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How goes your cities?

I just saw some youtuber gushing about the electricity features for CS:2 they've "nationalised" from W&R. He thinks they're the hottest shit lmao. The only thing the CS:2 devs seem to have innovated on is battery buildings, which i don't think were a thing in the W&R time frame.
>>
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I maxed out at 198,000,000 rubles in debt before I finally got everything stabilized.
>>
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Wish I could get a full screen version of the minimap so I can make a decent map of my rail lines
>>
>>1506262

yeah it's a pretty good feeling when you start to stabilise your finances
>>
>>1506262
>198,000,000 rubles debt before breaking even
What in the actual fuck anon? Did you build a nuke power plant setup for your starter industry while on easy money? Some generic ass clothing setup would have set you back maybe 3 mil in total for the same effect
>>
>>1506246
If a factory (brick) has a direct connection to an open storage (for bricks) is not necessary to have forklifts? I'm genuinely confused about forklifts and storage
>>
>>1506296

no forklifts needed.

in fact i've not built any forklifts for ages. forlifts are for when you have buildings too far apart or too awkwardly angled to have a direct factory connection - you can then connect them via factory connections with intersections. however, they're phenomenally inefficient compared to, say, transporting the resources between a building with lorries, as well as being a ballache to set up
>>
>>1506291
It's 160 years in to the game, it was just an endless game of catchup trying to get ahead of wear and tear and vehicle replacement and this and that. Would get out of debt and then stumble right back in to it thinking I had better ability to pay it back. Got very panicky and almost broke down and cheated the debt away
>>
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big belarussian dumpers
>>
>>1506296
The factory will output bricks to the storage or its own internal storage in an effort to keep them at the same % fullness. Vehicles at the storage or the brick factory will have access to both storages and will draw from them both attempting to keep both at the same % fullness. Something connected to the open storage like a road cargo station will only have access to the open storage so bricks will be left untouched in the brick factory. This doesn't affect production but it will result in bricks that remain in the factory which bothers a lot of people for some reason.
>>
>>1506313
Now that we can feed the gravel processor with conveyors the truck size is less relevant because we can just fill a storage 100% of the time instead.
Note that certain forum personalities are complaining about this improvement because it removes the challenge of making gravel.
>>
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Soon we will begin the export of alcohol.
>>
Is there no way to transport sewage and drinking water with helicopters or trains? I'm building a coal outpost high in the mountains, but supplying it by road is going to be troublesome.
>>
>>1506519
Pipes are not an option?
>>
>>1506527
Hmm, I don't know if water pumps can handle such massive elevation but I can try. Still gonna need to deliver fuel for garbage trucks though, and my build space is really limited so I guess truckin' is the only option. For reference, this is where I'll be building my mine and maybe the processing plants too if they fit.
Also
>mine has a conveyor connection, presumably for waste offload
>processing plant doesn't
If I don't build the plants I can connect directly to a railway dump and skip trucks altogether. Decisions, decisions.
>>
>>1506263
What map?
>>
>>1506649
https://steamcommunity.com/sharedfiles/filedetails/?id=2793037325
>>
This game scratches an itch that Victoria 3 tried and failed to scratch. It's actual economics.

If there was a war mod, it could be something like a "front line" appears over parts of your country. Buildings near the front line suffer damage and go out of action. You have to build military buildings near the front line, and supply them with munitions to push the enemy back. Kind of like Factorio?
>>
Thankfully you are not a game developer.
>>
>>1506543
I think if you put a small water tower at points along the road followed by a pump it would be able to handle it, running a sewage line will be easy
>>
am i killing my people by dumping the sewage in a lake 400m from their houses?
>>
>>1506900
Build a pollution meter or if you're playing the beta check the health tooltip.
>>
I'm gonna try this game. Any essential mods?
>>
>>1506982
nope
>>
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>>1506982
None. Do read (or watch) guides though
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>>1506246
Why would you make it so difficult to find the thread? "Workers and Resources" or "W&R" or "WR:SR". The made up word salad you tossed for us in the OP is retarded.
>>
>>1507117
"Soviet"
>>
>>1507117
If you've paid attention, the game's community harbors a small number of seriously dedicated spastics who are deeply amused by their own "comedy." They cross pollenate between the Steam Discussion forums, the WRSR Discord and this very board, presumably because they are terminally online autismos and there's very little audience for their shenanigans.
>>
https://www.sovietrepublic.net/post/report-for-the-community-79
>Stay tuned for forthcoming reports, where we shall divulge more about what lies ahead. In the meantime, remember to cherish life, indulge in merriment beyond the screen, and ensure your safety. Be assured that we value your unwavering support, and together, we shall embark on an unforgettable journey.
>>
>>1506711
Even just a cold war military industry would be good in game. Have a nato threat level that you must meet in production of weapons, or demands from the ussr in return for good market prices. Don't meet the nato threat or don't supply the ussr enough and you risk getting overthrown/invaded. Could even go full soviet republic and spunk all your resources and manpower on vanity projects like deterrent silos, wonder weapons or a space program.
>>
>>1507174
>add more diversity to existing structures and fasscilities
it's over
>>
>>1507202
the Eastern Block has fallen

billions must capitalize
>>
>>1507202
>spending tens of thousands of dollars to import uneducated third worlders because it's good for the local economy and far cheaper than importing or birthing Soviets
Nothin personnel
>>
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Can someone explain vehicle maintenance to me? For example, I built my repair station next to a tram end station so all trams recieve maintenance, and the service truck of the repair station often visits distribution offices and construction offices, but how do I make my bus lines recieve maintenance as well? They don't seem to visit the repair station by themselves and even when I click the repair button in vehicle menu they don't actually visit it, I have to send them to depo manually so a service truck would visit them there and that's no good.
>>
>>1507389
Do you have the "Allow repair in building (vehicles on lines" box checked? If so they should stop in when they need repairs automatically if it's near the route
>>
>>1507390
I did check it, and the entirety of the bus line in question falls into the repair station's are of operation. I have a lot of road vehicles though, so maybe the station is bottlenecked and I should build another one?
>>
>>1507403
That might be it
>>
I swear, if I see the words "tutor" and "orphanage" in the same sentence again, there will be casualties. How is it not enough to have 3 large ones and one small one at 10k population anyway? At this point, almost 20% of my young population are orphans, did I accidentally select a 1945 start or what?
>>
>>1507525
Your mortality rate is too high. Too many adults die leaving orphans.
Now you can deal with this two ways - don't build orphanages and let the children die on the street (technically the superior option), or embrace incerased crime rates and assorted bullshit by just building more orphanages.
Or fix your shit so less people die in first place.
>>
>>1507529
My life expectancy is around 80 and my population has been growing steadily, I really don't get why these bastards keep spawning. Also, is there an in-game way to track orphans who don't get into orphanages? Do they just disappear/escape/die?
>>
>>1507525
You can turn that notification off in the general settings
>>
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>>1507525
Orphanages are a broken system and not building them at all is the first step to fixing your problem with orphanages.

Your adult citizens reproduce asexually via budding - a child splits off of them. There is no other parent. Citizens have a chance to produce children for their entire lifespan.

This means the majority of your citizens reproduce at a rate above replacement level, usually producing 3 or 4 children across their entire lifetime assuming they live to about 80. (That's before the fucking mind boggling population growth you can achieve with the new Fertility tech from the Medical Uni.)

However this means that when your 75 year old pensioner has a 5 year old and a 10 year old child - in addition to the 2 other children they already had in their life - that when the pensioner dies those children will be placed in to the custody of an orphanage.

Any orphan that is not placed in to an orphanage automatically dies.

You physically cannot maintain and operate enough orphanages to care for all of the orphans that spawn without involving yourself in a constantly expanding orphanage ponzi scheme, unless you negatively gear your birth rate - in which case your republic will collapse.

This means you cannot operate truly effective orphanages, because they will always become filled to capacity and once they are filled to capacity it is no longer possible to shovel enough workers in to the orphanages fast enough to maintain 100% staffing levels, so the orphans will become disloyal criminals because the orphanage will run at the "insufficient tutors" rate, creating high criminality-low loyalty bastards. This is similar to the problem power plants used to have, which was fixed by the Devs begrudgingly agreeing to 60% of power plant staff being able to produce 90% power yields.

A mouth breathing contrarian will post, "just set worker loyalty to high" because there is some weird orphanage simp gang insisting that it is in fact a good system.
>>
>>1507173
>discord
>troonrage
Not the thread for you, pup
>>
>>1507593
Fucking A. Well since I already built 4 orphanages, I might as well keep em around for pop growth, even if said pops will be low loyalty for some time before total media control gets to them, but I'll sure as hell disable the notifications.
> it is no longer possible to shovel enough workers in to the orphanages fast enough to maintain 100% staffing levels, so the orphans will become disloyal criminals because the orphanage will run at the "insufficient tutors" rate
I did some digging on the steam forums (namely here https://steamcommunity.com/app/784150/discussions/6/5135803832913123216/ ) and it seems the problem of oprhanage overcrowding leading to severe loyalty drops has been fixed last year, or at least so the people say. There's still way too many orphans around though, so while I might begrudgingly build a couple more, I'll stop chasing the pipe dream of caring for every orphan in the republic.
>>
>>1507403
Do you have a long repair queue (10+ vehicles)? That might be the issue. In case all of them are at 0% and your service vehicles are idling, that's a bug and you can fix it by saving and reloading
>>
>>1507782
Or you can cancel the queue and they'll be right back in a moment. But manage to get inside.
Also very important to have a road station. Otherwise the queue of repairs will block deliveries. Leading to no one ever doing anything.
Wish I knew that when the patch first came out
>>
>>1507798
They claim they fixed that, though we'll have to see. Having a road station for drop off is definitely a good idea though since Maintenance depots get super busy
>>
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Realistic mode, medium difficulty. 6000 pop, just fixing logistics before I try expand to a new city.
Thanks for not putting "Workers and Resources" in the post OP, so I can't ctrl+f it from the catalog.
>>
>>1507802
Repair stations just need the amount of goods they can store increased 5-10x. The current values are ridiculous.
>>
>>1507593
I hope the devs will spend some time tweaking oprhanages since we're already so close to release

Alternatively set an upper age limit to the child spawning of citizens
>>
Any youtuber that you recommend watching for learning? That is not so fucking cringe or annoying (hard mode)
>>
>>1507924
No. Play the tutorials and then play the game on easy settings until you figure it out.
>>
>>1507894
small warehouse, if you're not repairing helicopters you don't need to keep aluminum in there
>>
>>1507943
The open storage vs covered storage really confused me when I first saw it, there's enough steel in there for probably a thousand road vehicle repairs but only enough electronic parts and mechanical parts for ten. It's like the dev forgot a zero or two in the covered storage value.
>>
Is digging latrine pits an intended part of the game? Or maybe I should truck the waste at this point, but this outpost is so remote.
>>
>>1508086
Just get the mod that lets you dump waste on the ground if you're going to do stupid stuff like that.
The game is designed around playing the Eastern Europe map where no terrain is more than a few hundred meters horizontally from terrain which is only a few meters above sea level; the devs apparently never considered that we would play mod maps where most of the terrain is several kilometers from water and dozens of meters above sea level.
In reality the there are lots of small streams and rivers and canals suitable for dumping (hopefully treated) sewage even though they're above sea level, those don't show up in game because water can only exist at sea level. You're not really dumping it on the ground, you're just dumping it into water that is too small to display in the game.
>>
Does station length for trains even matter? A pipe loading station is short as hell yet my much longer trains seem to have no issue with it.
>>
>>1508086
>literal shithole republic
>>
>>1508129
If a station has a loading/unloading bonus it is only applied to wagons that fit inside the station (if any part of the wagon fits it counts as far as I know).
>>
I set my train distribution office to supply a train end station with fuel, but the distribution train just gets stuck there and doesnt offload any fuel. What am I doing wrong?
>>
>>1508140
I think the rail end station can only be supplied by a road DO.
>>
>>1508148
Fucking hell, why would they do that? I wanted my rail endstation to also act as a fuel depot for my mountain outpost so garbage trucks inside it had access to fuel but now I have to bring fuel by trucks anyway? Or I have to somehow make enough space for a train liquid station plus a fuel tank. This game is so fucking frustrating sometimes.
>>
>>1507941
>easy settings
That just breeds inefficiency and doing sloppy work. At least do medium, you still drown in cadh at game start, but it's not completely ridicolous
>>
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>>
NEW THREAD HERE
>>1508157
>>1508157
>>
So I heard people shittalk motor wagons in the past, but where would you actually use a large capacity passenger train? People only wait on the platform for 1 hour and you can't tell a train to wait until enough passengers board so isn't it always better to have frequent smaller trains run the line?
>>
>>1508306
Mid game when you can't afford lots of small capacity trains, on a non-immediate good like coal ore.
Rail in 300 people to the mines, acquire coal ore, refine at a later date and build a stockpile for winter.
>>
>>1508310
Does that mean you simply choose to deal with high unemployment numbers inbetween train arrivals?
>>
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>>1507881
Winter. The 5 year fuel-sufficiency plan is completed, the current 5 year rail construction plan is underway.
>>
>garbage can overflows
>half the town dies
realistic
>>
>>1508612
I discovered the absolute torrent of shit aka biological waste that cow sheds produce. It's a nice little earner when processed into fertilizer. Better than a kick up the bum.
>>
>>1508612
>>1508617
I think we should celebrate that Peter has made a poop based economy feasible
>>
>Livestock grow up in livestock farms and requires crops to grow. It is produced at a rate of 2t of crops to 1t of livestock
this seems way too cheap
>>
>>1507995
Wait, does the repair garage need both kinds of trucks or what?
>>
>>1508697
No, and you can't even assign an open hull to the repair depot.
The covered hulls carry "service material" or something which is just made up of them taking tiny amounts of the components stored at the repair depot. That's how they can use both covered and open hull goods in a single truck.
>>
Do you guys use composting plants or let the nature run its course?
>>
>>1508892
I just import compost because it's basically free but I haven't played into any big cities on the beta patch. It's possible that waste loading speed isn't high enough to make that viable on the large scale.
If you care about the large scale then the compost plant will be the way forward because cost will be irrelevant, speed of production is the key factor.
>>
>>1508894
nta but I was importing fertilizer too then one season it shot up 5x in price and I didn't realize it
>>
Does anyone know why the train in my rail distribution office isn't doing its job? Does it have anything to do with the electricity warning right next to it? Before you ask, the distribution office and all connected stations have power
>>
>>1509011
Are your railroads electrified?
>>
>>1509011
Is the whole lenght of the railroad electrified? Did you maybe forget a tiny section somewhere without electric wiring?
>>
>>1509022
>>1509034
Yes. Some of my passenger trains (electric) even drive through the station sometimes
>>
How much of a difference does vehicle skill make?
>>
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Main road skeleton of my future steel production city is now underway (realistic mode).
I've got road and rail access under construction, but they'll be something like 4 or 5km.
So, can people give me strategies on building from very long distances? I think it looks like:

> set up rail and road infrastructure
> build temporary construction offices
> use those to build resource storage, and permanent construction offices
However, at this point, you still have to long-distance import workers, concrete and asphalt. Should I consider then using a passenger rail system to drop workers off at the new construction site?
Money is no longer an issue.
>>
Is there any way to make rail construction not take agonisingly long?
>>
>>1509171
Build your RCO near the soviet border so you could buy an EDK-300 as soon as possible
>>
>>1509174
Of course I use it for train construction, and then ferrying back-and-forth and occasional construction congestion still makes it take several years
>>
Do I need a water pump after a water switch? (the switch is connected to a pump before)
>>
>>1509297
No.
>>
>>1509119
In case of common vehicles, it denominates speed. In case of cranes it tells you how many construction workers it can give the x5 construction speed buff to
>>
>>1509342
By speed I mean how quick the thing does its task, not movement speed. Skill relates to work speed linearly, btw
>>
>>1509181
Put the number of vehicles you intend to use +1 in the RCO so there are enough extra worker slots for constant 100% production on the vehicles you intend to use.
Break up construction tasks so the track builder can spend longer driving at its max speed rather than the 23 kmh used while driving to the worksite on an under-construction section.
>>
twinkly

i do like how illuminated towns get at night with the lit walkways
>>
>>1506900
The sewage outlet can produce a small amount of pollution. I built one next to my city and i was scratching my head trying to find the cause of these mass deaths for ages till i realised it was that
>>
>>1509542
Does it produce as many tons of pollution as the sewage flow through it, or perhaps the sewage flow multiplied by sewage pollution%? In any case, that is by no means small, rather it's comparable to some of the more polluting industry buildings once your city gets big enough?
>>
New soundtracks are pretty good, wish there were even more.
>>
>>1509567
Not sure, from my testing it seemed to be static but i think i’ve seen others talk about pollution getting worse with volume
>>
>>1509588
In my case it absolutely did grow worse with volume, to the point where I had to relocate it further from the city to avoid mass deaths.
>>
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>>1509135
Construction park nearly complete. Unfortunately figuring out how to regularly supply asphalt/concrete remains a headache, and I don't think railing workers in is the best solution.
>>
>>1506246
>SHIRKERS AND REPORTERS: "SOVIET" "REPUBLIC"
Lol who is the retard that put this name for a thread? I mean you clearly have the iq of a nigerian woman
>>
>>1509820
It was me and I regret nothing
>>
how something like this can happen? I'm missing something in the repair process?
>>
>>1509820
We've all found it so far besides that literal retard who started a new thread
>>
>>1509834
Doesn't make it any less fucking annoying.
>>1509833
Latest update broke vehicle repair stations.
>>
>>1509836
>I am annoyed by having to search using the other words from the title of the game
Big problems in your life there friendo
>>
>>1509836
So what can I do? Replace the vehicles?
>>
>>1509840
I've had mine set to cancel long idle, maybe that setting might fix it. Can't even remember when the last update was but my stations were working fine
>>
>>1509840
Wait for .20, and in the future don't overwrite your working saves by saving from a newer untested version.
>>
if i drop off foreign workers at a transfer bus stop, how long will they sit there waiting to be picked up?
>>
>>1509860
An update just arrived and fixed the issue, cheers.
>>
>>1509893
"1 hour" same as everywhere else
>>
Is sewage water different from waste water? Can I throw both of them through the same pipes?
>>
>this guy wants to mix his waste AND sewage
>>
>>1510077
>this guy doesn't know how to quote a reply
>>
>>1510080
Let it flow my man, waste is sewage and sewage is waste
>>
Does automatic vehicle replacement actually work?
>>
>>1509831
>I regret nothing
You should regret to be born
>>
People who pirated the game, where do you get patches? The ones I see on cs.rin.ru seem to have malware inside.
>>
>separation plant outputs three (3) types of aggregates
>separation plant has two (2) aggregate outputs
what did they mean by this
>>
>>1510446
The input, output, shape and size of all kinds of buildings is just weird. There's some things I think it's just mandatory to use the modded version of.
>>
>>1510400
yes, but I found it only started working after I had checked the box and pressed the button at the top right to manually select a vehicle to replace
>>
>>1510446
You can use a conveyor engine 1-to-3 with multiple types of aggregates at the same time. >>1510458 is silly, you never needed modded buildings besides kindergartens
>>
>>1510476
Why would you need modded kindergartens, the big one is pretty big.
>>
>>1510492
Because there was only one before and you needed them everywhere because of low capacity
>>
I wish there was more challenge to the mid/end game, currently once you get a steel mill or oil refinery going you can never run out of money. Maybe epidemics could be harsher or you could get embargo'd on different goods and see how self-sufficient you truly are.
>>
>>1510476
Ok, you don't NEED to play the game, but more often than not it's more fun to have more options available. Capiche?
>>
To clarify, it's just Company Town Simulator, right? Because that's how I'm gonna play it
>>
>>1506900
Just do it downstream, that way it's not your problem
>>
>>1507202
>>1507225
>>1507259
Workers of the World, Unite
>>
>>1510440
don't pirate indie games fag
>>
>>1510915
Company town is close enough, citizens are there at your behest to work the jobs you allow them to and buy from your shops. Though they aren't actually paid a wage, your only costs are imports and man-hours of labour.
>>
>>1510996
Fuck you, these cucks went political and virtue signaled for hohols, they don't deserve a cent of my money.
>>
>>1511053
Then don't play their game, it's that simple
>>
>>1511065
What kind of stupid argument is that, why would I deprive myself of something I enjoy because I disagree with its' creators optics? I will gladly play it and cover my towns in DLC buildings relishing in the fact that I do so without supporting the authors in any way or form, thus doing my part to penalize them for poor decisionmaking.
>>
>>1511129
You are either Russian, in which case you should be dead in a trench somewhere by now, or you are retarded, in which case lol, lmao.
They went political and so did you. If you really cared about impartiality you wouldn't mind them giving their money to Ukraine because you're paying for a product and it's their fucking choice what they do with that money.
Or maybe you're just a spiteful /pol/ goblin who is desperately justifying pirating games because you're a penniless neet. Either way cs.rin.ru is your best option, enjoy Russian malware from the guys you're virtue signaling for.
>>
>>1511135
your "logic" is incoherent and boils down to "if you disagree with me, i'll call you names"

also the best pirateware comes from the chinese on pirate bay
>>
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>>1511160
>chinese on pirate bay
>chinese
>pirate bay in current year
>>
>>1511169
yes, friend, pirate bay is the best source for all your piracy needs in the current year
>>
Did anyone experience slowdowns in the last patch? Loading my save for the first time after launch the game takes literal minutes now.
>>
>>1511206
I believe they now compress the saves so loading does take a bit longer
>>
>>1511048
You're really selling me on it, I get to larp as a wild west mining/rail baron building his own personal town on the frontier, woo
>>
>>1511129
You are free not to buy the Ukraine DLC.
On a side note, it's an indie dev with no trannies and diversity in a 99% white country supporting a 99% white country. It's the best we can get these days.
>>
>>1511351
>slavs
>white
>>
>>1511357
They are slovaks, they are like half germans half hungarians.
>>
>>1511420
*half gypsies half hungarians
>>
>>1511053
Hmm, I wonder why residents of former Czechoslovakia would disagree with the invasion of another country by Russia.
>>
>>1511452
that's Romanians you nincompoop
>>
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>>1511420
>half swarthoid, half swarthoid
>>
>finally get around to doing oil
>never have to worry about money ever again
I want to stop myself but I can't
>>
>>1511577
>Pommern and Brandenburg are Saxony
You just know it was made by a muttoid inbetween his jewish cocksucking sessions.
>>
>>1511654
>250 years later, you still mad.
>>
>>1511592
The game is annoying like that, the moment you can export fuel or steel you suddenly stop caring about how much things cost. Wish there was more challenge to the midgame other than getting bottlenecked by poor infrastructural decisions done early on.
>>
So I just saw they added waste managment and also said that this will be the last major update before 1.0. So is it a good time to get in to the game ir should I just wait a bit more till it's finished or more polished up?
>>
>>1512045
yes, start practising now so that when 1.0 drops you can refine your start and make the republic of your dreams
>>
>>1512066
any good guides or tutorials on how to get started?
>>
>>1512204
https://www.youtube.com/@bballjo
>>
Let's say I have two rail passenger lines, each having a lap time of ~400 seconds. One has 6 trains, one has 4, both visit the same train end station. If I set the end station to a fixed interval of 40 seconds, will my trains spread out more evenly than by using variable time?
>>
>>1512045
The game is only going to be polished and get better tutorials before it gets out of EA, it's not going to change significantly.
So yes, this is essentially the final form and it's the right time to get it.
>>
>>1512643
End stations space per line not per vehicle, so you'll fuck up your spacing if you do that.
>>
>>1512903
Well fuck. I tried it already but honestly couldn't even make sense of the results so now I understand why. How come the game says fixed time is best if you use multiple lines on the same station then, how should I use it properly?
>>
>>1512915
>How come the game says fixed time is best if you use multiple lines on the same station then,
Where does it say that?
There's a reason variable is the default end station setting.
>>
>>1507593
>just let orphans starve because they might become criminals when they grow up
Enough! I will hear no more of this capitalist nonsense.
>>
I'll feed the orphans when parents between 25-40 years of age have 3-5 children per family, instead of one child every 21 years until they die.
>>
>>1512963
My bad, it's the wiki that says that.

"Fixed time works very well when you have several different lines using the same end station, so that there will always be workers waiting at the platforms."

I don't get it one bit.
>>
>>1513344
The implication is that you could used fixed time to split up the separate lines so they space evenly into their first stop where they pick up workers. So they don't bunch up there and have 3x100 pax buses trying to pick up the 150 workers that have queued.
But I don't think that's how it works, the end station definitely applies its timer to each line separately on variable time. Maybe it works that way on fixed time, I don't know because I never use it.
>>
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>>1513377
It would make sense that the game calculates variable-time on per-line basis and fixed time for all lines, however when I tried it my trains bunched up then departed every 20 seconds or so instead of 40 (I didn't time it precisely) so maybe the system is broken or I just don't understand something.

Also, I don't understand pollution either. Like why is the highlighted area red? Everything to the east is city, no polluting industries there, no backed up sewage or garbage either.
>>
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we begin anew.
>>
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>>1513393
goin double clothes line first.
>>
>>1513389
there is a wind mechanic if you click the temp guage it will switch... im not sure if this is your problem but maybe its blowing over from the industries left to right
>>
>>1513397
Wind is omnidirectional, "pollution drift clouds" are a separate mechanic. They still can't drift very far. It's more likely that anon has a full trash bin nearby.
>>
is there any point in building a sewage treatment plant now? or is it still a chemical dump for minimal gain... as long as im dumping it far away am i still good or did they make it mandatory...
>>
Since when did they make it so truck DO's can't unload grain into a farm? I used a medium farm+medium DO full of trucks setup in the past, but now they only offload grain into the silo and refuse to operate if I tell them to offload to the farm instead.

>>1513410
I wouldn't say it's worth it, it takes so much space and the alternative is to simply put your sewage discharge as far from the city as possible. An extra few hundred meters of sewage pipes is not a high price to pay.
>>
>vital construction suddenly grinds to a halt for no apparent reason
>nobody's shipping asphalt
>find out my gravel processing plant went into machine replacement and got assigned only to my heli construction office, which I built before I realized it needs helipads next to every source of material and decided to forget about it
It would be really nice if there were warnings about machine replacement/reconstruction because this is the second time I'm left crippled by it, first time was my heating plant catching fire in the middle of winter and accumulating enough wear to demand reconstruction as everyone froze in their homes.
>>
>>1513559
I guess the solutions is to make redundance for each critical infrastructure.
Build two heating plants, connect them to the same network but staff and supply with coal just one while reconstructing the other when the first one is close to wearingness limit, then swith in summer to reconstruct the main one.
There should be a window in the maintenance office to divert automatically workers and resources to the spare plant when refurbishment begins.
>>
>>1510458
I wish there was a neat tool to just make a building bigger and as it did so, the number of outputs and inputs increased proportional to increase in floorplan size.
>>
I need to get this message as urgently as possible to as many people as possible: all infrastructure buildings are subject to wear and tear. Even those that don't catch on fire. Even water switches and sewage tanks. They will need to be repaired which means they need valid footpath access. If you've been deleting their footpaths every run for two years like me, you've fucked up.
>>
>>1514609
>sewage tank is 10 feet from a road
>on flat terrain with no trees in the way
>on a sunny day with birds chirping
>but no foot path
>crews unable to access
>tank cannot be fixed
>shit pipes start overflowing everywhere
>>
are tower cranes objectively superior to road cranes in all circumstances?
>>
>>1514803
Well, they don't go to the construction site by their own power

That's it
>>
where's the option to send prisoners to the gulag?? i don't want these idiots hanging around getting fed and clothed at my expense
>>
>>1515463
Alas, you can't send them off to the Motherland. You can, however, load them into a prisoner transport vehicle and make them work in the mines
>>
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i've discovered a new type of traffic problem

the bus can't get out of the terminal because it's blocked by buses waiting for it to get out of the terminal
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>>1515679
et tu, commie?
>>
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>>1515463
"The Gulag" is just the only town in the Republic with no loyalty requirements for the houses and a lower housing quality than anywhere else. Being out in the wilderness next to a lumber yard or coal mining complex is optional but encouraged.
>>
>>1515679
The other type of bus terminal with a separate entrance and exit can solve this. For the old terminal, either putting it at the end of a longer stretch of road (so that there is space for the buses to pass each other on the lanes), or putting it alongside a one-way road could solve this.

For this specific instance, make that street one way so the buses turning in and out don't collide
>>
Can someone explain end station time gaps to me? This is getting ridiculous, I have 8 DR1A's on a line and currently 7 of them are sitting in the end station while the platform is overflowing with passengers. What should I do with the end station so train wouldn't spend 90% time sitting inside. I have 3 lines visiting it if that's relevant.
>>
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Comrade Lenin looks down the street, and into the future
>>
>>1515863
Show me your rail layout and signal layout, because it looks like the primary problem is the way you configured your rails.
>>
>>1515863
They can't path to the next stop. Most likely because you assumed they'll change rails in the building so you gave them one rail in and the other rail out which won't work.
>>
>>1515932
Oh? They can't change rails in the end stop building?
>>
Did I stutter?
>>
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How’s ur Sunday goin shirker bros?
>>
>>1506246
>i'll never build a republic this pretty
why live
>>
>>1509811
I don't think that muttmerican interstate shit torrent is necissary for like what, a hundred vehicles?
>>
>>1516151

goddamn that oil terminal makes me hard.

infrastructure is a helluva thing.
>>
>>1510440
>cs.rin.ru patches have malware inside
You've gotta be fucking joking, could you tell me what kind of bullshit I might have on my pc now?
>>
>>1516269

get a load of mr 'i think a hundred vehicles is a lot' here.
>>
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post ashtrays
>>
The little town of Iskra and the dam it was created in order to build
>>
>>1516364
While most of the Union's GNP relies on "early oil cheesing", Iskra is in an area far from mineral resources, and its main industry today is making the famous "Elektrokrekersk" biscuits (stolen by Anastas Mikoyan from his visit to the Triscuit factory).

A new rail bridge is erected in order to reach the fertile ground on the other side of the reservoir for more crackers.
>>
>>1516368
(I should point out I started in 1955, this was not all built in 2 years)
>>
>check out my [night screenshot]
Really nice [night screenshot] anon
>>
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>>1516284
Houston ship channel porn.
>>
>>1516368
What mod for the hydroelectric dam?
>>
>>1516400
Thanks, anon, you're very welcome

>>1516411
Not my first choice, but hydro dam items seem kind of thin
https://steamcommunity.com/sharedfiles/filedetails/?id=2194918734&searchtext=hydro
>>
Do priority switches seem busted for anyone else? I connect my power plant as a medium priority input and power incinerator as a high priority input, but whenever my incinerator runs out of waste, the powerplant fails to return to its full capacity and I start experiencing brownouts, if I demolish the incinerator then cancel it the powerplant operates at full capacity until the next batch of waste arrives. Also, if I make a low priority output connection from that switch to the border for electricity export, it will keep exporting even if my high priority output towards the republic lacks power and experiences brownouts as well.
>>
>>1515911
>>1515932
Here's my signaling between the end station and the city train platform, is there anything wrong with it? (railway that goes offscreen in the lower left corner isn't operational yet)
>>
>>1516480
>chain signals
I am laughing.
>blue blocks too small for the longest train to fit into
I am crying.
>signalling in the top right like it's OTTD
I am dying.
Other than that it seems fine, but difficult to diagnose your problem without knowing where the lines are supposed to actually go. Set it to fixed time / 5s or something and see if any move. And then maybe I don't know click on one of the trains and see if it offers any suggestions as to why it's still sitting there?
>>
>>1516480
Definitely not enough room for your trains to depart from the end station correctly, and for what you want to do you need to have one in-rail and one out-rail, the current configuration of two in-rail block signals and two out-rail chain signals is definitely confusing the train logic.
>>
>>1516487
Isn't the signal system here largely the same as OpenTTD or rather Factorio? Chain signals before interesections and all that stuff? But either way, I tried setting the end station to fixed time of 5 seconds and most trains (but not all) departed in quick succession, but after returning they proceeded to gather in the end station again. Setting the fixed time to 20 seconds produced the same result. Trains don't complain about anything while inside the end station, but attempting to transfer them to depot produces a "no free railtrack" warning.

>>1516507
So should I move the end station so there would be enough space to accomodate an entire train between it and the junction? Wonder how to do it while trains are stuck there though.
>>
Yeah, seems like giving the end station a clear in-rail and a clear out-rail has solved the problem entirely, thanks lads.
>>
>>1516288
It isn't and I said that in my post. Can't you fucking read?
>>
>>1516511
dude, you need to click until the signals face the direction of travel
>>
>>1516511
Just remove that signal on the "out" rail closest to the station and it might work. Maybe remove them from both the in and out rails.
You don't need chain signals since the rail path signalling update a year or two ago. You used chain signals into intersections, but intersections aren't acceptable for trains to wait in under rail path signalling so they won't enter without a valid exit even if you just use a regular signal. You can replace every chain signal with a regular signal and the train behavior will be the same.
The OTTD "every three tiles" style signalling at the top right is unnecessary and looks silly. You shouldn't signal a block which is shorter than the longest train which will use it.
>>
>>1516740
>style signalling at the top right is unnecessary and looks silly. You shouldn't signal a block which is shorter than the longest train which will use it.
That forces a train behind it to wait twice as long to begin getting moving again as if you spammed the signals. There's no downside to spamming signals if it's a section without any junction
>>
Alright, what's the meta for the broken orphanage system?

Do I just not build them and eat the "child died" happieness hit with more civic amenities?
>>
>>1517021
>child died happiness hit
Orphanage won't help because the person who would get the happiness hit would be, by definition, dead.
>>
>>1517069
i thought it was applied to the town average. is there any downside to not building them then?
>>
How can I move towns or create them?
>>
>>1517217
are you asking about the create town button in the UI? I frankly have no fucking clue what it does
>>
>>1517223
yeah that one, I cannot move those automatically created cities, is annoying
>>
>>1517217
in the Terrain Tools menu there's a button that looks like "N_" which lets you create a new town

you can click the name of an existing town and press the red X in the menu to delete it
>>
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>>1517244
actually, comrade, communism is based after you put all the leftists up against the wall
>>
>>1517244
Bro it's a logistics sim with an Eastern European Shitholistan theme, chill.
Theres a world of difference between communism according to people who lived under it, and the children of those people, and WEF shills who want you to live in the pod so they can get their fourth mansion. Even when they are positive on the subject, the former is nothing like the latter.
>>
>>1517249
>>1517328
>Trannys seething
Probably hohol supporting westoids who are ironically communists.
Kek.
>>
>>1507593
Could this sort of thing be why in real life there are so many orphanages in the Donbass region just waiting to be bombed?
>>
>>1517244
Consider suicide
>>
>>1517329
>>1517244
bots made these posts
>>
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something is wrong with my heating system

the heating plant has coal, electricity, and plenty of workers

the pipe from the heating plant to the heat exchanger is under 1000m with no pumps

the heat exchanger is well under its capacity

yet the houses dip into "temperature too low" over and over all winter long
>>
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>>1517243
>"N_"
>>
>>1517570
oh, i've got it
you're supposed to use underground heating pipes now https://www.youtube.com/watch?v=HzazTBd8tFs
>>
>>1517634
>click button
>game stolen
thanks commies
>>
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What's a good map for noobs or what should I put map generation for? For general setting I've done realistic mode but I put starting money on easy just so I have a lot of wiggle room to play around and fix mistakes but map generation I have no idea.
>>
>>1517749
bruh don't start on realistic mode, you can do everything manually all the same but you've got the emergency construction laserbeam to save yourself an aneurysm when you inevitably fuck up somewhere
>>
>>1517749
If you're up for workshop maps Lyubinsk is really good. Interesting, good mix of flat and mountains, lots of resources. Black Sea Coast is good as well. Also like >>1517809 says, don't start on realistic mode.
>>
>>1517809
>>1517847
>don't start on realistic
this game bored me when i first tried it, before realistic mode was added

now i like it because realistic mode has you managing logistics in detail from the start

it was helpful to me to start with a guide and plan to fail a couple times https://steamcommunity.com/sharedfiles/filedetails/?id=2911012380
>>
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>>1517868
Alright, then you do you
>>
>>1517809
>>1517847
I mean, wouldn't it be better to start with realistic since that seems to be the general popular and almost default mode of the game?
>>
>>1517883
it's certainly more interesting than playing a game called "workers and resources" in a mode where constructing buildings requires neither workers nor resources, imo
>>
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tiny dumpers? no thanks. for me, it's big belarussian dumpers
>>
>>1517963
I prefer being able to find things as a money sink and to save time in the late game. I'll generally fund paths & such to enable construction yards to start on actual buildings sooner. If buildings are being built too slowly due to a dearth of workers, I'll just pay for the bastard. I also tend to auto build plumbing because that can be a huge pain in the arse

I play to have fun. The early game is when I'm a builder and logistics grognard, the mid game is about economic sustainability and massively scaling up output and the late is watching the city grow vast and wealthy with no monetary constraints - it's the reward for the early game suffering.
>>
Since I'm not sure there's any vanilla way to close down all orphanages (moving them to a new orphanage will just move the problem elsewhere), alternative measures are called for
>>
>>1518072
jesus m8 I just stopped supplying and staffing it but that works too
>>
Well, that's gone and taken care of. I hope those orphans thought of Slovak feature-creep as they burned.
>>
>>1518076
OK, in my defense, I thought the orphans would just move in with childless adults or something. whoops
>>
>try to go cheap on the water system of a new town
>don't realize my mistake until much later
Don't skimp out on the water system. A few more pumps will save you headaches
>>
does someone have a steel mill inspo
>>
WRSRchads, what is your preferred method of worker transportation in midgame/when you get industries like refinery or steel going? I've been using motor cars but my railways are becoming congested so I started connecting them together in pairs. Currently thinking whether to invest into a trainset or two.
>>
>>1519283
I like motor wagons for moving students or special-needs citizens from the small outlying towns into the city for university or a trip to the zoo etc. Those big industries need huge volumes of people so 500+ passenger trainsets start to make sense.
>>
>>1519283
I use motor wagons on their own express rail
>>
Can you get paid to import waste for processing?
>>
>>1519399
Yes, hazard waste in particular is a great moneymaker early-game. I wish scrap metal was cheaper too so importing it to turn into steel was viable.
>>
>>1519405
Thanks! I stopped playing before they introduced water/sewage, so coming back to all this new stuff is a bit jarring.
>>
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>>1519042
Dunno about inspo but here's mine. Barely managed to fit that mechanical component plant into station range.
>>
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>>1519042
mine
>>
>set up train distribution yard
>export chemicals from warehouse at 20%
>train cleans out entire warehouse
>water treatment plant stops getting chemicals
>town runs out of drinking water
>happiness drops
>shopping center employee productivity drops
>everyone starves to death
wew
>>
>>1519581
When the warehouse reaches >20% full, the RDO sends a train to collect as much as the destination can accept. The customs house can accept an infinite amount of product and the RDO can build a train that holds a lot of product, so it empties the warehouse. This is working exactly as intended, you're just an idiot.
>>
>>1519662
i realized later that the actual mistake wasn't letting the train take all the chemicals - it was running the chemical plants with water from the water treatment plant
now i know that chemical plants can (and should) use low-quality water like fabric factories
>>
It's hip to be square
>>
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Death and Rebirth
>>
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>>1519688
Plant some fucking trees comrade
>>
>>1519673
that's actually very interesting, thanks
>>
>>1519794
I actually do enjoy the recycling element of dealing with scrap. I don't know of any other game that does entropy and the opportunities it presents so intuitively and well

eeh, lad. where there's muck there's brass
>>
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WHY DIDN'T ANYONE TELL ME ABOUT ONE WAY FACTORY CONNECTIONS?
>>
>>1520898
They were added with waste disposal specifically to use with waste disposal buildings.

I haven't actually given too much thought as to how they would be useful elsewhere, since you can prevent unwanted cargo types entering a building usually through its settings
>>
>>1520898
So, do factory connections actually transfer resources automatically now without having to set up forklifts? Can someone explain this for a poor comrade who is only just now trying out post- trash update?
>>
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>>1521084

They've always been able to function by themselves if you know how to set them up. You will need forklifts for special, more complex setups and for saturating a storage. Your factories will pull and push stuff from/into storage buildings. In the screenshot above, the factory pulls materials from the rightmost storage and pushes them into the smaller storage (haven't played with trash yet so I don't know the names of those products).

Forklifts are needed for more complex setups and for saturating a storage. Here's an old somewhat complex setup of mine.

>bottom left: a storage building (warehouse), connected to a train cargo station that is not visible here
>the train cargo station pushes cargo into the storage
>above the storage is a forklift station, the purpose is to saturate the 1st vehicle factory with materials
>steel is supplied by a train cargo station that pushes steel into the 1st vehicle factory, saturating it
>when the 1st vehicle factory is saturated with materials, the 2nd one above it can pull materials from the first one without a forklift
>the open storage on the left can pull materials from factories, so the vehicles are pulled onto the train that is waiting

Thats the basic idea. The other forklift stations are there just because of the roads. If there weren't roads in the way, I could just use forklifts to move all the materials from the first vehicle factory into the shipyard, saturating it, and then a passive factory connection could pull those materials into the train factory.
>>
The people deserve the Alpha Romeo 164. Not to worry, our engineers have found a way to toughen up the chassis and panels, so they don't turn into rustbuckets in 3 years
>>
>start in 1960
>all Czechoslovakian vehicles are objectively best-in-class by a wide margin
>a few good vehicles are labeled Ukrainian SSR, Byelorussian SSR, etc
>heaps of trash vehicles from "Soviet Union", which did in fact include the Ukrainian and Byelorussian SSRs
what did they mean by this
>>
>>1521593
>sucking up to hohols and Luka
>disliking russian vehicles, zils are shit, but best jerry vehicles are worse
>all aircraft are russian
>best late game generalist trucks for ages were KAMAZ

truly Slovakia is a land of contradictions
>>
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>>1521602
>>sucking up to hohols
cringe
>>and Luka
based
>>
Did they increase the speed allowed on snowy roads? My trucks are suddenly driving a lot faster to a construction project that is on the other side of the map.
>>
>trash container overflows
>800 people die
is simply price of progress comrade
>>
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Seems they added dynamic cable connections to power transformers/power plants. The game now automatically connects power wires between the building and the power pole. The vanilla buildings however still have their connection points right next to the building so you really can't see the cool little effect. I made a quick change to the vanilla switch by moving the connection points further out and now you can see the effect. Can't wait for the devs/modders to take full use of this to create beautiful power connections.
>>
>construction has stopped
>no workers or mechanism
>>
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>>1523822
>>
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Post your airports
>>
what mod map you've guys think would work best for a realistic playthrough? Most of the good flat ones I've found so far seem to either have crappy neighbor connections or early game resources like coal & gravel 2 miles up the side of a mountain
>>
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>>1525288
i made this one a while back.. pretty basic. it was my first one
>>
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we are now breeding...it seems like a shit load of buildings now just to get up and running...im sure i will lose all my pop this winter.
>>
>>1525296
Why would you care in a game where most of its difficulty is self-imposed by the player anyway.
>>
I'm using this map for my first realistic playthrough:
https://steamcommunity.com/sharedfiles/filedetails/?id=2986240069

It's nice and flat and has plenty of gravel and coal near the starting area. Iron is a lot more sparse though, so it will still provide some late game challenge.
>>
>>1525296
>>1525546
>>
I had no idea small pumps sucked as much as they do
>>
They didn't suck nearly as much water out of the well as I thought they would.
>>
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You have to take elevation into account.
If you're pumping uphill you better make sure to use a regular pumping station with big pipes to another reservoir (preferably a water tower) at the highest point, and use that as your water distribution hub. Only then using small pipes can be advisable.
>>
Even regarding elevation, turns out small pumps have 1/3rd the throughput of a large pump. Meaning a small pump on level terrain can never saturate a large pipe, but a large pump can
>>
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>>1525366
eureka!
>>
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>>1525663
>my water plant was planned over the coal mine
>>
>>1525665
>with Natural Charcoal Filtering
>>
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>>1525668
we will source water elsewhere comrade. or we will freeze first.
>>
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>>1525365
Simple yet effective I imagine
>>
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>>1525835
> i have now won the game
i saw no other way forward. it was going to cost too much to get steel and rail going...i took a loan and built refinery and ships. importing oil from nato.
>>
Is it worth making 4-highways and interchanges for the late game? right now my republic just has regular asphalt roads and roundabouts. I have 10k population spread out to 3 towns and have yet to see considerable traffic even with using alot of buses and construction/supply vehicles using the roads
>>
>>1528363
no
>>
>>1528363
I think it is. The resources to double the size of the highway is minimal and the benefit of having a dedicated road for each direction adds up once your vehicles start breaking down
>>
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>>1527567
3 years later... no loans no rail. much rubles
>>
Recasebes is my favorite town name.
I don't know how to pronounce it but in my head I always say "I will never ever ever ever ever write a song about Recasebes."
>>
>>1529136
construction zone complete. the fucking ash is getting to me bros...im going to begin construction on the separator line. what do i need to know? i feel like you could get to steel rather easy this way but im not familiar with the mechanic so i went to my wheelhouse...clothes / fuel.
>>
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>>1530168
oops forgot pic
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>>1530169
duplicate clothing line planned. the trash is piling up.
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>>1530192
WHEN WILL MY TRUMPET GET BUILT!
>>
>>1530218
>rail being overpassed by rail
this isn't ottd
just use signals properly
>>
>>1530218
Yeah I agree with the other guy that's disgusting. Road-type intersections applied to rails are hard to look at in general. I'm sure they exist in real life but I've never seen one.
>>
>>1507593
Couldn't this be easily fixed by stopping citizens from giving birth after 50?
>>
Is there any case where building low quality apartments make sense? I'm tempted to do so, but I can't help but shake the feeling that its not worth it due to how much of a happiness penalty you'll incur unless your playing on the easiest satisfaction setting.
>>
>>1531194
No.
I wish this game had a quality system so that any flat could be built of any quality if you used higher quality materials.
>>
>>1531235
Either that or make the happiness penalty less severe. What's the point of these buildings if they never get used?
>>
>>1531194
Anything over 75% is usable, just not optimal. You'll lose a few points of happiness which means a few points of productivity but that's it.
>>1531990
If you only make optimal decisions in this game you probably won't have as much fun, something like Factorio is better for autistic min-maxing.
>>
>>1531194
The use case for low quality apartments is generally funneling population to priority areas rather than letting them fill in haphazardly.

This is an issue that only really emerges once you have a sustained population greater than 10,000 or so which, for many considerations, usually indicates that you have "won" the game. Once you surpass 10k, you can get irregular waves of births and deaths that can cause unexpected depopulation throughout the Republic. This is caused by the large number of children every generation of citizens give birth to and their propensity to flood residences with tightly clustered age groups who all die at the same time.

I am generally speaking about the apartments with quality in the mid 70's as opposed to apartment complexes with 90% or so quality. The "low quality rural flats" in the small housing category still somewhat baffle me, and I would like to play around with them some time to see if they have a sensible use case, because they seem self-defeating.
>>
>>1531178
yeah, couldn't this, couldn't that, what if the world were made of pudding? the devs are hard at work adding 6 types of recyclable waste to the game, and you're complaining about stuff like the elderly having kids, factory connections randomly failing, and rail builder pathfinding being broken after 2 years? have a little respect
>>
t. longshits 666
>>
>>1511053
Fuck off Zigger
>>
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it's happening
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>>1532179
After looking through their stats, their water, sewage and heating needs are about half compared to "proper" residences, so to me the use case seems to be setting up residences in areas with fuck all for infrastructure
>>
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>>1531117
>>1531121
SILENCE! OR YOU WILL SPEND THE REST OF YOUR DAYS IN THE GULAG STARING AT IT
>>
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what can I do about a worker shortage? My town is still being built and there isn't enough foreign workers at the border to fill up my clothing factory
do I just have to force build a couple of residental buildings in town? I'm starting to run dangerously low on money
>>
>>1533755
2 fabric factories is overkill. 1 fabric will power two clothes. You should definitely try to get workers asap. It looks like you’ve wasted a ton of money on rail road. I usually can’t get my workers in until the summer of 63. Also, I would recommend a road cargo station connected to the warehouses since you will have to deliver crops and chems regularly.
>>
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>>1533822
fuck, I must have gotten the factories mixed up when I was building the place, guess I'll have to demolish this whole thing..
>It looks like you’ve wasted a ton of money on rail road
mostly wasted on auto building, terraforming and idling while having no exports set up, bought the game couple days ago so I'm still learning about all the systems
>>
>>1533842
>rail
I just meant that you wouldn’t really be able to use it early on. It’s possible to run the fabric factory with only trucks at first. Like I did here
>>1530192
>>
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>>1528363
Yes. I got 20k people and a fuckload of industry, and my highways allow me to just cart bullshit across the map with trucks, without having to consider faggot shit like building rail to any place which isn't my steel/aluminum setup. It's also very aesthetically pleasing and only costs me a single 20 slot construction office on automatic road building duty to construct at a steady pace. As for interchanges: You build a few models and then just copy and past them wherever you need them.
>>
>>1533755
>highway without interchanges
>rail instead of small harbor
>very likely not realistic mode
>>>>>>>>>>running an industrial complex on foreign workers
Allright, bucko. First you build a construction yard with brick, steel, wood and panel storages. Then you build a 3-4k residents town, then you build industry. Rail is shit early game because of high opportunity costs, especially if you play on hard money. As clothes don't require much transport volume apart from the necessary grain, which is best imported over water, rail should not be prioritized before building an industry which cannot run without a large volume of workers and is bound to a location which prohibits using waterways. Also, one fabric factory feed two clothing mills, not the other way around. For any kind of viable export volume, I'd recommend at least two fabric, and 4 clothing factories
>>
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>>1530218
Don't listen to them anon, they clearly haven't played past 10k citizens or 5 trains on the same line. Having crossings on the mainline will just make everything stop to a halt all the time.
It is fine inside the branchlines, but not on any high traffic spot.
>>
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managed to set up a simple oil export line which is what ended up saving my ass in the end, had to take a couple debts but thing are going great right now
the main town has been almost completely built now, originally I was planning to transport the workers via rail to the clothing factories but in the end I decided to make another small town inbetween the construction hub and the factories to supply them both with workers
next up I'll have to start planning an industry on the other side of the river, probably an oil refinery but I'm not sure yet
>>
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Can someone explain to me the pathfinding of passengers? Let's say I have a bus route from a, to b and c, where in b and c there are services from them, do they skip stop b in order to get to the services in c?
>>
>>1536089
If they need something at b they'll get out. If not, they won't get out.
>>
>>1536104
You can really screw it up like this, if you have the cinema and sports facility at b and the grocery store at c, a citizen who needs food, meat, sports, and culture will get out at b because sports is on the list, and then walk to the cinema because culture is on the list, and then walk back to b because he can't reach anything else on the list from there. By the time the bus comes back and takes him to c he's probably about out of free time and may not get enough food/meat, which is far worse than not getting enough culture/sports.
>>
>>1536089
>>1536122
imo it's a waste of time trying to transport passengers to their basic needs. Grocery, cinema, university, and sports hall should all be within walking range
>>
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>>1526674
Interesting map, what is it?

>>1534057
> building rail to any place which isn't my steel/aluminum setup
How many trucks would you need to if you wanted to run steel on them alone?
>>
>>1536190
>Interesting map, what is it?
Taiga Special Edition
>>
>>1536175
Students aren't like passengers on free time, students will never time out if you daisy chain stations. This makes school and especially university excellent choices for transport. A student who waits a few hours on a platform only needs to attend university about 6 times to achieve a university education. The only problem with doing the same for schools is that students could clog your stations and vehicles but it's a very reasonable option once you have a high capacity transport system in place.
I always have every residence within range of a shopping center so they always walk to that first and then you can do tricky stuff like having cinema, sports, hospital etc in range of multiple shopping centers so you can gather citizens from multiple areas.
>>
>>1536533
It's not waiting on a platform but riding in transportation that increases the effectiveness of each trip to the school/university. Even so, having students jump on a fast train from the outlying villages to the university district is quite satisfying.
If a child fails to achieve a basic education before turning 21, will that child move to a hostel or just keep trying to get a basic education from his house?
>>
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>>1510440
I just download whatever the latest version on IGG is.
>>
so is this ever going on sale and is the dlc actually useful
>>
>>1538252
maybe after full release and the dlc is great for pissing of vatniks
>>
>>1538293
meh, I bought the base game
not buying the dlc since there's no gameplay
>>
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>>1538295
ya it's not really needed, just adds some extra cars and buildings, you can get a lot of those from the workshop anyways
I only bought it for the An-70
>>
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why isn't mixed waste treated as an aggregate but the sorted waste is? Seems dumb that it can only be transported via railway, I wanted to centralize all my garbage collection in the republic to one spot and ferry it to a different spot down the river to have it sorted
>>
Fuck I should have built an Oil refinery and Chemical plant before I built my steel mill. The former two would cut out ~1 million Rubles in annual imports a year while the latter only cuts out a third of a million.
>>
Having to make the sewage pipes stay entirely underground is dumb desu. I can't even install pumps to compensate a slight uphill slope because a part of the pipe wouldn't be underground.
>>
>>1538758
I just turn the water off every time, it's so annoying having to set up infrastructure for it in almost every place with workers and scaling it up in big cities after expanding is also a pain in the ass
>>
>>1538765
I play with water on but as is it doesn't scale enough
>>
>>1538758
> I can't even install pumps to compensate a slight uphill slope because a part of the pipe wouldn't be underground.
Post a screenshot what you mean, if you put the pump on the slipe behind where you're trying to connect, you can use that slight decline
>>
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I might have built this a little too close to the city
>>
>>1538716
I downloaded a garbage barge mod to solve this problem. Kind of weird it's not included in vanilla
>>
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>>1539610
oh wow, I had no idea there was one on the workshop
thanks anon
>>
>>1539610
Does it work properly with the default factory connection cargo port?
>>
https://www.sovietrepublic.net/post/report-for-the-community-82

>more cranes and cars
>>
>>1540024
Nice
>>
>>1539827
Yes, but it will load super slowly unless you connect it to a garbage transfer. Unloading works into any type of storage. Not sure why this is
>>
Why does it feel like this game is not popular at all? You hardly ever see anyone discussing it when it comes to city builders
>>
>>1540747
Because its for turbo autists that like industrial management and an eastern bloc aesthetic. Also it hasn't been out as long compared to something like factorio nor does it have the brand recognition that Tropico does.
>>
>>1540768
eastern block easthetic is probably a big deal breaker for a lot of people, maybe it will have it's big break after leaving early access
damn Czechoslovaks, how come they're so good at making autistic vydia?
>>
>>1540681
I think loading works fine when using a garbage transfer because they're containers, while otherwise the slow speed is used.
The ship has the $SKILL_WASTE_CONTAINER_BIG flag so it kinda counts as a big container truck.

I tried making a garbage harbour that has proper speeds, but apparantly vehicles are a lot easier to just copy and adjust than complex buildings.
>>
>>1538822
If I try to connect this it says "part of pipe is above terrain". Can't get this shit around even with terrain modification tools
>>
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>>1541515
I was going to suggest hooking it up like this where the next pump is slightly uphill from the connector you need to get with, but if your problem is the pipes being above the terrain I can't help with that
>>
>>1541515
What are you trying to connect in this image?
>>
>>1540747
I, for one, am interested but I always hear about how citizens have issues getting to and from places, strange traffic glitches, and just buying stuff instead of building. It makes it sound a bit too janky to be a proper city builder.
>>
WHAT AM I SUPPOSED TO DO WITH ALL THIS ASH? THERE ARE MORE TRASH TRUCKS THAN ROAD VEHICLES
>>
>>1542095
Assign a distribution office to dump it at various dumps for ash only. Eventually the ash will disappear. I got to the point where the ash was too much to handle this way so I just started exporting
>>
>>1542098
>I got to the point where the ash was too much to handle this way so I just started exporting
thats where im at now... surely its not intended to just have 500 tons of ash stashed around various places. they need to make it useful for something
>>
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>>1541831
Red said "no proper slope" before I used terrain editing to make a slope, now it says "pipe outside of terrain".
Green and purple say "No proper slope".
I will now try to load a previous save before I did sewage and try to build it with pumps every 200m.
>>
>>1542400
First, why did you build all those pipes before making sure that everything would connect, that was dumb. You're going to have to demolish and rebuild them to fix it.
Can't tell for sure without contours on but it looks like you're trying to make purple go uphill to reach the under-construction pipe end (which makes sense because I assume when you say you used terrain editing it was to lower the switch there). I don't know what's happening at green.
It looks like the terrain at the power lines is lower than the terrain around it, so the red pipe would be above the terrain there on its way from the pump to the switch.
>>
How do I design the metro in a city? Assuming I have 5 town districts (residential, commercial, education, industry, transport hub) and I place a metro station in the middle of each one, will the citizens be able to ride it and get off on a stop with the thing they need? The distance between the stops is fairly short but i'm worried things will go wrong if someone has to do a full loop
>>
>>1543079
They'll do fine as long as the metro trains run frequently enough that nobody times out on the station waiting.
>>
Why I have this issue? I don't quite understand
>>
>>1543188
Are you sure all the conveyors are hooked up to the correct input / output connection points?
Do the conveyor engine and unloading bay have power?
>>
>>1543188
Connections to conveyor engines and pumps aren't supported by the DO, as you can read in the error message. The DO can't see the storage past the pump or conveyor engine so it doesn't know how much to deliver. Use direct connections to storage from the loading/unloading station instead (it's also much faster, pumps and conveyor engines throttle loading/unloading speed by a lot).
>>
>>1542792
>>1541831
>>1541675
Update: turns out I just had to use pumps to make slopes, now it works fine.
>>
>>1543457
>Update: turns out I just had to use pumps to make slopes, now it works fine.
But that's what pumps have always been for
>>
how can I increase the efficiency of this factory?
>>
>>1543520
lol didn't saw the wear and tear of machines, my bad
>>
>>1543530
lol stop being Cuba
>>
>>1543079
As long as you dont have more than 3-4km between farthest stations, you should be fine, at 60kph a citizen will stsy on a mode of transport for 4 irl mins and metros do at least that
>>
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steel mill town is now under construction
>>
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>>1536184
>>
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>>1543729
let us know how it goes
>>
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>>1544741
it's going pretty bad honestly, I have a 3 million debt, buildings keep catching on fire and collapsing because I haven't renovated most of them, in fact 700 citizens just died when two commieblocks collapsed as I was writing this post
I did manage to get a working power plant which does mitigate the money issue a little bit, I'm amazed that the train system manages to keep it staffed almost constantly despite the town being like 3km away
I have also learned that putting a coal mine next to power plant is overkill and it could work just fine by just delivering the coal to the power plant via rail
I've also began working on setting up another oil field so I really hope I can get it functioning asap to fully saturate the oil storage at the oil refinery, steel imports are fucking me over so hard right now and the bitumen+fuel exports are my only saving grace
>>
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gas the jews
>>
how the fuck do i start in this game? i turn it on and theres an empty field and a milion buildings i can build
>>
>>1545286
its overwhelming and frustrating at first...i opened this game a few times and felt the same thing you are and closed it. but now i have 900 hours...try bballjo on youtube and play the tutorials
>>
>>1545518
i just did and the game bugged out on a train tutorial, placed one crosdsing, can't palce another and i can't progress in the tutorial

off to a great start
>>
>>1545831
Stay away from realistic mode when starting out is the only real piece of advice I can give. I started playing before all these systems were added so I was able to get it piecemeal. Can't comprehend what new players are faced with these days
>>
>>1545834
Oddly enough I did realistic mode for my first real play through because it removed all the choice paralysis. I only dabbled with the game beforehand, and struggled to actually get into it.
>>
>>1545837
The amount of time it takes to make a realistic city and how many things can go wrong I simply don't recommend it. Using money to instantly build things and fix is the much better way to learn.
>>
>>1545839
True. But I'm also the sort of autist that has no problems starting all over If i noticed I did one crucial thing wrong
>>
>>1545842
Me neither but I still would never advocate for a new player to this game to start out on realistic. At that point filling up a truck with gas becomes a puzzle
>>
>>1545834
i'm not talking about any modes, i didn't even knew there were any.
i'm literally trying to complete the tutorial and it's bugged.
>>
>>1545286
Coal mine
Coal processing
Heating plant
Coal power plant
All the commieblocks with shops, hospital
Lay electric wires
Export surplus coal electricity
Then go for clothing and oil
Then steel mill and construction industry
Then whatever the fuck you want
Don't build railways before this point
>>
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>>1543729
the construction is progressing well, a new industrial area for bricks and prefab pannels has been added to the coal power plant setup to utilize all the coal we are getting for it
a new industrial area for mechanical components has also been planned for construction in the upper part of the city, directly connected to the metro line with 4 stations, I've also made plans for a distribution office, rail depot and a connection for the metro line
>>
Four years into a realistic mode city and the second building has burned down.
Citizens count: zero
>>
>>1545898
You have to research the resource map mode now lmao
>>
Tell me if I have this fucking math right
Vehicle speed for trains and road vehicles = real life speed, so an 85 km/h bus will move 85 km after one real hour at 1x speed.
An hour is 3600 seconds, a meter is 1/1000 of a kilometer, 3600/1000=3.6 km/h to m/s conversion
85/3.6=meters per real second vehicle speed
Worker-hour = 1 day = 60 real seconds
Passenger time is 4 hours = 4 real minutes = 240 real seconds
So (85/3.6) * 240 = theoretical maximum possible distance in meters a vehicle traveling at 85 km/h can take a passenger without a stop to reset the timer
>>
>>1546199
You couldn't make it any more complex, but yes, that's correct. Or you could do the simple math: a worker can travel a theoretical distance of 4 (hrs) * speed (km/h) / 60 (game-time conversion). Or more simply, speed/15 in km. We arrive at the same answer.
Note that this only applies to buses, cars, and trains (possibly planes?) other vehicles have adjusted (slower) rates at which the travel clock ticks up to account for the insanely slow movement of a cableway or boat.
>>
>>1546213
You know a mod to divide the displayed speed by 15 would be useful
>>
>>1546230
Not really, the theoretical distance isn't very helpful because the actual distance will always be lower and there's no way to precisely measure the on-road path length so attempting to compare the two is a pointless endeavor. Just round down to the nearest divisible-by-15 value and think "it needs to be a bit less than that."
>>
>>1546231
Or you could divide it exactly and display it and easily arrive at theoretical maximum values you know never to go over
>>
>>1546239
You might be retarded.
>>
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>>1546254
Anon, where are we again? Please have patience
>>
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How long have open hull trucks been able to haul multiple vehicles?
I never noticed it until now.
>>
Since the game was released into Early Access in ~2020.
>>
why are these fuckers not unloading the trash?
>>
>>1548766
forgot the pic lol
>>
>>1548770
it says the dump is 0.28 percent filled, if a tiny pile of mixed garbage got put inside it, you cannot put other types of garbage in there anymore until you get it out
>>
>>1548775
I tried to fix it but is impossible, try demolishing and rebuilding it, and it starts with that percentage. maybe I'm missing something?
>>
https://www.sovietrepublic.net/post/report-for-the-community-83

The devs signed a deal to be published by Hooded Horse. Congrats to them!
>>
>>1551486
>Shifting gears back to what’s at the core of our endeavor: game development. We have a landmark update to share today. We understand the frustrations you’ve had with road construction, where pathways, crossroads, and waypoints break your roads into annoyingly small segments. That's about to change
>We implemented changes that will make the construction of a road one from junction to junction. Connected pathways and waypoints will not divide the construction site into smaller segments anymore. This will improve the construction process and allow you to construct roads faster. Also, the pathways crossing the road will remain functional. This means less disruption for walking citizens even though they will not be able to use the road under construction itself.
AYYYY
>>
>>1551486
>https://www.sovietrepublic.net/post/report-for-the-community-83
better road construction...nice
>>
>>1551477
Is there any garbage in it that you can see? Try setting up an export for the dump
>>
>>1551486
>sign with a publisher
>don't push for full release
>go back to improve a core system
I love these devs
>>
>>1551486
I hope whatever deal they worked out has 3Division in control of the IP.
>>
>>1551486
wonder how much of that was motivated by getting more protection against the cosmonaut mode autism. Anyway good choice of publisher
>>
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>Unity cucks be seething
>3Division chads be using their own engine
>>
>>1552575
The only downside about 3division using the engine they made for an air flight simulator (jank aside) is that we'll never get real hydrology.
>>
>>1552959
The other downside? We'll never get a helicopter flight mode to fly around our cities with
>>
>>1552987
>ywn build a dam in WRSR and take a nice leisurely flight over the reservoir
>>
>>1553009
Right in the feels. Did they say the flowing water was completely out? Though, it only half works Cities Skylines, with many times the budget, so I wouldn't be surprised.
>>
>>1553019
I wouldn't know, they never brought it up in their roadmap or anything else, and I assume that's because they couldn't retrofit something like that into the game's engine.
>>
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Make sure you show up on time, the people demand that these Mines are worked!
>>
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>>1507593
a lot could be fixed by having a work shift-system, to me this current system feels like shoveling coal into a fire instead of managing people
>>
>>1552987
it's the same engine so I wouldn't be surprised if slavs do their slavmagic thing again and port one in
>>
>>1554837
They have that rain simulation thing to erode terrain in the editor, maybe they could slavjank that into a "re-evaluate water flow" button in the cheat menu that paused the game and re-did the water based on new terrain changes, dams, etc.



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