even if I do most things the hard way.
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My first save past 1930. Never played the game until early start released. How am I doing? I'm making lots of money with 0 debt
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Getting most of the way done with Pomton, constantly had to pause construction to get more funding but now the half of the city that's built is able to support a working population
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They really should have an autoconnect tool that creates a small ligature between a road or footpath to a building entry for situations like pic related. The connecting bit would just be an extension of the nearest point of road to the entry of the building so that no extra construction project would be generated. This would greatly reduce the number of construction projects while simplifying construction for the player. I waste so much time trying to line things up so that I can make the smallest possible footpath from the steps to the road, and then half the time it looks ugly because it has to make some weird bend so that it joins at the permitted point.
>>2344106
Now that they've added horses, I think they should have made it possible to start even earlier, possibly as early as 1890. The horses are rather shit even compared to the slowest cars you can buy in 1920, so there's not really a point to using them at all unless the game forces you to.
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>>2347471
They should just make it so the nodes of the road get adjusted to wherever you drag the path/road into it. Automatically forming paths would probably look like shit or would be misaligned, like they are in Transport Fever 2.
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Hello
I've bought this game + the biome DLC because they had a big discount
I can't seem to find any really good tutorial explaining stuff. You know, trains and economy and stuff. I already tried playing a while and I had this issue where even if I managed to make something that "ran" it would never turn a profit, I'd make a whole steel mill setup and it'd finally be doing something then boom the price goes through the floor because of "overselling"
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>>2354475
Oil is good product, its cheap to produce and even at rock bottom prices you'll still be making a profit.
In fact its kinda cheaty because the rigs don't require workers just power, build pipelines to a storage and train station and bam enough money to fund you for a while.
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>>2354504
Its an open ended game, your goals are whatever but for many resources the main use of them are internal and not really meant to be sold. Steel for example is really meant for you to use it in the your building projects/inputs so you don't have to import it. Complete self-sufficiency is a common goal of players, at that point the money in the game becomes worthless.
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>>2354475
>then boom the price goes through the floor because of "overselling"
Yes if you dump nothing but the raw steel on the market it will lower in price over time. The solution is to turn that steel in to other products then export those.
For example, turning that oil in to fuel/bitumen and exporting those will give you much more money and provide jobs for your citizens
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I played for the first time today and enjoyed blundering around the campaign, though I didn't finish it. All my rail lines and teamsters are fucked up to look at so I'm going to restart, are there any must have mods?
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>>2355160
for me it was having a step between the small clinic and the hospital.
but this was something i couldn't have known i wanted before actually playing the game, so that's why i said you don't have to bother first time around
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The first ship of the republic makes its way to the new oil refinery and generating station with a load of crude
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>>2354582
Oil is fine if it isn't too far from the border and you use trucks to collect it. Trains and pipes cost too much for it to be worthwhile early on.
>>2354504
>Like I said, the price seems to go down really stupidly fast. Even on the easier economic difficulties.
Price changes depend mostly on how much you export or import, your population size, and if you trade locally at customs or internationally by ship/aircraft.
Prices are also based off the production chains of the base game factories, so if you export a lot of oil, the price of anything made with oil will drop too.
If you want to import or export a bunch of the same thing, you're usually best off using ships if you can. Diversifying your economy is usually the best bet though.
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>>2355163
Still searching custom maps!
I found one that seemed cool, Dubysa on the Sea, but it seems like it might just be an "early times" one, and I don't got that DLC, nor do I really like it.
Is there really no advice y'all can give me? I'll take any good custom maps, though I'd prefer them to be desert or jungle so I can test out the biomes.
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>>2355350
Things have escalated
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is it better to build as much as possible in situ or should I ship everything to a central industrial site? been trying to set up a coal/gravel/concrete/cement/brick/power site but I can't get it all to fit together quite right
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made this to aid in planning on the soviet revolution map
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>>2360370
I live for the sprawl
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>>2360370
It usually looks like shit and can't be expanded easily.
Harder maps won't always give you the type of space for it either.
>>2360388
Usually long trains are better, but be prepared to spend a lot to move a lot.
If you're trying to get a steel mill up and running, then building it close to a source of coal will save you have to transport a lot of it.
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>>2361039
Busses and trains. The articulating busses that can hold 100+ people can keep something like an oil refinery fully operational if you have enough of them moving.
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>>2361053
Nope, vehicles can do 100% of the work required to run a farm. It's why it's the first thing I build towards in realistic because I can have it growing crops while the initial town builds.
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>>2361061
This is a custom map of my hometown and surrounding area.
A few good maps I encountered were Taiga Special Edition, and Krasnozemsky Socialist Federal Republic (or something like that)
Wish I could offer more suggestions but I tend to play a single map for a long time
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>want to increase UI because it's too small
>find dev statement saying i can't because the resolution isn't big enough
so what the fuck am i supposed to do? "Sorry your screen isn't big enough, you have to play with ant-sized buttons"
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>finally find a map I like
>although it has resources, they're so stupidly spread that in an entire mountain range full of iron, you can't find a single spot over 50% quality
it's ridiculous
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>>2362127
They aren't that spread out. You just have to build two mines nearby instead of one.
Actually spread out resources would require you to ship resources from multiple points and get labor to each of them, which is the most interesting type of map because there are more reasons to use more types of transportation.
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>>2362278
Two 30% coal mines are enough to keep a steel mill running at 100%, and you've got multiple such deposits next to each other, so I wouldn't call that scattered about the map.
As for your resolution, you can get increase the resolution in the pre-launch setup to make the buttons bigger, but the game may not let you run it in full screen.
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>create the city first
>then put the lakes in
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Anyone else always, ever, continually struggle with getting enough workers? It doesn't matter how many busses or trains i have, or how many concrete blocks were filled to the brim with worker immigrants i bought, there's *never* enough, the buildings are always at like 20% capacity.
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>>2362572
Your problem is a mix of bad public transportation and poor productivity.
For staffing industries, transit needs to be consistent more than anything else, then frequent enough so that you aren't replacing more than 1/3 of the workforce and workers don't wait more than a day at.
Using an end station (found in the depots selection) on fixed time mode and having good snowplow coverage helps with both. You can also build a station near an industry and force off extra workers there, who will wait a day before filling any empty jobs.
A worker's output is scaled by their "productivity," which in turn is based off their happiness, health, food satiety, and loyalty to your government. If you have full staffing, then a factory's output can be reduced by low productivity, but it can never exceed 100% production. Shops and services will scale the number of visitors each worker can serve off the worker's productivity, while mine and quarry workers can produce more or less depending on their productivities.
At first, you want to concentrate on making sure citizens have all their needs met, don't live in polluted areas, and live within a monument's influence. Any unmet need results in a reduction to happiness and loyalty, so try to avoid that. Once you are a bit more established, you can get a radio station online to raise loyalty and thus productivity higher.
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>>2362774
You only need apartments to be within one monument's influence, assuming your citizens are getting their needs met.
Orphanages and prisons may need additional monuments if you can't get reliable/loyal staff for them.
In any event, monuments can only raise loyalty up to about 40%. Above that, you'll need radio/tv.
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>>2363038
They can only benefit from one station at a time, which will be the one with the best ratings.
This is also why you should try to meet all your citizens' needs, because while they can get endless hits to their happiness and loyalty from missed needs and crime, you can only ever have one radio/tv station boosting it at any time.
Citizens also need spare free time to listen to radio/tv, so try not to make them commute too far to a job or for their needs, or else they won't benefit from radio or tv that much, if at all.
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>>2363121
Yes, but unironically.
Citizens should live 500 to 1,800 meters from pollution sources, depending on their output.
Most transit options can take citizens 3 to 10 km before needs become too severe, depending on their speed.
Also avoid making citizens walk too far or wait at stations too long during their off time, because those use up free time that could have gone to satisfying needs or listening to radio/tv.
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I just have to say I do not know how you people are able to make actual working cities. It feels to me as though it's impossible to get all the necessities and shops they need within walking distance. Their walking distance is so small. Everything needs to be close. But there's so much stuff and they're all so sized such that it's impossible to do it.
How the hell do you do it?
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>>2364366
Anon, small buildings have small capacities. And the big ones don't have enough. The biggest one can't get even close to supporting a small town of a few thousand.
As for buses and trams, do those even work for taking people to non-work stuff?
I honestly just don't know good city design. Or railroad design. Or utilities design...I just don't know good design, honestly.
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>>2364377
The big shopping center? No matter what I do it simply doesn't have enough capacity.
Again, the issue is moreso my city design...everything has to be close enough to be within foot range. And it has to be close enough to the train station too, to ferry the workers to their jobs.
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>>2364380
Are you using asphalt paths? Show a screenshot please because I have no problems with their current walking range. It used to be much more limited, 400 is crazy comfy
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>>2364365
Build micro districts with most of the services and shops they need.
If a shop or service gets overloaded, build another grocery or shop to relieve it.
Use public transit to connect these micro districts to a hub, where less desired services can be accessed, and where larger industries source labor from.
Build utilities with the ability to be easily expanded, like building extra electrical switches.
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>>2364365
I can get a city with about up to 1000 people in it then my build starts going off and everything goes wrong, I think if you pre plan things for hours it works fine but if you just start building it all goes to shit
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>>2364390
Okay, here it is
You see, I wanted to just make up a random city on easier mode just to get the "gist" of what makes a good city design. But I cannot seem to get there. I can click any of the blocks and it'll say there are people unable to get food. The happiness as a whole goes from like 12 to 30 (At best)
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>>2364567
The issue, anon, is that my design is fucked. I already filled withe sides with utility stations and power stuff and garbage bins and such and such. The issue is that I shrimply suck at city design, and wish I knew some way to improve it.
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>>2364960
>Where have all the gulags gone, and where are all the gopniks?
>Where's the secret police to fight the rising mobs?
>Isn't there a white boy who hasn't yet met me?
>Late at night, I drink and smoke, and I dream of what I need.
>I need a rooster!
Truly the good ol' days.
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Here's a planned Cuban town for inspo
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>>2364561
That's an insane number of workers packed into a tiny area; the single grocery store will never handle so many (and it's even worse with low happiness => low productivity).
The game will chug to a halt by the time you build ~6-9 more of those, are you trying to build nice cities to cover the map or a Huxley-Hive to min/max transport efficiency (this question is rhetorical).
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>>2365038
neither you retard. Parks as in green spaces for recreation. you can't make anything worth a shit at the moment and there's no tools for adding micro detail to your towns. recreational boating and hiking would be good too. Coupled with internal tourism, sanitoriums and shit like that.
>>2365410
That literally looks like shit.
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>>2365486
There are attractions you can use to simulate outdoor activities, like using sight towers as places for citizens to hike to, a sports hall as a ski lodge, or any number of buildings to enter a park, but the game isn't really meant for creating vignettes. At best, you make a beautiful city to flex your skills and knowledge of the game.
>>2365509
Yes, and if you can't find one on steam, you're probably a mega autist.
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There are ways to do parks in the game but I do wish they improve the decoration potential in the next game.
If you want to simulate a rural park you can put a small parking lot down with something like a large well that someone will drive to to make it look populated
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>>2365612
>There are attractions you can use to simulate outdoor activities
It's a shame that citizen free time is so "tight" on higher difficulties. If you don't get them their needs or send them home to watch TV straight away you can negatively influence the long-term health of you republic. Which makes bussing them out to a hill in the middle of nowhere for a hike turn into a mental battle between optimization and aesthetics.
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>>2365662
Graduates get upset if they can't move into a flat of their own. Eventually they lose enough loyalty to emigrate.
>>2365657
>If you don't get them their needs or send them home to watch TV straight away you can negatively influence the long-term health of you republic.
It isn't that bad, unless you are ignoring one or more needs.
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>>2365703
>He doesn't know
Anon, the first 380 seconds of travel time to work, excluding time spent walking, is compensated with more time spent at whatever job they end up in, so they always spend about a third of their overall time working.
You can have them travel even more, but then you'll start needing more workers for the same number of jobs.
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>>2365612
They all suck.
I remember asking for a map recommendation here before and someone replied with a really good one. I don't remember enough to find it though.
Had a harbour on the map and was unpopulated. It has preexisting roads but I think for the most part they were dirt with broken bridges. In the south west there was an attempt at a swampy area and it had oil in it.
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Why won't this pumping station build? They dump concrete there but won't drop off any other materials. Plenty of dumpers, but this specific structure won't build.
Even tried demolishing it and reconstructing, still won't work.
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>>2366028
If all that is true the only thing I can think is the construction is suspended
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>>2365677
>It isn't that bad, unless you are ignoring one or more needs.
Did you read the entire post? Bussing them around to a distant sight tower is literally "ignoring [their] needs" because they either won't have enough free time to ride transportation there once they take care of everything else, or they'll waste all their extra free time getting there and won't have time to watch TV.
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>>2365521
>I don’t think workers and resources is really geared towards the ascetic city builder
it is, but you have to know what the fuck is going on before you get to the level of worrying about aesthetics. also, a lot of the "aesthetics" in this game is not decorative constructions, but knowing which things to build in what arrangement and spacing, rather than just plopping shit down anywhere it fits.
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>>2366521
You're not bussing an entire town's workforce to a sight tower that needs 10 or less workers every few days, so unless you're sending the same workers every time, only a tiny portion of your workers will not have the spare free time to watch tv.
Even if you have most of your jobs far from town, you can encourage alcohol consumption to make the most of limited free time after food/meat is satisfied, as for some reason drinking doesn't cost as much free time to sate. You could also use faster transportation to reduce the commute times.
Free time also isn't needed to ride transportation, so you could bus citizens very far out, and they would have the same amount of free time they had when they boarded.
Free time is needed to wait at stations or walk around though, so minimizing both with frequent service and plenty of stations is important if you plan on making them take transit to sate their needs while having plenty of spare free time for radio or tv.
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>>2367197
Yes retard. And what?
Do you think I said citizens watch tv on their work shift?
>a tiny portion of your workers will not have the spare free time to watch tv.
>spare free time
Is this some pedantic attempt to salvage your ego after anonymously showning you know nothing about a game, or do you just love being btfo?
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>>2367204
>andfag can't stop andfagging
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>>2367450
Containers, not to be confused with casks, allow you to handle a number of covered hull resources as if they were a vehicle.
The main advantages are that containers take much less time to load and unload than the resources they hold do, and that most open hull vehicles can carry more resources in containers than they would as a covered hull vehicle.
There are also some cost advantages they offer, like having cheaper storages or allowing smaller vehicles to perform as well as larger covered hull vehicles.
The downsides are that you have to spend workdays to pack and unpack containers, you have to manually buy each container you want to import, and the options for controlling their distribution are very limited.
Most people only export containers on ships, if they even bother with containers at all. Smaller republics won't benefit from them that much.
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>>2367450
Containers could be awesome but until they work with DOs and pack/unpack logic gets changed (i.e. never) they're only really useful for simplifying exports by making everything into an "open hull" resource. And they look cool stacked on ships. But they're basically useless for internal transportation because there's no automatic way to sort them and no way to force packing/unpacking in anything but the default order.
To answer your actual question you can send closed-hull resources to a container filling factory which turns them into containerized resources which fit on open hull vehicles, and more densely than normal.
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>>2367690
Lines can be set up to load specific containers based on their size and content, while container unpacking can be controlled by reserving warehouse space for each resource you want and having attached spaces for vehicles for each resource.
The biggest issue is trying to bring containers with different resources in the right ratios because you can't limit how many of one type get loaded.
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I use containers now in place of my bootstrap export method
>set one distribution office as 'export'
>bring goods to the border when warehouse 80% full
Now I just have it bring those things to the containerization facility for export whenever convenient. Reduces customs traffic and the money from the export funds aren't needed as immediately once established
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>>2367722
>container unpacking can be controlled by reserving warehouse space for each resource you want
This doesn't work because of your second sentence. You can't control which container they unpack next: they always unpack in the order in which the resources are listed in the window (top to bottom), so once they fill up the x warehouse if there are any x containers left in the yard, all unpacking ceases.
If your throughput is so low or your consumption so high that there is always space in the warehouse, why bother with containers at all? You either don't need the extra transport density or you're going to be severely throughput-limited by the packing/unpacking rate.
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>>2368208
Unpacking plants will ignore containers with resources that the unpacking plant has nowhere to put after unpacking them, so after filling up the space reserved for crops, it will start ignoring containers with crops in them and start unpacking containers with chemicals until all the space for chemicals is filled, wherein it also ignores containers filled with chemicals and starts unpacking containers with fabric, and so on. All you need to do is reserve space in the unpacking plant and in any connected storages for each resource you want unpacked there and not supply more containers per day than the unpacking plant can unpack.
The trick then is ensuring the unpacking plant always has space to store the containers of each resource, which can be done by building a separate attached storage for each resource's containers, where vehicles can wait to unload at, or you could under supply the demand with containers and use a smaller line or DO setup to cover the deficit, so the unpacking plant never fills up.
>If your throughput is so low or your consumption so high that there is always space in the warehouse, why bother with containers at all
So you can optimize the transportation between the sources and destinations.
With containers, vehicles load and unload faster, and they carry more stuff in containers than they would as covered hull vehicles, so you need a lot fewer vehicles for a given throughput, which means lower setup costs, less traffic, and less station/customs congestion.
Now if you don't need a lot of throughput, like to supply a grocery, then it may not be worth investing in containers, but a distribution hub for a town or district might warrant it.
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>>2369700
I feel like wear and tear is one of the defining systems of the game. That you will need to continuously maintain any building or vehicle you acquire requires you to have continuous supplies of materials just to keep your republic running. It's one of the reasons why late game death spirals can happen
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>>2369700
The only thing I don't like about it is vehicle replacement and scrapping, as most of it can't be automated in a good way.
>>2369943
I do like how late game republics need to produce and distribute a lot of material to maintain buildings and vehicles, as there aren't many other late game issues to deal with. The only other one I can think of is trying to be self sufficient off the oil and coal your republic can produce itself, but that is a rare issue with how resource rich most maps are.
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Post some screenshots people
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>>2372640
I have yet to actually begin my "real" city because I just keep playing around on a test sandbox until I figure out how everything works.
My progress has been very poor. I am yet to figure out how to properly handle walking distances to transports and amenities.
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I need some help
I have this workshop map I like, I really do, they have some cool roads going around the map and it feels nice to be able to "tap into" a network. I don't mind the villages, either.
The issue is, I don't know if it's because it's a workshop map or if because it starts with roads, but all the villages start "activated", aka they're counted as real citizens with needs that affect all the stats.
Is there any way to fix?
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>>2372780
Once you load in, pause the game and close all workplaces and forbid anyone from waiting at any stations. Then make sure there are no active constructions that allow workers to walk onto them. Everyone should stay dormant then.
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>>2372640
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>>2373538
The UK25 is specialized for laying track, so it can lay about 50 more meters of track a day with only a seventh of the workers, but it cannot build bridges, tunnels, nor set up catenary wiring.
There is also the tunnel boring machine, but that can only dig tunnels quickly.
Otherwise, you should only buy the other track builders to save money or if length is a concern.
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>>2372966
Nicely done school on the bottom left. I wish they include better decoration options in the next one
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>>2374728
They essentially added half of the DLC in patches after release. Horse vehicles and infrastructure are a large part. ES buildings to act as equivalents to modern ones—these often use bricks in place of prefab panels and usually offer a lower efficiency either requiring more workers for the same thing, having lower daily throughput or in case of mines having a much lower worker cap. Lots of new vehicles too, as well as popular workshop mods integrated into base game (tiny heating plant, Tatra 111 or ZiS-5 trucks and so on)
For me personally, the most worthwhile part of the DLC is the ability to add 40 years to a playthrough without save editing, but I'd say the DLC is worth it if you can get it on sale or off a grey marketplace.
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>>2374910
It depends on what you mean with crazy.
Money wise, the earlier you start the more deflation there is, so theoretically the inflation over time roughly evens out with base game. Population wise, the game will always start chugging when you hit around 100k people, early start or not. You can end up in a death spiral in the late game if you can't keep up with upkeep (heh) so that building reconstruction eats up your resources, but it's avoidable with good planning and logistics.
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The only setting I allow myself to turn down is fires which I put on the middle level instead of the rightmost, all else is realistic preset.
I sometimes wish I didn't have this autism and could enjoy lower settings, but I am plagued by phantoms telling me I didn't play the game.
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>>2375221
You really have to minmax on hard money, get a very meta industry like oil or clothes going right away to give yourself some breathing room. I like planning shit out and building some distance away from the customs house so I wouldn't survive on that setting.
>>2375225
Depends on where you're getting your electricity from. You can find the cost of imported kWh at the border connection, calculate how much it is per kWh from a power plant and see how much your trolleys take by checking the power draw of the trolleybus trafo building, then compare to cost of diesel.
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>>2375241
Pointless question. You only need to know how much a kWh of electricity costs you because that's the unit that electricity is moved in. A building pulling exactly 1 MW for 1 day will pull 60 units of electricity because days in this game have 60 hours for some fucking reason.
For testing trolley vs bus, I'd establish a test bench world where you run the same capacity / no. of vehicles depending on what matters to you more, ideally with near matching engine power too. Do it for a while and then compare how much fuel versus electricity you imported.
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>>2375270
That's true, but even if the consumption is incomparable, we're mainly after the cost difference between the two. The initial question wasn't whether trolleys are more efficient, because they obviously are, but by how much; you can answer this by looking at how much it costs you to run the same worker capacity and/or frequency of vehicles on either fuel type for a certain period.
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>>2375446
need to put the repair shop next to an end station i think... or just have an endstation in their schedule
if they never stop i don't think you'll see repairs until they break down in the middle of the street
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>>2375483
Yeah, it has to be pretty much directly adjacent. When you are placing it it has a very small box around it and it will highlight buildings it will service in yellow. I think it's the only thing in the game that does adjacency/connection/area of effect this way. Only other way buildings can connect somewhat similarly is attaching helicopter landing pads where they have to be placed slightly overlapping the building.
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So early game exports, food specifically, is there any strategy to maximizing export value/working around the supply/demand mechanic?
Currently making food from domestic crops and I figure I should wait until I have a couple trainloads of food to export then quickly do so in hopes of getting the second load out before the price updates, as well as having more time for the price to normalize/inflation to increase the price between export sessions.
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>>2375772
Supposedly price changes are accounted for with large shipments, so you don't get the low or high rate for the whole thing.
The best price controls you can do are to export with ships or aircraft in amounts spread out over the year to minimize price changes. Growing your population helps too for game reasons.
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>>2375851
I didn't know that about large shipments, thanks.
I guess I'll build an alcohol factory so that the price suppression is more spread out. What got me thinking about this was that I hadn't saturated the factory with workers so as more citizens are born production goes up making it less efficient as input costs (worker upkeep) goes up and price goes down.
I assume alcohol and food prices have no relation to each other if there is no trade in crops, right?
Air/sea trade isn't currently an option.
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>>2375875
I wouldn't rely on prisons to raise loyalty because most citizens shouldn't end up in one.
What you want are sentences just long enough to reset convicts' criminality back to 0%, as anything more is just a waste of their time and the prison's capacity.
Secret police aren't really worth it in my opinion, since it is better to just make everyone as loyal and productive as possible.
>>2375858
>What got me thinking about this was that I hadn't saturated the factory with workers so as more citizens are born production goes up making it less efficient as input costs (worker upkeep) goes up and price goes down.
Yes, but usually the extra money is worth it anyway.
>I assume alcohol and food prices have no relation to each other if there is no trade in crops, right?
I think so, but inflation will rise all prices in time.
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>>2375911
>Secret police aren't really worth it in my opinion, since it is better to just make everyone as loyal and productive as possible.
You have to have secret police to raise loyalty because they are required to see and filter loyalty which you have to do to effectively raise loyalty with radio/TV stations
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>>2375912
You just need enough productivity to reach 100% ratings, which doesn't require high loyalty unless your citizens are unhappy, unhealthy, or unfed. Keeping the station filled with workers and meeting needs will do far more than any secret police can.
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>>2375919
The citizen reaction difficulty just scales the severity of negative effects from stuff like pollution and missed needs, but if you are meeting all needs and keeping crime under control, these effects aren't present and their extra severity doesn't come into play.
If all needs are being met, then happiness, health, and satiety should all trend to their respective caps, so with decent housing quality in unpolluted areas, citizens can reach around 100% productivity with just 40% loyalty, including on hard reactions.
What's more, if you regularly meet all the needs of fresh soviet immigrants, you can keep their starting loyalty well above what monuments can maintain for most of their life, and their children will have similar loyalties.
The effects of monuments stack, so you can build a bunch to counter the loyalty losses from some missed needs or whatever, but citizens will only ever listen to one radio or tv station at a time, and monuments have no effect above 40% loyalty or so, so you need to fix the issues your citizens are having or else the one loyalty boost from radio or tv will be reduced or even nullified by all the loyalty losses from these issues. This is why fixing these issues is far more important then getting slightly more loyal workers to work at a the station.
If you can eliminate almost all of your citizens' issues, then any level of boost from radio or tv will rise loyalty over time to the radio or tv cap, so there is no need for secret police to ensure the most loyal workers work there. You just need the building kept mostly full of workers to get a good rating and loyalty boost.
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How do you guys manage realistic?
My last college try was going alright. Made a small city by the border, made some clothing and fabric factories a little further down.
Tried to expand by making a construction office area further down, made a gravel mine and processing plant lower from the mine, used the cableway to carry the gravel, did the small cableway over the big one which I realized was a mistake.
I was trying to make my 2nd city down by the construction office area, but by that time my first city gotten too big to handle.
Crime was going crazy so I had to build the whole police station + courthouse + prison setup. Trash was piling up in my dumps and I was already running low on money (was on easy money) so I build an incinerator. Built a small soviet hq as well. And then by that time a lot of my vehicles were getting old so I made a vehicle repair place.
All of this in my first city. Kept adding more and more apartments and stuff to manage the higher population. I went through two population wipes which is a big reason why I had barely any money.
Now, I'm wondering what's a good order for doing things. Should I set up and industry before I make a city so that citizens can have something to do besides maintain themselves? Which industries after clothing? Should I even be repairing vehicles at this point or should I just sell and buy new, or just bare with them being crappy?
I got so many questions but I just can't think of them all right now.
I love the game, but boy is it difficult to really get a hold of.
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>>2376128
>Crime was going crazy so I had to build the whole police station + courthouse + prison setup
I forget exactly what, but there is a point of no return if crime gets bad enough and there's nothing you can do.
>my 2nd city
In general I would say make sure your 1st city able to run by itself before building your second, but can you be more specific?
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>>2376323
This from the last time I played which was a few months ago, so this is mostly from memory.
I thought everything was set up, but I guess it wasn't, example being that trash just piled up in the dump. I started building more apartments in the first city for more workers for the gravel mines and processing plant, and I guess the soviet hq.
I think it was almost all set up good except the trash and maybe the heating until I started those extra apartments. That's what I think caused the spiral to happen after a year or so. I was only 5 years into the game.
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>>2376128
The biggest part is understanding the features enough to keep your citizens alive and happy, because you're at a huge disadvantage without your own workers and replacing them is very expensive.
Then it's a matter of setting up your economy fast enough to cover your electronics demand before importing them becomes too expensive to sustain.
>Now, I'm wondering what's a good order for doing things.
1. Build a small town for around 1000 workers. Build enough to sustain around 400 workers and use their labor to build the rest.
2. Build a starter industry, like clothes or an incinerator to burn hazardous waste, so you can afford your food, coal, fuel, and other critical imports. Expand the town as needed.
3. Get a university working and start making university educated workers. The technical university unlocks better industries, which is what you want for making money.
4. Research a better industry like tourism, bauxite mining, a refinery, or the nuclear industry, and take out a loan to set it up quickly. This should give you a large income to expand with.
5. Work towards getting a steel industry running. Start with coal to replace a major import and to make bricks and cement cheaply.
6. You should have the industry set up to build whatever you want.
>Should I even be repairing vehicles at this point or should I just sell and buy new, or just bare with them being crappy?
Repairing is always cheaper, especially if done often. Eventually vehicles will become too worn out and will need replacement, but that should be around a decade later.
You also don't want random vehicles breaking down and blocking important routes, so keep your vehicles in good condition.
From what you're saying though, you sound like you bit off more than you can chew. You may want focus on learning one or two features at a time. I'd leave realistic mode off but play as if it were on, so mistakes can be quickly fixed before they ruin you too badly.
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>>2375912
>they are required to see and filter loyalty which you have to do to effectively raise loyalty with radio/TV stations
You don't need to filter anything. Everybody in the Republic will have approximately the same loyalty unless they have a car, or you're denying them their needs.
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>>2376306
Smaller farms are inherently more efficient because of how punishing distance is on farm vehicles.
Tractors and harvesters take forever to drive anywhere, which is all time spent not working on fields.
Trucks have a short time to bring in the harvest before it rots, and longer routes mean they take longer on each trip.
>Muh distribution offices
Forget about them. People always think that they have to collect and bring crops to a central granary or factory all during the rather short harvest season, when the best way to do it is to focus on bringing in the harvest to a nearby storage and then using the rest of the year to move the crops to a central factory/granary. You can even use a line for the long distance to reduce the number of building slots you need to for trucks.
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>>2376424
Distribution offices are cheaper and smaller footprint than farms, so there's little reason to have the trucks in the farms and not the distribution offices.
I collect grain in silos attached to the farm and then ship it to where it's useful via train.
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>>2376425
The costs are a lot closer than they seem, but farm buildings have a slight cost advantage.
If you just use them to bring in the harvest to the farm, then DOs are okay, but you might as well combine them with the farm building to reduce the number of buildings and the resultant supply DO tasks. As for footprints, there isn't much difference until you get to the large farm buildings, and then the difference is still less than what one medium field takes up.
Farm buildings (1960 start prices)
- Small - 10,248 ₽ for materials = 1,708 ₽ per slot
- Medium - 15,174 ₽ for materials = 1,264.5 ₽ per slot
- Large - 26,472 ₽ for materials = 882.4 ₽ per slot
- Small, early start - 2,806 ₽ for materials = 467.7 ₽ per slot
- Medium, early start - 4,864 ₽ for materials = 405.3 ₽ per slot
- Large, early start - 8,524 ₽ for materials = 307.6 ₽ per slot
Distribution offices (1960 start prices)
- Small - 5,973 ₽ for materials = 995.5 ₽ per slot
- Medium - 13,951 ₽ for materials = 1,162.6 ₽ per slot
- Small, early start - 4,369 ₽ for materials = 873.8 ₽ per slot
- Medium, early start - 8,542 ₽ for materials = 854.2 ₽ per slot
Only the modern small farm building is much more expensive, but why use it when you save more money upgrading to a larger farm building than building a separate DO?
- Small FB + Small DO (12 slots) = 16,221 ₽ at 1,351.75 ₽ per slot.
- Medium FB (12 slots) = 15,174 ₽ at 1,264.5 ₽ per slot.
- Medium FB + Medium DO (24 slots) = 29,125 ₽ at 1,213.5 ₽ per slot
- Large FB (24/30 slots) = 26,472 ₽ at 1,103 ₽ per slot
The only good application of DOs I've seen is having trucks first bring in the harvest to the farm's silo and then spend the rest of the year moving the crops to a central factory or granary, but it can be hard to make them respect the priorities and not let crops go to waste during the harvest.