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Now let's kiss an make up.
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>>807256
>mfw Płock is posted
The industrial zone in the far background is an oil refinery, btw
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>>807256
this picture gave me covid
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>>807631
You realise it's not real... right?
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>>807256
Ok, someone please walk me through this:
Each and every time I build on a clear map, I go for rail from the start, for mid-to-late game benefits it provides. However, this takes horrendous amount of time and by the moment its finished, I'm on a verge of complete financial bankrupcy. I spend there few years just recovering.
If I try to ignore that early on and focus my exports on trucks instead, I actually do end up bankrupt and in time when I would be only half-way through with the rail being laid down, since my exports, while going on, are very limited and just can't pay off my expenses to even set up the truck-based system.
What's the sweet, balance spot, if there is any? The rail version is tedious after so many attempts and while it works out in the end, it's just a decade or so of waiting. The truck system never worked out for me.
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>>807659
>I go for rail from the start
Don't
>focus my exports on trucks instead
Don't
First build the closest possible to the Soviet border and build a coal plant. You will only use 20% of power at this point, plug high tension wires to the border and export the surplus power. If the plant shuts down for workers shortages, just invite more foreign workers.
Than you could start oil pumps and refinery to produce fuel for trucks and busses so you don't need to spend money to import it, export the rest of fuel and bitumen with trucks. Than build a clothing factory and purchase fabric to make it, export surplus and so on.
Keep in mind that exporting raw resources is not profitable and therefore retarded. Start from the highst level of the production chains and then go down as you earn rubles.
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>>807672
forgot pic
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>>807672
... so I'm stuck with exporting energy?
I was hoping there is a strategy that doesn't involve this.
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>>807659
>>807701

Here's a non-energy start up -

Find a Warsaw Import/Export house close to a river.

Build a short rail line, an Oil refinery, and a pumping dock.

Build housing for approximately 1500 workers, and a short commuter rail to the oil refinery that doesn't overlap traffic with your rail line to the border.

Import electricity for all of this.

Order Los Tankers to buy Oil from Warsaw and deliver it to the Refinery, and rail traffic to export fuel and Bitumen.

Take care of Worker needs with a medium truck Distribution center and a small central luxuries park .

This will cost you approximately 15-20 million rubles.

Frankly, starting with electricity is a meme that traps players in the slowest and most tedious growth patterns. I understand why it's so commonly recommended, but you consume so little energy to start that if you get a single serious industry like Fuel or Steel up and running, you'll overwhelm the paltry energy expenses immediately.

Do not under estimate river-freight for imports. Boats may be expensive and therefor intimidating but they have some of the best economies of scale available. This is a game about running an entire Republic, not some podunk town, think big.
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>>807782
I actually don't mind river transport, since it's very effective in my experience - it just that not always the river is in suitable location, hence the focus on rail.
But yeah, will try that. Anything, but the energy export strategy, because it's just flat-out boring in my experience, while not really profitable.
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>>807903

Energy exporting, Cosmonaut or not, takes about 10-15 years to make a profit for coal. No clue on Oil but it can't be stellar either. Like I said, it's an incredibly slow way to play the game, and I think the recommendations to engage in it hurt the game's ability to meet new players.

It's ultimately more profitable to set up an actual mining/drilling enterprise and export coal or oil in max-sized trains than to turn it in to energy.

Not to mention that relying on domestic energy production is dangerous, and will kill most new player's republics in my experience. All it takes is one mid-winter shut down and suddenly everyone froze to death, and the game is "gay and stupid."
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>>807927

i almost always go into debt, about 10-20 mil (even on the easy-mode 10 mil start) but use that time to build up low level industries and resource extraction (and a construction materials industry), then distribution infrastructure and high tech feeder industries, then high tech industries.

i start out importing virtually everything, and cluster my settlements around one or two easily available resources which i process as much as possible to add value. After that I gradually phase out imports, one commodity at a time, through developing a sustainable production line for that commodity. the net effect is that i import at lot at the start and haemorrhage money, but over time, my exports increase in numbers and value, my imports decrease, and my debt repayments first become manageable and then decrease as i end up paying off loans faster than i take them. think of loans like an IRL bond market - they're a godsend to maintain liquidity and keep trade flowing when times are tough, and when you have a net positive balance of trade, you just don't issue more as the existing ones mature, unless you have some massive expenditure you need to make.

eventually i end up with a vast treasury, no debt, and can do what i like.

then i always make the mistake of giving my people cars and that kills my FPS (not to mention the traffic and the nightmare of setting up enough parking).
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>>807950

i should add i love the borrowing mechanic, because it's creates a minor amount of stress and concentrates the mind when you're forced to develop export industries as speedily and profitably as possible to avoid turning into a commie flavoured failed state.
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>>807615

Siemka, fellow Płocczanin, is Grodzka still fun on the weekends?

>t. Polish expat.
>>
Im pretending my beavers in the beaver game are communists until this runs on Linux. Gather wood comrades!
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>>808262
Dunno, I'm from Mława
>>
Is there a Reichskommissariat mod for this game?
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>>808548
Nice. Will you get workers don by cable car? Driving a bus all way around seems kinda dumb.
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>>808578
did some modifications but I'll get busses going down to the coal mine and the bus stop in the center as well as a few vans going to the power plant
map is Krasnozemsky Socialist Federal Republic, all time favorite map and I can't play anything else now
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>>808579
Ah, okay. I have been trying to make cable cars a thing. It's okay for people but I'm very sad that the ore hoppers can't really keep up with a mine output and I had to run belt down the hill.
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>>808583
yea I've had trouble finding uses for cable cars
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>>808698
I'm thinking about putting tourism on hills. Build something like pic rel.
Those aren't really hotels, but still. The mountain hotel looks pretty close. It's extremely communist.
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>>808453
Have you considered doing a Win10 OS partition? It should work unless your PC is a glorified calculator.

>>808510
No but there are Best Korea mods to go full Juche
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Does this game run well with AMD integrated graphics?
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>>807659
Rail is a good starter choice, you can move a lot more stuff with rail and the key to profitability is quantity exports. Oil refining and food production are good "import raw, export finished" industries, oil especially (to the point that refining imported oil is the traditional way to cheese into profitability). You can also just mass export a raw material like coal ore or iron ore. Processing those first is a pretty good investment if only to reduce the amount of space they take in the train cars. I don't bother exporting with trucks unless the value of a fully loaded truck is about as high as a truck full of food or fuel, at game start that's around 1200 rubles per truckload. There's no math behind that, it's just my rule of thumb and it keeps low-value exports from clogging up the customs house stalls.
You say that once you're done you have to wait a few years to pay off the loans, but you're thinking about it wrong. If you're paying more than the interest, it means you're safe to take out some more loans and keep playing the game. As long as you're beating the interest at all, you can keep taking more loans, so there's no reason to leave the game running in the background just to earn your money back.
Regarding electricity, it's commonly recommended as a good starter industry because the profit per worker is one of the highest in the game. But because a power plant only employs a few people, the profit per plant is terrible. It takes an eternity to earn back the investment. Don't do it!
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>>808583
I think that's more a problem with mine output than cable car capacity. The amount of production a well-staffed high-accessibility mine achieves is insane. I guess the real problem is that conveyor throughput is unrealistically high, reducing that would help cableways significantly. Or maybe have conveyor throughput scale with distance.
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>>807782
Why would you import via boat and export via rail? That means both your freight routes travel half their round trip completely empty, and you have to build infrastructure for both. Just import and export by the same means and save yourself a lot of trouble.
If you're doing it because you like RP'ing as a country that imports by boat, that's fine, but you shouldn't recommend your RP as a strategy to a player who wants to know how to quickly and efficiently achieve solvency.
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>>809650

Because loading and unloading efficiency are a thing, you blithering apparatchik.

Oil has a near 2:1 conversion by unit volume, and the products of oil cannot be mixed, neither with eachother nor with oil. So you have to wait until the Oil tanker is fully unloaded, then reloaded, and so on. So to send in 1 tanker full of oil requires you to take away two barely-filled tankers of Fuel and Bitumen, wasting time and creating bottlenecks at both the Pumping Dock and the Oversear dock.

By putting Oil in one end by boat, and sending the much lower volumes of Fuel and Bitumen out the other end by rail, you keep the process moving. Whatever lost efficiency is made up for by actual revenues.

You must be the "Why can't I achieve 100% Refinery efficiency this game is DOGSHIT" autist that skulks through this game
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>>809677
>2:1 conversion by unit volume
Five inputs turns into four outputs, that's not exactly 2:1. You take ten rail cars full of oil, and turn them into five cars of fuel and three cars of bitumen. The trains already have to run to the border and back, might as well fill them with oil while they're there so they don't have to drive back empty.
>So you have to wait until the Oil tanker is fully unloaded, then reloaded, and so on. So to send in 1 tanker full of oil requires you to take away two barely-filled tankers of Fuel and Bitumen, wasting time and creating bottlenecks at both the Pumping Dock and the Oversear dock.
That's just because you're committed to the boat construct. Using a train lets you separate fuel and bitumen into separate liquid wagons, so you can use the train that brought the oil in to carry all the products out.
>You must be the "Why can't I achieve 100% Refinery efficiency this game is DOGSHIT" autist that skulks through this game
I appreciate the personal attack but I'm not sure where it's coming from. You're trying to tell me that using boats is more efficient, but also trying to attack me for desiring efficiency.
Boats are cool and fun, but it's undeniable fact that using the trains hauling fuel/bitumen to the border to also haul the oil back to the refinery is cheaper and achieves the same throughput as importing oil by boat and exporting by train. But I'm glad you're having fun in Workers and Resources, I know I am!
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I don't know why I have an obsession with the possibility of the devs adding military industries into the game. I just want to create a military-industrial complex and sell Kalashnikovs and tanks to the outside world
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>>809770
Check the workshop for military vehicles, tovarisch.
If a factory can produce tractors then it can produce tanks.
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>>809496
>You say that once you're done you have to wait a few years to pay off the loans, but you're thinking about it wrong. If you're paying more than the interest, it means you're safe to take out some more loans and keep playing the game. As long as you're beating the interest at all, you can keep taking more loans, so there's no reason to leave the game running in the background just to earn your money back.
Economy of my country collapsed mid-70s thanks to this very line of thinking, so let's say I'm a "bit" against such behaviour on fucking principle, even if the game doesn't punish you for doing something so fucking retarded
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>>809750
Original anon here, the one asking how to avoid early game hell with track laying. And it seems to me you are missing the point entirely
First, the "use boat instead of rail" was as a solution for early game - it's much faster (already tested it) to get shit done when you can import via water. On the flip side, the construction of rail is to keep the system efficient and going. By saying "lmao, why you are even using ships, just build rail", you are missing the very fucking reason why the ships were used in the first place: to not spend a fucking decade building said rails.

I mean fuck, why you even bother joining the discussion, when it's clear you have no idea what's the subject is or why the solutions are being proposed in such specific way, instead doing "one size fits all" approach.
Well, it doesn't. And that's why I asked the question at the very start of this thread.
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>>808937
I can't be arsed with that. It either runs on Linux or I don't play it.

As autistic as that sounds its a more viable stance these days considering so much actually does run on Linux now.
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>set out a ton of roads to be built
>pavers sitting at half built roads waiting for asphalt to come
>dumpers go to a completely different road and wait for a paver that is already busy
>nothing ever gets done
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>>810095
Either
>one road project at a time
Or
>manual assignment of tasks for construction offices
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>>810095
My favorite is when a truck brings a crane to the worksite just as there are only a few workdays left. Or a busload of workers arrives to help an excavator do the last five days of work on the initial phase, and then they all time out before the trucks with materials for the next phase arrive.
>>
https://www.sovietrepublic.net/post/update-8
Looks like the beta updates are now live. Secret police, loyalty, new GUI (which takes a little getting used to but overall I much prefer it after a few days of use - I'm just missing the "cancel planned construction" button when laying out infrastructure in the white). There's also "new complex rail signal mechanics" which doesn't seem to have any documentation but I think I noticed some differences in the beta. It looks like trains are now claiming a path, or part of it at least, which means they can block other trains further down the track even if the "blocked" train has a green signal. I've also seen trains drive through red signals because they think they have a path, only to merge into another train which was making the signal red in the first place. I'm hopeful that the new mechanics are an improvement, but I might have to adjust my signal management strategy because it looks like some of the signals I used to need might now be redundant or actually causing occasional problems.
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>>810095
Sounds like late 70s Poland with their weird-ass mismanaged and mislocation of resources on road construction, so they were building roads from nowhere to nowhere or build bridges in the middle of a forest, without any road connecting to them being ever build
Immersion intensifies.
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it's lonely out here on the road, lads
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>>810095
>[O]ur production schedule looked like this: in the morning we would sit and play three-card brag for money (you know how to play brag?). Okay. After that we’d get up, unroll a drum of cable and lay it underground. Then, obviously, we’d sit back down and kill some time, each in his own way. I mean, everybody has a different temperament, different aspirations; one would be drinking vermouth; another, slightly more basic, Fraîcheur eau-de-cologne; and the ones with a bit of class would be on the cognac at Sheremetyevo airport. Then we’d go to sleep.

>And the next morning, well, first we’d sit down and have a drink of vermouth. Then we’d whip yesterday’s cable back up out the ground and chuck it away, because it’d got soaked through, naturally. After that — shit, what the hell? We’d sit down and play brag for money again. And we’d fall asleep without finishing the game.

>Next morning early, we’d wake each other up: ‘Hey, Lyokha, come on, get up and play brag!’ ‘Stasik, get up and finish yesterday’s hand!’ And we’d get up and finish the game. Then, before it got light, before daybreak, without a drop of Fraîcheur or vermouth, we’d grab a drum of cable and start unwinding it, so it’d get soaked through and useless for next day. Whereupon each would turn to his own, because everybody has their own ideals. And so on, back to the beginning again.
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How to solve the alt-tab issue?
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>>810662
Nah, that was just Gierek struggling with the administration and suffering from the classic "short bench" effect. The mislocation happened in the 4th Five Year Plan, not 5th, which was the aftermath of that mismanagement.
I always like to compare 4th and 5th Plans with what Park did in South Korea with HCI. Because it was the exact same idea and done by two regimes that didn't have to fear any sort of replacement or fallout for lack of popularity and could freely do what they please. Only difference being that one was done in the classic Polish "jakoś to będzie" attitude, while Koreans actually planned their shit and did so for few decades in advance. End result was total collapse of Polish economy by 1980 and Korea emerging as modern, steadily advancing economy in the exact same period.
Both then send soldiers to streets to pacify the population.
>inb4 muh invisible hand and free market vs communistic central planning
Only a clueless retard would call Korean economic reforms of that period "free market". And yes, I'm talking about South Korea here.
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>>811085
What's the issue?
>>
>download interesting map
>identify some desolate flat areas far from the water features and border crossings
>lay out a few dozen big fields and some farm buildings
>come back in September to watch the harvest
>the area was littered with invisible one-tile rocky ground features which break the fields into jagged pieces
At least I get to collect all these worker-free resources but it's not very pretty.
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>>811058
man I want to read this book
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Any maps you guys would recommend?
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>>811388

Jesus Christ this grinds my gears.

When I see the yellow patches under my field's footprint, it's so aggravating, especially since the stone isn't obvious.
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>>811085
Windowed mode fixed it for me.
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>>811483
It interacts especially poorly with the automatic field border adjustment, because instead of getting one lone piece of unfarmable terrain in the middle of the field it cuts out a slice all the way to the field border. So aggravating.
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>>811130
>"short bench" effect
? ? ?
>>
Just don't engage and maybe he'll go away.
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>>811422
The entire appeal of that book comes if you never experience this sort of shit first-hand. If you did, it's not nostalgic - it's downright depressing.

>>811600
"Short bench" is a name for a situation where you don't have enough people in your "team". In case of politics it means that the clique of people loyal to you is too small for itself and you suffer from manpower shortages, while in the same time can't just use "outsiders" to your clique, because you are in active war with other cliques/parties, making outsiders enemies of your group by default.
In this case, Gierek was part of the reformist clique and was HEAVILY opposed by the more hardline party members. So a lot of at first nonsensical reforms was done solely to destroy the hardliners and their power structure, along with having a never-ending shortage of qualified people inside the clique, leading to incompetent people being promoted simply to fill up the gaps and become clients/new members of the clique. This is also 2nd most important reason why many things from 4th Five Year Plan was never finished (inner-party fights) and why it all imploded in the 5th (idiots put in charge of various important projects, simply because they were "mediocre, passive, but at least loyal")
It never cease to amaze me that the only country that ever tried to do central planning as actual planning was Chile under Allende, because it just never occured to morons in any of the Soviet satellites to use automation and basics of cybernetics.
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Why are we even having two threads?
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How do I build in a straight line? I'm gonna go crazy If my commieblocks aren't perfectly aligned with each other
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>>814402

use the wireframe. i never do this, because i am happy to eyeball it and if they're not perfectly aligned, well that's kind of how things were done in the eastern bloc, but i've seen youtubers using the wireframe setting to align things just so. mostly it's german youtubers who do this.

>ORDNUNG MUSS SEIN
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>>814402
Using the geography to shift things is beautiful.
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Post your cities, I need to cure myself from my symmetryism
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>>814473
>>814721
>dumb faggots missing the point

>>814722
There is nothing wrong with symmetric city district design.
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>>814722
>>814721
>>814473
>>814402
>>815642
TODAY I WILL REMIND THEM
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>>814722
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>>809998
What country?
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why dont my logging trucks fill the truck all the way before taking it back
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>>815652
I don't care how dreadful it is for traffic, this design has so much soul. Only needs more sport courts and green spaces inside the pods
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>>815652
I still fail to see your problem.
Also
>Commie block district
>Urban planning of Barcelona
Yeah, you are fucking retarded

>>815722
Nta, but pretty much every commie country in Europe, with maybe except for Czechoslovakia and DDR (those suffered simple stagnation in the 80s), had this sort of issue in the late 70s.
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>>815642
Symmetrical city design can get really annoying for navigation as everything looks the same.
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>>816009
>t. another clueless faggot missing the point
>>
You may not like it, but this is peak city planning
El Salvador, Chile. Mining monotown
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>>815911
>pretty much every commie country in Europe
The key difference between what anon was suggesting and what other anon hates, is that in real life these countries were taking loans they *couldn't* afford to pay back.
>>
>passengers in trains advance their "travelling in vehicle" clock at twice the rate of those in buses
>late year trains are less than twice as fast as late year buses (120 vs 80-100)
>passengers can actually travel further in a single trip on a bus than on a train
Fucking slavs.
Obviously I can make them travel as far as I want by adding a stop at a station in either mode of transit, but what the fuck was he thinking?
>>
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>>817726
I wonder if it reflects the typical use of each mode in soviet city planning? Trains for high frequency short haul intracity and buses for intercity transit? Or maybe I am talking about of my dunghole.
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>>809091
Probably not, even worse if mods included.
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>>809770
>mfw my headcannon is that mechanical components factories are weapons production lines
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>>817729
Probably just to make sure the construction offices can get the workers to the auto-assigned constructions. A bus ticking down time at the same speed as a train wouldn't ever get workers out to 3 km away.
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>>817724
They could, that's the thing.
They REFUSED to, because "lmao, in your face, capitalist imperialists".
For which their credits were frozen. Which started death spiral of national economies. Bonus points when that particular moment synced with oil crisis of the 70s (like in case of Hungary)
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>>807256
I will make a complete shithole republic, and then sell everything to western multinationals once the soviet bloc collapses, and then flee to Aruba or some shit. I will probably head cannon that last part, but still.
>>
Early-mid game is there any reason to keep towns/industries connected in a big network versus having just having a bunch of independent harvesting/industry/resident clusters throwing their goods at the nearest border?
>>
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>trying to manually build railways
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>>818223
There's very little in-game incentive to ever connect them. It's a logistics game at heart but all you'll get by connecting your stuff instead of just exporting and importing everything individually is a little extra profit, which quickly becomes meaningless once your reserves hit 5-10 million.
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>>818223
Unfortunately not really
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>>818223
If all you play for is money you won't find much joy in a game where importing oil and exporting fuel/bitumen is massively profitable forever. Linking supply chains with efficient or aesthetic transport networks should be the reason in itself.
>>
>>818185
t. Nomenklatura pro Though more realistically you'd be buying up property in Nice, Mimami, London, or Courchevel
>>
>>818185
That's more of a Tropico thing where part of the game is embezzling money into your swiss bank account.
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>>818980
He's referring to real life, many of the people that had been getting chummy with western elites and were engaging in firesales of what was once state property we're part of the party elite (or had connections to them) before the USSR collapsed.
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>>818602
>2x speed
>>
>>820412
I know it's fun to use this as an example of how slow building rails is but the EDK is available in 1961, i.e. after only one year of play. How much of anything do you really expect to get done in the first year if you're trying to build everything from resources?
>>
>>821206
I like the slowness personally, constructing rails efficiently is a minigame itself
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>>815715
that's a very nice intersection and on/off ramps you got there
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>>808453
I literally only play on linux and works pretty fine
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>>821396
thank you, there's a really nice cloverleaf on the Krasnosomething soviet republic map but it's broken and doesn't work properly which is a bummer
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>>807633
But it's not far off
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>>807256
woah honipilled
>>
hummm old man's kissing
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>>821897
anon how dare you
the working women of the socialist republic MUST be bred exclusively by strong healthy and young working men of the republic to secure our future
now that you find yourself before a tribunal, how do you plea?
>>
>>821909
oops wrong general
she does plead guilty and sentenced to be used exclusively as breeding material for the chad ojii-sans of the republic
>>
>>821417
I hope you only allow kulaks to live in the apartments next to the refinery.
>>
>>821216
Nta and I think the biggest problem people have with railway is not the slowness of construction, but wrong approach to planning.
As in - they don't.
To get efficient railway system, you plan ahead where and how the rails will be put down, then build everything else/simultaneously with your rail, while rail is under separate construction. And the game represents that nicely.
What people do is the retardation of either first building rail that leads to nowhere (since they can't plan ahead how and where to put buildings that the rail will operate) OR, which is even more common, just plop handful of buildings without any consideration made for rail whatsoever, which fucks them up very quickly, since turns out they didn't leave a plot of land for the needed railage.
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>>815715
>that food factory
I haven't played this game in a while, but wouldn't it be more efficient to just connect the silo and the warehouse to the cargo station, saving space and eliminate the need for that weird rail junction you got there (unless the devs changed how factory connections work and I just don't know anything about it)

pic related
>>
>>822561
You are correct
>>
Remember to purchase the number of track builders you intend to use +1 so the active ones stay staffed at 100%.
>>
>>807631
comfy
>>
>>822973
>100%
Apply yourself >>811058
>>
>>821216
this is absolutely based, i might consider buying this game
>>
>>821897
me on the right
>>
>>811422
https://pdfcoffee.com/erofeev-moscow-petushki-pdf-pdf-free.html
>>
>>808486
Unrelated note: Mgła is a great fucking band, metal scene in Poland is great atm.
t. Hans Kraut
>>
>>821963
Comrade, our refineries does not stink unlike all the refineries of the Western capitalist states. On the other hand, your voluntary homeswapping requisition was approved, your new adress is 1st Refinery Street, stairwell B floor 12 door number 5, you can move in after you finished your shift.
>>
>>821963
Consider the photo from OP. In the foreground, you have the city center of Płock. In the background, you have Płock Refinery, the biggest such industry in Poland. And the dark area isn't some sort of buffer space - that's where OTHER industries are located, simply the ones that don't operate during night.
>>
>new farm skin is a covered parking lot with an office and some tanks
I'm going to vomit.
>>
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>>826895
I really that, it doesn't look bad, but it signals they're moving on to making more modular industry, so that building is just the equipment parking lot for the farm, it does solve out a discrepancy we had with farms in the past.
But most important, it signals they're likely also gonna add a lot more alternatives to the different industry types in the near future, at least I hope so.
>>
>go afk for 30 min
>come back
>population 330 and decreasing
>tfw
>>
>>826996
I've seen ESLs say "modularity" with regard to the new farm model twice now, and I don't think they're understanding the change. The old farm is a parking lot for 12 vehicles, fuel storage, and crop storage. The new farm comes in three sizes and serves as a parking lot for x, 12, or z vehicles, fuel storage, and crop storage. How does this signal a move toward modularity?
>>
>>827379
1. I don't think the farm ever took fuel storage unless it was added recently
2. their own dev diary gives off that impression on what they're aiming for
3. at least right now it needs crop storage for the vehicles themselves to unload, but still its usually too small to be used alone
>>
>>827386
So you agree that the new future-model is no more modular than what we have today. Except you don't know what we have today because apparently you don't play the game.
>>
>>827388
The current ingame model only has one factory connection and one road connection, by the pictures we can see there are many different connections/availability in different sizes, and also do indicate modularity since , judging by the revamp in the agrofarm, it's also expected some changes regarding grain storage (since currently there is also only 1 800t capacity grain silo) or even possibly a conveyor connection or grain loading/unloading;
>>
>>827386
>3. at least right now it needs crop storage for the vehicles themselves to unload, but still its usually too small to be used alone
By this logic the game is already fully "modular" because most internal storages are insufficient. But that's not what people mean when they refer to modular industries, although honestly it's good enough for me.
>>
>>827398
This too, it could make sense for crops to be treated as bulk storage, like grains do irl.

>>827404
I also agree, its quite obvious this was always somewhat in the dev's radar, maybe it makes more to say right he is just fleshing out more options...
>>
>>827398
>even possibly a conveyor connection or grain loading/unloading;
While this is necessary and it's too bad the that game doesn't have it already, the new farm model doesn't imply this at all. I'd say it implies it even less, the old model has a grain elevator which would logically feed the hypothetical bulk grain transfer system, while the new model just has a corrugated steel-covered parking lot.
>>
The new train signalling is driving me crazy. They'll drive through red chain signals into intersections only to stop at the red signal at the outlet. They'll stop multiple signals short of the conflict intersection instead of advancing to make room behind them. They'll get stuck in conflict loops where multiple trains are all blocking each other but they have free blocks in front of them. Trains drive past red signals when the blocking locomotive passes and then cause a collision with the wagons in tow. Perhaps most frustrating of all, the old "white signal" where trains were allowed to pass in a block where they wouldn't intersect happens extremely rarely now. Has anyone figured out how to use this system effectively besides "never let rails cross"?
>>
>>827965
Meanwhile I want this game and Mashinky to have a baby, with few bits and pieces from RT2 thrown in for good measure.
>>
What sort of challenges do you guys set yourselves beside economic self-sufficiency?
>>
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>>826895
>>826996

As I understand (a slavic friend born in Hungary told me this) the old farm model closely resembled the types of farm centers that sprung up in the 90's and onward, and signaled a shift towards Western style agriculture and away from big, collective, state dominated farming. The devs had just kind of looked out the window at local farms and copied what was there assuming it had always been there. It was an anachronism that violated the "Peak Soviet Times" aesthetic of the game.

The new farms more closely resemble real Soviet industrial farm centers.

More importantly, these farms make the "add a distribution center for optimization" trick mostly obsolete, or at least let your farming centers cover a much larger area if you choose to go full-optimal with them.

Also, for the autists having this esoteric argument over modularity, we have no idea what the exact parameters of this farm are until it's in the game. HOWEVER, it has more distantly and well spaced factory-connections in the new screenshots, compared to the old cramped Agrocenters which means that if you set up Food Factory/Distillery complexes, you'll have an easier time basing them off of this building, which is the sort of modularity that people are usually discussing with buildings in workers and resources.

I say all of this knowing that there's a mouth breathing vatnik retard that comes by this thread to intentionally shit it up and start pointless fights, probably because he's still anally obliterated over the game portraying Soviet times as an inefficient cluster fuck, and caution anyone posting her to think twice about picking fights with him, since he doesn't even own the game.
>>
I want to like this game with the logistics and supply chain but I can't handle the citizens
>>
>>828497

National integration.

I start with 10 or more villages around the map, and make it my goal to knit them all together in to one happy communist utopia and be fully self-sufficient by 1992 or bust.

>>828516

Try Factorio I guess. The citizens are kind of the point.
>>
>>828497
This run I limited myself to only building 50-60's era 3 storeys max apartaments, only import resources through trucks, and thats it.
Im thinking about establishing a heavy industries production line before 1989 aswell.
>>
>>828513
>More importantly, these farms make the "add a distribution center for optimization" trick mostly obsolete
The "trick" isn't as good as people make.it out to be. A single 3-5-4 farm is good for 10-12 fields depending on how closely you you can arrange their entrances to the farm's driveway. A 4-8-0 farm is good for something like 16-18 fields, and a DO is obviously good for a maximum of 19 fields. Two 3-5-4 farms are only a bit more expensive than a 4-8-0 farm plus a big DO, and either setup will work about the same number of fields with a slight advantage to the 2x farms due to shorter travel times and larger number of mechanisms. The only true benefit of the DO is that you can set the destination to wherever you want, but if the destination is very far from the fields then you'll need another DO to keep up due to increased travel time.
>>
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Thoughts on my industrial hellscape? I'm playing with most of the realistic modifiers turned off and even then I can barely keep the economy going. Oil is a lot less productive than I thought it would be, and I can't figure out how to get the fucking bitumin into an asphalt factory, it just won't go in for some reason. Otherwise I'm mildly proud of this city, it's the best I've made so far.
>>
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>>828983

It's not bad if this is you figuring it out on your own. Congratulations on such a bold town with such aspirational planning in that case. Sadly, I think you have a rough road ahead of you though and it doesn't go anywhere good.

You're definitely short on workers by my count. I see housing for maybe 1000? 1500? workers in total. Hardly anywhere near enough to get your factories really clanging. You're also in for a nightmare of pollution deaths if those factories ever get up and running at a nice clip.

On the Bitumen thing, are you sure Bitumen is flowing in to that tank? Make sure to mark it exclusively for Bitumen or you'll risk getting fuel in there clogging it. If so, you need a pump between the Bitumen tank and the Asphalt plant. Liquids are either "pushed" or "pulled" by pumps on a single connection, the Refinery has internal pumps for pushing and pulling, so they can push liquid in to tanks and pull liquid from tanks. The Asphalt plant however does not have an internal pump, and needs the liquid pushed in to it from the tank, and the tank likewise does not have a pump.

I think you'll also want to add an upstream oil tank between your pumps and your refinery. Right now if you produce oil faster than you can turn it in to Fuel/Bitumen, it'll back up and shut down the pumps, so you'll lose potential oil as they sit idle.

Those personal cars are also not particularly great, but I suppose they're doing a nice patchup job for your loyalty - I see a disturbing lack of Lenins and Fountains around those houses.

Good luck with the struggle, Comrade.
>>
This game is on EA still but is there enough to get a fairly satisfying playthrough yet?
>>
>>829064
there so much complexity to it that you'll get 10-20 hours just learning how to get a proper economy going. and that's not to say that it's DF levels of autism and bad UE, there's just a ton of shit to do in the game so you'll get plenty out of what's there right now.
>>
>>829066
thanks, that sounds good enough for me. Have known about the game for a while but wanted to wait on it.
>>
>>829064
Honestly I feel this game is polished enough to be more of a patched release than an EA game. I've played it before the seasons update and they made some serious progress since then, there is so much to do and the game really lets you get into the nitty-gritty aspects of supply chain management and logistics that IMO hardly any other city builder touches on.
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Would you live here, /wrsr/ ?
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>>829099
VGH the smog filled plains of the urals...
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>>828983
You may have messed up your oil rig setup if you're not getting enough into the refinery. Consider just using a DO with tankers to collect it all at the refinery, rather than pipes. But if you already paid for the infrastructure then it's probably too late.
If your asphalt plant isn't getting bitumen it's probably because fuel went in that tank instead of bitumen. Click the "store this resource" button to make sure only the correct fluid gets in the tank. You don't need a pump, the refinery will passively push fuel into the intermediary tank and the asphalt plant will passively pull it from the intermediary tank.
If the refinery is full of fuel but not producing it's because either there's nowhere to store bitumen because both tanks have fuel in them, or because you don't have enough workers. A well-staffed refinery should earn millions of rubles in exports per year.
>>
>>827028
Sounds like Soviet Union
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>>829102
>full of fuel
Full of oil.
>>
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>>829023
thanks for the advice anon, i got a chuckle out of
>Congratulations on such a bold town with such aspirational
to be honest i haven't played the game in like six months but im feeling the itch to get back into city builders, although maybe i'll try out ostriv as i loved banished when it came out and that seems considerably less complicated than W&R.

if i do make a turbo industrial hellscape ill post it in the next W&R thread. cheers.
>>
>>829064
The game is perfectly fine to be played for... two years? The whole EA at this point is just adding new features and rebalancing things.
>>
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New farm is out on test serb, gonna try them out later
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How do you guys fully staff your workplaces

I'm having a lot of difficulty balancing staffing, city compactness, bus congestion and having new avenues to expand outwards from my first profitable town

How do you guys move as many people as possible out to your manufacturing areas?
>>
>>832772
Increase transportation throughput by adding trams, trains and build underground roads under existing roads for more busses. Wait for the implementation of metro. If people are not enough just invite immigrants.
>>
>>832932
i hate how easy and simple it is to just buy a whole village of people
there should be more negatives associated with buying new workers or completely overhauling the immigration system
>>
>>831750
Do they have any mechanical difference from building an old farm and a distro center
>>
Game needs dacha
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>>833180
Some kind of demographic cohesion scale for spoken language might represent this well. Plenty of people in the soviet sphere utilised workers from other places
>>
>>833180

Eventually, voluntary immigration and such things are planned. For now, obviously, this is the short and easy approach.

For what it's worth I do imagine now that Loyalty is in and Crime is on the way, there will soon be more development on the 'complex' social aspects of the game. For now though, you can for instance learn to be a Doctor at a Technical university, because in the USSR open heart surgery is indistinguishable from tractor repair.
>>
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>take everything I've learned from my last couple of tries into my magnum opus
>enable all the difficulty modifiers from angry shitizens to era locked vehicles
>everything is planned out, from the grid to trains to roads to city layout for peak soviet efficiency
>one central city to distribute workers using passenger trains to outlying industry
>spend two and a half hours setting everything up
>works perfectly
>except workers stay only for four hours on a train
>they despawn 20 minutes before reaching the iron mine
>have 4 million rubles in debt
I don't feel so good Mr. Kruschev
>>
>>833260
Yeah, the difference is that if you build the old farm and a distro center you get the functionality of the old farm and a distro center, while if you build the new farm you just get the functionality of the old farm with extra factory slots and the option for more or fewer vehicles.
>>
>>833873
This has never been easier to fix, somewhere in the middle prior to the point where they time out you build a station, and add it in the middle of the train's route so it goes origin - new station - destination. At the new station, give the order to load and unload workers, and check "force citizens to step out at this point" or whatever the option is. They will unload, then load again, which resets their vehicle timer.
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Here's my new take:

>start in 1900
>Create a fence on the map to simulate border between fictional Czar/Kaiser influenced areas.
>Transport hubs on the borders (accepting rubles and dollars)
>slowly creating autonomy infrastructure for both
>Isolate two lands from transporting goods to each other at 1939-1940 era
>after 1945 start basic imports/exports between the two regions. and continue to build infrastructures in a West/East manner.
>continue a BDR/DDR scenario until i will loose my mind.

Wish me luck boys, i've got all the mods and all the autism i need.
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>>834407
Godspeed
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>>834191
Right so it adds nothing new
Thanks
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Any tips on how to increase the throughput of trucks offloading food and alcohol onto the train?
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>>833873
you're gonna have to make those purpose-built cities like how they did in the Union, like Chernobyl and Tankograd or whatever, right next to the points of resource extraction, refinement, and production facilities.

the commutes cant be too long
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>>835426
Build a truck cargo station or whatever it's called (havent played in a while) and use the factory connection to connect it to the warehouse.
>>
>>835426
Those roads and especially railway shapes are giving me headache.
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>>835426
is that a UI mod or did they revamp it?
>>
>>834680
Nobody but some forum retards were pretending that a model update was anything more than an updated model.
>>
>>835467
Read all the updates for the community since the last time you played the game, and then you can participate in the thread.
>>
>>835637
hmm, no thanks.
>>
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>>835637
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>>828516
OpenTTD.
>>
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War economy when
I want to mass-produce AKMs and fill trains with T64s
Maybe make my own cheap shit-box tanks that you can run around on a testing track
>>
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Whodathunk making vodka polluted as badly as a rawcoal powerplant
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>>836742
There are some oddities with pollution production, like how my small heat plants make darker spots on the pollution meter than my large heat plants which should be making 4x as much pollution. Or how my health drop-down shows pollution 5% pollution effect but there's no pollution near any of my residentials; it dropped to 4% after building a heat plant downtown.
>>
>>836777
>how my small heat plants make darker spots on the pollution meter
"Nah, pointless, why bother installing filters?"
>than my large heat plants which should be making 4x as much pollution.
"Ok, we need to put up some filters boys, or this bad boy is going to choke the town"

Literally how it worked and still works.
>>
>>836777
>>836814

For what it's worth, I imagine it probably has to do with %load. Pollution scales up with productivity, so a small plant quickly ends up at 50%+ use while a large plant can hover around 10-20% and provide lot of service.
>>
>>836814
So you're suggesting that the dev put in the effort to make a tooltip with a pollution value so the players could see an important piece of planning information, and then made another hidden modifier that players and modders can't view or adjust that renders the tooltip meaningless?
>>
>>837006
I know you're just making up an example but a small heat plant at 50% produces the same amount of heat as a big one at 10%. And the big heat plant produces heat more efficiently in terms of pollution, about 20% less pollution per unit heat according to the in-game information, so it should be slightly less polluting. But the pollution dots for a small plant in this scenario will be dark red or black, while a big one will be in the light green to yellow range. Which suggests that the pollution from the small plant is many times worse.
>>
>>837154
If it doesn't combust as cleanly due to being a less efficient design I could see that happening.
>>
What industries do you think would be the best 'order' to develop for a new city/save? like, what industries are a balance of ease-of-setup and export profitability? I understand that oil extraction and refining is great for the first industry to set up but what else?
>>
>>837046
Nta, but it's like third of the gameplay of W&R
>>
>>837485
You mean the best meta, or the best in terms of immersion?
Because beta-wise, building a port and importing crude, work on it and sell back products is the most efficient thing by large margain.
Immersion wise, you will be in heavy debts for first 30-35 years of the game, building your own autarky and then barely making any profits
>>
>>837485
I've seen coal mining commonly recommended. Doesn't take much to pump the stuff out and from there you can process and burn, or just for other industry.
>>
>>837545
huh, i largely assumed going full autarky from the beginning was actually impossible because of so many different essential industries needing massive amounts of people that in the meantime need to be fed and powered etc. with enough industries that they would need massive amounts of people that in the meantime need etc. etc. etc.

i never thought about importing more oil and refining it then exporting it back out, neat
as far as it being meta, i guess thats an irl strategy right? climbing up the value added chain or whatever

>>837550
i guess starting out with cheap coal makes sense for any newly industrializing country that has it
>>
>>837590
That's how I started out while figuring it out on my own. Start by mostly importing, though I use trains. Then as the money starts turning positive, start harvesting multiple oil fields using trains to slowly decrease my import costs towards zero.
>>
>>837590
Even if you are pumping your own crude, it is still just cheaper early on to import it and sell back oil products.
This is so fucking efficient, even exporting via trucks still nets you nice profit.
>>
>>837485
Oil refining is the best for profitability. Build a refinery near the border and set a train to import oil and export fuel/bitumen, this will give you enough money and time to do other stuff.
Next is probably food, food is a big expenditure and making crops is easy and requires no population (just a few workers to run a fire station).
After that, mining coal/iron with intent to make steel. Once you're making your own food, fuel, steel, you've stopped your biggest expenditures and can so what you want.
>>
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>try to make things functional and aesthetic at the same time
>fuck something up and restart every time
How do you autists do it? I want my commie blocks, and railways to live and breathe sovl.
>>
>>839795
Spacing between buildings is a tricky thing.
>>
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>>839795
I just took some adderall and started building.
>>
>>841830
lovely, amphetaminepilled
>>
>>841830
Nixe, smoke it up bro and sip some lean m8ng
>>
>>811625
It goes without saying that while PRL was "the jolliest barrack in the (socialist) camp" it was also one of the most uninspired and directionless. Kinda like today's Poland, honestly. Wasting potential is a national pastime at this point.
>>
>>839795
I "cheated" (played on easy, auto-build and so on) until I learned the ropes, and put all of my learning in practice in one big save.
>>
https://www.sovietrepublic.net/post/report-for-the-community-39

>You can use prisoners as workers
>>
>>839795
>sovl
Here is your problem: you're a soulfag. Soulfags are devoid of any sort of creativity or planning, but just want to make inane claims about things having or not a "sovl".
Stop doing that shit and watch as your life improves. And once you stop being self-loathing faggot, playing games will be fun again.
>>
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>You will be able to use your prisoners as workforce. Prison buses will serve to transport them to factories or other industrial facilities directly. We can easily imagine somebody making large complexes with prison and some mines in a remote fenced area to create a feel of extra security
>>
>>846209
Gloriously based, it's almost like devs browsed this thread to get suggestions directly from the people
>>
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>Winter arrives
>95% of mine workers are prisoners
>5% are political officers keeping eye on them

>20km away in a comfy town of Svietlansk tourist come by hundreds to enjoy the towns famous thermal baths and a clean town centre decorated in propaganda of prosperity.

Now let's get real - can the prison buses unload the convicts to a special train only for them (steam engine and cattle cars) so they can be moved to the quarry/mine in a big group?
>>
>>846680
I would expect prison buses to act like ambulances in the sense that they can only be assigned to the prison and then some special mechanic, probably like how fields are assigned to farms, will use the buses to distribute prisoners to workplaces. Don't expect to transfer prisoners off the buses.
>>
>>846628
It's almost like prisoner work camps were a staple of the eastern bloc.
>>
>>846699
Sssssh. Or else the Ameritards might get confused.
Plus - no, not really, they weren't. They are Soviet-specific. Everyone else just put dissidents to street-sweeping and prisoners to prisons. If anything, Ameritards had bigger use of prison labour than non-Soviet part of Eastern Block combined and I wouldn't be surprised if it ended up coming in actual numbers that American penal system had bigger use of convicts than the Soviet one, mostly because they were used economically, rather than ideologically for labour.
>>
@380
@700
Literally nobody cares about your opinion and you don't play the game. Fuck off.
>>
>>846707
>REEEEEE!
>He said, after shitposting for an hour about prisoner labour
>>
>Didn't touch W&R for a while
>Launch in the right resolution
>Game plays out properly for 5 seconds
>Self-adjusts to window mode out of the blue
>Get it to full screen - the outer rim of the display is impossible to click into, rendering menus impossible to use
>Get it back to windowed - the menus aren't even displayed now, apparently out of field of view
For fuck's sake, NOT AGAIN!
>>
>>846901
Try either of those:
Launch model viewer, then launch the game.
Launch the game directly via exe in the files.
Launch the game via setting menu, but first make sure your resolution match that of your desktop.
If anything fails, try launching via 32bit version (it's truly glorious this game can run on my legacy PC from '06, someone truly thought it out for post-commie markets)
>>
>>846698

Good call, but that would mean that you need a mid sized town next to a mine/quarry (instead of a village) just so you can have enough prisoners to move on small distance to the working place.

Penal workforce should be able to travel long distance via train to the harsh industrial outskirts.
>>
>>846961
I'm thinking prisoners will probably be moved a long distance to the prison, either by a vehicle assigned to the court/police station or by magic. Otherwise the problem you present is obvious, you'd need a massive city to generate enough crime to get prison workers for your mines, and then you might as well just use the regular workers instead. As in, you have police stations built frequently throughout a city, one court can service many police stations, and they can all move prisoners to one central prison if desired.
>>
>>846616
Holy based. I always hated building housing near a remote mine.
>>
>>846700
Try again without the assrage about America
>>
>>847063
Try again without being triggered
>>
>>846912
The combo of different setting, launching at 32bit and then launching normally helped.
Jesus Christ, how hard it is to write a proper self-adjust script for the game to use desktop resolution? Especially given the complexity of the game itself, this should be fucking trivial.
>>
This game will be a classic for years to come. It tickles my autism in just the perfect spots.
>>
>>836814
>>836777
IRL heat&electricity plants achieve higher burning temperatures when bigger, thus increasing efficacy and decreasng pollution. That's why small coal furnaces in detached housings pollute like mad
>>
>>847554
maybe when you can make proper grids
>>
>>850172
interesting
>>
>>850172
Which is reflected in the fact that the big plant makes 5 small plants worth of heat but only 4 small plants worth of pollution. As was previously said in this thread.
The pollution overlay is 100% nonsense, it seems like it's calibrated to maximum pollution or something instead of actual pollution. So a small heat plant working at 100% makes a dark red overlay but only affects nearby people's health a little while a big heat plant working at about 25% makes everything light yellow but cuts the average life expectancy of my starter city by 10-15 years.
>>
it's chilly, lads, but i but the heating is on and i'm pretty cosy.

my job in the booze factory is pretty chill - i even get some vodka to take home with on a weekend. life's good, dudes.
>>
How do I stop the heating plants from shutting down because of lack of workers causing a catastrophic mass freezing?
>>
>>853873
How did you achieve everything being so nearly lined up? Whenever I start building, everything ends up just few degrees "off" and this really angers me, for I can't find a reason why the game auto-corrects my buildings and roads to be off-line

>>854446
How about not driving your workers to a plant across half of the map?
>>
>>854466
I just eyeball it, but you can enable the wireframe, or you can build the builds before the roads, and where you want paths to intersect roads in a prescribed place, just lay the the road up to that place and then continue on from it

You may already know this, but holding shift (or control, I forget which) when rotating makes the rotational increments much smaller.
>>
>>854446
Make sure your technical services are apprpiately suited to clear the roads leading to the plant, pay close attention as to how often there is a worker shortage and adjust it by either:
a) increasing the number of lines to the destination (smaller, faster buses)
b)increasing population (the worker shortage may not be an endemic problem to just this one plant)
c)making sure that, if the workers come from a bus platform/bus station, the plant has a higher % of workers, or cut the middleman by just sending the additional lines straight to the plant.

In my city, before I had surplus population, I had to reduce the amount of workers from non-essential industry (panel factories/brick factories) so I could have surplus workers during winter time, ensuring the plants could keep working non-stop at full capacity.
Keep in mind though, that the additional, smaller bus lines are placeholder solutions until you plan/complete new housing projects and actually start seeing an increase in pop, being a mid-term solution to this problem.
>>
>>854542
>You may already know this, but holding shift (or control, I forget which) when rotating makes the rotational increments much smaller.
Nope, didn't know, and this makes my life so fucking easier now.
>>
>>853447
Yeah some kind of auto terrain level feature. Like plan a city on a blueprint and then fork over the money for the construction crews to do the levelling required.
>>
>try to open soviet rpublic website
>server not found
around slavs,
>>
>>856452
works on my machine
>https://www.sovietrepublic.net/
>>
>>809677
How was this supposed to fly? Is there some sort of luxury gay communism lifting gas that I don't know about?
>>
>>856824
Do you see the size of this thing, or you need a banana for scale, you dumb faggot?
It's absurdly big.
And guess what - still unfeasible, which is why they didn't try to build it.
>>
great game
>>
>no private planes/pilots zipping around the map from airport to airport
>>
>>860492
>private
>>>/gulag/
>>
>>860707
fug no im sorry was slip of tongue
>>
>>860808
You WILL go into the concentr- sorry - into the quarantine enforcement facility
>>
>rail distribution office
Based
>>
>>864223
oh my fucking lord, I really like that
thought something like this for a while ago, but how does that work? mod or actual dev?
>>
>>864223
Holy shit we switching train cars now?
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>>864223

I literally cheered when I saw this, I am autistic

>>864508

You set the train up, then insert it in the Distribution Office, because the Train's logic works off of the cars it's made from
>>
>>864223
Does this game have any non-ČSSK buildings in it at all or is it full-on Czechoslovakia simulator?
Here's the building IRL
>https://www.google.com/maps/@48.7236119,21.2669635,3a,75y,125.11h,99.04t/data=!3m7!1e1!3m5!1s3NhtijOFQm8SWrKwDeK0-Q!2e0!6shttps:%2F%2Fstreetviewpixels-pa.googleapis.com%2Fv1%2Fthumbnail%3Fpanoid%3D3NhtijOFQm8SWrKwDeK0-Q%26cb_client%3Dmaps_sv.tactile.gps%26w%3D203%26h%3D100%26yaw%3D273.1641%26pitch%3D0%26thumbfov%3D100!7i13312!8i6656
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>>864479
latest blog
https://www.sovietrepublic.net/post/report-for-the-community-40

>>864558
RBMK and pic related are the only ones I know.
>>
>>864580
>>864536
>You set the train up, then insert it in the Distribution Office
the question is, can you setup a bunch of carts for said purpose and have the locos switch to which trains are needed to go out, or is it just the whole combo without change?
>>
>>864709
Can I set up a train with mixed wagons to do many jobs but inefficiently, will it handle mixed loads?
Lot of questions on how this office will work
>>
>>864536
>>864709
>>864745
>So how this building should work? You will connect it to your railway system, then you bring in or buy few locomotives and some wagons which can be different types. Then you set your sources and destinations with respective percentages (similar as road distribution office) and the Railroad Distribution office will setup trains adding wagons to locomotives and sending them for their supply trips.
So you just put locos and wagons separately, then the office assembles automatically the rolling stock into trains for the jobs you ask them.
If it wasn't like this it would just be useless.
>>
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luv this game
simple as
>>
Derail Valley is a good game to get a feel on the ground level for what rail design could look like
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Is this game worth getting in to now? I remember them saying they where gonna add proper subways and tram roads. Are those in yet?
>>
>>867556
>Is this game worth getting in to now?
Yes, it helps learning the ropes before they add more stuff
>Are those in yet?
No, see https://www.sovietrepublic.net/roadmap
>>
>>867556
It is definitely not finished. But already there is more to do than in many other citybuilders. So I think it is worth playing now.
>>
>>867522
That is quite aethetic
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>>868695
Thanks m8, looks good far away but I can't do as good of detail close up as the anon who did the double lane highway through his city
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low rise, bby
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>>869758

Oh god you know the horror.
>Stalinkas
>black white retromodded commie blocks
>Khrushchev era brick school, that has a playground next to a 70's apartment block because of bad development.
>Church in a short proximity of a brutalist cinema/shopping centre/cinema.

The only thing is missing is a football field that has been transformed into a muddy car park.
>>
>>869792
Neighbourhood I grew up in was having it in weird, "micro-district style"
>Bunch of pre-war single houses grouped around two streets making an old village
>South from it, 50s brick building, two-store "blocks", with tree squares and flower beds
>Between those, a 60s brick building blocks in different style, statues instead of grenery
>Late 70s pre-fab 4 store blocks in the last remaining free space in the corner between 60s blocks and the single houses
>Tail-end of the 80s high rise blocks by the forest line
>Church is pre-war chapel and then this weird-ass late 70s modernist barn with lots of abstract decorations inside
>Kindergarten and school are both the late 50s brick buildings AND an early 80s, one-model-for-whole-country prefab modular thing
>And schools are in fact build vis-a-vis each other
>70s football stadium (an actual stadium) that has been recently dismantled and replaced with a lot full of construction mat stores and a discount shop
>A brick factory, a handful of allotment gardens from different eras, a coal mine and a streetcar maintenance depo finish the aesthetics of schizoid place
At least it's not the standard "random buildings from random decades mixed together", but you move two streets away and you are in different era. Bonus points due to ever-changing demographics, so the oldest buildings are populated by the youngest people.
>>
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Something to keep the construction offices busy
>>
Why don't building mods work for me? I tried to switch to beta version but they still do not appear.
>>
>>871611
Weird. Just the drop-in ones off the workshop? Did you check the mod building tab on the left hand side?
>>
>>871611

As >>871623 says, they're on the left hand menu.

If you right click the little star to favourite them, they will appear alongside vanilla buildings in the appropriate menu on the bottom. I've done this, for example, with the non-vanilla substations and conveyor engines
>>
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>>875872

glorious turboprop

not yet at the airport stage, personally. i'm more at the lonely, industrialising city in the taiga stage.
>>
>>876001

ADDS

one thing i've learned this playthrough is the importance of double lane roads for routes that are likely to be congested, and for one way systems to direct the flow of traffic.

it's not quite cities: skylines level of traffic simulation. main routes in and out of your city, plus connectors to your highway via a proper interchange are vital if you don't want traffic jams.

also: no cars. the second you introduce cars, say goodbye to any kind of traffic flow. also, creating parking in an already built city is a huge bitch to do.
>>
>>876001
>>876013
I have a problem with either not future-proofing enough or leaving myself with overexpansion. I tend to rush in to building a feature so I can watch it happen than properly plan everything out
>>
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Which are the best buildings to add from steam workshop?
>>
>>877063

Go by those creators:

robs074
Comrade Joe
Billman007
Benser
>>
>>877355
Cheers
>>
New letter out, we got Christmas lights and the loyalty/happiness beta
>>
arms industry when
>>
>>882609
loyalty/happines was delayed wasnt it ? This update is only small christmas update with christmas lights
>>
Just brought it I love it
>>
merry christmas, fellow nerds
>>
>>807256
wow this game is pretty advanced. Good to see at least one of the recent wave of city sim being actively developed.

I have a very important question. How can you prioritize a building for people to work in? I have constant energy deficiencies because my powerplant is understaffed all the time
I also would like to export a fixed amount of electricity instead of percentage based but i dont think its possible
>>
>>807633
wdym? this is just moscow
>>
>>889407

1. Build some houses near the powerplant and once you will click on the building it will allow you to make everyone in a working age assigned to work in that plant. (make sure that they are in the walking distance to the factory/plant)

2. Make a bus, train, tram stop in the middle of a city and make sure that the vehicle goes straight to the stop/station by the plant, then assign all the houses/blocks to "work" at the first station. By doing so all the citizens will gather by the station an jump on the train/tram/bus that goes straight to the plant.
(make sure you have enough vehicles and they are spaced between each other)
>>
>>889423
thank you.
Is exporting low cost resources like planks and bricks worth it over the cost of the fuel it takes to deliver them?
>>
>>889444

Nope, i would suggest to move them to a big hub, so once your city will grow the resources will be there for the future development.

Export only the final product (Fuel, Vehicles, Power), keep the basics (wood, bricks, cement, asphalt, gravel, crops etc) And only export post-processed style like iron coal etc. if you are sure that you wont need them in the nearby future.

Also, check the borders to figure out the prices for the stuff, that will help you get to know what you can sell and what you can keep.
>>
>>889444
Not that anon but I like to have a large outdoor storage area that's hooked up to the rail network that I use a distribution office to keep stocked. This way I can have 1-2 cars on my regular export train bring boards and bricks with it for that small boost but mostly to make sure that the factories aren't just idling when storage is full
>>
>>889530
mmm yes i suspected much. I need moneys tho and i have abundance of coal at the moment.
Also if not for crude oil i would not been able to play at all. The starting capital ran out within first 2 years and everybody either died or left, but oil industry doesnt require any people to support so its like a cheat
>>
>>889579
yes thats what im doing at the moment. The trains are being retarded tho, need to learn how to use traffic lights
>>
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>>889584
Depends on how your rail system is set up as well, my current WIP uses 1-way lines which makes signalling pretty easy (chain signals in to junction, regular signal after)
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like what makes the oil train here deliberately chose the top line and therefore create a jam
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>>889590
No signal before the junction, to the left on the single line after the tracks meet put a Mixed signal so that the >> is pointing back towards the two rails, then put a chain signal on the top rail leading in to the single rail.

This will keep the incoming train from getting in to the single line until it's open, and it will keep the junction clear for the train already there to leave
>>
>>889598
thanks bro, this have helped
>>
>>889619
No problem m8. For further knowing, chain signals read the next signal in the track and will only let a train through if it has a place to go to beyond that junction. Simple rule is chain signals leading in to junctions, regular signals after the junction, Mixed signals for situations like yours
>>
I've just started. I have an oil refinery and clothes factories but I'm still haemorrhaging money, mostly from steel imports I believe.
Just how efficient do I need to be to start breaking even?
>>
>>890137
What the fuck for you are using steel once you finished construction and it's not used as input into your production?
>>
>>890137
Do you have a power plant or are you supplying your refinery with purchased power?
>>
>>889587
>a signal that causes the train to block a road

Oh no no no...
>>
>>889423
>1. Build some houses near the powerplant
Is it better to overassign and have some people complain they can't get jobs?
>>
>>890137
Clothing should be super profitable. But you kinda have to resist the temptation to build or buy anything for a while. And it is cheaper to manually import supplies than auto import.
>>
>>889444
It's usually technically worth it, but you probably won't be able to run your economy off it. The main reason to export those goods is to keep them in production. Once you have a big stockpile of bricks, unless you want to micromanage the brick factory worker # it's convenient to skim off the excess for export rather than just let the plant sit idle. Exporting goods also makes other linked goods cheaper: exporting bricks makes coal and gravel worth less which means that steel and cement will get cheaper (because it uses coal) but also anything which uses bricks to construct its factory will also get a little cheaper. So flooding the market with exports of one type can make other imports a little cheaper, which is nice. Exporting them by train or boat is your best bet.
You can also export raw materials for profit as long as you can do it en masse, like by boat or train again. A coal mine produces a massive amount of coal ore and refining it to coal approximately doubles its value while cutting it down to a bit more than half the material. So it only improves the total profitability by a bit, but it mainly makes it much easier to export. This means that if you just desperately need money you can dump coal ore on the border for decent profit and cut out the extra expense of building the coal processing plant.
>>
>>890137
An oil refinery is good for 5-10 million per year if it's kept fed and staffed, so my suggestion is to feed and staff your oil refinery.
Otherwise, consider what you're spending all that steel on and why you haven't built a steel mill if it's that much of a problem. As the other anon said once you have your basic industries up there's not much more need for steel (besides vehicle production which is an extremely profitable venture so it shouldn't matter how much you spend on steel because you'll be earning it back and more on vehicle exports).
>>
>>890926
I forgot that gravel isn't used for making bricks so selling bricks won't affect the gravel price. Unless bricks are used in the gravel processing plant construction, in which case gravel will become slightly cheaper as you export more bricks. I don't have the game in front of me so I can't check.
>>
>>890926
>So flooding the market with exports of one type can make other imports a little cheaper
i havent even thought about it

I think that the end goal of the game is to eventually completely cut off the imports and only do exports of stuff. Tho in my game 2/3 uranium deposits have spawned outside of the building zone so maybe ill have to import it.
>>
>>890942
>eventually completely cut off the imports and only do exports
Certainly. But in the mean time, if you have the capacity to export e.g. coal/ore and you're still importing e.g. steel, you absolutely should export as much coal/ore as possible to reduce import costs.
Unfortunately true autonomy can become impossible because crop requirements keep growing (heh) while the amount of arable land in your republic will decrease over time as you build things on it. Many of the super-cities you see pictures of are importing crops because it was easier than filling every km of the republic with farms.
>>
>>821216
is importing materials and assigning the manual construction worth doing at the beginning compare to just paying to do it instantly?
>>
What is your favourite starting industry and how soon do you start using construction offices? Currently stuck in the loop of getting halfway to finishing one industry loop and then wiping everything to start again
>>
>>891512
>starting industry
Coal and then cement
>start using construction offices
Never. I just build vast railway networks to export and import things and pretend it's RRT4 that we never had
>>
>>890942
You can use in-game cheats to paint ore deposits wherever you like. Abusing it is lame but if for some reason the veins are glitched or in a horrible location, I'd just add another deposit in a reasonable place.
>>
>>890977
Eh not really, the vehicles are a hefty investment to get anything done speedily, best getting everything set up with cash until you can stand to have the extra time it takes
>>
>>891512
Coal is the first industry, then make a power plant and export that to the border
Then take the coal and start making bricks
Then drop down a woodcutting post, sawmill
With the income from selling power, coal, and construction materials start getting your food industry going so you're not importing so much crap as your nation grows in population
Then gravel which feeds the cement and prefab panels
Import bitumen for asphalt
now most construction stuff minus components and steel are around
>>
>>891512
>>892063

like the chap before me stated, coal is the foundation of everything, although if you go onto the workshop, you can download tiny, inefficient charcoal burners, and if you put enough of these together you can get yourself a decent ersatz coal industry going, enough to make bricks and keep your power plants going.

honestly, the sooner you transition to steel, the better it will be for you. to make things less painful, try to at least get some kind of fuel industry going (either via pumpjacks and refining in vanilla, or the sprirtkombinat from grain from the workshop) as well as a chemical industry. vanilla chemical plants are shit but can be scaled up. workshop chemical plants just scale up the inputs from a single building, so that's my preference - a 500 worker building is better than ten 50 worker buildings in my view. chemicals are valuable so make good money. chemical plants require grain, wood, oil and gravel, so relatively cheap inputs and the output is pretty valuable. i generally have one chemical industry for export and one as an input for other industries, like fabrics and electronic components.

alcohol is also a decent early money maker (if you want to RP it, jut imagine your national type of rotgut being sold to the rest of COMECON or the west) with cheap inputs (grain) and decent value outputs.
>>
>>892263
This. Once you start doing major construction your biggest expense will be steel, so you should start building a steel plant as soon as you get a stable income
>>
>>890977
It's not really worth it in terms of money saved or whatever because it doesn't really save you money, all the resources you use to build manually either had to be imported or could have been exported. The imported labor is expensive but your own domestic labor is far from free.
The "value" of building manually from resources is that it's the point of the game, the thing that sets it apart from from others. If you don't enjoy the gameplay of building things from resources with your own workers, you probably won't get much out of the game.
>>
>>891512
Gravel. I import everything from the border and gravel has an incredibly low value per ton (so it's not worth hauling it in from the border), it's cheap and easy to set up, and it's needed for almost everything. At the same time I build concrete and asphalt plants to run off the gravel and imported cement/bitumen. Once that's done I set out to build some kind of profitable industry before I get stuck in the loan interest spiral and can't recover.
>>
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Can anyone help with this? I have an Oil Refinery going to 2 tanks. One for Bitumen & One for Fuel.
Both running to a train loading station in the pic. My question is can both load at the same time into the trains tankers? Or would I need maybe 2 loading stations back to back?
Not sure whats going on. It also appears however that my train is out of fuel so maybe that has something to do with it, but it's still loading up bitumen.
>>
>>894395
One loading station can do both fuel and bitumen without issue. You'll need to use "advanced setup" on the rail cars to make some only carry fuel and some only carry bitumen, otherwise the logic will fill them up at random and you might wind up with a train that waits for weeks until it can fill up on bitumen when the fuel reservoir was almost full already.
>>
>>894395
Since you have it set to load 90% bitumen and it's still trickling out of the refinery slowly, the train will wait until there's no more resources coming until it will take off
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>>894434
>>894494
Awesome. Thanks guys. Now I just need to figure out how to increase the speed that I process oil
>>
>>895020
Usually getting the full 500 staff running is quite a challenge but if you have a passenger train line that goes near the refinery you can start carrying large loads of workers to it and really crank the output up
>>
>>895446
Yeah that's what i'm running into. I have unemployement of 23% but I have all of my buses running out of a single bus platform.
Do you guys find any reason to use the other residence types? I generally just use the largest with high happiness or whatever. Is it mostly for aesthetics?
>>
>>895681
I use a mixture for aesthetics or as space allows. Would be interested to see a screenshot of your city, maybe it would be better at this point to begin to expand your bus system a bit but maybe also begin a rail line
>>
>>895681
A cableway is a great way to supply an industry with a steady stream of workers. A short one will keep the industry at about 300 workers, while a longer journey will make them work longer shifts and push the total workers up toward 500.
If you can't keep all your people busy but have slots you'll need to break up your bus platform, either build another or build a train station (or cableway!). Motor wagons are the rail equivalent of a bus, they haul a good number of people and are comparatively cheap vs a trainset. Very convenient unless you demand electric trains.
>>
>>869792
>that has a playground next to a 70's apartment block because of bad development
what's wrong with that?
>>
>>895807

During day the noises of kids and their mothers and dogs echo around the enclosed concrete prefab surfaces like a fucking cathedral bells on the towns court. During nights it's a meeting spot for all the spectrum of young societies - from a middle class "lets wait in a +10 group for X to get ready and in the meantime crack open 2-4 beers while being annoyingly loud " up to local gopniks sitting till 2AM on the benches drinking and as slowly they get hammered they start to be louder with they sluggish assumptions about the universe, their love life and local football team. Furthermore they use the spaces underneath the balconies to take a piss.

The next day kids play in the remains of glass and tin until one kid gets hurt, the people call the authorities but nothing is being done so the playground slowly gets abandoned by the young ones making space for dogs to shit everywhere and the only thing that is used is that fucking bench (which already lost all the planks except one, yet the goons still manage to sit on it). the lamps are broken and the only source of light is that dimmed bulb outside of one staircase.

You might feel lucky if the local kids will decide to redesign the playground in to a DIY football court but they you will have to hear the echoed sound of kicked ball for the next few years until they will grow up, move out and leave the remains of the playground that's now just a patch of dirt in the middle of the block complex... Now the cars will use that space as a wild car park, and since it's a patch of dirt it will get muddy after the rain, not to mention that during winter the cars are being warmed up for minutes and minutes so the fumes from a +20yo diesels get on the concrete façade turning it slowly in to a cigarette ash grey tone. The authorities don't give a shit, the locals don't give a shit and you slowly decay in to a emotionless slob of a human.

So yeah, that's what's wrong with it.
>>
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I like the christmas lights but they only seem to light up whenever you have the tool selected
>>
>>895862
damn man sorry to hear, hope things improve for you
>>
>>895935

Thanks, you know what they say "New Year, New me!" heheh heh heh

*stares blankly at a '04 Toyota Rav4 desperately trying to find a space between the cars in the uneven snowy/slushy/muddy terrain*
>>
>>895862
Oddly poetic.
>>
Any mods/buildings for this?
I've got one that makes kindergartens bigger
>>
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>>807256
Would you be interested in a mod or expansion pack taking place in 1980's Afghanistan?
>>
>>896305
Fuck it. Sure, why not.
>>
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>>895681
>Would be interested to see a screenshot of your city
No bully. This is my first actual city. Now that I look at the screenshot, I think I'll be adding different residences just to add some variety. And maybe make some square blocks instead of these long lines.

>Students and Passengers HATE this one simple trick
I realized I could deselect students and passangers at the bus platform so now I have like 300 workers waiting which is great. Taking a quick peak at my lines I have 8 buses running to my oil refinery keeping the workers between about 250-430 there. Still I'm pretty amazed how slow it is to refine the oil into fuel for export.

I've slowed on expansion to try and make some money. Exports are around $80k and imports around $30k. Currently exporting a little bit of fuel and bitumen along with food and alcohol. Crops are major import expense so I planted some fields to reduce that. And just learned about DO's so I plopped one to help with the farming and will add another to work on refueling my different places to streamline things I think.

Projects looking ahead:
City beautification strategy. Started planting some trees, and will look to increase variety of buildings.
I have a railway running close to the oil refinery so I could set up a passenger platform close by I think. I'm looking into if I need to get a passenger platform right in the city or if I can setup buses to run from the depot to the passenger train station. Also will look into cableways now. Never even noticed them before. Thx anon.
Lastly I want to build a CO so I can try and grow on the cheap.
>>
>>896497
Just fyi, you dont have to connect apartments to roads. The walkways are actually enough for emergency vehicles. Improves the aesthetic by a lot.
>>
Disturbing lack of fishing industry in the dev roadmap.

Also space program after 1.0 would be kino.
>>
Still waiting for military production so i can start selling Soviet tank/ship/aircraft for dollar lmao.
>>
>>896305
Only if it can simulate the eventual overrunning of the airfield
>>
>>896497
It's not bad for a beginner and your road layout isn't bad. Eventually I found I liked working with the Wireframe on when placing buildings so I can establish a common orientation even if I don't always get everything lined up
>>
>>897265
You can already do it with mods. There are warships, tanks, AFVs, helis and aircrafts.
I'm going to set up a Mi-24 production line.
>>
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>>896305
Came across this while I was browsing mods
Arab/Middle East Buildings Pack:
https://steamcommunity.com/sharedfiles/filedetails/?id=2316641201
>>
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>>841830
this is absolutely perfect, the housing spacing, the walkways, paths, the tram network, the shops, schools and the stadium. The subtle shore dockyard peaking over the forest. It is truly a perfect worker's utopia.
>>
>>898384
broke: eastern european socialism
woke: arab socialism
>>
>tfw you substantially increased the amount of farmland, and have to create a town whose sole purpose is to staff a firestation so that saboteurs don't burn down your new sovkhozes

we all have our place, comrade.
>>
Do workers go to work from a bus station even if they walked to it from their house rather than taking the bus?
>>
>>900484

i think they'll prefer to walk than get the bus unless you force them to go to the bus stop
>>
>>896305
>Afghanistan
>80s
Fuck no
But give me 70s and we have the deal
>>
>>900018
kino
>>
>>888358
>>869345
>>897376
Its funny how this game with such a shitty graphics often looks more real then vanilla cities skylines.
>>
>>901126
Because cities skylines is a onions-based fantasy, everything happens on a grid,you can move buildings around and logistics is trivial.
This is pure soul communist central planning where you are stuck with awkwardly placed powerplant because you were to drunk at party meeting. It speak to anyone who lied in a industrial commie town.
>>
>>900018
Unbelievably kino.
Fine work there, comrade.
>>
>>901126

that's because there are economic realities which underpin W&R, whereas these are all abstracted for C:S. in C:S you never have to worry about food supply, or how all the materials get to the construction site of the new buildings.

C:S cities are tax farms, whereas W&R cities are sites of economic activity.

In short, the 'capitalist' game is about state rent seeking and control where the economic is just something you feed off of like a parasite, whereas the 'communist' game is about achieving economic growth and profitability through the extracting of resources, adding wealth and delivering to your people the fruits of that wealth so that they can increase their happiness and productivity.
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Would I enjoy this game as a an ex-citizen of the DDR?
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>>901296
If you want to remember the time you lived in a prefab-commieblock in your brutalist industrial hellscape shithole coal mining town yes.

Reminds me of my childhood.
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>>900018
Very nice.
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>>901298
It reminds me of my childhoof in a prefab-commieblock in the hellscape shithole center of DDR chemical industry Bitterfeld, so yes, the game looks quite cozy and promising.
>>
>>900018
is that one gommieblock in the center really enough to provide manpower to that many farms?
>>
Does it make any difference at all to put some distance between your residential blocks and large employment centers like refineries and steel mills or should you just have those motherfuckers live right next to the plants?
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>>901711

The farrms don't need manpower - they're all mechanised.

I did have an unemployment problem, do after that pic was taken I set up some chicken, pig, beef and dairy farms plus a small scale brewery to use excess grain, soak up excess workers and generate goods for export to the capitalists for their dollaridoos.
>>
>>900018
It's really so far that you can't just bus in a few people to operate a fire station? Seems like overkill.
>>900484
Workers will seek to walk to work from their home first. If they can't find a slot then they'll seek to walk to a passenger terminal like bus stop etc. If they don't get picked up by the end of their "1 hour" timer then they'll get for work slot in walking distance again, and if they don't find one then they'll teleport home and start free time and they'll count as "unemployed".
>>901714
The pollution will reduce their lifespans. Heavily polluted areas will only live to about 50-60 while lightly polluted areas will live to 80-90. You'll have a harder time keeping the population above replacement at those really short lifespans as adults will die before their kids have moved out resulting in the death of the children as well unless there is enough orphanage space. You'll also have more people in the hospital, and overall the % of life that people spend as productive adults will be lower which means higher food/clothes/meat/electronics costs per actual workday.
On a big scale where you have a large population that can keep the polluted gulags full even if those areas are below replacement, yeah it really doesn't matter.
>>
>>901794
Fire stations also require heat so you'd need to stretch heating pumps out to the fire station as well
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>>901728
Can you have more than one harvester harvesting a farm?
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>>901794
>The pollution will reduce their lifespans(...)
I see

Can you at least be efficient with the land usage between pollution centers and residential centers?
like train stations and warehouses and distribution centers placed inbetween don't make pollution right? or even having that side of the residential district be the backbone for the electrical transformers and pipes and what have you?
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>>901800
Not a field, but you can have multiple harvesters per farm building and they can harvest multiple fields per season
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>>901799
Or build a small heat plant, they're very cheap. Besides, heat pipes only go 1 km before they're useless as I recall. One fire station and one heat plant is much cheaper than building an entire new city.
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>>901812
>much cheaper
may have been less fun though, not him
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There's been a lot of bitching on the forum about the loyalty system making "hard" starts too difficult so I decided to do a no loyalty city to see what happens. In this screenshot it's been five years and loyalty has been pegged at 0 for around four years, which is how long it took to drop from the initial loyalty. Happiness and health are normal. I had 0 escapes until the baby boom you always get after game start filled up the housing and then the 21+ started leaving as expected. Worker productivity is supposedly low, with most workers showing around 60-80% efficiency or productivity or whatever the value is on the individual worker popup; it's difficult to see this effect in-game though because it affects everyone equally so the steel mill uses less coal but the coal processor also makes less coal and the mine makes less coal ore so the ratios stay the same.
The only meaningful effect, the one that ended the experiment after I took the screenshot, was that at 0 loyalty people don't have kids. Once the baby boomers started aging out the population started dropping and the % children was far below replacement so it would have been terminal. I built a single red star monument and now things are back to normal.
Overall I'm surprised that the dev didn't give the option to turn off loyalty, but I don't really see the value in bitching about a simple mechanic that can be safely ignored for several years and then ignored forever by building a few inert decorations per square km of housing. Now I'm going to see if I can get 80 loyalty without ever building secret police. My hope is that the deviation from average will be small enough that I'll still get benefits from radio/tv even without being able to sort the workers by loyalty.
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>>901839
And I blocked the children counters with the mouse popup, what an idiot. Anyway you can see that there are only 2200ish people total compared to 1800 workers which means children made up less than 20% of the total population. If children become adults at 21 and the lifespan is 84, you need at least 25% children to sustain the current population (actually a little more due to early deaths etc)
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>>901812
You can build a pump to extend the range but the water temp drops so much that they're useless at about 2 km as I recall. Haven't tested in a while because I decided that it wasn't worth pursuing compared to the simplicity of building small heat plants wherever they're required.

That guy also built a bunch of factories there so it clearly wasn't just about manning a fire station, which, thanks to the new "force to step out of vehicle" can be conveniently manned at any distance with minimal effort and infrastructure.
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>>901794
>Workers will seek to walk to work from their home first. If they can't find a slot then they'll seek to walk to a passenger terminal like bus stop etc. If they don't get picked up by the end of their "1 hour" timer then they'll get for work slot in walking distance again, and if they don't find one then they'll teleport home and start free time and they'll count as "unemployed".

How does this system interact with manually assigned destinations?
>>
>>901927
If you give workers a manually assigned destination at the residence they will only consider those destinations when seeking work. If none of them is a passenger terminal then they'll immediately enter free time if they fail to find work at those destinations. If one of them is a passenger terminal then they'll go there and start on the normal work rules, i.e. either get picked up by a vehicle or stand there for an hour and then teleport home, walk to work, or walk to a specified destination.
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>>901209
Best layout for wind farms?
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>>901981
You're really asking for the best layout to stack identical rectangles into a given area?
I guess there's something to be said for how you actually get the electricity somewhere useful. Overall you probably don't bother, if you need electricity in large quantity and also transmitted across the map you should just build a regular power plant. If you want to use a wind farm you have to add all the tiny outputs from the windmills together with lots and lots of switches, and then if you connect them to your main power network things will get fucked up as the game struggles to decide which power producer to draw from.
Wind power is best used for low-draw unimportant stuff like a gas station or farm that is far from the power grid but still requires power. If you try to use it to power an industry or connect it to the main grid to supplement that with "free" electricity, you'll be disappointed.
>>
>>902000
Maybe I'm just overthinking it. Last time I tried a large one, I had an absoultely awful ratnest of switches, but I'm assuming there is no efficiency loss from having too many switches?
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>>902004
Electricity won't transfer more than maybe 17 switches? Might be 14. I'd have to look it up. If you're building switches optionally then obviously it would take an enormous number of wind turbines to approach that many switches from one turbine to the "exit" (64 turbines would only take 6 switches to turn it into a single output which leaves you something like 11 to work with downstream) but if you're doing it all willy nilly then you might have extra switches or lots of unnecessary power line which would make it cost more and take up extra space, or waste the available switches before it stops transferring.
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>>901808
Sorry, that's what I meant. Thanks for clarifying.
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>>901839
>if I can get 80 loyalty without ever building secret police
How did you see loyalty without secret police? I thought loyalty stats were invisible until Stasi spied on people and that having a secret police don't affect loyalty.
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How does alcohol consumption affect productivity, loyalty and happiness?
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>>901839
LMAO how do 1799 people own a computer in 1965
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>>902417
You can always see the national loyalty value in the top right (and in the bar chart on the population page but that one doesn't give a % value) regardless of secret police. Secret police don't increase loyalty in themselves but they let you filter jobs by loyalty which means if your nation is at 40 +/-10 loyalty you can make sure only the 45+ loyalty people are working at the schools and university and radio station. I want to see if it will still climb even if I'm not able to filter by loyalty.
It keep crashing in the spring of 66 though so I might have to start a new game.
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>>902428
Imagine being one of those 38 holdouts that *doesn't* have a personal computer. How do their kids even show their faces in school?
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>>902737

>vitaly doesn't have an amstradov CPC-464, or even a cpektrom zx. what a fuckin loser
>s-shut up igor, you kulak! your mother fucked the plant manager for your copy of chukov egg!
>who told you about that??
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Anyone have any ideas of what I'm doing wrong here. I build a rail construction office, I have workers, electricity, purchasing all the resources available through the rail construction office. When I scroll down to assign construction and click on railway nothing is happening.
I built an open storage below the rail construction office but am not currently purchasing anything in it.
Any ideas where I'm going wrong?
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>>903620
You have to confirm the project. It's like when you plop down a new road and it just drawns it on the map and it won't start until you click the button to build it with your own resources in the bottom right.
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>>903627
holy fuck I see it now. Thank you, i spent so much time going over everything and searching vids and forums posts.
>>
It's amazing how much people struggle with that when the planning infrastructure is drawn in such stark contrast to actual existing elements. Isn't it in the tutorial?
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>>901839
>so I decided to do a no loyalty city to see what happens
well what do you expect making a game with NO loyalty for a test?
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>>903931
I tested it because I didn't know what to expect.
>>
Hello guys, I just bought the game and I'm in the middle of my first, painful playthrough that I'd like to share here later. I just would like to know if any of you know how to make a gif or something like that out of 200+ screens from a loooong long project I let the game take screens of.
>>
>>904161
You might look into a webm converter instead if .gif but otherwise you can download the GNU Image Manipulation Program, a Free and Open Source program which will allow you to quickly and easily convert your images to an animated .gif on almost any operating system.
t. rms
>>
>>901839
So so far is making citizens loyal really just spamming enough concrete Lenins around (and making sure media is staffed by loyal citizens?
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>>904174
alright it seems my idea was retarded, can't get much under 30mb with gifs. I should get into webm but never did it so I guess I have to look at it later.
>>
>>904161
>>904720
So here we go:
>first playthrough with this game
>check workshop since I was told map generator is shit
>mfw Sardinia map
>being italian I just go with it since fuck it, it looks cool
>the guy who made the map but (some of) the resources where they are irl, more or less
>this means coal under fucking mountains
>this means iron in the middle of a rift near the biggest mountain of the island
>the fag didn't even check heights so the mountains it's just flat on the top since it goes over the game limits and it's just a fat ass plateau
>anyway I didn't know this at first
>get into construction materials industry
>have to fill a valley because the nearer coal it's on the fucking rocky side of a mountain
>export coal to get a little money back
>try to get into steel
>iron is too far, need trains
>train rails take fucking forever to make and require a lot of steel to make bridges since the map is a mess
>decide to go steel, just buying the iron and using my coal
>I can export steel to get going
>coal is not enough to keep the mill going
>decide to make a new coal mine just for the sake of making my mill going
>realize it's 1980 and I didn't even set up a basic food chain so I've been spending 16k every month on food I could have just done myself
>realize I could have just bought everything with money and save up all the money I spent just waiting for my construction offices being done
>had to get loans to get going

I just finished my coal mine pic related and started to feed the coal in my steel mill. I hope I'll be able to get enough steel to bring my rails to the iron mine without having to buy it. I also hope my steel export will give me enough money to get back on my feet, I was able to pay off all the loans except one still going.
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>>904309
>spamming enough concrete Lenins
I don't think there's any effect for more than one monument in range of a residential building. So there's no need to spam.
Putting high loyalty workers in the media stations will make them more effective but shouldn't be necessary as long as you don't have enclaves of varying loyalty who can all access the broadcast station. As the average loyalty of your population goes up, higher loyalty workers will work there by default. The most important thing is getting the station as well-staffed as possible. The other important aspect is making sure the citizens have time to listen/watch, which means getting their needs met as quickly as possible so they can go home and end their free time by listening or watching. A passenger who is being forced to walk endlessly through chained bus stops until his free time runs out won't ever use his electronics.
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>>904854
So the monuments need to be reachable on foot to have effect?
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>>904882
No. The residential building just needs to be inside the area of effect distance.
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>>904944
Where can I see the area of effect distance?
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>>904738
Thats normal anon. I had my 4th or 5th game where my republic atleast somehow worked and was self-sufficient
>>
>2-foot gap in the road next to the construction site
>LOL TRUCKS CAN"T MAKE IT ON TO THE SITE, I GUESS WE CAN"T BUILD

>need to extend railway
>no other way to do this besides use a rail layer

I wish that the game were a little more forgiving in terms of delivering stuff to construction sites. Meanwhile, open hull trucks will drive straight up the side of a mountain to gather timber.
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>>905245
The rules are pretty reasonable considering that you can make a mud road instantly for zero cost and zero effort.
Logging vehicles are a weird exception, the lumber industry in general seems like a weird tech demo for fishing vessels or military patrols or something. Since I downloaded a "logging camp as a factory that turns labor and food and booze into wood" mod I haven't touched the vanilla logging camp and I never will again.
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>>905418
I long for fishing fleets.
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>>905418

My major gripe with the logging industry is that you have to manually replant the trees. I wish you could designate an auto plant area, so I can create commercial woodland or pine forests in spaces between my farms
>>
>>901126
>Its funny how this game with such a shitty graphics often looks more real then vanilla cities skylines.
It's the scaling, skylines has a skyscraper on the same blocksize as a house or industry.
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>>905618
>I long for fishing fleets.
I long to export ice-breaker ships...apparently.
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>>905962
Yeah, or some kind of forestry building where workers go around and replant.
>>
Is there anywhere to plan layouts based on input/ouput and ratios? like you have on somthing like anno?
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>mfw I hear the soundtrack play in my head while doing daily chores after only 3 hours of game in total
>mfw I fantasize about W&R infrastructure while riding public transit to uni
I am beyond salvation
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>>908334
Not really. You should compare the maximum production/consumption values when building industry chains just to have an idea of how much stuff you'll need to move, but they're not set up with easy ratios and you'll never achieve the listed production anyway due to worker availability etc.
The best option is to build ratios that are "close enough" but biased toward making an excess of the products which are earlier in the chain, and then using a DO to siphon off the excess for export. This keeps your higher industries from being bottlenecked by the lower industries.
>>
it's just me or it's more the time you just stare at the screen than the time you actually manage your town?
>>
Crime & Justice is on public test branch.
>https://steamcommunity.com/app/784150/discussions/6/3193615072224177718/
Also, a forum post describing all the changes in detail.
>https://steamcommunity.com/app/784150/discussions/6/3193615072224143928/
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bros why does building rails takes so frigging much? could it be because I bought the cheapest track builder? Usually the rail construction office is full manned and stockpiles are full.
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>>910056
EDK or nothing. MUV-LUV 69 chan is just too slow.
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>>910062
Thus I realized I spent literally years to make a stupid track because my fat ass wanted to save 300k, fuck me this is a noob trap, the difference is astounding, thanks anon.
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>>910034
The happiness/loyalty changes sound good.
I'm a little worried about police etc, I don't like the idea of having a crime death spiral just because there's no prison/court. Shouldn't the police just dole out a little jackboot justice when the rest of the system isn't available to properly convict and "rehabilitate"?
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>>910034
>change to how workers claim work slots
Any anons tried it yet? How does it work, what prevents extra people from starting off to work and then not having a slot when they arrive because somebody else took it?
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>>910130
>>910056
its just that these fucking shits can barely carry loads,
back some versions, you had to rely on some modded versions for increased capacity, probably still required
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>>910272
Yeah thinking about it I could have simply get a loan and build everything with money. I'm trying to use my stuff or just import the materials and then let my construction offices do the work, but sometimes it just takes forever. Also I wish there were a bigger construction office.
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>>910034
Damn that's a significant overhaul. Makes me question if I should start a new save when it drops
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>>910159
>>910392
Start a new save. Your entire economy that was functioning before on older saves will fucking fall down the toilet over night. They seem to have programmed the population with more realistic communist era work ethics. Literally had a save that I finally got my republic's books in the black then I dl'ed the beta, now no one wants to work in the power plant or the coal mine. Productivity in my bigger city dropped to 63% and the smaller town dropped to 34%.
>>
>>910492
>read the post
>"the fuck he means with more realistic communist era work ethics?"
>read file name
lmao
>>
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>>910492
>>
>>910392
>>910492
every damn time i want to come back to a game like this i need to check to see if a big update is coming over the horizon that would just disrupt everything again the moment i start learning or starting a new savegame
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>>910062
>MUV-LUV 69 chan
I didn't see the reference at first, based kek
>>910492
Will this means I'll have to kiss bye bye to my Soviet Sardinia?
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>>910971
>Reference
There is none, you retard
>>
>>910492
It wasn't so for me, everything is still functioning fine with few adjustments.
You have to go demolish a bunch of amenities buildings as soon as you update because workers will now keep them easily 95% full all the time if they're in walking distance. May need to reduce the workforce in some buildings like schools, but universities need to stay high because it takes much longer to get an education now.
I think you have to build the police/court/prison otherwise there's no way to reduce criminality, but there are lots of small ones available on the workshop.
That's all I did (plus building housing in the holes left by the kindergartens and stores I demolished) and my little republic is running better than before. If you don't provide amenities now though the citizen happiness and therefore productivity will drop fast.
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>>908591
This game has only reinforced my love for trams and trains. Wish my area had any public transports beyond aging bus
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>>910995
That's not what I meant bro take your pills
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>>910995
There is, retard.
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>>911234
MEDS. NOW.
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>>911175
But that's literally what the real-life draisine is being called, you moron. It's not referencing anything at all, it's a Czechoslovak maintenance and service vehicle.
>>
I know for a fact the Czechs are not calling anything the MUV-LUV 69 chan.
>>
>>911256
See
>>911234
>>
have they put one way roads in yet? will workers go to their jobs proper yet?
>>
>>911391

One way roads have been in for ages
>>
I don't know what go to their jobs proper means but the new worker allocation is great and if you're complaining that Ivan Ivanovich doesn't work the same shopkeeper job every day then this isn't the game for you because that will never happen.
>>
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>- Fixed long time problem about workers not possible to full all building's workplaces, due to long walking.
>>
As long as workers are able to keep the factory full, I am happy.
>>
more importantly, will we be able to have a religious xenophobic misogynist worker council autocracy?
>>
>>911523
never mind, just tried it, they didn't fix it
>>
>>911523
>the broken English of the update notes
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>>911031
Seems like alcohol is the biggest happines boost now. Does that mean I can just make do with giving some distant little mono-industry town a pub (and maybe a sports field or two) and they'll chug along alright?
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>>912289
They'll die super fast because alcohol now has a significant effect on life expectancy.
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>>911684
You have to enable the beta, retard anon. If you did, then you just don't have enough workers now because every facility is using (or trying to use) 30-50% more workers because there are no empty job slots.
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>>912505
I did enable the beta, retard. It says v 0.8.6.7 on the title screen. But my test factory is still only at 85%, even with 6 large flats within walking distance and hundreds of people unemployed. It should be at 100% all the time. As I thought, they didn't actually fundamentally fix the algorithm. They just tinkered with some values so that it would work better. Whatever, typical slav-jank.
>>
>>912495
But so does on happiness, right? How the fuck else am I supposed to keep my workers happy
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>>912574
Post a screenshot of the area with the unemployment overlay enabled.
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>>912677
I suppose. Culture also has a significant effect.
Overall I don't really think that's the intent of the game though. Most of the systems seem to be based around the idea of a big city with all the amenities, and transporting the workers to where they are needed. It wouldn't surprise me if it's essentially impossible to have a shitty little mud town with nothing but food and booze, just because that's not the game this dude set out to make.
>>
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>>913899
there you go.
it averages about 155/170 instead of 169.5/170
>>
>>914285
Have you tried building a kindergarten? People will not work if they have to look after the kids.
>>
>>905967
Not to mention the retarded population densities. In vanilla C:S you can have only 30 people working in a gigantic office building and you end up needing blocks upon blocks of sparsely populated office buildings to provide jobs for a few rows of high density residential areas
>>
>>914285
I think the change was intended to make citizen facilities in dense cities function better so you could build fewer of them, rather than let you cheese your way out of building a worker transportation network for heavy industries, although it's clearly working pretty well for that too.
If you upgrade those roads to have sidewalks you'll get even better fill in the factory.
>>
>>914032
Nta, but why would you even want to build a city like that in the first place. I mean on the side of the planners making it, not some "because I'm American and I only know commie blocks from memes". The goal was always to build a functional city/city district and allow easy and efficient commuting with nearby industries and other workplaces. And this is what's the goal in this game, too.
>>
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>>914032
Should a shitty little mud town with nothing but food and booze be happy though?
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>>914801
Yes. There is food. There is booze.
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>>915474
didn't ask plus you're a retard
>>
>>914801
As long as they don't have radio or tv to know how bad they have it
>>
Like many autists, i am a big fan of spaghetti
>>
>>915788

frosty times in prison town. i need to come up with some vaguely menacing name, like the Grey Owl, or the Black Dolphin, like the Russkies do.

I feel siting it need the iron and steel mines and foundiries, but not using prison labour in those mines and foundries, sends some kind of message about how the real cost of crime is the deprivation of not just liberty, but also the meaning derived from work. Also it was the most convenient place.
>>
>>915874
Lone Rock
>>
>>915788
interesting
>>
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>>915874
>Grey Owl, or the Black Dolphin
Brown Desman.
Very menacing, я гapaнтиpyю этo!
>>
New report. This week, water autism.
https://www.sovietrepublic.net/post/report-for-the-community-42
>>
>>917119

Huh - it tracks water cleanliness. Maybe pollution or other factors impact this
>>
>>917119
how come they did heating way before they did water?
>>
>>917154
Water was not planned originally. Devs probably changed their mind, because the game sold better than they thought and people except water management in a city builder.
>>917145
>You will be able to take water from a source (well) which should be in non-polluted area as the more pollution there is around the source, the worse the water quality will be.
>After you get the water, you will need to treat and purify it in Drinking Water Treatment Plant, where you will need chemicals (the worse the water quality, the more chemicals are required) to make water drinkable for your people.
Get ready for having to import chemicals on top of food, clothing, bulding materials and other shit early game.
>>
>>917183

there is something refreshing about a dev saying in their update

>this shit is hard, we're about to add something that makes it harder. please let us know if you manage to avoid a flaming death spiral lmao

i can't see the like of kalypso doing this for tropico
>>
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>>917119
Based, hydropower when?
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>>917119
I can't wait until refineries & heating plants require water too for even more pipe spaghetti
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>>917119
> Only if there would be a new difficulty for survival mode added where your goal may be to survive as long as you can, but failure is guaranteed sooner or later. It is a game though and we need to take it as a game. Do not take you Republic more seriously than real life, and if you fail you can try again, but never give up in life or in game. There is a way for you and your current or next Republic. Just learn from Your mistakes, share Your experience, and give it another try.
>>
>>917268
I reckon they'd have to give a depth control for pipes.
>>
just come back to the game after like a year
damn the new tools, control and UI updates really helps since you autistically had to manually set up everything before
still, I noticed sometime the cars from distribution office went to the border for resources instead of picking them from nearby warehouses, the hell is that
also there's still no fuel power plant wtf
>>
>>917119
Based. I fucking love these devs.
>>
>>917119

I find it immensely funny that the 'old' city block buildings that would spawn with native towns are visible in this picture when they were removed from the standard game. Really I find it amusing that such a photogenic little village exists in the background compared to the usual variation on the theme of spaghetti or albanian goat village the game spits out.

Makes me wonder what the game exactly is for the developers, compared to the players. Though I've wondered this ever since the game-breakingly easy mode conveyor towers snuck in to a few update preview pictures as well.
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>>917863
>wonder what the game exactly is for the developers
the retelling of how commie brutalized eastern Europe and its tradition lifestyle duh
>>
guys how do I use the snow removal vehicle

just set a few destination and let it run?
but how many would I need for my spaghetti roads jesus
and it runs even during summer too, there should be some kind of office for this right?
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>>917119
I hope the game tracks if you put the water tower on top of a hill for optimal pressure
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>>917877
Build the road maintenance depot, fill it with snowplows, they'll just drive all over the place within the set radius. You can make them prioritize by road type.
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>>917878
I think so, since he already tracks the height and how it works for cables right?
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>>917881
oh ok thank you
anything else does the maintenance deport do?
Im quite a few updates behind
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>>917882

They said in the devblog it will.

Height presently also effects tourism ratings. Tourists love going to the tops of mountains.
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>>917891
Oh, good to know!
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>>917885
Nah, not at this stage.
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>>917899
lel I thought it was supposed to be for those with personal cars, then I remember vehicles in this game wont break down
>>
natural gas when, for more autism points of course
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>>917902

The developer talked about "a need" for a mechanic like reliability/wear-down eventually. He is apparently unsatisfied with players essentially buying a fleet of Skd706's and Trabis in 1960 and just running those in to the ground until 2089. Which I agree with, quite silly.

I'd say the change to Electronics scaling in the current beta build is probably an early test of these mechanics, since Electronics now become increasingly difficult to produce as time goes on (reflecting real world electronics becoming more complex.)
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>>917917
yeah I agree
I found myself rarely care about new models of vehicles when the notice message show up from time to time
if they deteriorate slowly at least you have reasons to replace them eventually with newer models
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>>917917
Now I just wish they had something realistic like fridges or washing machines rather than computers as home electronics
>>
concrete and asphalt sucks ball in this game
construction sites always stop midway because a few trucks and mixers cant deliver them fast enough since there's no storage for these fuckers

same could be said for the quarry stone mine cant keep up with the gravel factory
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>>917751
You can already do that with Q and E.
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>>918124

I don't think you can store those things. I know every time I walk past a road being resurfaced, the asphalt they lay is hot & sticky, as would have to be. You can smell it before you see it sometimes.

Same with concrete. It has to be wet & constantly stirred, hence concrete mixer lorries. Otherwise you wouldn't be able to pour it where needed.

Just download a larger concrete and bitumen plant from the workshop or set up a battery of them, one for each construction yard
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>>918799
what's up with the cement unloading train station
while there's no cargo fpr cement?
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>>918124

If you want to cheat on Asphalt a little, I believe you can fill hopper train cars full of asphalt.

This means you can have two (or more) Aggregate Truck Loading docks connected to a Train aggregate unloading dock, sucking the asphalt out of the train. Then meanwhile you can have trucks on a loop from the asphalt plant loading asphalt in to the train to store it.

You can even cut out the asphalt plant itself and buy the asphalt in trainloads from the Customs House, and order the train to sit in the rail dock until it is empty.
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>>918805
There's one for dollars. The rouble one shows up later.
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>>918377
An absolute lifesaver.
>>
I just tried the beta branch
now alcoholism hits happiness really hard
some of them just cant make it without their daily intake of vodka (happiness lower than 20% only because of alcohol)
guess Im stuck with choosing between sending these Ivans to the prison eventually or risking them slowly dying inside the hospital
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>>918936
If you build a radio station you can broadcast anti-alcohol propaganda too
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>>917863
I'm not sure what you're going on about, that's Leszcie, the largest city on the default map. The old city buildings are available in the landscape editor menu, they're not available by default because the point of the game is to move people out of those hovels.
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>>918124
The concrete and asphalt plants produce faster than trucks can drive in and out so I don't think storage is your problem, it's not enough trucks.
One quarry can't keep up with a gravel processor because the gravel processor makes gravel extremely quickly. I don't see how you could run out unless you're exporting prefab panels or something. Why would you do that? They're extremely low value.
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>>918936
It sounds like you either enabled crime but didn't build the anti-crime buildings, or you forgot about loyalty. Lack of alcohol (or church, or both) will not cause happiness to be so low.
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>>919293
Nah my loyalty is around 40% and I have all the crime buildings needed
All others needs are 98% except for alcohol and religion which are very low, yet a few of them are very unhappy for some reason
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Is this game actually good or is it Cities Skyline with an eastern european flavour?
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>>919938
CS is a traffic-solving game
W&R is an infrastructure-building game

Both very different but with their own charm. For what it is worth, I haven't been able to enjoy CS after this game, the industry and logistics feel so weak and dull to me. Both could do with modular buildings though
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>>919896
Oh so it's not actually a problem. You have a couple dudes from the orphanage or whatever with low loyalty and subsequently low happiness.
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>>919938
Apples and oranges





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