Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Mandoric
Mar 15, 2003
Ah, the famed Soviet cybernetics program.

Adbot
ADBOT LOVES YOU

OwlFancier
Aug 22, 2013

Also since I moved jobs into working on industry I feel like I am turning into the german simulator meme guy when I play this update looking at poo poo like "replacement intervals for plant machinery" and "vehicle maintenence program"

zedprime
Jun 9, 2007

yospos

OwlFancier posted:

It's funny that the beta patch has added vehicle maintenence requirements to my digging crews, which are modeled as a combined bulldozer/excavator.

Excited to ship my pile of men in the back of an open truck to the vehicle service station once they reach too high a wear and tear level.
I wonder if there's enough modding hooks for them to need vodka and meat.

double nine
Aug 8, 2013

Quick question does agriculture care about pollution in the latest build?

Thinking of making a clothing industry in the middle of fields supplying crops

Philippe
Aug 9, 2013

(she/her)

Mandoric posted:

Ah, the famed Soviet cybernetics program.

You're thinking of Frostpunk.

OwlFancier
Aug 22, 2013

double nine posted:

Quick question does agriculture care about pollution in the latest build?

Thinking of making a clothing industry in the middle of fields supplying crops

They added some massive silos that can store like 11k crops and have an integrated rail line so you can just slap one of those on your farm and transport them that way. I did it last save using the modded ones and it works well.

double nine
Aug 8, 2013

sure, but I'm going to start on a map where the start area is quite limited, I'm pretty much going to start on a 1-grid island for my first revenue generator.

e: I could start in a different place with coal production but that's more pricy in construction costs than clothing, I think.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

OwlFancier posted:

It's funny that the beta patch has added vehicle maintenence requirements to my digging crews, which are modeled as a combined bulldozer/excavator.

Excited to ship my pile of men in the back of an open truck to the vehicle service station once they reach too high a wear and tear level.

:wink:

OwlFancier
Aug 22, 2013

Oh man being able to buy a 30 ton flatbed in 1962 is a hell of an enticement to get the yanks onside.

OwlFancier
Aug 22, 2013

God drat but do tourists generate a lot of garbage. I think you need a dedicated technical services full of skip loaders to shovel the absolute tonnes of waste that a few hundred tourists manage to produce.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

OwlFancier posted:

God drat but do tourists generate a lot of garbage. I think you need a dedicated technical services full of skip loaders to shovel the absolute tonnes of waste that a few hundred tourists manage to produce.

Tourism... Balanced?!

Anime Store Adventure
May 6, 2009


I feel like garbage in general seems a bit heavy in the beta, I hope they tune it down just a bit. If I have to destruct anything it can bring my single incinerator to a halt, even if I tell my trucks to take construction waste (which I don’t think is burn able?) to the border directly. I have a whole bunch of trucks serving a relatively small town and they’re going full tilt.

OwlFancier
Aug 22, 2013

Yeah you need a pretty colossal amount of infrastructure just to handle garbage, which might be OK but it's like, a lot of technical services you have to spam just to get the vehicle capacity.

euphronius
Feb 18, 2009

Is there a modded 32 truck TS yet ?

I guess role play (realism ) wise it makes sense every building would have its own garage

Anime Store Adventure
May 6, 2009


euphronius posted:

Is there a modded 32 truck TS yet ?

I guess role play (realism ) wise it makes sense every building would have its own garage

I think there's a 17 vehicle one in Robs074's buildings.

OwlFancier
Aug 22, 2013

So I set my schools to only allow teachers who are on the high end of the loyalty gradient.

And then I had a drop in loyalty.

So nobody could go to school.

So my unemployment rate reached 40% before I noticed.

So I am now building as many schools as possible to try and teach people how to read before the republic collapses.

Anime Store Adventure
May 6, 2009


OwlFancier posted:

So I set my schools to only allow teachers who are on the high end of the loyalty gradient.

And then I had a drop in loyalty.

So nobody could go to school.

So my unemployment rate reached 40% before I noticed.

So I am now building as many schools as possible to try and teach people how to read before the republic collapses.

I still don’t fully understand the loyalty system regarding education. Why do I want my teachers at higher loyalty? Does it slowly increase the students loyalty in a sustainable way?

OwlFancier
Aug 22, 2013

Anime Store Adventure posted:

I still don’t fully understand the loyalty system regarding education. Why do I want my teachers at higher loyalty? Does it slowly increase the students loyalty in a sustainable way?

I believe any didactic role, so radio/tv presenters, teachers, orphanages, prisons etc. Is subject to modifiers based on loyalty. Loyal radio presenters will inherently add loyalty boosts to the broadcast, independent of broadcast time devoted to actual propaganda. I believe the same is true for other roles.

You can see it clearly on broadcasts because it shows a much higher loyalty gain if your presenters are loyal, but I assume it follows to other roles too.

This also encourages you to create essentially a political vanguard in the republic, your key personnel in media and education want to be as loyal as possible, so give them all sports cars.

It's a quite clever incentive to recreate that particular element of soviet society.

Anime Store Adventure
May 6, 2009


I guess maybe I wasn’t paying close enough attention to schooling. I did notice the broadcasting effects, but I guess the schooling wasn’t pronounced enough to immediately notice - so I ignored it, and then proceeded to obviously never notice an effect.

OwlFancier
Aug 22, 2013

I have no evidence for it though it may be on the wiki. I just assume that's why it matters because that's the common throughline between all the roles that have loyalty filters, they are all roles which give people instructive authority over others.

Benagain
Oct 10, 2007

Can you see that I am serious?
Fun Shoe
eagerly awaiting the introduction of print and newspapers

ArchangeI
Jul 15, 2010
Yeah, but I usually don't bother. You can get loyalty high enough with monuments that going 50% propaganda in the radio/TV hits ahrd enough to get the overall loyalty into the 70ies. Secret police is a waste of resources in my opinion unless you run hard demands.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...
The flip side of the coin is that loyalty also helps to prevent emigration. If you ignore loyalty altogether, you have the least loyal teachers for your students, which acts as a drag overall, and contributes to a failure spiral as your emigration rate is higher than your birth rate.

It's frustratingly vague, though, so it's unclear how much this actually hurts or not. I will say that once loyalty reaches a certain point, you get a feedback loop that reinforces it once you set your highest loyalty people to be teachers, professors, and broadcasters. I honestly never found myself able to monument my way out of the hole without using mod monuments with far higher loyalty levels than the base game, although I also pretty exclusively play only on the hardest mode so I can't just import loyal teachers, rinse, repeat.

Anime Store Adventure
May 6, 2009


Monument loyalty to me always seemed to sort of just push people high enough to not gently caress off assuming everything else was basically perfect. If I actually wanted to improve past a 40% sort of baseline loyalty it seemed like I needed broadcasting.

I’ll try the education loop though and see if that sneaks it higher. My current republic is without broadcasting so I can test what I can effectively push.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

Anime Store Adventure posted:

Monument loyalty to me always seemed to sort of just push people high enough to not gently caress off assuming everything else was basically perfect. If I actually wanted to improve past a 40% sort of baseline loyalty it seemed like I needed broadcasting.

I’ll try the education loop though and see if that sneaks it higher. My current republic is without broadcasting so I can test what I can effectively push.

I don't think you can reasonably get it higher through just education. I think that it's something like:
- education establishes a target loyalty based on teacher loyalty averaged out, with some randomness
- broadcasting increases the baseline value
- unmet needs reduces the baseline value
- loyal is always slightly negatively affected by time
- monuments provide a small but helpful bonus to the final value after all calculations, but basically do not move the needle
- base loyalty is more of a curve than a straight line

So, raising the average teacher loyalty raises the average student loyalty, but never above the teacher themselves. Broadcasting boosts that baseline over time, which is the only way to actually raise it after schooling ends. Without broadcasting, your average loyalty always falls over time until you get to minimum level of around 30-35% as the high end, which is where you can stay with just moments and decent basic services.

At least, that's how it seemed to work for me. Once I am able to really push with broadcasting, loyalty slowly but steadily raises over time, and with a lot of constantly watching and fiddling with the min loyalty for teachers, and firing doctors for not spending their patriotic skills elsewhere to rebalance their civic duties, and creating Nice Houses For Good Citizens who can be moved if they become Less Good Citizens and can be set to only use the schools for employment, it's possibly to tweak this upwards slowly. It's just a huge pain in the neck to do manually, especially when imported college educated workers generally come with a decent loyalty score. You can, if you have the time and money, fire your teachers and import new teaching staff, but without broadcasting they'll start to get bitter as well.

OwlFancier
Aug 22, 2013

I think monuments basically can't raise it above 45%.

double nine
Aug 8, 2013

I've never been able to keep loyalty above 40% with just monuments.
usually it hovers around and 35% until my radio station gets built

OwlFancier
Aug 22, 2013

I think you want a fair density of them and also keep everyone really happy and in top quality housing.

euphronius
Feb 18, 2009

Playing on the test version:

They got rid of the tabs in the vehicle windows!!! I do not like this.
edit

man research on totally changed the early game. I like this. You have no idea where resources are. How do you make money?? I cant just beeline an oilrefinery

euphronius fucked around with this message at 14:43 on Jul 11, 2023

commando in tophat
Sep 5, 2019
You can still see resources when you're planting a mine/well, so you can still find it that way (I started with agriculture and randomly found coal this way). I still wish there would be small universities with limit to what they can research. Right now when you get technical university, you basically unlocked everything, because research is way faster then building the thing you researched, so it doesn't really come into play except for before you have the university

OwlFancier
Aug 22, 2013

Yeah I think they need some sort of "knowledge maintenence" thing so to be able to do stuff you need staff devoted to keeping that skill base available in your republic.

Cos yeah as it stands you just build the thing and then unlock everything.

You could make it a function both of academic research and also, like, actually having the industry operational and thus having the institutional knowledge. So you have to use a university to do the theory to build the first industry but then once you have it operational you can free up some of that university staffing for another field.

OwlFancier fucked around with this message at 16:54 on Jul 11, 2023

euphronius
Feb 18, 2009

You should be able to buy research directly from the eastern bloc or whatever

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

euphronius posted:

You should be able to buy research directly from the eastern bloc or whatever

I pray for the day that I can pay some money to send students across the border to study in Latveria or something instead of slowly running out of university educated workers while building the GLORIOUS PEOPLE'S TECHNICAL UNIVERSITY OF GOOBERSTADT, POPULATION 734 (University capacity 4000 students)

OwlFancier
Aug 22, 2013

I mean it doesn't make much sense as a mechanic full stop but from a gameplay perspective I think it's intended to add a sense of progression, but yeah you could also have an option for paying an upkeep to a foreign power to give you the ability to build and run the infrastructure.

I think the concept of institutional knowledge makes more sense, and I like Songs of Syx's mechanic where you have to maintain knowledge, so you have to expand your academic staffing, resource production, and facilties to be able to do other stuff. Adds a good constant drain in a game that has few of them otherwise too.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

OwlFancier posted:

I mean it doesn't make much sense as a mechanic full stop but from a gameplay perspective I think it's intended to add a sense of progression, but yeah you could also have an option for paying an upkeep to a foreign power to give you the ability to build and run the infrastructure.

I think the concept of institutional knowledge makes more sense, and I like Songs of Syx's mechanic where you have to maintain knowledge, so you have to expand your academic staffing, resource production, and facilties to be able to do other stuff. Adds a good constant drain in a game that has few of them otherwise too.

Agreed, it's actually one of the nicer aspects of how SoS works. It's an elegant resource sink, and hitting the "knowledge" slider is useful for provinces that only export things you're already full to the brim of, giving you a reason to care about conquering them beyond map painting and taxes.

OwlFancier
Aug 22, 2013

Yeah constant drains are important cos it gives you a reason to expand, and the big issue with W&R is that it's very easy to become profit making and then it's trivial. Building maintenence is a good step so hopefully they add more.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

OwlFancier posted:

Yeah constant drains are important cos it gives you a reason to expand, and the big issue with W&R is that it's very easy to become profit making and then it's trivial. Building maintenence is a good step so hopefully they add more.

I've always taken the "The bureaucracy is expanding to meet the needs of the expanding bureaucracy" approach towards crafting my glorious socialist paradise, where I want emigration to be as close to zero as possible, lifespan high, birth rate decent, and loyalty earned. This means continuously building new housing, which means continuously building new infrastructure, creating new jobs, planning ahead for additional expected growth, creation of logistics hubs to deal with the size I'm becoming, and so on. It's easy to just say "well I've got a bunch of oil money now and I can support the needs of everyone as a Petro state, guess we're good," but it's a true challenge to create a glorious future for everyone.

And if you're not making that glorious future in cosmonaut mode, your republic is shameful and you are shameful.

:ussr:

OwlFancier
Aug 22, 2013

Mostly the issue I find is that a lot of the industries can produce gigantic quantities of stuff and you struggle to find anything to do with it. I would like it if having a giant steel mill was more useful.

Also let me build big stupid poo poo, I should be able to build the palace of the soviets if I really want to.

Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...

OwlFancier posted:

Mostly the issue I find is that a lot of the industries can produce gigantic quantities of stuff and you struggle to find anything to do with it. I would like it if having a giant steel mill was more useful.

Also let me build big stupid poo poo, I should be able to build the palace of the soviets if I really want to.

If you can't find something to do with the steel, you're not industrializing and growing hard enough.

Honestly, I've felt this way at times, and the answer was always "time to build bulk cargo freighters to sell all this extra gravel" or "all citizens are entitled to one (1) free automobile (some restrictions apply, see commissar for details)." I've always eventually reached the point where "lol there's no way I could use all of this" became shockingly untrue, usually when I least expected it.

Adbot
ADBOT LOVES YOU

OwlFancier
Aug 22, 2013

I mean sure you can always export it but there's no need to, it doesn't achieve anything to do that other than making the number go up into even more meaningless levels given that I'm not spending any of it.

I think the game should have more things that actually reward or require industrial development.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply