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Anime Store Adventure
May 6, 2009


Volmarias posted:

I just spent the last five minutes staring at that.

Just staring.

Also, for reference, the ped bridges do NOT need the steps on either side of them. You can drag them from terrain to terrain the same way you do for road bridges.

It's great, I have used this to great effect.


Also, buried heating pipes absolutely rule. I wouldn't have had such a clean city without them. They are an absolute bitch to build, though.

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Generation Internet
Jan 18, 2009

Where angels and generals fear to tread.

Anime Store Adventure posted:

I started a new save on The Passages map and it rocks. It's difficult, but its beautifully crafted. I save edited the date to start in 1950 so I can feel OK going a little overboard early instead of rushing through to set up industries ASAP versus my personal date goals.

Absolutely gorgeous, I love the embankment parks. The only thing it needs is more trains.

I think I may have to start editing the date to 1950 too, since starting Cosmonaut in 1960 feels like just achieving self-sufficiency will take until ~1970 or later.

Danaru
Jun 5, 2012

何 ??
Does the year actually effect anything besides vehicles unlocking? If it's just annoying on an asthetic level I 100% understand

Anime Store Adventure
May 6, 2009


Danaru posted:

Does the year actually effect anything besides vehicles unlocking? If it's just annoying on an asthetic level I 100% understand
Mostly an aesthetic level, but you're right. You actually need a bunch of mods to actually have any vehicles at all. Technically there's an inflation mechanic that changes prices year to year, but I don't know how an earlier date affects that. I assume it just makes the new 0 year 1950, so a game started in then versus 1960 will have higher import/export prices come 1990.

It's a really fun start - for almost 10 years (from 1950 - you can set it earlier) you have no pavers or rollers and a lot of your vehicles are bad. I have an illness wherein I hate that it takes me almost until 1980 before I feel it makes sense to provide personal cars or other 'luxuries' like electronics. Starting earlier helps that a lot. My current save - those pictures - are in 1960, and I actually feel like it'll be just enough of a head start to beat goals for self sufficiency. The small/rural industries help a ton, and I actually used a military 'engineering company' mod to set up a literal refugee camp for my map's populace that I wasn't going to reach before they started to escape. It was neat.



Generation Internet posted:

Absolutely gorgeous, I love the embankment parks. The only thing it needs is more trains.

I think I may have to start editing the date to 1950 too, since starting Cosmonaut in 1960 feels like just achieving self-sufficiency will take until ~1970 or later.
Thanks! I don't have trains yet because I only just started going rapidly positive on import/export, so I didn't want to build a bunch of steel rail and rail bridges until I had the money to cover the import of steel. (You can see in the center toward the undeveloped hinterlands that I have a few rail lines ready to be built.) Rail is probably my next focus, as I'm about to need to break out of this little fjord into a more open area and where my steel mill will go.

There's a steam guide for the start date - very easy with Notepad++ and its hex editor plugin thing. This is Vaguely Cosmonaut, where I play cosmonaut but buy really annoying bits now and then, or supplement food/fuel/etc with a manual purchase now and then if necessary. I try to avoid any auto-purchases, though I have a few backstops that basically don't get hit (heating plant and power plant coal.) I recommend booting on an early start and then looking at what vehicles you're missing - there's a lot of parts you'll forget (snowplows) but it does make you look at the game differently. I enjoyed having to make smart decisions because I was years from being able to effectively pave roads and only having poor vehicles.

I've wanted to do a wide start where I make a bunch of small villages spread out all over but the game really pushes you to centralize and have single, big, and effective complexes for resource generation. I may still go wide - It's 1960 now in my save and I have a foothold. I hate to do then refinery export to fund until I can make a real steel complex, but this little fjord was just begging to get nicely developed heavily.


e: I love little things in this game like this. I'm setting up a divided highway through a mountain pass - obviously my aim was off on what I paved already, but setting up little construction zones like this with the existing road next to it is so cool to me. Other builder games need this level of weird depth for projects.

Anime Store Adventure fucked around with this message at 04:40 on Apr 26, 2021

Mokotow
Apr 16, 2012

Proper roadbuilding and construction is what I absolutely love about this game and have missed in citybuilders. My dad owned a road construction firm and I remember cringing that Sim City would allow you to build and demolish roads just like that, while in reality these things a) take a lot of time and b) are crazy expensive. Of course I understand these are games and for gameplay purposes you just want to get on with building a city, but for those inclined like I am, W&R does construction correctly.

Dirk Pitt
Sep 14, 2007

haha yes, this feels good

Toilet Rascal

Anime Store Adventure posted:

I started a new save on The Passages map and it rocks. It's difficult, but its beautifully crafted. I save edited the date to start in 1950 so I can feel OK going a little overboard early instead of rushing through to set up industries ASAP versus my personal date goals.

Lillenstad needs even further hand decorating, but at least all but the radio station are completed. Obviously beyond its immediate borders is still under heavy work, but I'm super happy with how it came out. Especially the refinery area!


From this:

Noticing now I put the refinery almost dead on where the cathedral used to sit, lol. :ussr:

This looks really nice, I am going to steal that block layout.

I just got steel up and running and am having a hard time getting enough people to go to work. Every building is at half capacity, but unemployment is hanging out around 150 in my 1500 person city. I do provide a train to a work area a few kilometers away and that seems to work well, but I can't get people to work in my main industrial area. :smith: What am I doing wrong?

Pornographic Memory
Dec 17, 2008

Dirk Pitt posted:

This looks really nice, I am going to steal that block layout.

I just got steel up and running and am having a hard time getting enough people to go to work. Every building is at half capacity, but unemployment is hanging out around 150 in my 1500 person city. I do provide a train to a work area a few kilometers away and that seems to work well, but I can't get people to work in my main industrial area. :smith: What am I doing wrong?

Make sure everybody is within walking distance of a bus or train station, and make sure their needs are all being met. People who aren't sufficiently fed or clothed will not go to work, and if you make them travel too far they'll time out and get off of whatever form of transportation they're on.

Fray
Oct 22, 2010

You can click on a few residential buildings to see unmet needs of the people living there. This can diagnose a lot of problems.

zedprime
Jun 9, 2007

yospos
Unemployment when you have jobs going unfilled is usually overly complex or all default settings commuter arrangements.

Do they need to get on a different bus stop/train stop to be able to get to the steel plant? Reduce capacity or set a custom residential building assignment/priority to make sure you split workers in the ratio you want to prioritize and fill jobs.

Is it the same bus stop but different routes? Make sure frequency is in favor of the higher priority because everyone who can fit on the bus gets on the bus even if they don't have a job at the other end. They ride in circles in this case and will time out as mentioned.

Same bus stop same route? Easiest way to manage, stop at the high priority stuff first even if it's not an intuitive route.

Tldr there is literally no AI with worker agents. You need to use route design and route settings to shepherd them to the right places. The most they do is roll dice when they have multiple places to go and default settings will evenly distribute to every option in the path even if you have 1000 jobs available at branch A but only 50 at branch B.

Anime Store Adventure
May 6, 2009


The raw unemployment number is suspect to me- I think it might count folks that just aren’t actively working or something.

There’s an overlay that has “citizen was unemployed yesterday” and also one for it they were taking care of their kid. I use those to troubleshoot any commute issues.

Arven
Sep 23, 2007
I put 20 years into a new game before realizing I'm going to have to restart. You really, really have to worry about pollution now. It used to be as long as you had enough hospital slots to heal people the birth rate would overcome the death rate, but that isn't the case anymore and you'll constantly have to dump new people into heavily polluted living areas which hampers your overall growth.

Gone are the days of building a town next to a refinery.

Generation Internet
Jan 18, 2009

Where angels and generals fear to tread.
The degree to which you should/must plan way ahead in this game is incredible. I found out from my first map that if I ever wanted to use trains I had to lay out the tracks even if they would never be built for years.

Anyone have an idea how much pollution is too much? I made a slight planning error and placed my starting town about 350m away from a really good coal deposit. Now I'm wondering if a mine and processing plant are unsustainable there, but their pollution numbers don't seem terrible compared to some of the other industries.

e: Everything is better with pictures, I measured it and it's actually about 550m from the mine to the town as the crow flies.

Generation Internet fucked around with this message at 16:03 on Apr 26, 2021

Anime Store Adventure
May 6, 2009


That should be fine. I was going to say that maybe 350m might be close, but probably fine in most cases. Pollution generates based on productivity up to the stated "pollution tons/year" metric. Obviously, this generates at the plant, but then seems to sort of gather and drift in a certain direction. This changes frequently enough that you can't really rely on being 'upwind' in any sense, but it does sort of multiply the distance effect of a factory as the pollution will have to blow straight at your town and that should be temporary.

I'm a little unsure about this part - I think there's a max pollution per a tile, and when that fills up, new tiles get the pollution. I guess maybe that's obvious, but the important result is that if a distant mine blows pollution over a factory that (by itself) isn't polluting the town, the factory's pollution might get pushed further out. TLDR, more polluters, bigger cloud.

I will have to watch pollution more closely now. I have a heating plant that desperately needs moving in my town there because of how punishing pollution is now.

Volmarias
Dec 31, 2002
Probation
Can't post for 18 minutes!
Problem: pollution makes placing polluting buildings in walking distance a problem, especially buildings like power plants or heating plants that must not stall.

Observation: the concept of noise pollution does not yet exist

Solution: Passenger helicopters in town, with heli lines replacing bus lines for critical industry :getin:

I've got a wildly expensive line of heavy helicopters transporting people to my oil fields about a mile away from town, with a mountain range between the two. The oil fields also sport a gas power plant and a recovery, along with a passenger pad in the middle of them. The fuel costs are outrageous, the helicopters are themselves absurdly large fixed costs, but I've got a constant flow of passenger traffic to where it needs to be and the money from the oil fields is just ludicrously large and the refinery motivates all of the fuel costs. The helicopter construction offices also use the city landing pad as a worker source, which means that it's just constantly full of traffic. It's glorious and as a helicopter enthusiast it has made this game exponentially better. The constant roar of productivity! :ussr:

Lib and let die
Aug 26, 2004

How in the gently caress do you all connect your coal mines - or anything not on a completely flat stretch of map - to the roads? It's always 'sides are in a slope that is too steep' no matter how much money I waste trying to terraform.

OwlFancier
Aug 22, 2013

It is less cool than helicopters but point to point transport for critical infrastructure is kind of the ideal use case for cable cars. Lots of very small delivieries of staff helps to keep the staffing levels consistent as opposed to buses or trains.

Lib and let die posted:

How in the gently caress do you all connect your coal mines - or anything not on a completely flat stretch of map - to the roads? It's always 'sides are in a slope that is too steep' no matter how much money I waste trying to terraform.

It is usually a matter of trying to snake a dirt road up there and then using that as the basis for upgrading to something better, alternatively this is also another excellent use for cable cars both for aggregate and staff transfer!

Control Volume
Dec 31, 2008

Anime Store Adventure posted:

I started a new save on The Passages map and it rocks. It's difficult, but its beautifully crafted. I save edited the date to start in 1950 so I can feel OK going a little overboard early instead of rushing through to set up industries ASAP versus my personal date goals.

Lillenstad needs even further hand decorating, but at least all but the radio station are completed. Obviously beyond its immediate borders is still under heavy work, but I'm super happy with how it came out. Especially the refinery area!


From this:

Noticing now I put the refinery almost dead on where the cathedral used to sit, lol. :ussr:

I think this has sold the game to me more than any official description

zedprime
Jun 9, 2007

yospos

Lib and let die posted:

How in the gently caress do you all connect your coal mines - or anything not on a completely flat stretch of map - to the roads? It's always 'sides are in a slope that is too steep' no matter how much money I waste trying to terraform.
The same way they do in real road construction, find a spot to switchback your way up.

Anime Store Adventure
May 6, 2009


Lib and let die posted:

How in the gently caress do you all connect your coal mines - or anything not on a completely flat stretch of map - to the roads? It's always 'sides are in a slope that is too steep' no matter how much money I waste trying to terraform.

I have a million hours in this game and I'm only just getting confident that I can terraform hills the way I want so they don't look like rear end but also have serviceable roads.

Lib and let die
Aug 26, 2004

zedprime posted:

The same way they do in real road construction, find a spot to switchback your way up.

Haha, right, switchbacking, that thing I totally know what means and how to do.


Hey Google...

Anime Store Adventure posted:

I have a million hours in this game and I'm only just getting confident that I can terraform hills the way I want so they don't look like rear end but also have serviceable roads.

I would settle for literally half of this.

OwlFancier
Aug 22, 2013

It means zigzag your way up slopes. Though i still find you will probably need to follow existing contours which might mean going quite a long way out of your way for the road connection.

Anime Store Adventure
May 6, 2009


Lib and let die posted:

Haha, right, switchbacking, that thing I totally know what means and how to do.


Hey Google...


I would settle for literally half of this.

The best advice I can give is to use the raise terrain tool “further out” from the mountain than you want to build. Usually issues come from the terraforming tool not being able to raise any more dirt from below or not being able to lower anything from above because it’s too steep. If you use the topo view, you’ll start to see the elevation become more gradual, then that will give you the “slack” in the slope to level off where you need to. For a road, you can drag it *really* far off and eventually the game will see that there’s enough elevation/flat distance that it will offer you the right-click level while making the road.

You basically want topo and maybe wireframe on the entire time you’re building on hills.

e: I can try to get some pictures after work that will help you. It’s hard to describe without them.

Volmarias
Dec 31, 2002
Probation
Can't post for 18 minutes!
Topo map mode (f2) is phenomenal; you can see if the slope is too steep by color. Red means nope, yellow requires some leveling. You probably want to use the middle terrain tool (flatten to the altitude I start at) to extend the area you'd be using for the road out a little bit more, then use the averaging terrain tool to smooth things out so that you can start placing roads.

This is also where bridges start coming in handy, to act as consistent slopes.

There's also a bit of leeway when making roads if they're short enough; you can sometimes plop road segments for short distances in ways that wouldn't be allowed for longer ones.

Cable cars are good but imo don't give enough throughput for what you'll need for a productive mine, unless it's a particularly rich site.

E: as above, a big problem is that the terrain directly adjoining a building or road gets "claimed" and cannot be adjusted manually, leading to somewhat funky outcomes. This is especially egregious for land underneath power lines (:argh:)

Generation Internet
Jan 18, 2009

Where angels and generals fear to tread.

Control Volume posted:

I think this has sold the game to me more than any official description

When this game first released to early access I thought it looked terrible, but I now realize a large part of that was because I only saw ugly conveyor/road/rail/pipeline spaghetti in screenshots and videos.

Lib and let die
Aug 26, 2004

Thank you comrades, I will make use of this information for make great building socialist paradise!

zedprime
Jun 9, 2007

yospos
My favorite part of this game is researching or reinventing basic civil and industrial engineering concepts because a lot of them Just Work.

ASA's builds are always amazing for doing that then going next level civil beautification planning.

Volmarias posted:

There's also a bit of leeway when making roads if they're short enough; you can sometimes plop road segments for short distances in ways that wouldn't be allowed for longer ones.
I love getting to places I shouldn't but if you do this, try not to have any super heavy machinery or heavy machinery with uncharacteristically low power vs load using that road because they will absolutely crawl at an excruciating speed through that segment.

Anime Store Adventure
May 6, 2009


Thankfully, you can terraform land over buried pipes. I don’t know if you could actually expose pipe this way, maybe! I almost had to redo a bunch of lines into my heating plant.

Which I now have to do anyway because of pollution.

OwlFancier
Aug 22, 2013

zedprime posted:

I love getting to places I shouldn't but if you do this, try not to have any super heavy machinery or heavy machinery with uncharacteristically low power vs load using that road because they will absolutely crawl at an excruciating speed through that segment.

This is a thing too in case it wasn't obvious, vehicles simulate power usage so if you have a lot of hills and corners your vehicles will be slower and also use more fuel.

It's most noticeable with electric trains which some of the engines can draw so much power they are visible on your yearly power graph when they accelerate. But they use a lot less power when cruising.

So it can be worth making extra effort to find ways to keep your railways and highways as straight and level as possible, with wide curves.

OwlFancier fucked around with this message at 17:33 on Apr 26, 2021

Generation Internet
Jan 18, 2009

Where angels and generals fear to tread.
Someone's already made a rooftop helipad mod for preexisting fire stations and hospitals without enough room to expand. I'm surprised how naturally they blend in.



https://steamcommunity.com/sharedfiles/filedetails/?id=2467374578

Firos
Apr 30, 2007

Staying abreast of the latest developments in jam communism



Someone please explain to me how to load aluminium oxide onto a ship.

OwlFancier
Aug 22, 2013

Firos posted:

Someone please explain to me how to load aluminium oxide onto a ship.

I would assume you would need an aggregate loading dock?

E: wait no oxide is apparently cargo harbour.

E2: ah I see because it's dry bulk storage and there is no dedicated dry bulk connection to the cargo harbour. I think you will have to load it in via truck then.

You might want to consider not refining it into oxide and just exporting the bauxite, or shipping it to wherever it is going as bauxite and then refining it on site because ships can carry very large cargoes.

OwlFancier fucked around with this message at 21:02 on Apr 26, 2021

Firos
Apr 30, 2007

Staying abreast of the latest developments in jam communism



OwlFancier posted:

I would assume you would need an aggregate loading dock?

E: wait no oxide is apparently cargo harbour.

E2: ah I see because it's dry bulk storage and there is no dedicated dry bulk connection to the cargo harbour. I think you will have to load it in via truck then.


Herein lies the issue. Cargo harbour, cargo ship, but trucks refuse to take the aluminium oxide from the silo in my town to the ship.



No idea how to make this port take the dry bulk conveyors or to actually get the trucks to dump the stuff "manually".

Edit: I'll be honest I'm going to be pretty pissed if there's no way to load the oxide onto the ship because then I'll have to either build an aggregate port or complete the aluminium plant that's 0% complete. I needed to export the oxide as a stopgap until I can afford to actually finish the aluminium plant.

Firos fucked around with this message at 21:06 on Apr 26, 2021

OwlFancier
Aug 22, 2013

Yeah you can't connect dry bulk to the harbour because there is only the cargo harbour and the aggregate harbour and for some weird reason aggregate and dry bulk are entirely separate? And there is no harbour that can take a dry bulk connection.

I would guess you would need to tell trucks to drive to the harbour and try to unload and also tick the "wait until unloaded" box because there is no storage capacity at the harbour (because you can't connect it to anything that can store dry bulk) which might in fact make it impossible for them to accept that order.

If so I think it might just be impossible, and you would have to export it as bauxite. Which is quite a decent money maker I will say.

OwlFancier fucked around with this message at 21:10 on Apr 26, 2021

Firos
Apr 30, 2007

Staying abreast of the latest developments in jam communism



OwlFancier posted:

Yeah you can't connect dry bulk to the harbour because there is only the cargo harbour and the aggregate harbour and for some weird reason aggregate and dry bulk are entirely separate? And there is no harbour that can take a dry bulk connection.

I would guess you would need to tell trucks to drive to the harbour and try to unload and also tick the "wait until unloaded" box because there is no storage capacity at the harbour (because you can't connect it to anything that can store dry bulk) which might in fact make it impossible for them to accept that order.

If so I think it might just be impossible, and you would have to export it as bauxite. Which is quite a decent money maker I will say.

Yes but oxide is worth about 7-8x what bauxite is so this is extremely annoying.

Edit: It turns out that the issue was with distribution offices. For some reason they don't like the port but if I put the trucks on a manual route they'll load onto the ship.

This game is so janky lmao.

OwlFancier
Aug 22, 2013

I have bought and trial set up an order here so it looks like it should accept the order at least? The issue is that you have to unload directly from the truck and there will be no buffer at the harbour so it will probably be very slow.



What happens if you set up your trucks to unload like this at the harbour? Do they drive there and sit in the loading bay?

Firos
Apr 30, 2007

Staying abreast of the latest developments in jam communism



OwlFancier posted:

I have bought and trial set up an order here so it looks like it should accept the order at least? The issue is that you have to unload directly from the truck and there will be no buffer at the harbour so it will probably be very slow.



What happens if you set up your trucks to unload like this at the harbour? Do they drive there and sit in the loading bay?

Success :toot:

OwlFancier
Aug 22, 2013

yaaay

Hopefully you can fill the ship before the soviet union collapses.

Anime Store Adventure
May 6, 2009


Vehicles don't like vehicles as a source or destination without a storage in between for distro centers. You can't, for example, use a stopped train as storage and pull from that without putting the train's stuff into a storehouse first - at least I couldn't awhile back, but maybe I had done it incorrectly. I don't think a distro office can recognize the ship as storage - so it sees only the dock storage and won't trigger a truck to go send stuff there. I would put a storage connected to the dock, then fill that storage with trucks. Distro offices are powerful, but using them too much where regular lines work better is a common mistake I make.

Switchbacks and You: An Anime Store Adventure.. Adventure
So you wanted your gravel quarry up on the hill because your foolish scientists can't figure out how to quarry rock unless it's halfway up a mountain and already exposed. Before anything else, turn on topo mode (and wireframe if it helps you.) Then look at the horrible mistake you've made.

Cool, now I just need to build a road down the hill, no pro-

gently caress.
Alright, well I'll just drag the road far enough that eventually it'll give me that nice "hold right click to level" right?

Double gently caress! We're out of space to try this.

Okay, let's try to level some ground. We'll just build the entire Republic at this elevation, screw it.

This is finally getting somewhere but its not down, and even if I do this in stages, you'll find that those really close together red lines don't want to move anymore - its too steep.

Back to square one - but this time let's use the raise tool and start further out.

Like here.

Okay, that made another small level patch, but eventually it too got stopped by the steep red slope. So we need to go further out.

Like here.

Now we're getting something we can put a road on! Let's try it.


Okay, any further and it goes red again and I can't flatten the road. But I can't keep going that way, I'm going to run into other buildings! Let's turn. Flatten out a spot, then hook the road around. (I tend to keep my switchback turns totally flat, but advanced users can technically descend during the turn, it just makes for more fiddling with the terrain tool.


TERRIBLE. Can you see what's wrong here?

There, fixed it. The road makes really ugly dips where you ended it. If you don't fix these, the Minister of Aesthetics will be all up your rear end. (Just delete and replace the offending section.)

Now we're headed back the other way, and its the same deal. Raise the terrain further out until you get those nice, Burnt Sienna orange lines - you only need to judge it into orange to get the maximum descent. This first bit is actually pretty far off the amount of grade we could get, but my next segments descend more quickly. Pay attention to where my mouse is - that's where I'm raising terrain.



Okay, good, now back again to keep it reasonably tight to this mountain side so we're not ending the road in the next city over.

Raising again...


NO!

What did you do wrong? You built the road so that half of it sags down on an uneven red slope so the road will be at like a 30 degree grade from one side to the other. Do you want your massive dump truck to go rolling down the hill? (This won't happen - its another Minister of Aesthetics thing.)

Better.

Now things get a tiny bit trickier, because you may also be able to create some "slack" in the slope by lowering closer to the road above. This isn't always true, but here I managed to get a little extra so I could put the next leg down closer to the one above. Space efficient!


Do some raising, then drag the road and auto level again when its the length you want. One more switchback, probably...


Ugh, so close. Fine, one more, but half hearted.

And you're done! You didn't even have to move that power line or your buildings! A little bit of clean-up with the smoothing tool will make it look less jarring if you have any areas that are super weird with elevation now.
If you're worried about aesthetics, you really want to follow the existing land contours closely. If I wasn't doing this quickly for a tutorial, I probably would have stuck closer to the mountain side as much as possible. It's the same concept, just more fiddly to make it look more tucked against the mountain instead of a huge built up area jutting out of the slope. Don't forget to delete those little road ditches when they pop up!

I'll share a picture of one that I'm happy with that I tuck nicely against the terrain, if I get one I particularly like.

Anime Store Adventure fucked around with this message at 23:08 on Apr 26, 2021

Anime Store Adventure
May 6, 2009


Bonus double post: The new curved highways don't have nearly the same stringent requirements for pillars and I sincerely hope this isn't a 'bug' that gets 'fixed' or how am I going to do flyovers like this.

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Volmarias
Dec 31, 2002
Probation
Can't post for 18 minutes!

Anime Store Adventure posted:

Bonus double post: The new curved highways don't have nearly the same stringent requirements for pillars and I sincerely hope this isn't a 'bug' that gets 'fixed' or how am I going to do flyovers like this.


I am genuinely hoping that they're using the pipe support placement logic for this, which means you could potentially have flying bridges (which sounds horrific but whatever!) and possibly even double decker bridges?

Also, while those switchbacks are nice, I'm extremely disturbed by how much you've extended the terrain out. The republic is not made of fuel and spare earth! If you didn't have that extra third of empty space to work with, you wouldn't succeed at all. But, while those mud roads need a lot of room to turn by themselves, they need very little to create a perpendicular turn near the end of them. As a result, you can have much tighter "turns" by starting a new segment altogether from the old segment, in the other direction.

There's also the ability to just drag a bridge all the way up there, and given that they curve now it seems like you may well be able to get a switchback that way.

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