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Pharnakes
Aug 14, 2009
So my industrial area has expanded to the point I need more than 2 bus stops to cover it, I'm considering building a ring road around it with shuttle busses to take people from the main bus station and drop them off near industries, is that a good model in W&R or not? I don't really want to have to create like four or five different bus routes to service the various different points, that seems like it would be messy. Also is there a way to get the game to auto space out busses on a line?

Edit: Is there a way to build a bus stop without deleting the road first?

Pharnakes fucked around with this message at 15:01 on Jun 25, 2022

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Pharnakes
Aug 14, 2009
Is there a way to mirror flip buildings? I'm often finding myself really wishing inputs or outputs were the other way around to fit in nicely with conveyor belts.

Pharnakes
Aug 14, 2009
Anyone got any standout recommendations for community maps? Or ideally a curated pack?

Pharnakes
Aug 14, 2009
Has anyone got a good basic guide on how to get workers to factories?

I'm getting a problem where a quarter or my population is unemployed due to no workplace, when they all live in the same area in easy distance of the same bus stop, which is connected to only one other bus stop which is is walking distance of all my industries. so What is stopping this 25% from getting to work when the others can do it fine?

There are plenty of job available (or are they the wrong jobs somehow?)
The bus stops are in walking distance of the houses and the industries, as appropriate (I checked with the ingame tool)
There are enough busses I think? (certainly some run empty and I don't see massive numbers of workers piling up at the housing bus stop)

Are the busses too slow causing some workers to time out before they get there? Or will a worker not leave the flat at all unless they know they can complete a journey to a valid destination? Are they maybe getting to the industrial district but timing out before they can walk all the way down the paths to the coal mine? (a particular culprit for being chronically understaffed)


And once I've mastered that, how do you best ensure a steady supply of workers to things like power plants that need a constant rota of shifts? I've done the obvious thing of building it closest to the bus stop, and that ensures that if there are any workers the power plant is running, but sometimes there are no workers at all?

Pharnakes
Aug 14, 2009

sloppy portmanteau posted:

Are your kindergartens possibly overflowing and causing parents to stay home?

No, this is specifically the "can't go to work because I can't find a job" category, not the can't go to kindergarten or don't have education.



sloppy portmanteau posted:



Edit: And for places where a constant workforce is critical, like heating plants, you can directly assign the workplace as a bus stop and then use maybe a pair of microbuses.


I'm not sure that would help, there's a constant flow of cusses anyway, but like I said there's times when people just aren't turning up at the bus stop for work, so micro buses would have no one to pick up either.

It feels like the game is trying to have shifts of workers, which is cool, but what times of day do they spawn from the apartments? And how do I see what time it is? Can I make bus timetables so they all run in a block in the morning and evenings and don't waste fuel and road space in the day?

How long will a worker wait at a bus stop, and if they've waited almost to long, does that effect how far they'll walk at the other end? Does the time taken to walk to the bus station count as well? Does getting on or off a bus reset the timer at any point?

I've seen people talk about using cable cars for a constant stream of workers, but there isn't a constant stream of workers out of the apartments, so how does that work?






Anime Store Adventure posted:

Bus stops can also cap out - the small ones at like 200 waiting folks - so that might be an issue. I don’t know the exact behavior but they may be doing a quick “Is there work available?” Check, finding no local jobs and a full station, and then reporting “I don’t have a job” even if the station suddenly has space moments later.

I don't think that's it, although I have noticed a lot of "passengers" as opposed to workers at the stop, but not 200. Where are they trying to go? The only other bus stop in town is the stop in the industry, which they don't go to, reasonably enough.





Minenfeld! posted:

I really wish they'd iron out those mechanics before adding more and more infrastructure systems honestly.

Or at least just explain them somewhere. I can't even find a wiki article.

Pharnakes
Aug 14, 2009
Can you not chain aggregate storages together?



Any idea why the second storage isn't filing up from the first? They both have power, and the second storage is totally empty, there's no gravel or anything blocking it from taking coal.

Pharnakes
Aug 14, 2009
Yeah a tower fixed it thanks, and led to this delightful spaghetti.




Now a couple more questions. How do I get a snow plow to actually plow? I have one, and I assigned it to my two bus stops as that's the first priority to clear, but it just shuttles between them at 38km/h, doing nothing as far as I can see, and it seems to say if it was plowing it would go at 23km/h. Do I need to load it with salt somehow? Represented by gravel maybe? It doesn't seem to have capacity though. Or somehow actually tell it to engage the plow? It's not currently snowing but it has snowed, and everything has slowed to a crawl. So far power and heating remain on though :ohdear:

Pharnakes fucked around with this message at 11:17 on Jul 31, 2022

Pharnakes
Aug 14, 2009
Whats the difference between bulldozers or excavators and pavers or rollers? Under what circumstances do I want which? Or do I just want all of them in my construction offices?

For that matter when do I need tower cranes instead of road cranes?

Pharnakes
Aug 14, 2009
So how do I wean my people off their crippling alcohol addictions? It's knocked 4 years off their life expectancy since my peak of 82.5, and whilst this doesn't actually seem to have a mechanical downside and is certainly thematically appropriate, it's making me feel bad :smith:

Pharnakes
Aug 14, 2009
Do I need to feed a train CO workers or can it get away with just mechanisms, the same way a CO dedicated to roads can? What about bridges, I've noticed road bridges do require workers present?

Basically, can I build a train CO at the map edge to get me started, allowing me to import all the steel required via train, rather than having to truck it to my city then back fill towards the edge of the map? There is a significant bridge to build to connect up, and I feel like that might require workers.

Pharnakes
Aug 14, 2009

zedprime posted:

Pish posh simply helicopter the workers to the CO.

It won't beat train deliveries of raw material but you can keep an inland train CO fairly productive just driving trucks in from the border for steel. You don't need cut rate efficiency at every moment.

Well I've already trucked in 3.5k steel in the last couple years apparently, so what's another few thousand. I was mostly just hoping to avoid having to build another distribution office and the extra congestion.

Pharnakes
Aug 14, 2009
Is there any way to sync up multiple bus lines? My industry area is served by two lines, both picking workers up from the same central bustop in the town. The problem is for whatever reason the busses always tail each others, so line 1 gets 90% of the workers and line 2 only gets whoever arrives at the bus stop in the 10 seconds between the line 1 bus leaving and the line 2 bus.

I swapped some of the busses between the different routes, so now at some times of day its line 2 that gets the lions share, which is slightly better but still doesn't help achieve consistent staffing at key industries.

Pharnakes
Aug 14, 2009
I really like the changes to trade and finance, but are they going to add anyway to directly exchange the currencies?

Pharnakes
Aug 14, 2009
Where should I build the secret police? Is it like other services that needs to be in walking distance of housing?


Also do I have any other options to prevent loyalty bleed? I've been trying to avoid it because it's big and expensive, but a radio station is even bigger and expensiver, and although I built some monuments they don't seem to do much good. I built the monuments close o the houses, is that wrong? Maybe it's better to put them in high traffic areas like around bus stops or shops???

Sometimes this game could really do with a little documentation. Just a little.


Also, I tried crime for this play through, I've built a police station and a courthouse, but it still says all crimes reach statute of limitations. Do I need a prison to for it to do anything? Where should the prison be built? I was thinking of just slapping it down in my industrial area, then maybe the prisoners can work in the industries?

Pharnakes fucked around with this message at 21:27 on Aug 16, 2022

Pharnakes
Aug 14, 2009
My question is how did you manage to make such a steep cliff? I can never get the terrain altering tool to make much more than a gentle slope.

Pharnakes
Aug 14, 2009
Does it force you to use all max difficulty settings for cosmonaut mode? I really like the idea of building everything "properly" but if I chose the maximum difficulty for citizens needs no matter what I do a year or two in loyalty just collapses and it's game over, even if everyone was living in a socialist paradise with every need catered for.

Pharnakes
Aug 14, 2009
What about conveyors though? Sometimes they build the whole thing, sometimes they only build the towers and refuse the rest.

Pharnakes
Aug 14, 2009
Ok well that should answer my question anyway then.

Pharnakes
Aug 14, 2009
You know if you deselect the co office from a given construction all mechanisms present will be put back in the co?

Pharnakes
Aug 14, 2009
How do you guys deal with loyalty?

Even on medium cash start I can't afford to get a radio station up, and no amount of red stars seems to help.

Pharnakes
Aug 14, 2009
That's what I see everyone saying, but in my experience it just doesn't. It'll hover around there for a year or two, and then for no apparent reason just plummet to 20% or so over the course of a couple months, then I quit and try again.

What I have discovered is that the invite 3rd world immigrants is a horrible trap, because they come with low loyalty and all their needs unmet, causing their loyalty to drop even further before they can stabilise their needs. But even if I don't use them at all, I still can't get a stable result.

Pharnakes
Aug 14, 2009
I've never got to the point of thinking about higher education, I'm assuming the three different types are just for flavour and a uni degree is just a uni degree, no matter in what?

Pharnakes
Aug 14, 2009

OwlFancier posted:

A fun thing I have discovered is that you can set helicopter COs to draw stuff from the beyond the border, and they will literally just fly from the job site to the nearest border and load up and then fly back, so as long as you can shovel fuel into the helicopter CO they are actually quite good at getting materials to the job sites anywhere on the map.

It's especially good for stuff that is slow to load but low value like gravel for roads.

Ahh yes, helicopters, the well known efficient means of transporting gravel:thunk:

Pharnakes
Aug 14, 2009
I'm sure there will be but given we're looking to get this patch spring at the earliest I should think beta for it is a ways out.

Pharnakes
Aug 14, 2009

Volmarias posted:

This isn't a bad take during the first few years, to be honest. The cost of steel far outweighs the cost of the people who otherwise don't have industry to work yet, so manpower-heavy decisions for construction actually isn't a bad idea yet.

Except you need that pipe up and working by autumn of the first year and you simply don't have that kind of man hours available at that point.

Pharnakes
Aug 14, 2009

Anime Store Adventure posted:


I think it could be good if they can do a little bit to tidy up intersection/merge behavior and give us like, 3 more road tools like single lanes and things. (Instead we got panel roads which ???)

Panel roads are an appreciated flavour anyway, and quite useful early on when you don't have much that wants to go more than 80 anyway.

Pharnakes
Aug 14, 2009
I really want to be able to build those self contained village/town units the soviet planners theorised about, where there's shops, schools, ect all within a walkable residential compound. Only make them modular, like building churches and castles in Foundation would be ideal.

Pharnakes
Aug 14, 2009
Please make us a mod pack, tia.

Pharnakes
Aug 14, 2009
This is the first time I've experimented with a gas power plant, and I can't get the oil to flow from the storage tank into it. Surely I don't need to put a pump between them? They're right next to each other, and the tank is slightly up a hill.

E: And the tank has power too.

Pharnakes
Aug 14, 2009
There's certainly way points, so you can have the behaviour you desire with lines. Distribution office trains are just going to do whatever though.

Pharnakes
Aug 14, 2009
I'd like to see instead rather than gating everything behind binary unlocks, development instead. So you can access some deposits at gamestart, and could unlock, say, open cast mines. Or mines to a greater depth, or buildings of x stories for concrete pannels, there's lots can be done with the system. As it stands though it's a giant pain in the rear end, it's like the game wants you to build the capital university city as your first, except you can't really do that becuase you haven't unlocked the stuff to support such a large city like distribution centres. And you can't aford to do that going in anyway, so yea, definetly in need of refinement.

Pharnakes
Aug 14, 2009
Trabant "busses" are great for water treatment, small heating plants and stuff like that, yeah. For power plants I ussually just put them in the middle of an industrial zone, the closest to the bus stop and this works well for me, the frequency of busses means there's always going to be some workers arriving. If you wanted a dedicated line for some reason, I'd go with mini buses. Mechanically cable cars are clearly the superior option, but like others have said I can't handle the aesthetics unless I'm using them in a thematically appropriate place.

Pharnakes
Aug 14, 2009
I just want modular/multi stage industry.

For example, the steel plant, although a very big building, is very small for a steel plant. It should be a sprawling city in itself, with multiple furnaces, coking plants, foundry halls, storages, ect, all linked up with conveyors, trucks, narrow (and full) gauge railways. Let me have a railway tipping coal onto a heap that goes via conveyor into the furnace, then a narrow gauge train carrying the liqud steel to a casting hall, and a branch going off an extruder that runs on rollers into a forge room.


At the moment I find steel underwhelming, you kind of get that feel when you build a complete construction materials site with gravel plants, cement, bricks, prefabs, ect, and it makes this giant cool looking complex, and then the steel is just this one boring rectangle, even if it is a large rectangle. Also it would let you play with heights, which are always one of the most fun areas in a city builder, and this one in paticular feels very rewarding to build multi level complexes.

Pharnakes
Aug 14, 2009
Uhh, sure dude. Good news for you, you can get some real cheap houses just down the street from a coal plant, and you'll have a job just on your doorstep.

Pharnakes
Aug 14, 2009
I’ve never had a republic die to a traffic caused blockage. Plenty of other death spirals, but I’m convinced anyone who suffers that particular one is relying excessively on road vehicles, which are inherently counter revolutionary. The ways of the soviet are feet, trains and helicopters, anything else should be used only because there is no other option at all, and sparingly at that.

Pharnakes
Aug 14, 2009
Why would you truck waste in? Why would you truck waste at all, for that matter, except for municipal collections. Import that poo poo by the bulk carrier load and you probably can make some decent profit, since the recyling industry isn't especially labour intensive. I'd probably wait until you have a chemical plant though, so you can avoid having to import massive amounts and spike the price.

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Pharnakes
Aug 14, 2009
I'm pretty sure there's also a mod for those bottomless ships people used to use for dumping waste, if you want the rubish collection concerns but not to actually deal with it much beyond that.

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