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punishedkissinger
Sep 20, 2017

Does it make sense to make a university town?

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Airconswitch
Aug 23, 2010

Boston is truly where it all began. Join me in continuing this bold endeavor, so that future generations can say 'this is where the promise was fulfilled.'
"Gamers have hitherto only interpreted the mechanics in various ways; the point is to have fun."

punishedkissinger
Sep 20, 2017

Airconswitch posted:

I feel like they're flavor to be used as you wish; a tourist destination makes that much more sense if there's a feeling of history to it, especially if you're building a museum or something.

"and this is how people used to live before our glorious, ideal, socialist model cities paved over all of them"

OwlFancier
Aug 22, 2013

punishedkissinger posted:

Does it make sense to make a university town?

I think so, though usually I do it as just part of my first major development. I think it's more accurate to say you probably don't need more than one of each university.

Re: the settlements on map, I usually redevelop the lovely little houses with poor quality, but some of the better quality ones and the larger ones can stay, I also usually leave the religious buildings because they look nice, and I find that if you just make everyone happy they stop giving a poo poo about church anyway.

zedprime
Jun 9, 2007

yospos

punishedkissinger posted:

Does it make sense to make a university town?
Yes, now more than ever with the addition of cross map auto moving. Young adults stuck in an apartment with their parents that don't have local housing free will prefer dormitories which will facilitate keeping your uni full of people to increase loyalty educate.

Arven
Sep 23, 2007
I built a huge college in the middle of my map with dorms and commuter trains running to my cities, but nobody will move into the dorms. The college is fully staffed and is full of students from the trains, but nobody wants to live on campus.

OwlFancier
Aug 22, 2013

I think the dorms have a different mechanic, very possibly as noted above, people only move to them under certain conditions. If they can reach the college from their current place of residence or have a job elsewhere, I do not think they will move into the dorms.

Sometimes mine are full and sometimes they are empty and I don't properly understand what causes those conditions.

Volmarias
Dec 31, 2002

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Yeah, I don't really understand how students move into dorms, especially since I have empty dorms but also students who line up for bus rides to college from another town.

I think that, especially with mods that provide smaller, more rural or rustic housing, it's very possible to have small villages. You can center them around a few fields to sow/harvest by walking, and supply labor elsewhere via bus the rest of the time. They're very much vanity projects, however, since it takes much more effort to actually set them up this way compared to just plopping down a 200 person apartment.

The requisite big city hospitals / fire stations / etc don't help either. It would be nice if there was an official smaller version of either. Really, even a clinic that doesn't do emergency transport (which ambulances from much further away, or helicopters, could serve) would be an enormous help for these kinds of smaller setups.

Anime Store Adventure
May 6, 2009


I've got one that's bugging me bad. It has before, but its newly bothering me with a new map and rail design.

I'm trying to design efficient and non-blocking diesel fuel stations. The seemingly easy way to do this would be to simply stick one on a siding along the transit lines. This works usually, but sometimes the trains make really poo poo refueling decisions, like driving the wrong way to a fuel siding instead of the one on their route - then they need to turn around.

There seem to be the following solutions:
*Allow the train to flip at the fuel station and provide a crossover and the room to crossover after the train flips in the station. I do not want to put the crossover on the transit lines and block potentially both transit lines while a train unfucks itself onto the correct directional rail. This requires a shitload of lateral space to make sure trains can make the crossover after they flip, but does simplify the interchange to the transit lines. Sometimes if this is in a not heavily developed or tight corridor this might be fine.

*Don't allow the train to flip and provide a circle back onto the correct track direction. This requires a lot more space and makes an interchange that feels like it could make a whole load of situations where it blocks itself unless I make it big enough to very carefully signal it. I feel like maybe there's a way to do this elegantly if not for the track having to at some point cross back either to pass through the fuel station again, or across the transit tracks. This seems like no matter what its going to balloon into a ton of land usage to make the interchanges clean.

Here is a maybe useful picture of these two solutions. The bottom one is actually hosed up a little but you get the gist of it.


*The third solution, which is what I usually do, is split off a spur on a Y, immediately throw a crossover, and then just force trains to flip. This is reliable as it just makes an easy, non-blocking, single Y intersection to the transit lines, but it takes a shitload of space perpendicular to the travel corridor, which is usually inconvenient. It definitely uses the least land area for track, its just an odd shape.

How do y'all handle fuel stops? Any elegant solutions? I really wish you could just limit trains to fuel stations 'on their route' but they don't have the brain to understand the fuel station 100m (but in the wrong direction) is way worse than the fuel station 300m away (but in the right direction.)

VictualSquid
Feb 29, 2012

Gently enveloping the target with indiscriminate love.
I feel like the train AI makes pass through stations a terrible idea in this game. I always end up with trains reversing when they shouldn't and then blocking things in unexpected ways.
Thus I only build end stations. Just put down a T-Junction, followed by one train length of waiting line, then your crossover and then then the fuel station, with its parking line.

Log082
Nov 8, 2008


I usually just go with the first method and make sure I put it where there's space. Kind of a boring solution, though, and you're right it does have issues. Will trains go against a one way signal to get fuel? I feel as though they shouldn't, but fueling behavior can be weird and make things break rules.

Alternate solution: all electric, haha.

Volmarias
Dec 31, 2002

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Log082 posted:

Alternate solution: all electric, haha.

:sickos:

The only situation beyond heavily Metro travel where electric makes sense (but wait, subways are coming!).

Personally, I do option #2 effectively, and periodically place roundabouts along the lines once they reach a certain level of complexity, just so that when a train DOES make a dumb decision, it's taken care of.

I've also done "Y junction into station, then separate Y junction out of station, but you need to be careful that you don't accidentally deadlock with that. Ultimately, it depends on how heavily you plan on the line being traveled.

Comedy option: take the Starbucks route and place one fuel station on each side. Presto, no turning around issues!

zedprime
Jun 9, 2007

yospos
Starbucks is logistically the correct option especially since you can connect them to the same fuel tank/loading terminal. But isn't the main problem that the "oh gently caress I need fuel" path finding isn't especially considerate of your final destination?

I'd be interested in a "here are your refueling options, refuel when you hit x%" kind of route planning. Every time I stare at the fuel difficulty option I imagine what sort of dumb train pretzels I'd need for omnidirectional fueling and give up.

Volmarias
Dec 31, 2002

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zedprime posted:

Starbucks is logistically the correct option especially since you can connect them to the same fuel tank/loading terminal. But isn't the main problem that the "oh gently caress I need fuel" path finding isn't especially considerate of your final destination?

I'd be interested in a "here are your refueling options, refuel when you hit x%" kind of route planning. Every time I stare at the fuel difficulty option I imagine what sort of dumb train pretzels I'd need for omnidirectional fueling and give up.

Yeah, it's frustrating, and part of why I tend to make so many roundabouts and turnarounds for anything that's not going to be a single vehicle line.

It would be nice if there was a prebuilt roundabout (plus cross over(s)) you could just plop rather than having to hand design it nearly every time.

I also really, really, really wish that the track building was smarter. I have multiple vehicles, I wish they could consider multiple contiguous tracks to be one track, and allow the idea of waiting at a siding to make them. At best, I can have double tracking construction with two vehicles by having crossovers so that each engine claims one side. Of course, this is also true for road construction, which is just The Absolute Pits when you want to upgrade something with a lot of intersections.

Also, the complete and total inability to be able to path BACKWARDS is just brain meltingly frustrating. Go here, then back up on to the other track, why is this so much to ask, you are a train this is what you do

Anime Store Adventure
May 6, 2009


I feel like if they just made it so track builders teleported back home once out of resources instead of making the journey you could solve so much. I don’t know. They really do need *some* kind of change to trackbuilding.

I’m going to keep banging my head against the most elegant way to set up refueling stations. I might just opt for the Starbucks solution although that still creates an issue if a train picks the wrong set of Starbucks - they’ll still get back to transit lines and want to turn around once on them. Periodic turnarounds seem to be an option and could even solve other potential system blocks if something unexpected happens, but I dislike those. Trains already do a terrible job of using any “loops” like someone above mentioned - I once made a small loop so trains would have room to stack coming into a station, but then have their own short exit to transit lines. What ended up happening was the loop got used as an “express” - if two trains were near to each other enough that a signal ahead was red on the transit, the other train would take the loop through the station because why not! It’s a green, valid path that comes back to where I want to go. It wasn’t the worst but at times if the network aligned just right this created little waves of stops and slowdowns.

I suspect the “most elegant” solution is just a variation of this:

VictualSquid posted:

Just put down a T-Junction, followed by one train length of waiting line, then your crossover and then then the fuel station, with its parking line.
Which is pretty close to what I do now, but I feel like I’m somehow missing one trick to make it a little tighter on land usage.

OwlFancier
Aug 22, 2013

The T junction does not need to be T shaped, and chances are, I would think, that you have some angle some where you can stick it in.

I still do all electric all the time, not least because most of the trains are electric.

Anime Store Adventure
May 6, 2009


OwlFancier posted:

The T junction does not need to be T shaped, and chances are, I would think, that you have some angle some where you can stick it in.

I still do all electric all the time, not least because most of the trains are electric.

The former you would think I’d realize but I guess that’s typical engineer brain of missing the one little tweak to an efficient solution to make it perfect.

The latter is unfortunately less true for my modded 1930’s start, plus I like to role play what would “realistically” be diesel vs electric. (Unless there’s actually significant electric? I’m in the USA so I have no idea how widespread electric rail would be in Europe or the former Soviet Union.)

OwlFancier
Aug 22, 2013

Oh if you're running earlier and mods then sure, just in the base game the majority of the trains are electric so there's no point doing anything else :v:

Log082
Nov 8, 2008


Anime Store Adventure posted:

The former you would think I’d realize but I guess that’s typical engineer brain of missing the one little tweak to an efficient solution to make it perfect.

The latter is unfortunately less true for my modded 1930’s start, plus I like to role play what would “realistically” be diesel vs electric. (Unless there’s actually significant electric? I’m in the USA so I have no idea how widespread electric rail would be in Europe or the former Soviet Union.)

Make the Soviet version of the Milwaukee Road.

Track building is the only thing I consistently buy with money even late game once I have industries set up. The track builders just constantly gently caress up your carefully planned rail routes. Roadbuilding gets a little silly sometimes, but at least it doesn't usually cause permanent gridlock.

OwlFancier
Aug 22, 2013

I think track building is OK if you keep the under construction tracks isolated from the rest of your line with a crossover and a signalling setup to let them go one down each track that needs building.

They can follow their way through your network fine, it's when you try to do major alterations to your existing network that is also being used for traffic, that's the problem.

CBJSprague24
Dec 5, 2010

another game at nationwide arena. everybody keeps asking me if they can fuck the cannon. buddy, they don't even let me fuck it

This is 25% off on Steam through Monday in case anybody else was thinking of picking it up.

My question is will there be a better deal with their Black Friday sale next week? I've got a new computer which MIGHT be able to run it and figured I could buy it to a) test it and b) hedge my bet and, if it were cheaper, could return it and re-buy.

Anime Store Adventure
May 6, 2009


I haven’t seen really that many sales for this, so I’d bet this is their sale price this week or next.

Generation Internet
Jan 18, 2009

Where angels and generals fear to tread.
The new community report is out, covering mostly crime, police, and jail:

https://www.sovietrepublic.net/post/report-for-the-community-39

This stuck out at me:

quote:

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. It would just not make that much sense to bring prisoners into your airplane production line.


Honestly not sure how I feel about it. I guess I'm glad there's going to be some more levels of societal simulation to make cities feel more alive than they currently do.

e: taking another look at the roadmap they posted a while ago, I'm still more excited for water and sewage than anything else.

Generation Internet fucked around with this message at 17:02 on Nov 23, 2021

punishedkissinger
Sep 20, 2017

it's only natural that they would implement gulags at some point. looking forward to it.

Arven
Sep 23, 2007
I love that they're making it more complex with more simulated systems, but it kind of worries me in that you already need a huge amount of infrastructure to get off the ground. I continue to wish that different things were only needed at a certain population or tech level or something. At this point I unabashedly use the military tent mod to fill in gaps while I'm building new areas, as it's a bit silly that people are fleeing the county because the apartment building they moved into in the middle of nowhere isn't within walking distance of a movie theater.

I used to not provide my citizens with electronics until I could produce them myself, but I can't even do that anymore because I lose out on propaganda from radio.

ArchangeI
Jul 15, 2010
Yeah, I am not looking forward to water supply and garbage collection being added for that reason. Some of it can be turned off, yes, but government loyalty for example can not (and thus requires electronics and media stations in a timely fashion).

Anime Store Adventure
May 6, 2009


I also want water and garbage, it seems like a good fit for things where I'm pretty meh about Crime and Punishment. I guess its fine, but it seems fairly extraneous.

I had started a 1930 save on the last map I linked some time ago, but had a Windows Update tragedy and lost the save after a reformat. I checked for new maps and found an Island map that absolutely rocks. Not insanely interesting terrain in that there's no major mountains or elevation changes, but it feels very nicely handcrafted still. Slightly sprawling old cities and a nice, but not extremely advantageous start with a little 'customs area' for imports and a gas power plant and two oil wells to feed it. If you want to play Kosmonaut but don't want a super punishing map, this is an absolutely perfect start since it basically has a 'starter town' built with a few extra niceties. I didn't like most island maps but this one hits so perfectly.

https://steamcommunity.com/sharedfiles/filedetails/?id=2616441553

OwlFancier
Aug 22, 2013

I agree that the game really kind of does frontload all the requirements, there isn't a huge amount of progression in that respect where there is stuff that you really need a developed infrastructure for, or things that are longer term goal that you forego in the beginning.

OwlFancier
Aug 22, 2013

https://www.sovietrepublic.net/post/report-for-the-community-40

Train distribution office lmao, honestly a pretty nice addition given you can have a few big trains doing a whole bunch of different runs rather than needing a bunch of locos and tiny trains to service all the different locations. Also dynamic carriage loadouts based on job is pretty amazing too.

OwlFancier fucked around with this message at 19:50 on Dec 5, 2021

zedprime
Jun 9, 2007

yospos
My brain is not big enough to build a rail network that supports a central depot and random refuels. This will only end in tears, personally.

OwlFancier
Aug 22, 2013

I technically might have already managed it to get my track builders working, I think I might be able to do it. Though getting internal factory rail layouts to work seems like it could be a challenge to cope with trains of arbitrary size and routing. Though you can set max/min length at least.

But think of the joy of watching a zillion trains doing all the transport without having to set them all up, it would be worth it!

Arven
Sep 23, 2007
I don't think it will be bad actually. I said it before, but they've really fixed signals and train logic in the test branch. You can pretty much just lazily throw down signals at every intersection now and the trains will figure it out.

I will actually use trains a lot more now too since I won't need a dedicated train for every line.

zedprime
Jun 9, 2007

yospos
The nightmare in my head involves varying train lengths, and varying traffic volumes, culminating in somewhere like a steel plant that gets worker, ore, coal, and steel service needing something of a smart yard design to facilitate traffic in and out without deadlocks.

punishedkissinger
Sep 20, 2017

OwlFancier posted:

https://www.sovietrepublic.net/post/report-for-the-community-40

Train distribution office lmao, honestly a pretty nice addition given you can have a few big trains doing a whole bunch of different runs rather than needing a bunch of locos and tiny trains to service all the different locations. Also dynamic carriage loadouts based on job is pretty amazing too.

Thank god! This was sorely needed imo. Very exciting stuff.

Anime Store Adventure
May 6, 2009


How does the new yellow signaling work? I couldn’t figure out exactly what that change entailed and I’m on a new save where I don’t yet have a good rail network going.

Volmarias
Dec 31, 2002

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OwlFancier posted:

https://www.sovietrepublic.net/post/report-for-the-community-40

Train distribution office lmao, honestly a pretty nice addition given you can have a few big trains doing a whole bunch of different runs rather than needing a bunch of locos and tiny trains to service all the different locations. Also dynamic carriage loadouts based on job is pretty amazing too.

:bisonyes:

I cannot express how much of an unexpected delight this is! It's something that I felt would be nice, but unlikely to be added. I'm glad that I was wrong about that, especially the bit with mixing different kinds of cars!

Generation Internet
Jan 18, 2009

Where angels and generals fear to tread.

OwlFancier posted:

https://www.sovietrepublic.net/post/report-for-the-community-40

Train distribution office lmao, honestly a pretty nice addition given you can have a few big trains doing a whole bunch of different runs rather than needing a bunch of locos and tiny trains to service all the different locations. Also dynamic carriage loadouts based on job is pretty amazing too.

I think this is something I've dreamed about in every rail game I've ever played - super excited for it!

CBJSprague24
Dec 5, 2010

another game at nationwide arena. everybody keeps asking me if they can fuck the cannon. buddy, they don't even let me fuck it

Is it better to play this game with pre-built cities and towns or with a blank map? The playthroughs from Colonel Failure that I watched were completely clean slate, but I started a save with a few towns scattered around the map and have found it's complaining about 68% unemployment I think because I haven't even had the chance to develop some of the other towns yet.

Anime Store Adventure
May 6, 2009


CBJSprague24 posted:

Is it better to play this game with pre-built cities and towns or with a blank map? The playthroughs from Colonel Failure that I watched were completely clean slate, but I started a save with a few towns scattered around the map and have found it's complaining about 68% unemployment I think because I haven't even had the chance to develop some of the other towns yet.

In all of my dozens of starts that have gone anywhere I’ve only used old towns on one or two maps and even then only for a little while. They’re often really dense so it becomes annoying to try and stuff in all the services in the existing blocks even if you clear out a few buildings. The alternative ends up being shipping your people to a new town center for their service needs, but usually when I hit that I sort of feel like “well poo poo at this point I’d rather just lay out the flats myself, too.”

Until the announced change incorporating flat quality into happiness there’s not much reason to demolish old cities other than potential efficiency and aesthetics, though. That said it feels much easier to start with a relatively bare map so you create your own weird logistical problems instead of having ones given to you.

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Volmarias
Dec 31, 2002

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Starting with existing cities is definitely a major difference in difficulty imo, especially if you actually want to support them instead of evacuating them at the start to a single area, ESPECIALLY if you want to support smaller villages!

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