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Pornographic Memory
Dec 17, 2008
im bad and make spaghetti cities and industries but i love it.

thanks for reading my testimonial

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Pornographic Memory
Dec 17, 2008
There's a couple possibilities for your labor shortage besides education. One, your hospital could be sucking down a ton of workers unnecessarily. There's a button at the top of the workplace window that lets you adjust priority for the facility, which really is just opening/closing job slots. For a town of that size you can afford to staff your hospital much more lightly than the default setting, and that will free up workers to do other things. The other is that one kindergarten is not enough for those apartments - generally speaking, new apartments with a freshly imported population have a pretty huge baby boom after moving in, and so you really need to spam the hell out of kindergartens or else your workers will spend all their time at home taking care of their kids.

Pornographic Memory
Dec 17, 2008
Do tourist attractions do anything for your own citizens? I don't really want to get too into tourism but they seem like cool looking buildings and it would be nice to give my citizens more entertainment options than just drinking and movies.

Pornographic Memory
Dec 17, 2008
I've noticed that slow vehicles tend to remove themselves to dirt roads if they're parallel to the better roads too, which can help you de-congest roads that you see get frequently slowed down by slow work vehicles like tractors and excavators or those 25t dump trucks.

Pornographic Memory
Dec 17, 2008

zedprime posted:

Heat is like an endboss feature, you're real brave trying to deal with it first game.

Yeah I'm on my third or fourth game now and only just turning on heat. One solution I've found for this kind of lynchpin facility (previously power) is microbuses. If you just need SOMEBODY, anybody at all, to be there to run things, have a couple micro buses that stop directly at the facility to drop off workers. Only transporting like 8 workers seems uselessly low but it's enough to keep one building working, and if you have asphalt their 90kph top speed lets them make trips quickly, which helps a lot to smooth out the boom and bust of regular buses.

Pornographic Memory
Dec 17, 2008

Grevlek posted:

If I have trucks already running routes, can I reassign them to a distribution center without purchasing new ones

Yes, click the "go to depot" button and select the distribution center as their destination.

Pornographic Memory
Dec 17, 2008

Anime Store Adventure posted:

I would pay actual hard earned dollars to have a tool that either measured rail distance since the last signal when I had the tool selected, or something that would just autoplace a signal every x meters until it hits a junction of any kind and let me figure out the intersections.

I actually kind enjoy signalling an intersection, there's a certain zen to it and it feels good to finish. Signalling the long rear end trunk lines sucks and is boring.

nothing like laying a ton of track and only finding out an hour later when you actually route a train down it that one of your 50 non-junction signals is facing the wrong direction

Pornographic Memory
Dec 17, 2008
I did a not-quite-cosmonaut start near the border and started by building a coal plant and construction industry with some bauxite mining on the side to fund myself, then realized I was hella far from a good coal/iron deposit and decided to daisy chain construction outposts toward it. In the process I learned a valuable lesson on population pressure, because I took so long to get new housing up and didn't make nearly enough, I ended up with a city where like 1/3 were people living with their parents, who eventually all fled the republic for lack of housing and left me with a city of people too uneducated to work my industries, so now a city of 7,000 at its peak providing more workers than I knew what to do with has sunk to 5,000, of whom about 1,500 are actually educated enough to work. Whoops!

Pornographic Memory
Dec 17, 2008

Hell yeah. Lots of uses for this but my biggest one has to be construction because right now if you want to keep all your construction storages topped up you have to send a separate train for each good or your mixed train ends up carrying like 100 tons of boards, 20 tons of bricks, and 5 tons of steel and panels.

Also despite the extra challenge, seasons are rad as hell. Cities in fall and winter look really good. Here's some pictures of my current run, in which I finally used a bunch of mods.

Pornographic Memory
Dec 17, 2008

OwlFancier posted:

I'm struggling to see how trains are practical for delivering passengers. Frankly I'm struggling to see how long range commutes are practical at all. Trains have high volume but I can't see how you'd use more than a fraction of it, and you also seem like you would lose a huge amount of productivity with staffing shortages unless you somehow flood your train lines with trains, which jams them up because of block restrictions.

Also I wish that like, different structures had different walk radii. Like a large train station should serve a whole town, a hospital, a university etc, it seems stupid that a bus stop has the exact same amount of appeal as a major train station, what's the point of using anything but buses for passenger transit?

When you start making big boy factories like steel, aluminum, vehicles, etc, you need literally hundreds of simultaneous workers for full efficiency, not to mention the mines providing raw materials needing several hundred themselves. A steel mill working near maximum output will account for 1500 workers a day (500 for each 8 hour shift). It's not impossible to staff with buses (I've done it myself) but trains do start looking pretty good at this point, especially if you managed to construct it sufficiently close to a convenient resource deposit (each iron/coal mine and processing is another daily 600+) or you build any spinoff industry nearby.

Pornographic Memory
Dec 17, 2008
If you're having trouble with signals and track designs looking up Factorio guides can be pretty helpful too because that game's signals work the same way afaik. Or at least they're close enough that it's what finally made trains click for me.

Pornographic Memory
Dec 17, 2008
How dangerous is uranium mining? If I want to make some uranium oxide for export am I going to kill my people transporting it too close to populated areas?

Pornographic Memory
Dec 17, 2008

dead gay comedy forums posted:

greetings comrades, how do you do

so I picked it up, time to delve into the links that the op have with people playing better than me to figure out how to win the GOSPLAN Worker of the Year Award

(any absolutely must-have mods even for a beginner?)

Out of Anime Store Adventure's steam collection here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2329453474

My personal essentials would be the top two conveyor mods - conveyor towers and conveyor road and rail crossings. Without these it's a gigantic pain in the rear end making sane industrial layouts because it's incredibly difficult with vanilla buildings to run conveyors over roads.

After that I'd recommend updated construction offices, because the default construction offices are way too small and you need at least two of them to get any serious construction done in a timely manner, so just get a mod that lets you plop several vanilla construction offices' of vehicles into one. I like the modded gas stations too if you play with fuelling on, the smaller gas stations are handy because they can easily be tucked into all kinds of places and you very rarely need the capacity of vanilla stations to service 4 vehicles at once.

Pornographic Memory
Dec 17, 2008

Hell yes. I've been building tons of highways in my current save and having them be inconsistently distanced is so annoying. The bundled pipes also look really good. Being able to set train loads on a per-wagon basis is going to be awesome too.

Pornographic Memory
Dec 17, 2008
https://www.sovietrepublic.net/post/report-for-the-community-16

my god its beautiful.......

Pornographic Memory
Dec 17, 2008
One wrinkle I noticed with importing power is that power will not transfer through your power plant - if you run a high voltage line from the border directly to your power plant, your imported power will only power the plant itself and not transfer to the high voltage hookup at the other end. You need to split the line somewhere between the power plant and the border and run a line from that split to a transformer or something. I also discovered that having one giant city on the end of a power line with numerous splits running through half the map needs you to run two parallel lines from the plant(s) to avoid brownouts.

OwlFancier posted:

I think I built a cable car to the power plant and I just built the heating plant near the city, everyone still had 90 life expectancy so gently caress if you want more go live in capitalism land and pay for your own heating or something idgaf.

Pollution is proportional to production so I've found it's actually pretty safe, pollution-wise, to put small heating plants smack dab in the middle of towns of around 1k people and under. Obviously there's still some pollution and that'll knock off some life expectancy but if that's the only nearby source of pollution it's not a big hit.

Pornographic Memory
Dec 17, 2008

Anime Store Adventure posted:

https://www.sovietrepublic.net/post/report-for-the-community-17

Hell yes, give me stupid big Soviet helicopters. This next patch is going to rock so hard.

This is going to be so good for oil fields and power lines, I just hope helipads have a much greater radius than 5km.

Pornographic Memory
Dec 17, 2008
W&R is a very fiddly game in terms of slotting things together and it takes a lot of trial and error to figure it out, but it's more forgiving than it seems because you can paper over huge amounts of stuff by just spending money to get things done by magic, and even if you run out of money you can take out infinite numbers of loans until you export enough stuff to pay them off.

Pornographic Memory
Dec 17, 2008
Personally I just have dump trucks dump coal or gravel right into the storages without an unloading station and it works fine for construction and heating - I usually build a new town for each industry rather than try to feed a big megacity so having half a dozen dumpers servicing a small coal storage gets a town of 2-3,000 people through a winter fine, so long as they don't get bottlenecked at the coal source. Gravel is fine too because usually construction takes place in spurts rather than being used at a constant rate so it's rare to run stockpiles out entirely.

For power and steel though I feel like you might as well just build them right at a coal source and belt it in. Steel mills especially are so ridiculously coal hungry that it's difficult to feed them even by train.

Pornographic Memory
Dec 17, 2008

Arven posted:

One bad thing (maybe a bug?) about the beta patch seems to be that asphalt roads now take as long as railroads to build. Only a single piece of equipment can be assigned no matter the size, so stretches of highways take years to build.

I don't think that's a bug at all but yes it sucks. Still, they don't take that long, sounds like you need some more dump trucks or busses because asphalt trucks can queue up to jump in when the current truck empties out, and busses can drop workers off at a road to supplement a machine that's laying down gravel, paving, or rolling.

Pornographic Memory
Dec 17, 2008

Arven posted:

I think the idea is that normal powerplants only run when power is needed on the grid, so you just have a coal plant or something to pick up the slack. The question is, is the pollution proportional to how much the plant actually runs?

I feel like they quietly made pollution matter more this patch. It doesn't seem like you can plop housing blocks next to a refinery and just offset it with a hospital anymore.

Yes pollution is proportional to production levels, you only get the full listed pollution when the facility is operating at maximum output.

Pornographic Memory
Dec 17, 2008

Volmarias posted:

No, at least not wind. Both wind plants are MV.

My big problem is that some weirdness in how the electricity is calculated means that they cause brownouts when connected, even when there's more than enough electricity elsewhere, but apparently only in certain cases? It's confusing. They also seem to barely work, at least as far as I have noticed. Placing one on a hilltop seems to work just as well / poorly as one in a valley or plain.

E: I am, however looking forward to the medium term plan of adding a gas power plant to my oilfield!

The massive 100t oil trucks have also made a truck based export economy feasible, it's just delightful!

How do you have your power grid arranged? I have a hard time wrapping my head around the power grid mechanics to be honest but I do know if you try to run too much power down one chain of too many substations you end up with brownouts at the end of your line.

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.

Pornographic Memory
Dec 17, 2008
Anybody else start making personal cars and then get depressed by what they unleashed? In my last Republic I built a car factory for the first time so naturally I wanted to try everything with it...and hoo boy, are personal vehicles tremendously wasteful. My roads were clogged to hell and back, especially in urban areas, and I was cramming in ridiculous amounts of parking everywhere I could simply to get any meaningful number of drivers. And worst of all they barely move anybody around, you still need public transportation because staffing a factory purely on private transit would require such ludicrous amounts of parking and vehicle manufacturing. The fuel consumption also sucks too though if you have an oil industry it's not difficult to meet your needs, you just lose out on your exportable surplus.

Pornographic Memory
Dec 17, 2008

VictualSquid posted:

Can somebody explain to me how factory connections work? When do I need forklifts to use them?
I have a road station, a storage, and a warehouse connected with connection and things transfer automatically.
I have a cement plant, a cement tank, and a prefab plant connected with connections and nothing transfers.

Factory connections only transfer goods through the next connection over, and they only pull from the outputs of the next factory over, never their stockpiles of materials. For storages connections will pull out finished product and feed in resources as appropriate to directly neighboring connections. If you want your prefab plant and cement factory to share gravel you need to connect them both to a gravel storage directly.

Also make sure you are not getting your cement and concrete mixed up, because the one five man plant only makes wet cement for construction as needed while the larger plant makes dry cement for future mixing or use in prefabricated panels. I forget which name the game gives to each of them but cement/concrete seems to be a common area of confusion for new players.

Pornographic Memory
Dec 17, 2008
Did they fix containers so that they're compatible with distribution offices yet? It was a major turn off from using them that I couldn't have trucks pick up containers from the container loading facility. Thankfully my republic wasn't really operating at the volumes or distances that made containers anywhere near necessary, so it was a "just to try it" thing.

Pornographic Memory
Dec 17, 2008

Generation Internet posted:

For sure, it's just nice that it has an actual gameplay benefit versus simply moral superiority.

It's also really nice that the teleportation exists as a quality of life feature because the game would be an unplayable nightmare without it sometimes!

One of the secrets of this game is that while it's very finicky with many moving parts that only fit together in particular ways, it is very "easy" in that money can bail you out of almost any problem (except not having workers at your heating plant...but it can buy new workers to replace the dead), and money is functionally unlimited because you can take infinite loans.

You can't even really get into a debt spiral because you can just pay off old loans with new loans and the interest increases slowly enough that you'll inevitably make money as long as you get around to exporting *something* of value, some day.

So there's really no un-recoverable failure states except due to self imposed limitations.

Pornographic Memory
Dec 17, 2008
This game really took me some effort to learn over the course of a week or two but it was worth it. You just gotta be willing to scrap a save and start fresh. I also started with power, and then construction. Every new save I'd try a new system or industry, and start over once I got the thing working but realized somewhere in my build I left myself unable to scale it up. So then the next save you go in and build it again but instead of your basic facility you try to build it in a way that incorporates trains, or build a highway system, etc.

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Pornographic Memory
Dec 17, 2008

Mokotow posted:

For all those favorably commenting on the heli flight dynamics and accurate runway markings, remember this was a heli sim/shooter and you’re essentially playing a map editor with an economy attached to it.

Man how sick would it be playing like Nuclear Strike on your Republic

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