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Log082
Nov 8, 2008


The one thing I really want that I don't think they're planning to do (their roadmap said 'maybe') is streets with tracks. Tram lines would be acceptable, tracks I could run ANY train down would be amazing. Let me do street running for heating plants and other rarely serviced spurs!

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Log082
Nov 8, 2008


Generation Internet posted:

Having trains pathfind themselves is already such a step up from my experience with Transport Fever's strict lines, DC behavior would be amazing.

If I could have this game but with Transport Fever's train variety I would never need another train game.

Let me run a GG-1! I don't care how anachronistic it is! Pleaaaaaase!

Log082
Nov 8, 2008


OwlFancier posted:

Not bad for six years work.



Someday I will have access to the big island. The new bridges are quite nice but I really really wish there was a variety particularly suitable for building on the side of mountains.

E: oh my god I just decided to plan out an airport for the central island and the runway numbers actually reflect the orientation that's amazing.

Is that paving around your drydock a mod, or something added in the last update since I played? It looks nice.

Log082
Nov 8, 2008


Thanks!

I really need to start a new game with all the new features.

Log082
Nov 8, 2008


Holy poo poo.

Where did you get those breakwaters and concrete berms?

Log082
Nov 8, 2008


Anime Store Adventure posted:

The passenger ones at least have a purpose if extremely niche. These are awful compared to functionally infinite conveyor throughput.

This was my experience with using cable ways to pass steel from a high train line down to a train line on a lower level that went to a drydock. It seemed like a clever solution at the time but it only kind of worked because throughput was so low.

Log082
Nov 8, 2008


Generation Internet posted:

I was very excited about forklifts until I built them for the same reason. Honestly it's a little weird that they're so useless by default when factory connections can instantly teleport an infinite amount of resources between to buildings.

Same. The thread even warned me, but I tried it anyway while making a food processing setup that would benefit from multiple silos.

Next game I'm definitely adding capacity mods for both.

Log082
Nov 8, 2008


Anybody have good map recommendations? I find that it's a struggle to find something on the workshop that has:

- Interesting terrain that isn't just flat or so mountainous it can't be reasonably developed
- A reasonably sized water connection
- Resource deposits that aren't either miniscule or "Every mountain has iron, coal, or both."

Confluence (https://steamcommunity.com/sharedfiles/filedetails/?id=2084628526&searchtext=confluence) has a good balance of all of those, but that's the map I did my last game on, and I don't want to just build the same things on the same terrain.

Log082
Nov 8, 2008


Thanks for the recs, those look great!

Log082
Nov 8, 2008


One thing I really wish this game had was tram tracks on streets.

I know trolley busses exist, but they're just not the same.

Log082
Nov 8, 2008


Anime Store Adventure posted:

There’s also a mod that adds a crossing “building” for tracks and roads that should let you get around a few difficult situations with putting trams through cities on dedicated rail but I haven’t used it yet. There’s also more tram-appropriate stops but they’re dubiously useful since the real issue with intracity trams is the interaction of road and track.

I have the tram stops but i haven't seen the crossing or the no-collider tracks. Maybe they just weren't out last I checked. That's great, thanks!

Log082
Nov 8, 2008


Anime Store Adventure posted:

I Also given how limited people’s travel needs are, trams kind of feel silly sometimes unless you’re building absolutely massive cities and doubly so, massive hubs for needs. I tend to build a “core” that’s my ‘regional’ work transit - busses or trains - the warehouse and dept store, university, culture, hospital, etc. With one central local “end” stop, you can divert workers to regional transit and passengers to needs within walking distance. This means local buses really only need to loop between a pick up and a destination stop, maybe two destination stops if the core is a little spread out. For a tram this is pretty much the same thing, except they need a whole host of dedicated infrastructure to basically just run back and forth between two stops on top of the extra space requirements for hooking up roads around the rail. They’re not going to be dramatically faster than buses if your roads aren’t choked, though capacity might make up for it and winter will be easier.

This is very true but I have a hard time resisting the siren call of glorious socialist rail instead of lame automobiles.

Log082
Nov 8, 2008


How exactly do you get helicopters to deliver workers to a job site? I have them delivering materials just fine, but I can't figure out workers.

I started a 1930s game on Passage after being inspired by ASA and it's going well. Tricky, though. There's not a lot of free space so I'm having to be pretty careful with how I locate things, and the limited vehicle options in 1930s are pretty rough. You need a modpack to even have any options, but it's not as thorough as it could be; for example, I don't have any ships available, and only one train engine. I should go and mod some things to tweak that, but instead I've just been using the "all vehicles available" cheat when appropriate and not buying anything that wouldn't be reasonable. It's tough but fun!

Also there's a zeppelin mod and my game got 100% better when I installed it.

Log082
Nov 8, 2008


Volmarias posted:

You have helicopter passenger stations, which work like bus, train or harbor stops but with helicopters. Have the construction office use that stop as a source for workers, and make sure you have helicopters that can carry people, not (just?) cargo.

You probably want to up the auto build radius on them.

I did all that, and they have a source for workers, but aren't delivering. Hmm. I'll have to mess with it more, maybe I set something wrong. Thanks.

Log082
Nov 8, 2008


Volmarias posted:

the site is assigned (double check, some sites don't have enough room for the chopper to land)

I think this was it, there was a message about not having a landing site. I thought it was a systemic issue, like I needed a pad near the site, not that whatever site they were trying to deliver to didn't have room. Thanks!

Log082
Nov 8, 2008


If you have a water border, transporting oil (and oil products) by ship is a great way to make cash.

Log082
Nov 8, 2008


Rail building is the worst part of the game, all the more so because it's almost so cool! I just wish they'd abstract the rail building vehicles being to move past each other and trains and ignore signals, even if it's a bit unrealistic, so that I didn't have to babysit them all the time.

Log082
Nov 8, 2008


Anime Store Adventure posted:

It also makes you desperately want to make everyone move exclusively by foot or rail and abhor the road for anything but the occasional truck or bus.

This is my city planning ethos, and why I am very upset the game doesn't have trams.

Yes I know trolleybusses are, in every practical way, the same. They're not the same.

Log082
Nov 8, 2008


Anime Store Adventure posted:

The game desperately needs a way to get light rail to work or heavy rail that can at all easily work near to intersections for cities to work with rail beyond inter-city rail.

In-city heavy rail would be also be acceptable. Every citizen gets their own train.

Log082
Nov 8, 2008


I have yet to find a logistics game that will let me do street running without janky mods. And you better believe I want to do street running in my train systems.

Log082
Nov 8, 2008


Firos posted:

The really great thing about this game is that it has only further radicalised me about how loving stupid cars are and how trains are one of mankind's greatest creations.

Anyone who actually builds cars for their citizens is playing the game wrong.

Log082
Nov 8, 2008


Volmarias posted:

Lol look at this dork who doesn't want to give the workers of the world the fruits of their labors

I do though. it's just that those fruits are trains, as they should be.

Log082
Nov 8, 2008


zedprime posted:

Road depot to road depot is a real thing and make a bit more industrial sense than some of the 500+m forklift paths you get daisy chaining forklift garages. You would generally run a truck shuttle at that distance.

I've experimented with short-line rail for some things too. It's a little tricky to pull off well and it's usually not more efficient than trucks but having a large industrial complex with it's own internal rail can look really cool. The biggest downside is a lack of small electric switchers, even via mods. At least there's some diesel stuff out there.

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.

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.

Log082
Nov 8, 2008


Lib and let die posted:

I've largely been thinking of stuff like Heli offices to be later-game investments...should I be replacing my standard construction office with a heli office instead? I'd just presumed the initial cost investment would be bank breaking early on but if that's a viable start strategy I might rethink my whole approach...

Replace? No. Supplement? Yes, absolutely, the extra flexibility and speed is well worth it. I've been playing modded early starts lately and one of the mods I added is blimps, which can be used for construction, and I can't help but do it because they're so convenient. Also, hilarious looking.

Log082
Nov 8, 2008


Anime Store Adventure posted:

They do have some steam engine mods but unfortunately none actually use coal.

e: I should qualify engine being train, I don't know if there's any steam trucks at all.

there is a mod for a diesel refueling stop that takes a tiny amount of fuel to make it work and then draws from coal stocks. I've been using that with steam engines. It does get wacky if you have diesel and steam on the same line, though.

Log082
Nov 8, 2008


In fairness, if someone modded in conveyor belts for every resource, I would probably use them.

Yes this includes workers.

Log082
Nov 8, 2008


I actually have used cable cars in a few places where it sort of makes sense, to cross a small river or get workers up a steep hill. It is, sadly, usually not worth the bother.

Log082
Nov 8, 2008


Yeah, one of those examples I gave before was a line across a river to a heating plant. It worked pretty well.

Log082
Nov 8, 2008


Generation Internet posted:

On a different note and since I check the workshop for this game once a day instead of actually playing, someone put together a mod to please the ~trains~ part of people's brain.

https://www.youtube.com/watch?v=4YN3iXydamU

https://www.youtube.com/watch?v=puSd-qP1e7Q

Links to the actual mods are in the descriptions of the videos. Whenever the test branch goes live I want to start a save with big railyards and just watch the trains go by.

oh good lord, yes

Log082
Nov 8, 2008


Gonna quote a post I just made in the management games thread:

Log082 posted:

I've been meaning to make a post on my current W&R game, so I guess this is a good time. I'm playing a heavily modded game set to start in the 1930s(the normal game starts in the 60s) on a very cramped map with a lot of water, though I have turned off water/sewer service and fires because I find them more annoying then fun.



The first developed town in my region, Valoka is a mix of modern (for the 1930s) brick flats and older village housing blocks. In the distance, the rail line snakes up the valley back to the border with the Soviets. A collective farm and grain elevator harvest wheat grown in the fertile valley soil for export. The roads are a mix of gravel and dirt because I don't have the materials or labor to pave them yet.



The population of Valoka primarily commutes by train to the coal mines and power plant at Nemyman. The top train line serves the station and a siding for loading coal shipments, while the bottom line provides a bypass for future planned industrial traffic. Some of the coal mined in this region is diverted to fire the furnaces of a brick factory, helping to build more modern flats.



Following the rail line around an inlet leads to the main construction works, where gravel, asphalt, concrete, and other materials are prepared and shipped to building sites. The silhouettes of planned but not yet built cement and prefabricated concrete panel plants can be seen, while quarries are visible at top center.



This development is supported by the town of Rovendyma, built on virgin land and planned to a neat and efficient grid, unlike the mess that is Valoka. Plenty of land is left for future growth, which will be necessary, as Rovendyma is planned to supply labor not only for construction but for the entire purpose of the development of this region:



A massive steel mill complex to the north. With its own coal and iron ore mines, as well as large rail yards to ship the finished product across the region, this facility will be able to supply all of the steel necessary for construction and manufacturing in the region as soon as the works are completed and fully staffed.

Not as pretty as Anime Store's maps, but I'm looking forward to developing it over time. I have a lot of mods, including things that would feel kind of cheat-y normally but in a long, long game like this will feel like nice breaks and technological advancements when I finally decide I'm "allowed" to use them. I'm particularly looking forward to the geothermal heating plants, but those are quite a few decades away by my (very rough) mental timeline... Also, I've got a few highrise/skyscraper mods, and those are going to be really cool once I decide I've got enough industrial development to justify building one.

Log082
Nov 8, 2008


Anime Store Adventure posted:

Most of all though I think I need to get back to The Passages - there just isn't another map that hits the same quality and fun. I've been dabbling with trying a few others, but they don't have interesting, handcrafted "areas" that are distinct. So many maps seem to like to double down on it being a real area, and even scaled, they're often still just flat or with features that are way too 'large' to be interesting. The game has a condensed scale that's reminiscent of a model train set, so it ends up looking terrible when you get 'realistic' scale landforms. You need things to be a bit more extreme and condensed for it to look good, in my opinion. It also really hits well with just the right amount of resources spread in interesting areas. The land features really help guide you, even if sometimes they can be huge challenges.

The only bad thing about the Passages is that I've started it three times now and keep approaching it the same way, haha. I'm looking forward to hopefully getting past the "settling" stage and opening up the various highlands and more isolated capes for development this time, though we'll see if I manage it. It is a really good map, though it feels cramped sometimes.

The overpass and roadside conveyors mods help a lot with keeping things organized. Definitely my top recommendations for any new players.

It doesn't bother me in game, but looking at screenshots I kind of hate how I just stuck monuments everywhere they would fit. Does anyone know more details on how the loyalty boost they give works? I've always wondered if it stacks or if I'm just wasting time.

Log082
Nov 8, 2008


I figured it was something like that, but the system is never really explained anywhere in detail that I could find other than "Monuments boost loyalty!" Still, that's good, I can get rid of the ones I don't need.

Also, there will never - NEVER - be personal cars in my glorious socialist utopia.

Log082
Nov 8, 2008


LeFishy posted:

I'm trying to get a handle on how I would approach this game if I didn't read about it constantly and theorycraft because doing that has made the game totally impenetrable and terrifying to me.

If I were starting from scratch here's how I would do things. Stop me if this sounds crazy.

For starters I'd turn off *everything*, power, heating, fuel... all that good stuff.

I'd pick a natural resource, close to a border outpost with good connections. I'd autobuild the required stuff to harvest and ship/consume that resource (for arguments sake lets say it's coal with a power plant and exports for surplus). Then I'd go and click on each building, add up the total workers required and build housing for that many workers. Buses, worker amenities etc. Of course I'd then see that shifts are a thing and have to bump up the population a bit to support the shift patterns.

Once I had this established I'd start looking at expanding things from there. Maybe build my own construction industry, then start some farms etc.

I'm just at the point where I sort of understand the systems around the resource chains and stuff but I'm still struggling with the actual agents. How do I know how many people I need? I guess eventually after enough failed republics I'll begin to intuit it but if I'm approaching this without having any saves that have got beyond "smack down some houses and see what happens" it's still opaque to me.

One thing not super obvious about this game compared to other similar games is that you do not need full production uptime from most industries. What you need to do is look at how much you're producing. Is it enough to supply your current needs and exports? Good, you're fine. Is it too little and the building is not fully staffed? Get more people. Is it too little and the building is as close to full uptime as transport will allow? Build another.

Both a strength and weakness of this game is that there's much more "slop" in needed production. It's a weakness because how much of a given resource or population you need isn't usually clearly communicated. It's a strength because you'll pretty much always be fine just eyeballing it.

Log082
Nov 8, 2008


OwlFancier posted:

Also that slop is an excuse to build more storage because much like real life, if you can't do JIT logistics, you solve the problem with bigger warehouses. You can look for solutions back to the age of sail when a boat might turn up eventually, I dunno, give or take a month.

Absolutely. Storage everywhere. The game is great about giving you storages that connect to everything even before mods and new players should take advantage of that. Building stores are more spacious then you'd expect, but not spacious enough. Get used to having conveyor belts and factory connections and sending your logistics connections to the storages, not to the production building.

Log082
Nov 8, 2008


OwlFancier posted:

Genuinely one of my best big brain moments was slapping a coal pile attached to the heating plant and then trickle feeding it with a truck, it doesn't run over summer so it builds up a stockpile and then runs reliably during winter when the roads are blocked.

no trucks only trains

In all seriousness though that's a good plan, but it's also feasible to set up a rail aggregate unloader and use the new distro offices to feed your heating plants. It's a bit of a pain though so trucks are probably best unless you're like me and ideologically opposed to non-rail vehicles.

Log082
Nov 8, 2008


The modded railyards look really cool and work great except for one fatal flaw: there's no way to set how many cars they take out of the yard, up to the maximum length each yard can build a train, which for the big yards is 450 m. (If you need a sense of scale for that, recall that workers can only path for a 300 m walk.) This means my attempt at building an industrial switching railroad for my steel mill/manufacturing area is doomed to have poor little 0-4-0 tank engines hauling 20+ car trains full of steel. I'm going to have to demolish it and redo the whole thing with the smaller yards, I guess...

Log082
Nov 8, 2008


Fixed my steel mill.

The old setup (incomplete, I didn't save an image of the finished version):



The new setup, with two shorter yards:



The poor switcher (also seen post-trip in the lefthand yard in the image above) hauling way too many cars, as I played train tetris micromanage fixing my routes:



The same switcher on its light engine move from the faraway depot, before picking up the cars (and crossing the same bridge) shown above:

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Log082
Nov 8, 2008


Anime Store Adventure posted:

Funny enough I recall two years ago or whatever telling you “I dunno what to tell you man maybe the games just not for you” and now you’re one of the game’s most frequent posting pals that I see, lol. Hopefully that inspires any lurkers or new folks to try and power through if you’re hung up on the start of the massive learning curve.

I'm not sure it's even that hard to learn, so much as it wants you to think in a different way than other "industry" games.

That's not to say it's easy to learn - there's a lot of foibles to the UI and routing of vehicles to figure out - but the core gameplay loop is pretty simple. I think people come into it with the idea they need to figure out the ideal ratios of production building to homes to power plants, etc. when really the game just wants you to eyeball it and think, "Good enough."

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