We must gondinue building gommunism
any idea when early start is going to drop?
Good morning comrades another day another heating plant genocide
>>1965958I don't really have problem with heating plants, but I do wish there was a way to scale them better, if you're building a pretty big city you're gonna need 2-3 of them.
>>1964056I'm surprised about the DLC, since there was some anons in a old thread saying that the game code was barely serviceable spaghetti code
>>1967401I mean it kinda is, but not to a level that's insurmountable
>>1967401None of the DLCs have been that innovative coding-wise. The biomes one is the largest departure from the base game, but the only differences are a few stat and texture changes and a model swap for the old world buildings. The other DLCs are just new maps and some more buildings in the vein of the old ones.
>>1964056April or May would be my guess. It looks like they still have some coding to do on the steam trains and date restricted techs.
>>1973417>/fit/ is gayno news here
>>1969385Speaking of biomes would you say it's worth it to buy? Like does it change up gameplay much or just changes the scenery?
>>1973509I would only recommend buying it if you want to support the developers or if you consider yourself quite experienced and want to shake up the game a little.
The Siberian biome has a colder climate than the default temperate biome, so stuff like heating, farming, and road transportation are all harder to run.
The desert biome basically has a water table, kind of like mineral deposits, which you need to build farms and wells on if you want their output to be decent.
The jungle biome supposedly has more rainy days, so solar power and mud roads are less effective, but I couldn't tell a difference from the normal climate.
Both of the jungle and desert biomes don't really need heating and that both of these allow year round farming, so they are generally a lot easier to play on, while the Siberian biome is more of a challenge.
>>1975495They need an Arctic and a Savannah biome, the former to build a neo Vorkuta and the latter to recreate my childhood in Pretoria complete with 22% quality housing, few amenities and no colleges for a large portion of the population
>>1975546>articThe Siberian biome is basically it, short summers with long cold winters.
>4,603 hours
I love this game
What's your best strategy for getting your Republic started?
What do you usually set up first to get things moving?
>>1976366Honestly I'm not sure anymore. My go to industry used to be 1xFabrtic 2xClothes, but unless I beeline chemicals I'll go broke, and I always hated how little trucks can bring in and out.
>>1976366I think crops is a good thing to try and get going in the first year. It can be completely mechanized, provides raw material for citizens needs, and can be turned in to a strong export via clothing.
There were many times that I thought I was going to succumb to a death spiral due to debt. I would be very careful with it, inflation can sneak up on you with industrial buildings requiring expensive components to maintain
>>1976366Get a town and a basic industry going asap, ideally in a place that you can easily expand out of.
Then work towards getting a really profitable industry up, like an oil refinery or making nuclear fuel.
Don't waste money or loans on stuff you don't really need. Save it for increasing your income.
>>1976548I found that starting with crops and having either 2xFood and/or 3xAlcohol factories in the starter town ain't too bad of a starter industry.
>>1976646>oil refineryDo you just import raw and export refined or try to supply it yourself, early on?
>>1977687I try to run the refinery at the highest production level I can support, which usually means imports supplementing whatever oil I can make myself.
At full production, the oil refinery should be generating 6 million rubles of value a year with just imported oil, but getting to that point can require a lot of ships or trains, which is what the loans should be used for imo.
>>1976978>crops and 2xFood and/or 3xAlcohol factoriesWew. How many big farm fields do you need for that.
>>1978230Only 213 big fields (10.24 square km) at 100% fertility, or 142 big fields (6.83 square km) at 150% fertility.
I think 1x Food, 1x Alcohol, 1x Fabric, 1x Clothing, 1x Chemical
I'd start with 10-25 big fields and a small population, then determine surpluses
I wish farm fields weren't so ugly. It's just a massive fucking rectangle. Why couldn't farms be free-form?
>>19785785 year plan is not allow "free-form"
>>1978578you can shape the field using roads or any building
>>1978230I don't expect to have enough fields or workers to be running them at full capacity in the early 60s, but its something good to plan out. Running 3 distilleries at ~50% capacity is a decent start even if I have to import some of the crops.
>>1978695You don't need workers to use the fields, tractors can do everything themselves
>>1978699Nice dubs but that's not what I meant, by "fields" I mean enough fields to grow the crops for either set of factories
>>1978702Ah yea I see that now
Man if this game had better a road system(actual multi lane roads and real roundabouts) and got rid of the pedestrian walking jank it'd be the best city builder ever.
>>1978793What's wrong with the pedestrians?
>>1979249The path system is very awkward and takes up a lot of space while also being hard to make look good, like you cant really make a path cross right before a road intersection. Also connecting a pedestrian path directly from a building to an ashpalt road with sidewalks straight up doesn't actually make the pedestrians go on the sidewalks half the time.
>>1979394I mean, unless you're packing buildings as tightly as possible into an area, there should always be room for footpaths. They're one of the smallest bits of infrastructure in the game, and you can connect them only 12m from a road intersection or 6m from a footpath intersection.
Pedestrians always take the route to their destination that takes the least amount of time, so you might need to forbid them from walking on the building's access road if you want them use the longer footpaths.
>>1979394being unable to connect footpaths to road crossings or vice versa really makes playing on prepopulated maps hell
>>1979449Considering pedestrians will walk at most 400(or was it 500) meters before needing a bus station isn't it optimal to pack buildings together ?
When is this game set? cold war era? So no gulags I guess?
>>1979996earliest start date is 1960. There were still prison camps long after Stalin died, but you're a civilian administrator, building them isn't your problem :^)
>>1979996Everything within your borders is a gulag.
>>1979517Sort of. It minimizes the amount of transportation you need, but it isn't always an option and you kind of need public transport to get the most out of the attraction cooldowns for citizens and some of the building capacities. There are also arguments for utilizing the larger and more efficient buildings at hubs. As
>>1979978 said, packed walking cities also tend to look ugly.
>>1980003>earliest start date is 1960.For now. The early start DLC looks like it'll be in the 1920s or 1930s
>>1980285>1920s or 1930sAre we going to have to do the purges at the start of the game?
>>1980391This isn't that kind of political game, and we don't really play as the USSR but as one of the numerous socialist states in Europe, like Hungary or Poland. Czechoslovakia is the canon republic we play because that is where the Devs lived at the time, and you can see a bunch of the buildings from there in the game, like this pic at the border south of Kosice, Slovakia.
You'll just have to play Tropico in order to try communism for realsies.
>>1980003>>1980004>>1980285Ok kinda interesting, I'll check it out
I keep trying to get into this game but I think they have overloaded it with too many systems.
Want to build a food factory to feed your people? Too fucking bad.
First you need electricity, which means substations, transformers and cables to a power source.
Next you need water. Which means a well, a pump, a treatment plant, a water tower, a water substation.
Now you need waste removal. And heating, which means more plants and factories and everything.
And of course people to work there, and their houses need water and power and waste disposal and heating and supermarkets and cinemas and football fields and pubs and bus stations to get to the food factory since they're now too far away to walk there with all the pumping stations in the way.
>>1981873I recommend turning heating and maybe water off the first time you play
>>1981873anon this game has literally one of the most granular difficulty settings of any game ever made, just turn off all the shit you don't want to deal with
>>1980403>game called Soviet Republic>you don't, in fact, play in a Soviet Republic
>>1981873it's really not that hard
>>1981873Are you saying you need to build an actual city and not a caricature of one like other games?
I might have overdone it a bit with the trees around the fields
>>1982162>I'm getting hung up on the game's wallpaper.The socialism in this game runs about as deep as capitalism does in Cities skylines, so there are no mechanics for gulags or MKUltra in either one no matter how long you fish for them.
>>1981873>Want to build a food factory to feed your people? Too fucking bad.
>>1981873I too hate planning an economy in a game simulating a planned economy.
>>1982720Anything to make those big ugly squares look better is worth it.
I wish there was a difficulty setting where you need to manage a water utility but the game doesn't simulate pressure, having to remember to build pumps between every step of your water chain or ramp the pipes downhill is annoying as hell
>>1983700On flat ground, won't a pump push water up to a km? I've never had issues with water management outside of the bulldoze tool
>>1983700you don't have to put them after switches if that's what you think. in my towns i only need one pump after the water wells and one after the treatment plant. water tower stayed full for over 6000 workers anjd industries
>>1983798Horizontal distance has no effect on water flow.
Am I doing this communism thing correctly?
>>1986874So long as those are loyal party members driving to the party store, you are doing great comrade.
7bq2i5
md5: b05ea769a55977db319b257da3effca4
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Promises made, promises kept
Did they ever rework the tutorial?
>>1988319In what timeframe? I only looked at the tutorial 2 years ago. No idea if it was different previously or has changed since.
why does the Poland DLC map start with like 10 times as many pops as any of the other real world maps. Unironically what did they mean by this
>>1988319They have a whole campaign now to be the tutorial
>>1988560It's only like 2 to 5 times, and I think that's the case to provide a different challenge for the map. You can't really bulldoze these towns without providing new accommodations and jobs, and this limits the space you have early on for heavily polluting industries despite being on a relatively flat and square map.
>>1988676You should still play the tutorials first.
>>1989652I dont know, I haven't stopped playing my years old save
>space for more industrial parks
>not sure if I want to go with aircraft manufacturing plant, another vehicle manufacturing plant, or something else entirely
I simply love the way this game handles logistics
>>1990494Looks great, what's the building on the bottom right next to the warehouses and the parking lot?
>>1990529Parking garage mod, long straight & thin buildings good for squeezing in to places
co6afoom
md5: 553bd8ad5b25babd05bc1b20b97c1678
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>>1990532No I mean this one
>>1990608Electrical components factory
>>1978578You can kind of make it conform around roads but because there is a huge overhead cost of getting farming vehicles and delivery trucks to each farm and back so having less than maximum size is just fucking yourself over. I'd give one of my testicles for arbitrarily large user defined polygonal fields. I'd give the other for trucks collecting crops to behave more intelligently. Hell, something requiring manpower that sped up harvesting would be great.
How do you manage the throughput of crops needed to run a food and an alcohol factory? I would have rail delivering to two 800t silos before they added all the huge ones and throughput would be the issue. I guess just make a huge double track section dedicated to this so that two large trains can easily use the station at the same time? Maybe have it be ship serviced?
Also I remember there being esoteric stats that caused different stations to load/unload faster, does anyone know what they are or better yet have a simple table comparing them?
God, I wish this game had more resources.
>>1994046Same, so much potential
>>1994089>could make logs into paper for print media>copper could be used as part of grid scale power transmission instead of aluminum>more crops for their respective industries, such as cotton for textilesVGH
>>1994391the fact that "crops" are a Schrodingerian meta-material which is simultaneously wheat and cotton until you send it to a factory to be processed always cracks me up
>>1994400During lean times, the peasants can eat their clothes.
and if they added other crops you could single out revisionists on whether they grew corn or not in their screenshots
>>1987372So I'm not supposed to just give everyone free Mercedes' to do their grocery shopping in?
>>1996962Comrade, car dependence leads to poor urban design and it is affliction of amerifat capitalism.
Is this thread dead?
I've been enjoying an island start.
captcha: XXXmt
>>1997318No, /vst/ is just slow and this thread is slower
>>1997093>>1996962We must reserve it for the party members Comrade. Be sure to thank them for the sacrifice the next time you see them.
>>1978578put them next to each other and plant trees inbetween them to make them look aesthetic
bonus points if you manage to fit roads or railway through them in a way that produces smooth angles
>>2000307Very picturesque, but why a small instead of a medium or big farm
I just want to be able to connect intersections and have the roads end up straight
>>2000459>Pssst>You can press H to see the nodes where intersections can be made. Just line it up from there.>You can also force a node by ending a road on that spot and then continuing the road from there.
>>2000316Smaller farms need farm equipment to travel much shorter distances so they spend more time working.
I'm having a real hard time not just losing all my fucking money.
I feel like anything I do I can never have enough people producing shit to export and if I do the price sinks to the point I no longer make anything from it.
>>2001279Diversify. Export crops, T-Shirts, excess fabric, oil if you got it.
Keep in mind every single building you build and vehicle you buy will have continuous maintenance costs. That will really add up if you build a bunch of industry buildings that go underutilized
>>2001279As
>>2001343 diversifying is a must. There are certain industries that you want sooner rather than later such that the import costs don't kill you like steel and electronics, that aren't bad to pursue once you're decently established and you're working on setting up on a 3rd or 4th industry.
>>2001343>>2001348The problem is that I can't even set up 1 or 2 industries without losing all the money.
I set up food and alcohol, the price of food drops to single digits after like a year.
Oil, the price of oil drops to like <15 rubles by 1962.
Clothing is about the only thing I've had any luck with, but the return always seems kinda low and it seems to require a lot of people to get decent returns which requires a bigger town than I can build before running out of money.
>>2001279I usually start off by making infrastructure to sell oil since it doesn't need any workers and can net you pretty good money at the start when you're struggling
afterwards you can make an oil refinery to sell fuel and never have to worry about money ever again
>>2001358If you're going with clothes early on you need to beeline chemicals to cut out the cost of that import. Clothes used to be my go to favorite to start, but with most of the difficulty settings turned on requiring more infrastructure and the fact that price of chemicals usually goes up over the course 60s, clothes aren't going to be very profitable for long unless you plan to replace the more expensive inputs.
>>2001362>Never have to worry about money ever again
>>2001358basically just produce materials locally.
as an example, in my current game i started with 3 explosives factories but only when i also added 3 chemical factories did my profits skyrocket. the materials are dirt cheap and/or easy to produce, for example 1 worker in a woodcutting post can produce more wood than you need. 1 chemical factory also produces slightly more than 1 explosives factory needs so it will even cover your water treatment. while gravel is cheap, it takes ages to load at the customs house so you will want to produce that as well.
when it comes to workers, it's expensive to set up a town but once you have all your infrastructure, it's cheap to maintain. import third worlders and educate them. this post brought to you by schwab gang.
if you run out of money, you can just take a loan.
lastly, make sure you burn your hazardous waste because exporting that is also quite a drain at the start. you can even import more of it to burn if traffic at your customs house allows it
>>2001369Chemicals are a good starting industry anyway due to the need for water purification
>4,600 hours in the game
>0 achievements
>spent the last 2 years on this one map
>>2001444Yeah if your save is pre-achivements its not eligible. Nice trips btw
>>2001428Yeah, because even if you do have a 1 Fabric:2 Clothes set up, odds are you're not actually using all of the chemicals you produce for fabric and water purification, so the remainder can be exported pretty profitably
>>2001390Greedy westerners.
>>2001421This post rootless cosmopolitanism, we only import second worlders, if you continue to engage in anti-soviet game strategy, your hard drive will be imprisoned for 10 years.
>>2003446I just assume by "Third world" it means like Ireland or something.
>>2003663>CPI (ML)No moisture either
>>2004553>moisture Damn this amerifat-capitalist autocorrect
Gonna play the campaign to see what the tutorial is like, also its been a while and I probably need to relearn about certain niche mechanics
The traffic AI in the game starting to piss me off.
Most of the year:
>Everyone drives perfectly fine
>No jams
>No lockups
>Roads are more then fine for capacity
Winter:
>AI completely shits the bed and proceeds to lock up every single round-a-bout despite having yield signs everywhere to prevent this from happening
>Intersections with lights aren't safe from this either
At this point idk if its the AI being retarded and all piling up on the exact same roads just because they were just cleared of snow when they plan their routs or if its the influx of plows causing more traffic. The latter doesn't make sense because for the rest of the year the roads have almost no traffic issues and are more then capable of handling that additional traffic load. If its the former, I really wish the AI would just reroute if they are stuck in traffic for too long.
>>2008254I suspect the snow is the trigger for this issue. Roads lose up to 65% of their max speed when covered in snow, which destroys the throughput of intersections. Road vehicles that repeatedly yield to vehicle after vehicle can kind of stutter forward until they enter the junction and get right of way, so I think the lower speeds cause roundabouts to lock up because they can't handle all the traffic and yielding vehicles stutter into the intersections until there is a lack of room to move.
>I really wish the AI would just reroute if they are stuck in traffic for too long.Enable "experimental traffic pathfinding" in the cheat menu each time you load the save.
This won't save those stuck in traffic, but other vehicles may reroute to avoid the traffic jam, or so I am told.
>>2008254it's just simulating reality
>>1997697https://steamcommunity.com/sharedfiles/filedetails/?id=3285893206
Fun map but the island gimmick gets old pretty fast imo.
>>2008254>>AI completely shits the bed and proceeds to lock up every single round-a-bout despite having yield signs everywhere to prevent this from happeningUnfortunately you just have to accept this fact and build for the game not reality. Roundabouts are unreliable, overpasses and slip roads are good. Don't be afraid to use one way roads to force traffic the long way too.
>>2008474That's a good way to look at. When winter comes along, be ready to accept distribution problems.
anyone else getting a massive fps hit when placing down farms?
>>19802851950 should be the earliest possible start date.
Anything earlier than that and the only realistic vehicle addition would be German tanks rolling through your serf communes.
>>1981873I turn off seasons and car maintenance since I consider the former too obnoxiously difficult, and the latter not adding anything fun to the game. You can literally switch off all mechanics that bother you until you are left with Sim City (SNES version).
>>1989652It helped me get started + I liked looking at the comfy very soviet looking people. It has a little progression tree that divides the tutorial into neat little chapters you can start whenever you feel like it on the same save.
But it's not in realistic mode obviously, so it didn't prepare me for shit.
Is a population of 5,000 produce enough waste to make recycling worthwhile? I don't have a rail network up yet so importing seems impractical.
Not sure how deep I want to invest in waste right now maybe just a hazardous waste facility, an incinerator for surplus energy and a compost factory.
>>2017800I don't know I've only done recycling once, and that was with a larger population. My conservative guess is that you should hold off until your second city.
>>2015279>But it's not in realistic mode obviouslyThis is the major issue, I wish there was something akin to a civilopedia that explained the more in depth or obscure mechanics.
>>2017800>>2018039In my experience, recycling is like renewable power. A more mature republic may benefit by saving resources or reducing pollution output, but it isn't really worth it when just starting out. There just isn't enough waste being created early on to justify the extra cost of the recycling buildings and vehicles, though some exceptions exist like mines and livestock farms. Once you have a large population or have set up certain industries, and you have more money/resources available, recycling becomes much more worthwhile.
I wouldn't bother with composting plants early on because you can just dump biological waste in a dump and it will decay into fertilizer without using any precious chemicals. I think the composting plant is only worth it if you want to save space or reduce pollution, which is more of a late game concern, if at all.
URRRAAAAA WE'RE BACK COMRADES AND WITH SOME FUCKING NEWS IN TOW NO LESS!
https://www.youtube.com/watch?v=ylJijG4bVHg
>>2018967That civilopedia is called bballjo on youtube.
But yeah I agree, the documentation for this game is abysmal. There are so many hidden mechanics in the game that you can't possible know about them until you dig out ancient forum posts.
>>2019821>1930-1950Good to see we're getting into high stalinism.
I am finishing up the silo for a second farm, the first one has 6 large fields and this one has 8. I'll probably keep the old one at 6 because it has the 3200 ton silo (new is 8000) and it can't hold two years harvests.
Currently I only have a food factory but it can consume more than the 6 field farm can supply. I'm also down to 400k roubles on the hardest difficulty with money on medium, fires on normal, and nothing else changed.
Unfortunately my food factory receives crops with an 800 ton silo which only has two connections so I will have to make an entire new station to service an alcohol factory. I hope I have the money to finish this without borrowing. After that is done I can set up waste processing and have everything domestically needed for basic tourism.
Thank God I have a rail distribution office now.
Oh also I found out yesterday that multiple monuments stack, I thought only the largest bonus counted. Due to this I am just coming out of a happiness/loyalty crisis. In the past I just rushed for a radio station ASAP.
Is there a good guide on how factory connections work? I recently started playing this game but I feel I'm doing something wrong with these.
>>2020199Here is all you need to know:
>Buildings can push/pull resources across one factory connection. This does not include factory connection crossings nor forklift garages.>Buildings will only pull resources into themselves if they need them and won't pull just to refill their own storage.>Shops pull a tiny amount of goods if they have none, but only if they have spare workers.>Container packing will stop to pull the resources needed to fill a container across a factory connection.>When creating a resource, buildings will apportion it according to the percentage each storage they can access across factory connections is filled to, though a couple things can change this like "export" or "import" type storages, whose percentages are usually weighted.>When pulling a resource, buildings seem to operate on a first come, first served basis where the demand of one of the buildings connected to a storage will be satisfied before the next building's demand and so on. This can lead to one building getting all of the resources flowing into the storage.>Road vehicle factories, nuclear UH6/fuel factories, and container packing facilities can push the vehicles/containers they make across a factory connection, but only if they fill up their own storage first.>Train factories cannot push railway vehicles they make across factory connections, even if they fill up their own space.>Vehicles can pull/push containers and vehicles they plan to carry or are carrying across a factory connection.>Railway vehicles cannot be pulled/pushed across a factory connection to be towed by or disconnected from a locomotive.>Forklifts are only good for moving a small amount of resources between multiple buildings. They are nothing like a pipeline pump nor conveyor engine.Don't feel like you need to use factory connections or conveyors/pipelines to connect all your factories and storages. Sometimes it is better to just use trucks to move stuff around a factory complex.
>>2020731>Don't feel like you need to use factory connections or conveyors/pipelines to connect all your factories and storages. Sometimes it is better to just use trucks to move stuff around a factory complex.Yeah I figured this was the case since the connections are so short and can't even cross roads.
>>2021099The smog is a nice touch.
>>2021099Nice. Best republic I ever got was two cities before the big distances made construction a chore. I need to learn airports...
>>2021260Airports haven't helped with construction, but one thing to do before expanding to a new zone is constructing a new construction area with a rail connection
>>2021772Airports are the best way to bring a lot of workers into remote areas, and large enough paved airports can bring in a lot of material.
Ships are probably the best way to bring in a lot of material into a remote area, but bodies of water aren't always there.
Trains can also bring in a lot of material, but they take a really long time to build, so trucks and a gravel road are usually better.
Lads my cock has been so hard for the expansion for so long I'm worried I might have gangrene of the cock
>>2024667>gangrene of the cockComrade I don't think the medical university has researched a treatment specifically for this.
Given that crops are too voluminous and chemicals get expensive, would it make sense just to import the fabric if you're running a clothes set up at the start?
>>2025886You'll be paying for most of the cost of crops and chemicals anyway, either as a part of the fabric or as inputs to the fabric factory.
The only reasons not to make your own fabric at the start are if you need to conserve throughput at the customs house, or if you have water management enabled and start too far from a body of water to discharge the fabric factory's sewage into.
>>2026239But even without importing crops causing a backup at the customs house, I've had a problem where the cost of chemicals sinks me.
>>2026557Might just be bad luck from higher oil prices, but you can always pivot into making chemicals yourself if the import costs start climbing too high. One small chemical plant can cover the needs of a fabric factory and the water treatment plant.
>>2026712Got it, worst case scenario means that I have to beeline chemicals when running fabric/clothes
I like to get my basic construction materials up first, gravel boards bricks. Saves a lot of money later and I export the excess to generate abit of revenue
when are they doing a North Korea mode
>>2040568We got a map and secret police already, just need an army dlc and we're gold.
I used to play this in the beta but I got burnt out because pedestrians refused to take multiple buses to reach their destinations. They either had a direct route to work, or they teleport home. Is this still the case, or is it fixed?
>>2040834You can chain busses now but why are you sending busses so far away
>>2040678needs a tech limit and access to slavery
>>2041001There's already slavery in the form of prison, just make sentences longer if you want a larger workforce.
>>2041183How do you get them to work?
>>2041212Do they do any jobs?
>>2041216They do the jobs of whatever workplace you send them to
>>2041216They can't do educated jobs or construction
I don't know if there are any other restrictions
>>2041228>educated jobsthis is why we need sharashkas
>constructionbut who else is going to dig the canal with nothing but pickaxes and shovels?
I'm somewhat hyped for the early start dlc. What do other folks think about it?
>>2041231>sharashkasI've been trying to remember what that word is for like a month, thank you for using it
>>2041535I like the idea, mainly just because I always feel like I’m running out of time when I see the years tick by. But after watching some YouTubers play it it just seems like a massive slog to play on realistic mode
>>2040834If you know how the path finding of citizens works, you can set up transit networks where citizens take multiple vehicles, but they won't ever plan ahead of one stop. It is fairly simple to use local lines to collect them from their homes and dump them into a hub where they can choose from various lines to go to whatever interests them, but you have to be careful with the line settings to not attract them into the wrong lines.
So I set up a cement plant thinking it would be a good export, it eats up so much of my gravel that I can barely keep up and only makes a few thousand per train load. Pretty cost ineffective seen as I spent 250 tonnes of steel to build it
>>2041821Did you run the numbers before investing all that money? Cement export is a good way to make money off of gravel plants already in existence
>>2041829>Cement export is a good way to make money off of gravel plants already in existenceIt's also good for further reducing the amount of construction waste you need to export to keep your mines running.
>>2041829The only working out I did was looked at the price of cement and how much it can produce at max capacity. I’m currently making 10k a month exporting lumber which was alot cheaper to set up compared to the 2-3k of cement
>>2041651I don't mind the idea of it being a bit of a slog. Realistic has always been a slog for me and I suppose that's part of the appeal. To my brand of city building autism anyway
>>2042981Realistic wouldn't be nearly as much of a slog if you could group buildings into some sort of construction site. One concrete mixer unloading half a ton each to a dozen small buildings instead of a dozen trips, workers finishing one building hopping to another instead of instantly teleporting home etc. Make you build a shack and have a limited range so it will always take more materials so it isn't always better in all scenarios, maybe make the workers walk when they swap buildings, and it would massively reduce how annoying construction, especially customs limited construction, is.
>>2043020Realistic mode is only a slog if you don't know how to use what the game gives you to work with.
>>1987532But great qin was rome
>>2043554yeah or the game could just not be retarded and group 30 contiguous footpaths into one big project.
but we need the but we need a 1920s dlc from the actual commie jew period soooooo never gonna happen
>>2044804>but we need a 1920s dlcunironically this
>>2044804>yeah or the game could just not be retarded and group 30 contiguous footpaths into one big project.>just not be retardedPlace a free CO nearby, set it footpaths only, and it will automatically assign itself to all the footpath projects nearby without you having to manually add them as they become accesible.
Set one of the footpaths to low priority and to notify you when it is completed so you know when to empty and delete the free CO.
Also place a free aggregate storage nearby and have a big truck bring gravel to it for the CO's small trucks to distribute to all the little paths nearby so large trucks don't waste their time on partial loads.
In other words, play the game instead of expecting it to play itself for you.
>>2044804I thought they specifically updated it so that multiple path sections can get done in one go
>>2045413Multiple road sections can be worked on as one project if the only thing separating them are signs, waypoints, or footpaths.
>>2042267>10k a month exporting lumberreally selling planks is that profitable early on?
>>2045293>Place a free CO nearby, set it footpaths only, and it will automatically assign itself to all the footpath projects nearby without you having to manually add them as they become accesible.I already do that. You still end up with a gravel truck who makes 30 trips to deliver 0.1 tons of gravel to 30 different footpath sections instead of making one trip to deliver 3 tons of gravel.
>Want texture mods because game is ugly
>Every single one requires manual install
>Only on steam workshop so its a fucking pain in the ass
>>2045664It is if you set up a train connection and have several woodcutters and lumber mills, I have 8 woodcutters and 2 mills working round the clock
>>2045762>set up a train connectionwell fug, can't be doing that on hard money on a 1960 or earlier start then
>>2045764Easy can, used wood based rails. And the boards from your lumber mills for the boards. I usually set up gravel very early aswell so all you need to import is steel
>>2045768>all you need to import is steelReally, my experience with the game so far tells me the steel that alone will break the bank?
>>2045769It’s going to cost a a lot yeah, inflation screws you. First thing you should do is put down some free storage yards and buy 100’s of tonnes of steel because you need it for literally everything and buying it straight away will be more cost effective than buying it later
>>2045714Cool, now read the next two lines of what I wrote.
>>2045936you're an insufferable faggot. if not wanting the game to send out an extra truck for each 1m section of footpath when trucks can teleport to the end of a 2km road as long as it's all one section is expecting the game to play itself, then why even use autosearch? send out your vehicles manually or why even play the game bro
>>2045950Calm down game journo. You just have to use the mechanics the game gives you to overcome stuff like this with minimal effort, and once you figure this out, you can learn all the other tricks to building quickly in realistic mode instead of just suffering like a woman trying to change a tire.
Does anybody have experience making maps? Any pitfalls you experienced?
>>2041535The feature I truly want is "locking" the year so I can just play 1967 or whatever as many times as I want.
I think footpaths are bugged in the latest update my walking distances are massively reduced because they won’t take certain footpaths I can’t figure out why, tried deleting the connections and rebuilding still seems abit funky
>>2045936>Cool, now read the next two lines of what I wrote.I did, and what you said is still a cope mechanic that had to be invented because continuous path sections won't be batched. I don't want to make a temp CO and aggregate storage when I have existing ones just because the game can't add a few numbers together.
This is continuously one of the top 5 features requested on the Steam forums btw so I'm not alone in wanting it.
>>2048080>cope mechanic that had to be inventedIs any solution in the game now a cope mechanic? You can't be bothered to do something simple and need the computer to do everything for you?
Managing construction assets is a big part of realistic mode, and if you can't be bothered to engage with it, then turn it off and stop complaining about slow as fuck construction times, you absolute pleb.
>This is continuously one of the top 5 features requested on the Steam forums btw so I'm not alone in wanting it.Stupid shit is asked for on Steam all the time, so I'm not surprised. Not the endorsement you think it is.
Have you ever bitten off more than you could chew and built a huge infastructure project before even getting any citizens and running out of money?
I like pre-populated maps for the looks of uprooting and industrailising an actually populated area but man awakening sucks as and working around them is so awkward.
I wish they'd just be able to subsist in a basic fashion without intervention, maybe poorly and just scratching by feeding, heating, educating and treating themselves. But something.
It's maybe bandaidable by a mod, if you added the right buildings and had them in the towns but I'm not sure.
>>2048815>but man awakening sucks as and working around them is so awkward.The trick is to build a little service district right next to them, and then build a couple footpaths to give them access to it and awaken them. Stuff like substations can be safely placed without awakening them if you set the default max workers setting to zero, and the no pedestrian signs can also be used to gate the area off if you need to use the town's roads for construction access.
>>2048430I found it is almost never worth it to do anything except getting your own workers asap, so most of my starting failures come from trying to build too far from customs or trying to build too little to get things started.
>>2048870>The trick is to build a little service district right next to themI'm aware of how it works. Except no pedestrian signs, didn't know that part. It doesn't stop it from being awkward trying to piece in the infrastructure they need without them finding any jobs or else they get upset.
>>2049110It’s easier just to relocate them all into commie blocks and demolish their houses comrade
>>2049110>I'm aware of how it works. >It doesn't stop it from being awkward trying to piece in the infrastructure they need without them finding any jobs or else they get upset.Anon, the whole point of this is to isolate them from any job as conveniently as possible.
With max workers set to zero, they cannot walk onto construction sites and the only buildings that have jobs after construction are in the service district, which you control the access to.
Stuff like substations can be built anywhere in town because the natives cannot get a job there before or after it is built.
>make a map of my home town
>torn between doing things my way or the pre established road plans
>can't stop imagining what everything will be whenever I'm driving around
>>2049329>desperately doing damage control for shitty CO logic>now has to do damage control for the half-baked pre-soviet villager logicwhy are you so intent on defending this mediocre shitjank slavgame
>>2049329>Anon, the whole point of this is to isolate them from any job as conveniently as possible.I'm not sure how you quote me saying I'm aware of that.
And miss I'm aware of that.
I've activated plenty of villages fine.
Knowing how to do it and being capable of doing it does not mean I like doing it.
I think the way villages and activations work is silly and unrealistic. I wish they would be activated from the beginning and have the utilities to tend to their most basic needs.
I don’t understand how factory connections work, my factory has a connection to its resources but sometimes it decides to pull them from storage sometimes it doesn’t, even when storage is full it says ‘no resource’ then five seconds later it will just decide to pull some, do I need to use forklifts or something?
>>2050289Factory connections should pull resources from connected storages as it uses them but it won't pull to fill it's internal storage, outputs are similar it will push across a connection only if it's full. Warehouses themselves are passive.
What you are describing doesn't seem like the expected behaviour.
>>2050289>>2050328Oh, and forklifts have pretty limited throughput so they are only practical for some limited cases. If you can't get stuff across connections you might be better off with just hard coding a short truck route
>>2050228God I wish women never got into gaming. Just get your boyfriend to explain it for you.
>>2050244I'm not sure how you can say you understand it and then say it doesn't do exactly what it does.
>I'm aware of how it works. It doesn't stop it from being awkward trying to piece in the infrastructure they need without them finding any jobs or else they get upset.>I know this method isolates natives from all jobs, but it's too bad that natives cannot be isolated from all jobs.This makes me think that you don't actually know how it works and that you may be retarded.
>Knowing how to do it and being capable of doing it does not mean I like doing it.>I think the way villages and activations work is silly and unrealistic. I wish they would be activated from the beginning and have the utilities to tend to their most basic needs.If this stupid take is what you meant, then just say that instead of disagreeing on an entirely different point.
>>2050289Very few buildings will pull resources into their own storage. Most factories just consume resources in connected storages.
Are you using a container packing facility or something?
>>2050794>I'm not sure how you can say you understand it and then say it doesn't do exactly what it does.Let me run through my statements you quoted to try and help you understand.
>I'm aware of how it works.As in, I know that pops have their needs activated by a job becoming available to them. Removing jobs while the game is paused, just preventing them from being able to path to them in the first place, etc all stop from from waking up. To wake them up
>It doesn't stop it from being awkward trying to piece in the infrastructure they need without them finding any jobs or else they get upset.But just because I know that doesn't mean I like it. I dislike needing to place infrastructure in pause, remove worker slots, suspend constructions just before they're finished to prevent the sleeping workers from finding them etc. I don't like doing these things. I don't think these things are realistic or work well in the game. It is awkwardly toeing around a underdeveloped mechanic.
I never said they couldn't be isolated from jobs, I said it was awkward to do.
>If this stupid take is what you meant, then just say that instead of disagreeing on an entirely different point.That is what I was saying here
>>2048815>but man awakening sucks ass* and working around them is so awkward.Just not very clearly I guess.
Think what you want about my take, I think pre-placed populations are a severely underbaked mechanic and could be a lot better. I don't like the idea of going over a completely open land, I'd like when building my republic to build alongside and bulldoze the past. But the way it works in the game right now is shit. The mechanics probably don't even need major changes to improve it a lot.
>>2050854>To wake them upOpps didn't finish this bit.
To wake them up you need to build all the necessary infrastructure for them while keeping them from finding any jobs, then open it up to them. Then its done.
>>2050854>As in, I knowThat's the assumption I've been working with, which is why I was getting confused...
>That is what I was saying hereYes, and I quoted a part of it to respond to, namely to give some advice on minimizing the effort needed for building around natives.
You then complained about something in
>>2049110 that the advice eliminates, hence my confusion and why I broke it down further.
>I dislike needing to place infrastructure in pause, remove worker slots, suspend constructions just before they're finished to prevent the sleeping workers from finding them etc. I don't like doing these things.None of these needs to be done though, unless you want to suffer.
>I think pre-placed populations are a severely underbaked mechanic and could be a lot better.The implementation is perhaps not the best it could be, but I've yet to hear a better way to do it.
All that I think is needed is to require the player to manually awaken them, so you still have to provide everything for them, but you don't have to work around the awakening triggers to get to that point.
>realistic playthrough
>corner of the map I start on doesn't have a large customs office
>can't purchase the EDK track builder
It's over
>>2051359Just import it with a ship.
>>2049792What is the location?
>>2051933Longview, Washington
>>2053824This game needs a little saturation boost
>>2054013Well well, look at the decadent capitalist with his fancy saturated palette.
>>2054050This game was made in the CSR
Oil price spiked super high and I managed to pay off all my debts because of the exporting difference, who’s the capitalist now chumps
i like the new soundscape
>chuff chuff chuff chuff
>toot toot
makes up for the lack of pavers, rollders and overall slowrer pace of the 1930 start
Once you get practically infinite money what are you supposed to do, I have writers block. I want to produce a military
>>2056707The game could maybe use a tank factory, but I suppose it would not be that much different from normal vehicles and it would be an exclusively export good, so that's why it's not in the game.
And the game is more supposed to be about nostalgia for your childhood growing up in industrial commieblock town. I would say it tries to be utopian and avoid politics but you still have secret police so there's that.
And what you are supposed to do, expand, build vanity projects. Build a nuclear power plant or a giant airport and tourism. Try to achieve autarky, get a complex supply chain like going from baxuite all the way to plane production
>>2056707Show us your 'Blic
Realistic mode playthrough has stabilized, no longer worried about going bankrupt for now
>>2058519Nice little town I like your road system, if you need money just ‘buy’ hazardous waste and burn it in the incinerator
>>2058597>Nice little town I like your road systemThank you!
First time I tried realistic mode was when it had just come out and it was a struggle to stay in the black for the first 100 years.
>take out a loan to build an industrial building to make more money>all your current industrial buildings begin hitting machine replacement time>nothing getting produced, need to pay out the ass for more steal and components
>>2059161If you like steam trains yeah
>>2059161I like it, mostly because of the trains, but I had already been playing early starts via mods anyway. Just feel like 1948 is the best start year.
>>2059446What map is this
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>>2059511It's a map I made myself, using a height-map from around Astoria, Oregon.
>>2059782Neat. Nta but I just did that Longview map and was looking at doing a cathlamet one next
>>2059786Funny, the location of that town in the pic is effectively Cathlamet, it's the border crossing
>>2056707just follow basic RTS principles; reinvest your cash in many new construction industries as you can by buying as much shit as possible from outside of the borders
Now that steam locomotives can use coal and water as fuel, would it be possible to to implement horse drawn wagons using grain as fuel?
>>2060761I really should have looked into early start mods before now.
Anyone else have weird problems when you super speed time like trucks not unloading their cargo and stuff like that?
>>2060992Yes, because super speed time is a temperamental dev tool and not a mechanic that they wanted the player to access.
3Division has said as much
>>2060992What made you think super speed time wouldn't make things act weird?
>>2061107I read online that it’s okay to use it before you have any population but I still get issues with construction offices even without citizens
>>2061117Yea I would avoid using it
>>2059161I feel like they are asking a lot for some shitty trucks and steam trains. Well trucks being shit is sort of a feature because you need to use the aforementioned trains more early on. The vehicle selection is also missing some machine types. They have said they plan to add more content to the DLC though so there's that,
>>2060764Almost like you should have... started earlier.
Why does it keep telling that everyone wants to visit a church even the tourist want church’s but I can’t build any spiritual buildings. I started on an empty map so there’s none already here
>>2061369Yeah, you are a communist, no churches for you, it's something you have tank it or propagandize out of your population.
Also apparently there is some sort of system where services can get substituted and taking a ferris wheel ride or something instead of going to church will satisfy that need, but I don't understand how that works or if it's even intended behaviour.
>>2061375>services can get substituted and taking a ferris wheel ride or something instead of going to church will satisfy that need, but I don't understand how that works or if it's even intended behaviourThat's how it works and it's intended behavior. If everybody is complaining about not going to church it's because they don't have enough entertainment services like museums and carnival rides, or they don't have enough time to fulfill their primary needs so they never have a chance to go to the museum or carnival.
>>2061414Oh, okay, thanks. I also know there's a cooldown where they can't use the same service type in a row. I just never felt the need to observe it myself. Just playing "normally" and building whatever you want works just fine and I never had issues with it. It's more of a midwit trap when you spam just one most "efficient" building I guess.
>>2061689Would a sports hall and an indoor pool count as two seperate services?
>>2061781I think it depends on "attraction type" stat and it's pools & beaches for both
>>2061781No. Also some citizen facilities don't have a tourist rating so they can't work as needs replacements. You might have an indoor pool with no rating which means it can only be used to fulfill "sport" needs, and then a modded indoor pool with a tourist rating which can replace other needs like alcohol or church.
>>2061107>What made you think super speed time wouldn't make things act weird?i don't know
maybe thinking the game was competently programmed?
if you have a deterministic simulation, then speeding up time shouldn't make any difference to the final game state no matter how fast you compute each step
>>2062419>I assumed _________ and now I am angryaww I'm sorry
>i used debug tools which made the game run improperly and now i am angry
>>2061375Basically, citizens can use an "attraction type" to replace of drinking, praying, sports, or culture, and then they have a cool down for that attraction type that is set by the building they used it at. While the citizen is on that cooldown, they can't use that attraction type at any building to replace needs. Then there are the Art Gallery and Lviv Circus, which forbid citizens from satisfying culture at them if they are on cooldown for these buildings' attraction types. The base game cooldowns range from 4 to 20 work/free time cycles, with indoor pools having the shortest, then carousel, then museums, galleries, & zoos, and finally sight towers have the longest. Mod attraction type cooldowns may vary.
Replacing a need with an attraction type will prevent any happiness or loyalty losses from missing it, while also lowering the preference for that need, so it is a good way to lower alcohol addiction and religious sympathy without using radio or TV or lowering your workers' productivity. This can also lower the preference for sports or culture though, which increases the odds of alcohol or praying being requested while reducing the benefits citizens get from more sports and culture. If you are aiming for a population with high culture or sports, attraction types may hinder this unless you filter citizens by their needs. Citizens also won't prioritize going to normal services and may waste the cooldown replacing culture or sports, so you either need to have many different attraction types available so at least one attraction type hopefully isn't on cooldown, or you need to gate off attraction types with public transit so only the citizens currently wanting to pray or drink have access to them.
>>2061822>>2061781Actually due to a bug (a wrong config tag), the sports halls' pools and beaches attraction type cannot be used to replace needs, so they act like normal sports fields that can be used year round.
Looking to start a new game, what are some good maps now? Also I want to actually use biomes, any good tropical or desert ones? No siberia though because I can't be bothered with that harsh heating requirement.
>>2064324I like the North Korea map, Estonia map aswell but that’s really flat abit of a different experience, never tried a jungle or desert one I’d be interested in like a Laos or something though could be cool
Plans for the next expansion are underway! Allisonshire will be a small town with a limited population. To the right is the industrial zone with rail served fabric and clothing factories
>>2064838And there will also be an amusement park
>>2064838Wow, that looks really good. Are you playing on Realistic?
>>2064883Thank you, yea it's on realistic mode. I usually spend days on pause working on these new areas
>>2064903Nice. I've played a couple dozen hours myself, but I'm planning on starting a realistic playthrough in a couple days. Just trying to wrap my head around the game. Really like how you build stuff, definitely something to aspire to.
>>2064906Thank you again, I do get very autistic about my layouts and making everything line up as nicely as possible. Realistic is a whole new beast but it ruins other city building games for me
>>2064992I need to put a little access path in for garbage stands to the left. Can use that for construction as well.
I miss being unemployed and able to work on this stuff all day
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Did you know water flows downhill?
>>2065233it mimics how my pee trickles down your face
>>2065233It helps if it has more a drop.
>>2065377*more of a drop.
>>2065233>>2065377Yeah, water has pressure and height also matters for it, not just for sewage. Water pressure is one of those "how does it work exactly" mechanics, but it's not super relevant most of the time. I suppose you save on a pump by having a well higher.
>>2065380Had to check if pumps were are a hardcoded requirement. Hence big hill into water tower.
You can never assume game behaviors.
>>2065380>I suppose you save on a pump by having a well higher.Most of the time it isn't worth it due to the extra piping and getting workers/vehicles to the well.
>pressure and height also matters for it, not just for sewage.Sewage needs height too, just not that much.
>>2065385Some masochist already suffered through all that:
https://steamcommunity.com/sharedfiles/filedetails/?id=2973142931
>>2065402>est. reading time 193–245 minutesYeah, fuck that.
>>2065406>>2065406Just read the parts you're interested in. The sections on basic water and sewage flow mechanics shouldn't take more than 15 minutes to read.
Once you get oil export up and running it’s practically just free money forever
>>2065641Money is sand in your sandbox, now you build your republic
>>2066000>he doesn't like the triangleI see spending cuts in your steel future.
>>2067366>4 parking lotsRevisionism
>>2067411Those are for the foreign tourists to see, not for citizens to use. Citizens use bus stop to side
>>2069392Is okay, fills pool
Why the fuck won't this stupid as DO not delivery oil from the full tank to my empty gas power plant?!
>>2069596Only thing I can think of is no power supply
>>2069615Yep, that was it.
A normal truck line works, but the (free) DO refuses.
>>2069642A common Line W.
>>2070535Did they really need a 10 story crane for that one story warehouse?
>>2070569Straight to gulag with you
>>2070577actually it's straight to the gulag with YOU. I am an undercover commissar investigating construction waste!
This thread is now a Trioka,
>>2070535 will make an affirmative defense as to why he's not guilty of wrecking.
>>2070569I discovered another funny drawback of buy only tower cranes because they have better stats.
The mechanism to build panel roads is a crane, but it has to be a road crane because obviously they are not going to tear down and set up a tower crane every 50m along the way. Probably nobody uses panel roads though, I was really overproducing prefabs and thought it would be fun to use those.
>>2070988I completely forgot those exist. I should give it a try.
>>2070999They aren't as good as asphalt roads but it's still upgrade over gravel and faster to build. Particularly because going from gravel to panel is done in one stage with no paving and rolling and road cranes can drive themselves to the site instead of having to wait for them to get them delivered or moron roller deciding to drive there. They also upgrade to dedicated tram lines if you want.
In the end I just use them where it would be cool like industrial areas.
Anybody have some sawmill design ideas? Plan on doing logging camps all over the map and having a bustling lumber export going
>>2071051Is it worth it even? I produce enough for domestic use since it's easy setup, but it is profitable, wood/boards have like one of the lowest unit prices.
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Using the measurement tool to pre-plan networks
>>2071089Boards can be profitable, but it will take a while to repay the startup costs. I wouldn't recommend it as a main industry.
>>2071084Hmm, it looks like logs come in by train and just get rolled off the cars into that dirt embankment? Presumably finished product is exported by barge or truck. Are they spraying water onto those log piles? What for?
>>2071334The "dirt" is bark. Timber is watered to keep away bugs, lessen cracking, rinse off road dust and gravel, and to reduce sawdust in the air.
https://www.youtube.com/watch?v=UHV8a1ExlGo has some of the process
>>2071089Making money is easy in the game once you're established. I want these bustling industries just to provide more flavor to the map
>>2071357I was going to say something funny about having a promo video about sawmill automation on hand before I remembered what thread I'm in... and that I work in industrial automation.
I'm turning into a german. The kind that after all day of working in a warehouse plays forklift simulator, it wasn't a good realisation.
>>2071125Is there a mod for measuring circles?
v1.0.0.7
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>burning coal in 21C weather
Are you heating the crows?
>>2071641Of course comrade, my workers all get hot showers instead of a retirement.
>>2071641>>2071657Actually, in some commieblocks you get hot water from a central service too, rather than have an individual water boiler/heater in an apartment so a plant would run even outside of cold weather season. Well it probably wouldn't since most heat is going to be waste heat from a power plant. As autistic the game is it doesn't implement either as a thing.
>>2071670That makes sense and a lot of hotels do that today.
The weirdest thing I learned about commie blocks was that they had a socket for wired radios and TVs to plug into to receive the signal, and that some programs were broadcast over the power transmission lines instead of the airwaves.
https://youtu.be/AvTaNVXGR0w
>Well it probably wouldn't since most heat is going to be waste heat from a power plant. As autistic the game is it doesn't implement either as a thing.The line for simulation in a game has to be drawn somewhere, but at least we can use waste waste to heat homes.
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>>2071714Sort of, but with one set of wires used for power and the signal. The wired radio just filtered out the 50 Hz of the power grid and played the 30 Hz carrier signal.
I think some soviet buildings had an antenna that all the tenants shared with a separate socket just for the signal, but I may be remembering that wrong.
>>2071691Never heard of it, this seems to be only USSR-specific thing and not in the satellite states.
>>2071714More like one way phone line they broadcast "radio" program over. Commie coax also existed to an extent. I know commieblocks would have a shared TV antenna on the roof and had it distributed to apartments.
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>>2071736Better a shared antenna on the roof than this mess
>>2072135Really, why aren't there any forklift crossings in this game?
>>2072141It's a damn shame
Some times loading games takes a few seconds, other times it takes a minute. Cold start is often slower, but every now and then restarting the game and loading takes a quarter of the usual time. What gives?
>>2071641The party is planning on accelerating global warming so that we can grow oranges in Siberia before 2200 as part of the 1st 500 year plan.
It will also aid in scorching decadent capitalist states that exist in more temperate climes at lower lattitudes.
I seriously can't find the station length of customs houses anywhere - wtf?
>>2072218I don't know it off the top of my head either, but there's a measurement tool you know
Argh!
WHY ARE BOTH TRUCKS HEADING TO THE SAME FIRE?! THE EARTHQUAKE SET HALF THE TOWN ABLAZE!
Year 2 of sending commies to England.
1 frame per minute, 1367 frames = 23 hours.
Timelapse tool could use its own framebuffer instead of teleporting the camera each time.
>>2072870English Socialism, I love the Big Brother
Expansion continues westward as more infrastructure is developed.
>add some overhead wires to the road
>1500 people die and 200 flee the country
I hate construction.
What's the minimum turning radius on trains?
Near snap appears to completely bypass any limits
>Fi 2472 Trolleybus
>>oh yeah, a Mark E can totally pick me up!
>Mark E flatbed
>Sorry, I can only do the 9m DLC LK
>no vehicles can collect the trolleybus from customs
>build trolley way to customs
>send trolleybus
>trolleybus can't leave
>can't send it back
>only option is to pay $5000 to have it scrapped
fffffffffffffff
>>2074591Both methods work for me. Are you using the right Mark E flatbed truck?
>>2074591>>2074720Yeah, there are 2 Mark E flatbeds, one has higher load capacity but isn't actually flat so it's not suitable to carry vehicles or containers.
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Cramped.
>>2075635This is amazingly antithetical to my playstyle
What the hell is even with those customs houses
>>2075818Anon is playing on UK map, you get 3 customs houses, large soviet and a small each squeezed in the corner and I think that's all. It's part of the challenge of the map. You are an island so you can easily go into ships though.
>>2075635wait, you can build factories that close without pollution fucking you over?
>>2072141because it's jank
>>2075924>you can build factories that close without pollution fucking you over?That's a problem for future me.
>>2076068My city is walkable.
Houses do not need road access btw
>>2076089The new 400m walking distance makes it really easy compared to what it used to be. I like that a sprawl like this can still be mostly reachable from the shopping center
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>>1964041 (OP)>battlefieldo>>mini grenade strat nao
>>2076089It's plausilbe to get things this neat looking by hand? I imagined you needed mod tools to place things so precisely
Nta but it's just autistic perfectionism. Blows my mind how people can handle such wonky spaghetti
I wish they add single family housing in WR2
>>2078720I wish they added allotments
>>2085349I've wanted to try islamogommunism but couldn't find a good desert map
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How the fuck do you make it work? Can't even use more than 3 planes. Should've gone with helicopters.
>>2079073There are setback minimums, comrade, you know...
>>2085792Looks like the bug where vehicles cannot enter customs and just sit in front of it.
>>2085844These retards reserve the destination parking spot as soon as they take off. So god help you if you have less parking spaces than you have active planes, because they get stuck and wait until the last moment to temporarily unfuck themselves only to repeat the cycle. And having 10 spots for a 250m dirt airstrip just feels comical.
Helicopters suffer from none of this shit, so I will just have to eat the fuel cost, I guess. Never touching the planes ever again. Serves me right for trusting the redditfags.
>>2085792what is the purpose of having those planes? asking bc I have never had planes
>>2085925Delivering slaves to the far away construction outpost.
>>2085925I've never used planes for internal transport, but they are good for getting large amount of tourists into the republic and particularly into a more central location
>>2085880I've never had that issue or seen airplanes behave like that and I've run plenty of tiny planes out to remote oilfields and farms. You probably fucked something up with the speed commands.
>>2086225If I have only 2 planes, it all works. The moment I add more, it gets retarded. Care to show your airports (at both ends)?
I have also witnessed the same behavior in this video: https://www.youtube.com/watch?v=KwATElhJrdc
>You probably fucked something up with the speed commands.Not sure what you mean by this. If you mean Ctrl+1(2), then I never use it in real savegames.
>>2086392If my airplanes have to queue up, they wait in the air or in a place that doesn't block access to the airport terminal. I can assign as many airplanes to visit an airport and never have to worry about them sitting in front of the terminal.
https://files.catbox.moe/2k0h0s.mp4
>0.9.0.11What version are you playing on? The public release is up to 1.1.0.11 now.
>>2059782you should probably paint over the little artificial isthmuses before you import the terrain
>>2086838merry isthmus to you, too
Why can't I make my workers ride bicycles for extra range + sports?
>>2091610Wasting steel on bikes is for bourgeois decadents and wreckers. The party decided you will use the glorious train that vill drain half of your powerplant's capacity.
Speaking of trains... Can someone else verify my findings?
It feels like the kW rating for rails vehicles (didn't test the trucks) in this game has no relation to their real output.
For example, a test with PRR GG1 locomotive and some cars amounting to 500 metric tonnes accelerating from a standstill results in the roughly estimated acceleration of 1.21 m/s^2. While in reality it should be something closer to 0.5 m/s^2
GG1 is rated at 291 kN with the continuous power output of 3450 kW. So it means that acceleration formula should be something like this:
a = 291 kN / 500 t = 0.582 m/s^2
also
t = (50 km/h - 0 km/h) / 0.582 m/s^2 = 23.86 s
all while in the game the GG1 would achieve 50 km/h from a standstill in about 11.5 s, which is almost 2 times faster.
I was trying to tether the power output of some modded EMUs back to reasonable figures when I decided to try out the vanilla locomotives as well and discovered that the game's power units are complete bullshit.
>>2086838Infact, I had actually painted those jetties to be larger so they'd appear on the map. They obviously serve no purpose, but covered with the rock texture and a lighthouse plopped at the end, I think they look alright.
>>2091610Because the game isn't good at spreading citizens out among a bunch of services and it would make public transportation pretty much irrelevant. Citizens also already walk at 40 kph anyway.
>>2092787The game has plenty of inconsistencies like one knot being 3.6 kph instead of 1.852 kph and a day having 60 hours, so I would not be surprised if this were the case.
Is early start fixed enough for me to start a new realistic save or should I let it bake for a few more months.
>>2094776It's mostly stable now, but they're still adding new stuff with every update, so I'd wait a little longer. That bballjo youtuber guy said that he's going to begin a new Early Start series as soon as the DLC had received its final content update and he has a direct line to the dev, so I think this might be a good milestone for you to go off of.
If you want to start now, you'd probably have to use some workshop mods, since the late 40s and the 50s are lackluster in vehicles. The Gaz-51, Early DMUs and Early trams mods are what I would use a the very minimum. There are still no good 50s trams/trolleybuses or 30s personal vehicles mods though.
>>2094458At this point one wonders what the base unit of measuring would even be. Meters? Seconds? Are there any units that aren't out of whack?
>>2095398Everything is based on seconds at slow speed. Days on the calendar last 60 seconds, lines report their circuit times in seconds, the various citizen time periods and limits are in seconds under the hood, and vehicle speeds correspond to the distances measured in game with real time at slow speed.
A vehicle going 3.6 km an hour will go 3.6 km after an hour passes on slow speed or 1 meter every second on slow speed.
>>2008474Skill issue. Also communism is not reality.
any cool map recommendations from vst?
>>2097630Ditto on this /r/equest
Any use for water quality above 97%? 99% quality water have any benefits?
>>1964041 (OP)I bought this game so long ago and want to jump into but all the YouTube tutorials do a shit job of explaining what to do and why, what you actually need. It’s just guys that very linearly explain what they do and assume a certain amount of prior knowledge.
Any advice?
>>2099386The game has 2 tutorial campaigns. First is like just basic controls and second is a guided scenario that has you touch on most of the game features.
One thing I'd say is don't feel forced to start your first ever game on realistic with all mechanics enabled just because that's what youtube fags who have been playing the game since before water, sewage, garbage, crime or heating (or the concept of realistic entirely) existed.
Leave yourself the option to pay with cash to get yourself out of the situation and not have a town die because you misclicked while setting up water pipes. Realistic start is also extremely slow and requires planning for things you probably don't understand yet.
can I build and export AK or go to space yet?
>>2099410You can pretend that mechanical components are AKs but devs deliberately avoided goods that exist only to get exported as a game design decision and there's military aspect to the game.
No braking up protests with tanks, you are supposed to build a genuinely working republic (propaganda aside)
>>2102047Should you? What interest do you have in logistics?
>>2102052is this an actual fuctioning settlement pictured? realistic mode?
>>2102069Fully functioning, full realistic all the way through
>>2102267very impressive
all i can say is why doesn't mine look like that :'(
>>2102776insufficient study of Marxism-Leninism
>>2102776Show what yours looks like.
Also I played that map while I was unemployed for a year and autistically fixated on it all day. I think planning out the railyard at the end of the webm took a week of just sitting there fiddling with it. Then I actually had to build it