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Got it for cheap and waiting for my break day to play it. Can you guys give me a quick rundown?
>>
>>1867077
Why would you buy a game if you had no clue what it's about?
>>
>>1867095
Shills.
>>
>>1867095
saw trailer, friends recommended and everyone said it was a decent city builder
>>
>>1867077
you're in for loads of grind and jank and god forbid you try realistic mode
>>
>>1867077
At first I was excited for the game, expecting autistic realism and tight balancing. Immediately went into building a city from scratch in max realism mode. But then I saw things like:
>all tranportation works magically without workers
>woodcutting posts that can employ 30 workers already run at maximum production capacity with just 1 job (3 workers) assigned because they're bottlenecked by the trucks assigned to it
>trees grow super fast and can be planted in mass for free
>police is completely useless without a courthouse which doesnt function without a prison, which is one of the things the game never tells you about, because it really likes hiding basic information from you, even the wiki is missing a lot of answers that can only be found in random forum posts talking about beta patches and shit

That was enough for me to uninstall because in the end it's just a complicated yet dumb and ugly city painter.
>>
>>1867837
>That was enough for me to uninstall because in the end it's just a complicated yet dumb and ugly city painter.


What do you mean? That's socialist-communism for you.
>>
tried to play it
too complex for me
>>
>>1867837
I stopped playing because when you actually get past the jank and want to build a cool city, the game tanks to 15 FPS.
>>
>>1867077
>waiting for my break day to play it
ngmi
>>
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>>1867837
>>
>>1867077
>spoonfeeding
now why would I do that?
>>
>>1867837
You would have been Filtered by the need to slope your sewage pipes
>>
>>1868845
My pipes were sloped just fine. Stop telling yourself you're smart for playing this shit, retard.
>>
>>1868855
I get it, I didn't realize how much of a brain I had on me for connecting the importance of a prison after a criminal trial
>>
>>1868642
Maybe because the tutorial is genuinely Eastern European dogshit of telling you to "do tis, do that" but never telling you WHY should you do that, all in all teaching nothing in the end?
>>
>welcome to city builder game, comrade
>first let's connect these houses to water, sewer, and electricity
aaaaaaggghhhhhhh WHY would I want to do that?
>>
>>1869109
>welcome to city builder comrade
>can I build a city?
>no, you have to micromanage vast amounts of pipes of various incompatible types which have a bugged UI and if incorrect destroy your entire save
>>
>i set all complex and difficult sets to set "on"
>blyat! why game is complex and of many micromanagements?
>>
>>1869227
>you need a sewage pipe
>you need a water pipe
AAAAAHHHH IM GOING CRAZY WAVE ME PARADOX
>>
>>1869087
Just look up the explanations on jewtube OP, no need to retread old ground.
>>
>>1869227
>a bugged UI and if incorrect destroy your entire save
?
>>
>>1867837
These are all stupid reasons to quit.
The game's real issues are the amount of jank, the plethora of random landmine like mechanics that are not mentioned at all yet can end your city if you use them without understanding them, and the lack of planning in the game's development that makes adding new stuff like bridge/tunnel intersections a monumental task.
This game is pretty cool though and I hope it inspires similar city builders with a better implementation.
>No, not you Paradox. Keep making slop for the masses.
>>
>>1867837
>all tranportation works magically without workers
there's a guy who lives in each vehicle
>>
>>1869442
Idk they keep adding new maps and vehicle skins. They've openly admitted that the game code is so jank that new mechanics or overhauls are impossible.
Just holding out for v2 at this point.
>>
>>1869984
They are working on a sequel of sorts right now, sans the communism theme supposedly. I can't wait to see what they come up with but it will probably be a couple years before we see anything of note.
>>
>build out an industrial area
>realize I made it completely inadequately
well
>>
How do I make the game look better?
>>
>>1872915
How far are you into the game and when was your last save?
>>
Picked this game up on sale and really getting into it. It's good shit.

The only mechanic I just don't like is crime. Everything else adds something to the game, even loyalty giving you a reason to put up fucking monuments everywhere, but crime is just "fuck you until you build the crime buildings. ALL the crime buildings." There's no reason ever to roll with moderate or high crime, it's just a tax you gotta do. It'd be nice if you could be a gulag destination, and import criminals for cheap but they'll need to be policed into assimilation.

I also struggle with town arrangements. The amount of shit that has to be balanced to be near the other shit makes me want to restart over and over. Pic is my first solution that feels decent enough. Housing on the outside, services in the middle 200m gap, keep moving down the row as your population needs expand, broadcast building (another fuck-you-till-you-build-it thing) notwithstanding.
>>
>>1877043
>The amount of shit that has to be balanced to be near the other shit makes me want to restart over and over.
Public transportation is your friend anon. Instead of ensuring an apartment is close to everything, you just need to ensure it is close to a station and a kindergarten.

>broadcast building (another fuck-you-till-you-build-it thing)
>but crime is just "fuck you until you build the crime buildings. ALL the crime buildings."
>64% happiness
You really don't need a radio station, even on hard citizen reactions. The issue here looks like missed needs, which tanks happiness and loyalty and encourages crime, which is less active until you reach 12,000 citizens. 90% of problems with citizen productivity go away if you can fulfill their needs consistently and give them a monument or two. Small justice buildings should be built around 3k citizens because severe crime is a lot easier to prevent than to recover from, and you shouldn't have huge amounts of crime anyway unless happiness or loyalty are low or your population is over 10,000 citizens.
>>
>Desperately need to increase my income
>Have an automatic bauxite mine
>Take out a big loan to upgrade it to an entire aluminium production facility
>Turns out aluminium is produced at such a snail's pace my income is basically unchanged but now I have to pay all that interest

I think I'm stuck in an unrecoverable spiral now. At least I had the foresight to make a backup save.
>>
>>1882747
Yup, not only are you on for the interest of the loan but the cost to replace those machines and maintain the buildings
>>
>>1881842
In retrospect, you're probably right. I think my water supply had been strained, but all that showed on the happiness hover was bitching about crime.

But what I mean by "fuck you till you build it" is that it's just a tax, a hit on happiness until the building(s) is constructed. If you've ever played Rimworld, a lot of its balance decisions are similar: at a certain point your dudes will start bitching and moaning until you build a thing. There's no interaction with the rest of the game, there's no real reason to build the thing except the game saying fuck you.

Power you can import, export, generate yourself a couple of different ways. There's big lines and little lines and substations to plan out. Water has a couple different sources and different quality needs for people and industry, your setup often needs upgrading and after a bit looks like literal spaghetti. And of course sewage has to roll downhill. Waste is a whole side industry and an income stream in itself that you can specialize in.

Crime is three buildings and a happiness malus that says fuck you till you build 'em.
>>
SOMEHTINEO HELP ME
>>
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>you can't have suburbs in a Soviet simulator
they said
>>
>>1883336
that turned out wonderful Comrade
>>
>>1883298
>I think my water supply had been strained, but all that showed on the happiness hover was bitching about crime.
The happiness drop down list is not that reliable. You need to have alerts for low happiness, health, and the like, and then diagnose issues with overlays and clicking on apartments to find any real issues.
>But what I mean by "fuck you till you build it" is that it's just a tax, a hit on happiness until the building(s) is constructed.
>Crime is three buildings and a happiness malus that says fuck you till you build 'em.
The primary function of crime is to punish players who ignore their citizen's welfare for too long by kicking them into a crime spiral that is difficult or at least expensive to recover from. You can ignore crime for a few years if you can fulfill people's needs, and by then 30,000 rubles or so isn't a huge sum to pay for three small buildings to deal with the ramp up of crime that comes with approaching 12,000 citizens. If you make a subsequent fuckup with services, you better fix it fast or crime will appear and multiply the issue into a spiral. If your services or utilities are always unreliable, then you better have extra cops on hand to contain the resulting rise in crime.
>>
>>1883336
Breddy gud, I really wish there where dachas in this game for the real soviet exurban experience
>>
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>>1883636
>>1889054
Thank you!

My city was put in the report of the week
https://www.sovietrepublic.net/post/report-for-the-community-97
>>
>>1889169
>the report of the week
For a second there I thought reviewbrah made a video on it
>>
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>>1868015
Retard.
>>
>>1890330
“This is bakery is empty… food line review!”
>>
>>1890837
>This earth quake destroyed all of my fire stations and now I can't put out any of the other fires
>my disappointment is immeasurable and my republic is ruined
>>
>>1883336
>>
>>1882747
>pursuing profit
Capitalist pig
>>
this land is your land
this land is my land
from vladivostok
to the riga island
>>
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>>1889054
>I really wish there where dachas in this game
>implying
>not downloading 4x the size of the vanilla game worth of skins/residential buildings/ smaller scale factory plants
>>
>>1896874
Russia makes up most of the union
From Kamchatka, way up east near Alaska
And to Georgia, over mountains and Black Sea
There's enough land for each commie

Lenin, he's the revolution's call
Stalin, now he outlived them all
Khrushchev, he put up the wall
And the wall divided Europe

It's fun to live in the U-S-S-R
It's fun to live in the U-S-S-R
Here in the states you can find a party
But in Russia the party finds you
U-S-S-R It's fun to live in the U-S-S-R
>>
>>1867837
>hurr game is not realistic enough
>durr how was i supposed to know i actually needed a prison to have a functioning police?

i know this is ragebait idc it feels good to get it out of my chest anyway
>>
>>1898652
blame simcity for it. You only need a precinct before the game "suggest" you to build a prison because you have too many inmates.
>>
>waste management OFF
>water management OFF
>maintenance OFF
I also hate managing heating but it would feel bad to disable that when I'm playing in Siberia. Fun and highly addicting game otherwise though
It feels very fresh next to so many SimCity and SimCity wannabes
>>
>>1900313
Maintenance would be fine if it wasn't so obscure in so many situations. Trains on a dedicated line for example - am I supposed to build a maintenance station for every single power plant and heating plant that uses a coal delivery? The auto-replace for money option is fine though.
>>
>>1900354
Maintenance and all the other features just need some time spent learning how they work, though I understand if someone plays with them off so they don't have to manage so much.
>am I supposed to build a maintenance station for every single power plant and heating plant that uses a coal delivery?
Most vehicles on a line can detour to a depot for repairs or just get repairs while waiting in an end station, but the maintenance garage has to be right next to the depot or end station for this to happen automatically. Ships can automatically get repairs from a garage next to the harbors they visit, and I think other vehicles can do the same thing too.

Garages can only send trucks out to repair vehicles if said vehicles are working for a building, like in a CO, DO, TO, or farm building.
>>
Do you need a seperate pumping harbor t refuel ships or can that be done through the fuel storage on the cargo harbors?
>>
What are some good maps for realistic mode? I don't want a map where the customs offices are 5 km away from the nearest body of water or are otherwise in high terrain that would make digging a hole to dump waste down impractical
>>
>>1903578
If a ship runs low on fuel, it will refuel at whatever harbor it stops at next, even if it has to wait there for fuel to be delivered.
>>1904559
>I don't want any challenge in my map.
Just play with realistic mode off. You will be far happier that way.
>>
>>1904570
No, I like playing realistic mode. I just want more custom maps where I don't have to deal with sewage trucks clogging up the customs offices
>>
>>1904571
Then have a sewage transfer station with a connection to an outlet for trucks to clog up instead or save up the money or prefabs for a pipe to the outlet, which you'd have to do whether realistic mode is on or not.
>>
>>1867077
The "issue" I have with this game is that it's a dichotomy between "underwhelming city sim" and "waiting simulator".
Specifically, if I want to play on realistic mode, everything takes way too long and the debug speed up mechanics are bugged.
If I don't want to play on realistic mode, then why am I playing this over prettier city sims?

The "realism" doesn't contribute much to fun.
Having to create and schedule refueling stations and stretch ugly, expensive powerlines everywhere is very demotivating.
Having to build giant, expensive water and sewage networks that could take months-years to set up is very demotivating, especially when you are trying to figure out how water treatment works.
If you turn every tedium aspect off, what do you have left? Just a generic city simulator.

A classic game like Industry Giant, which is not a city simulator but an industry-transport-hybrid tycoon, is 100 times simpler, but for that reason, put more resources into "what's fun" than "what's realistic" .
>>
>>1904916
Everyone I've seen complaining of slow building times in realistic mode either didn't know how to manage their constructions or had wasteful designs with extra crap they didn't need. Tell me one project and I will tell you how to build it quickly with little fuss.
>>
>>1904939
I am not interested.
>>
>>1904941
Suit yourself.
>>
>>1904916
While I do admit that get started can be slow, much of that it just due to the fact that you're not exactly playing optimally when you're just figuring out how to play realistic. Building a big development later on however is much quicker simply because you have the ability to use a lot more vehicles to greatly expedite things even if you're planned out things somewhat poorly.
>>
>>1904941
was enough to whine about
>>
>page 8
Post your republics, I'm about to start a new game and I need ideas for making my cities look good.
>>
>>1904939
A construction office will just stop auto-queuing new projects if it already has too many which is a problem because upgrading many continguous road or path segments generates a hundred tiny projects.
>>
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>>1907400
>>
>>1907414
If it has too many jobs then just let it work.
Also don't create a hundred segments to mess with and you can upgrade roads intersected by paths as one project now.
>>
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Is there any real point to passenger trains instead of just using trams?
Also I'm very excited for pic related.
>>
>>1908475
> passenger trains instead of just using trams
I don't know, in my last game before I got restartitis I used passenger trains for my steel mill and for the accompanying mines. I guess the tradeoff is that trams are cheaper at the cost of going slower.
>>
>>1908475
Passenger trains and trainsets can go a lot faster, which allows citizens to go further before they run into travel time issues.
Long passenger trains are good for collecting tourists from customs houses, as they can wait longer and build up into larger numbers. Using long passenger trains for citizens is hard and almost pointless to do, but it looks cool.
>>
>>1908497
>using long passenger trains for citizens is hard and almost pointless to do
how long is too long?
>>
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>>1909006
I'd say anything more than what you can put together in the small train depot, but even that is likely too much in most cases.
>>
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>>1909098
> but even that is likely too much in most cases
Well fug, I could have saved myself lot of headaches in my last save
>>
>>1909163
There's always next time.
>>
>>1909215
Aye, I've been looking at using trams for workers and just letting trains carry cargo in the game I'm just starting
>>
>>1909097
It's been a while, what does it look like now?
>>
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>>1909550
>>
>>1909575
So fucking based
>>
>>1909637
Thank you, that entire upper plateau was going to be high density, high value tourist area but many of my projects become abandoned
>>
Is exporting ~10k rubles worth of crude oil a month a good way to make money while building your starter town and subsequently an oil refinery? I think I'll have to take out a loan just have enough money just to build the town.
>>
>>1910839
Yep. Just be careful not to choke your customs with oil trucks.
>>
>>1910909
I'm well aware, this game is only a personal first in that I've started with hard money this time around.
My concern was with the possibility of going broke before I could get the oil refinery up and running, I'm tempted to just build 1 distillery before going oil but that would involve importing too much grain and its not like I can grow it with how mountainous the terrain is.
>>
>>1910910
On hard money, I'd say to go with chemical plants before a fuel refinery because chemicals need a lot less money, transportation, and research to set up, so you'll have to spend less time in debt. You probably will not have the money to build much more than a basic town with a starter industry or two unless a western customs house is nearby. A refinery will be out of the question without taking on a loan or waiting to accrue the needed materials on a meager income.
>>
>>1910939
So I should bail on the plan to build a refinery and just have something like a Distillery as my starter industry.
>>
>>1910940
Building a refinery right off the bat is ambitious on hard money, but if you want to do it, then at least set up a starter industry to cover the loan payments to set it up. A simple oil field may be enough, but you could probably get chemicals up and running a lot easier.
>>
>>1910946
That defeats the purpose of building an oil refinery as the starter industry.
>>
>>1911328
That's the thing, an oil refinery is not a starter industry on hard money because you just don't have the starting funds to build it and all the stuff needed to run it without going into debt. It will also take some time to get it online even with the money, so you might as well get an actual starter industry up and running to cover costs instead of just building up debt.
>>
>>1911338
>without going into debt
who cares
the point of the refinery is the game-breaking money stream once it's operational
>>
>>1911341
It's more about not having your republic collapse from running out of credit before you can get the refinery online, and I don't see the point in printing money if you're just digging a huge hole to throw it all in.
>>
any good maps with islands?
>>
>>1867107
It's more like factorio than a city builder, unless you enjoy the sovlless soviet block house aesthetic. In which case it should be your dream game since it's packed full of concrete.
>>
has anyone actually tried to do a realism run working with actual soviet city planning techniques like using micro districts and separating industries or all you all just fake autists?
>>
>>1914707
I just look at siberian rust belt towns in yandex maps and try to approximate that the best I am able, but I've never tried to fill the map with one giant city with all of its microraions.
>>
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>>1914707
I do
>>
>>1914707
Pollution mechanics create some specific and unique planning considerations that didn't exist in real life. Mainly the consideration that a person who lives within walking distance of almost any productive industry will die before they are 40.
>>
>>1915278
>unique planning considerations that didn't exist in real life
It's not that unrealistic, because you wouldn't want to live in close proximity to steel mill IRL. That said, some of the lighter industries ought to have pollution levels low enough that you can place them within 100 meters of a housing block and only get a margianl health debuff. There's no reason why you shouldn't be able to build a food or clothing factory in town instead of in an industrial zone.
>>
>>1869087
But that is authentic the homo sovieticus experience. Just do what you're told and don't think, shit will fall apart later and your fault anyway.
>>
>>1916234
>authentic the homo sovieticus experience
It's hilarious that Poles say shit like this when they've been the butt of jokes related to them being stupid for centuries at this point.
Sit the fuck down, P*loid, actual people (Western and Northern Europeans) are speaking.
>>
>>1916263
>actual people
>Western and Northern Europe
Turkroaches and pajeets aren't people
>>
>>1908475
As in real life trains are faster, can carry more weight, can go further, and can operate during power outages (assuming they're not electric)
>>
>>1916263
The Slavs are the pinnacle of creation. For them, the great struggle is won. They have evolved a society which knows no stress or angst. Who are we to judge them? We Euros who have failed, or the Americans, on the road to ruin in their turn? And why? Because we sought answers to questions that a Slav wouldn’t even bother to ask! We see a culture that is strong and despise it as crude.
>>
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Is importing crops and exporting food by ship stupid?
The map I'm playing on is mostly hills so I'd have to import crops regardless, but the question I have is am I'm going to get killed by the fuel costs?
>>
>>1918535
Ships are fairly efficient, but in general importing raw materials to upgrade them into finished goods for export is a bad long-term plan. Importing crops may be a necessity but you will be better off finding some resource that you CAN produce and exporting products of that instead.
>>
>>1918545
I only intend for this to be a starter industry, and am only doing this to make a profit because the food factory has sufficient enough returns given how cheap crops are.
>>
game isn't realistic enough to satisfy my autism
no day/night cycle and contains retarded shit like gas stations for trains
>>
>>1867095
because he got it for cheap
>>
>>1920232
>no day/night cycle
This is in the game.
>and contains retarded shit like gas stations for trains
Which you don't have to use.
>>
I really want to play this game, I really like the idea but I just suck at it so much

No matter how much I try, I can't even get past the "steel industry" start without going broke. The moment I so much as break even the price of steel plummets and soon I'm in the red again. I can never get workers in places quick enough, even if I base my entire city around high efficiency transport trains

I am filtered
>>
>>1921896
> "steel industry" start
Unless you're playing with easy money, no research, and a few other settings turned off steel is not a starting industry. It takes far to much labor and infrastructure for it to be the first thing to do right off the bat. You're going to need several hundred of workers just for the coal and iron mines and if you want the steel mill itself operating at an acceptable rate of productivity you're gonna need another thousand or so workers across 3 shifts.
>>
>>1920232
>gas stations for trains
but then how do the trains get their gas
>>
>>1921923
Trains can also refuel from their distribution/construction office or from an end station they visit. Gas stations are only needed for RDO trains making long trips.
>>
>>1921931
>Gas stations are needed for trains making long trips
fixed and of course, silly billy. Show us your rails
>>
>>1921933
Can't. Visiting the folks for Christmas away from my computer.
>>
>>1921933
Also you can just use end stations to refuel trains on lines, so gas stations are not really required for them.
>>
>>1921936
Why us an end station when I can simply use an inline gas station?
>>
>>1921939
Because then you don't have to design around refueling detours.
>>
>>1921942
An inline station is much easier to plan around than an end station.
>>
>>1921944
Not really. You have to ensure all trains that could detour to a gas station can return to their route, which usually means placing the gas station in the middle of a mainline or station and having whatever train refueling there blocking other trains, or build a large and expensive siding/spur long enough for the train to refuel out of the way while both allowing for a return path to their next stop and preventing other trains from blocking the mainline or other trains from leaving the refueling siding/spur.

Alternatively, you just place a compact end station every so often and not worry about the lengths nor the return pathing for the trains on lines.
>>
>>1921949
Do trains automatically detour to end stations only if they need fuel?
>>
>>1921952
They don't detour to them at all, so you have to explicitly tell them to stop there.
The trains that do stop there will always be refuelled regardless of their current fuel level.
>>
>>1921955
>They don't detour to them at all, so you have to explicitly tell them to stop there.
No thank you I will stick to my gas stations
>>
>>1921956
Suit yourself.
>>
any mods that make the buildings clean?
>>
>>1921914
But that's the thing anon, I tried that. I tried even giving myself a fuckton of money and using loans and whatnot and focusing my entire city on the steel mill.

I still got filtered by it. I couldn't turn a profit. Maybe i'm just shit at transporting workers, of course.
>>
>>1922177
Okay then take away all the caveats I made, Steel just isn't a starting industry under any circumstances. You're going to have to go for the more standard industries like food, alcohol, or fabric+clothes if you intend to beeline chemical plant to cut out that import.
>>
>>1922206
>standard industries like food, alcohol, or fabric+clothes
Isn't the price of stuff like food and alcohol utter garbage? Why would you export that?
>>
>>1922209
Food and Alcohol aren't exactly the most high selling of exports but; crops are even cheap, trucks are your only real option early on unless you have coastal access, and the factories pay off their construction costs fairly quickly.
>>
>>1922212
How exactly would one go about making an good enough farm design that you could start actually making a profit each month instead of beingg in the red? Especially since the already low prices will probably get even lower when you start selling. Just a few trains worth of steel was enough to tank the price last time i played.
>>
>>1922216
>Just a few trains worth of steel was enough to tank the price last time i played.
Then turn the steel in to automobiles or ships
>>
>>1920775
>This is in the game.
only visually
it has no impact on e.g. when citizens work
>>1921923
at the depot
in an ideal game you'd have to plan train schedules out so that they returned to the depot every so often
>>
>>1922355
Is day/night cycle completely cosmetic? I'd assume solar power plant turns off at night. If not, I might actually build one for small towns. Not at my gayming computer right now so I can't test.
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>>1922515
It's not purely cosmetic. Vehicles drive slower at night unless they are on a lighted asphalt road. Electrical consumption for some buildings goes up because they have to turn the lights on or something (you'd think it would go down because they are asleep but whatever). Solar power plants don't work. That's all I can think of for now.
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>>1922127
Just turn on maintenance scrub.
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>>1922568
That is pretty much it.
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>republic ruined because I didn't factor in future needs/expansions again
I hate this game so much but I can stop thinking about it
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>>1922681
>>republic ruined because I didn't factor in future needs/expansions again
What exactly didn't you future proof?
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>>1922568
I pretty sure the temperature changes as well.
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>>1922929
Nope. Temperature is a random value within a range based only on the date. Night does not affect it.
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>>1922940
Interesting. I would have sworn I got more heating notifications at night, maybe just when I saw them.
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>>1922887
I set up a steel mill next to my coal mine to get some export running, but I forgot to leave room for a brick factory and now my autism is compelling me to restart
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>>1922951
What? There is no reason at all you can't create a separate brick factory. You have all the space you need
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>>1922951
Just put a brick factory somewhere else, construction industries like that aren't super vital anyway given how cheap construction materials that aren't steel are to import.
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>>1922949
I didn't see a noticable difference when I plotted temperatures over a month, but you may have had limited power for heating infrastructure or it may have just been a coincidence.
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Why do they make it so hard to make non jank road connections
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>>1923939
The true and correct answer is that this was originally a helicopter combat simulator engine and there was not a lot of thought put in to road connections.
With effort and foresight you can still make good intersections. All we're missing, which will never get added unfortunately, is bridge intersections and one-lane bridges. See you in W&R:SR2!
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>>1923948
>See you in W&R:SR2!
I hope they don't burn up all their focus on trying to simulate an economy. All I want is realistic railroad shunting, larger maps, and a coherent timescale
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>>1923976
>and a coherent timescale
Never gonna happen. There are daily activities like shifts and transportation and long term stuff like demographic changes, so something will have to be ignored or condensed for a coherent timescale to exist.
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>>1923994
Make a working 32x+ fast forward and keep it realistic. Driving distances, shifts, lifespans, all of it
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>>1923994
>something will have to be ignored or condensed for a coherent timescale to exist
why?
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>>1923997
The issue with this is that any small mistake or issue is multiplied several times over, and there are plenty that can wreck a town or republic in short time.

There is also the issue of asking the computer to compute everything 8 times faster than what "fast" speed does without dropping aspects of the game and instead of just allowing for much larger populations or more vehicles/citizens running around.

>>1923999
Consider that on fast speed without pauses, it takes about two hours for a year to pass but only ~20 seconds for a calendar day to pass.
>Vehicles travel slower than they should.
If vehicles actually traveled at speeds corresponding to an actual 24 hour day instead of 1 "hour" equaling one actual real life second on the slow time speed, then a vehicle going 60 km/hr (more or less the average) would cover 72 km each second you run the game on the fast time speed and about 24 km for each second the game runs on the normal time speed. Vehicles would be a blur and difficult to control.
>Citizens age far faster than they should.
Citizens age a "year" or so for each calendar month or so. If they aged 1:1 with the calendar, then it would take 42 hours at the fast time speed for a citizen born in your republic to reach adulthood and be able to work. Until then, they are just a burden on your republic, so the player would be incentivised to minimize births and rely primarily on immigrants to fill out their workforce. The player would also only need one school to educate every child in the republic, or if the learning rates are reduced to match the aging rate, then the player is further incentivised to rely on immigrants instead of building and staffing schools whose payoff is a long time away.

There are other examples, but basically for a game to have a consistent time scale/frame, it needs to focus on either the short term or long term, and a good city builder has elements of both.
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>>1924031
The most coherent timescale would be one in which nothing is compressed nor extended. How can you argue for "consistency" and then explain how certain tings have to be sped up while others need to be slowed down? That's not consistent.
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>>1924042
I did not argue for consistency. I said that for a game to have a consistent time frame/scale, it had to focus on short term or long term stuff. Having both in the game requires time compression/expansion for both long and short term stuff to be practical or impactful.
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>>1924102
>I did not argue for consistency.
>>1924031
>for a game to have a consistent time scale/frame
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>>1924105
>basically for a game to have a consistent time scale/frame, it needs to focus on either the short term or long term, and a good city builder has elements of both.
Yes retard-kun, I am not in favor of a consistent time scale because it cannot be done without focusing on either the short term or the long term.
Time compression/expansion allows for both to be practical/meaningful.
>>
Hey y'all, I got a nagging question.
so, the buildings in W&Rs are based on soviet projects. Does anyone know if there's an index of these projects somewhere?
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>>1927610
>y'all
Pindoburger libtard/niggtard get out, this is a slavic man's thread
>>
>>1927610
There were hundreds, the Soviets and the Pact all had different designs, many unique to Oblasts or various Countries, at least as far as I understand. Your best bet for some is just to look on the workshop.
Now.>>1927642
>>
>>1927644
To add, there's no index or anything that I've seen. Message some of the big mod makers, they often reference exact designations. You'll likely get something in Russian, at best.
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>>1927642
>>1927644
Ain' this how 'em Georgians speak, brudders?
>>
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>>1927972
არა
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Does pollution where citizens work lower their health or is it just where they live. Also should I have monuments at the bus station/where citizens work?
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>>1929416
I don't remember about pollution, but you should put monuments everywhere. Just looks good you know? Especially if you get the billboard ones off the workshop
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>>1929416
Pollution only affects people where they live, otherwise there would be no point in separating industry and residences because everybody would just die of pollution at their workplace.
A monument near the residence is enough, as it's very quick and easy to hit the monument loyalty limit.
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>>1929488
>>1929579
Thanks. I wasn't sure if pollution at the workplace was affecting my citizen's health because they spend 1/3 of their day there.
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>>1929646
You really only need to spam monuments near orphanages and prisons or if you are fucking up citizen needs often.
As answered above, citizens are only affected by pollution exposure at their homes, which can be created from industries and heating plants, overflowing/decaying waste, and backed up sewage pipes.
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>>1930555
Checked. Mechanically correct, but don't forget the aesthetic needs of your republic.
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>>1930877
What does the area around that pic look like
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>>1930903
I lost this save to restartitis, but I was in the process of moving my construction industry to the next exit exchange up, the buildings to the left of the highway where the pavement ends. Getting gravel and bitimun up there was causing me headaches, but I mostly wanted to do a more urban thing right off the bat. Oh, and the run-up to the border is so long because I was hoping to run a 300-400m crop train, for fun.
>>
To what extent is it worth redeveloping industry? Should you build an set up as future proof as possible or is it worth the headache for your early towns and industries to be optimized short term and rebuild later?
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>>1931311
Generally it isn't too hard to leave room for whatever extra stuff is needed for 100% production.
If a factory needs or makes a lot of goods, then leave room for a railway or port connection.
If a factory needs a lot of workers, then plan for a lot of bus traffic or a passenger railway.
If a factory produces a lot of waste, then leave room for a local incinerator or whatever facilities to process it on site.
Demolition isn't too bad to deal with, but I wouldn't bother unless you really need the space.

Railways, ships, conveyors, and pipelines are all quite expensive early on and not all industries need to run at 100% production, so running certain industries and relying on trucks and cableways to handle their logistics is a good way to save on costs.
This also works for jumpstarting industries too, like building a heavy cableway to carry coal or iron to a steel mill and then using the small amount of steel produced to build the railway or conveyors needed for 100% production.
Like most stuff in the game though, it mostly comes down to planning and the resources you have.
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>>1931311
The cost of future proofing is increased maintenance costs, which will add up as inflation goes on
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>>1883336
t.Gorbachev
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>>1932130
>The crops symbol in WRSR is corn
I can't believe the devs are filthy revisionist Khrushchevites.
>>
Don't want to open a new thread for this so I ask here:
Is there a good modern transportation- and industry-focussed game like OTTD, that is not Transport Fever and less autistic than W&R out there?
Most games focus solely on trains, city building or similar; but I want that classic, "vanilla", OTTD experience.
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>>1932136
the meme is fucking true rofl
>>
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>>1932141
Simutrans is probably the closet "modern" game to OTTD.
Railway Empire and Sweet Transit are other options, though set in earlier eras.
Railroad Tycoon 3 is pretty old, but it handles the business aspect pretty well.
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>>1932211
I've set my sights on Sweet Transit for quite a while now, but hesitated to pull the trigger yet. The steam reviews kept me from doing so.
Railway Empire looks good, but is sadly focussed on trains.
Simutrans I might try out, since it's free and looks nice.
RRT3 is weaker than 2 imo, plus I'm a sucker for isometric 2D games, but I've had my fill of RRT.
I hope Transport Fever 3 gets announced this year, as I heard rumours about it and Industry Giant 4 hopefully takes some major steps in EA, I loved IG2.
Thanks for replying
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>>1932602
You're welcome.
Captain of Industry is also getting trains, but somewhat simplified.
>>
How do I get trams to the depot in realistic? Do I have to buy/build them and transport them by truck to the depot?
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>>1933784
Usually you will have to buy trams at the customs house or beyond the borders and assign other vehicles to carry/tow them.
Most trams can be carried by a large flatbed truck to a tram depot, but the larger, multi-segment trams need a rail/tram road connection.
Trams can be towed over unelectrified rails to a train depot or carried by ships to a large space for vehicles, where you can reassign them to a tram depot. Just make sure there is an electric railway track and the railway/tram road connection, which will need power supplied to both ends to function.
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>>1922636
theyre still dirty
>>
How is this game? I see a lot of glowing reviews about the details and systems
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>>1934150
Deeply flawed, janky, things don't make sense, I only played it for 900 hours before I gave up.
>brb, gonna make a new map
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>>1934065
Repair them then.
>>1934150
The game has a lot of depth but does not explain any of it. A large part of the game is experimenting to figure out how the systems work and then how to manage everything without something breaking and the republic dying off.
Once you figure it out though, it is very satisfying to build up industries and the systems that your cities depend on.
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>>1934150
Mechanically deep, kinda jank in some regards, and there's a bit of a steep learning curve but I sunk 700 hours into this last year.
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>>1932141
>>1932211
>>1932602
>no mention of a train 9
you guys have no taste
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>>1934764
well, train sims are not what I'm looking for exactly. I don't mind them, but I'd like something like Transport Fever or OTTD. They're more holisitc in their approach, the reason I like Sim City as a city builder so much compared to the rest of the genre.
>>
>>1934278
Yeah it's a game I'd love to love, but when I'm spending most of my time wrangling with shit slavjank code like the road snapping I just can't.



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