[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/vst/ - Video Games/Strategy

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
  • Please read the Rules and FAQ before posting.

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


[Advertise on 4chan]


File: horse.jpg (1.5 MB, 2437x1372)
1.5 MB
1.5 MB JPG
Report for the Community 101 is out and the newest update to the early start DLC is stampeding towards us!
Horse drawn carriages!
>You can add single or multiple horses. The maximum speed and pulling power are calculated based on the number of horses. We have also introduced stamina, as horses need time to recover their strength.
>You will also be able to create your own horse breeds (via mods) and use them for any carriages. You can create just a skin for the horse itself, or if you are an experienced animator, you will be able to create entirely new horses with animations. And why stop at horses? What about donkeys or camels? You can also define the pulling “power” of the animal or its weight.
https://www.sovietrepublic.net/post/report-for-the-community-101
>>
It's nice that they are extending it for those that enjoy that period, but I personally still question if that was a good direction for the game creating so many assets that exist only to be shittier versions of existing buildings designed to go obsolete. The way build menus work they get (even more) cluttered and I feel it just doesn't add any unique gameplay nor add to the main appeal of the game which is building commieblock towns.
>>
>>2162217
you're a shitty asset that's designed to go obsolete
>>
>>2162228
That's probably true looking at it a certain way, but those are the reasons I'm not a big fan of early start. I'm more interested in the full sequel they are supposedly working on. That's probably a long time before they even officially announce it though.
>>
>>2162217
They should do the reverse and try to imagine up what 21st century communist vehicles and structures would look like
>>
>>2162252
They already added heavily rusted vehicles with the maintenance update.
>>
>>2162217
>nor add to the main appeal of the game which is building commieblock towns
It's the logistics of the commieblock towns which is the appeal of the game, and handling those logistics in a different timeframe presents its own fun.
>>
>>2162908
https://steamcommunity.com/app/784150/discussions/0/3791505882414671213/?ctp=2#c3949154954323452907
>>
>>2162079
Can you build gulags?
>>
>>2163144
Yes and you can turn the heat off to them in winter whenever you want. Even drive them around to use them as labor or adjust the prison sentences for minor/major crimes to increase slave labor time
>>
>>2162236
i rather enjoy it. you build these walkable victorian cities where people can walk to the emphysima factory to make nick-nacks out of strychnine and lead, and the produce is hauled to the wider world via steam train or steam ship. the authentic company town experience.

but then transport options get better and more efficient, more profitable industries/products come online, the need for infastructure increases, and you have limited options to expand said infrastructure and industry without the judicious use of a wrecking ball, or just endless urban sprawl strung along a raiway and/or a dual carriageway.

it's like a potted history of european urban planning in the form of a game
>>
>>2163747
>without the judicious use of a wrecking ball
I'm glad we finally have a game that actually represents that time and effort it takes to demolish something. Not to mention the fact that all those materials need to go somewhere
>>
>still no military
I don't even want to fight anyone or anything, I just want to fill up warehouses and parade grounds with shit.
>>
>>2163766
Plenty of workshop options for that. Design a full on military base
>>
>>2162079
Do you need to feed the horses? Shouldn't they live in the stables? The stables should also need workers to function.
>>
>>2163057
>no released project yet with the theme we intend to use
It just has to be a Fourth Reich simulator.
>>
>>2162079
teams of coolies hauling carts would be neat on asian maps. cooler if single coolies could use footpaths. capitalist west indies plantation sim would be radical
>>
>>2163057
>>2163935
I am curious what they are going for. Between the few posts on it and the semi-recent interview the one jewtuber did it seems the game would be improving on the WR codebase, but what else can you do with that engine.
>>
>>2162079
bump
>>
>>2166139
>but what else can you do with that engine.
at the very least, they need to add a real hydrology model and a far better blueprinting system that lets you drag and drop buildings and roads as well as preview terrain editing. The entire ground surface is just one giant deformable mesh which is not really good enough. Making the terrain voxel-based is probably the way to go.

>the semi-recent interview the one jewtuber did
poast link!
>>
>>2168108
>Making the terrain voxel-based is probably the way to go.
https://www.youtube.com/watch?v=ip0IKGwx49M
this is what i'm talking about
>>
Can someone give me their experience with this? Been looking at it for ages but I'm under the impression it's still early access tier jank.
>>
>>2168133
It is jank but it's not early access jank.
It and kenshi are in the same state of jank. Jank that exists because the game would cease to function without it.
>>
>>2168146
And how would you describe the current gameplay? Hop in, have fun, see what you fucked up and improve next time or what, you didn't read the wiki and don't have multiyear EA experience with the game dante must die fuck you type of deal?
>>
>>2168153
It's obtuse for sure, but the tutorials do an ok job teaching the basis of how the internal machanisms work, it's kind of up to you to assimilate that information and using it to build bigger things. As long as you don't go full realistic your first time you can do it.
If you want to play realistic then you should probably follow along with a youtube tutorial.
>>
>>2168164
Nah, bashing my head against it until it clicks appeals to me. Thanks for humoring me.
>>
>>2168153
>And how would you describe the current gameplay?
you keep going until your city is an unplayable mess because you forgot something 10 hours ago or you didn't leave enough room, then you restart and remember to do that thing you forgot

once you go through this cycle enough your mistakes will eventually be small enough that you can just keep going.
>>
File: 20240830213904_1.jpg (801 KB, 1920x1080)
801 KB
801 KB JPG
>>
File: RepublicPan3.webm (2.95 MB, 750x420)
2.95 MB
2.95 MB WEBM
>>
File: 20230725210221_1.jpg (710 KB, 1920x1080)
710 KB
710 KB JPG
>>
>>2168108
https://youtu.be/J4nks034BUs?si=L0xJwiAdBQ6CZoYF&t=1424

It's mostly a response regarding early start. I haven't actually played it myself not now and not on release because I was just not that interested in the premise but apparently it was pretty rough and while I don't think it was talked about as much in threads in here it seems like it was a pretty big deal for the "community".
Starting at linked part they talk a bit about WRSR2 being made and a few new features it would have, but it still seems like a direct sequel from what he talked about it. There's also a 3rd project that could be something different.
>>
>>2168228
It was a big deal on the steam discussion forums. A lot of necessary things were overlooked and it smelled like a cash grab.

I just wish they did realistic rail car shunting and no random 180 degree train turns
>>
>>2168229
the train autist:
>workers teleport home: fine
>day/night cycle has no relation to the time of day: fine
>a vehicle cannot drive one inch off of the road... ever: fine
>someone forgets to pick up the trash and half the city dies: acceptable
>no shunting yard: RAAAAAAAAAAAAARGH
>>
>>2168314
Yes.
>>
>>2168229
I luv me shuntin,' but there just isn't much point doing it in this game.
>>
>>2168314
I can respect that. I'm no train autist myself but wagons are detachable for a reason and it would be nice to optimize trips. Though I suppose WRSR is already a bit better than most if you are using train distribution offices so it's not permanently a single vehicle.
>>
>>2168448
It would allow you to create actual railyards and sidings. I can see huge benefits to it and they'd be the first city builder to manage it
>>
>>2169019
That's cool for larping, but the game doesn't really push you to do set up railyards with wagons being swapped in and out of trains.
Most industries output a large amount of goods and storage is cheap, so dedicated trains that are always moving are usually better than spending time switching wagons in and out of a train. Having actual shunters pushing wagons into place would make this much worse.
The best use case I can see for shunting in this game is not having to have room for long trains everywhere, and maybe combining smaller trains into a large mainline train to reduce traffic.
>>
File: 20240229221601_1.jpg (516 KB, 1920x1080)
516 KB
516 KB JPG
>>2169344
>The best use case I can see for shunting in this game is not having to have room for long trains everywhere, and maybe combining smaller trains into a large mainline train to reduce traffic.
Huh, sounds like exactly the types of things that would benefit a game focused on logistics.
>That's cool for larping
What do you think we're doing here?
>>
>>2169350
Cool short sidings bro.
>>
>>2169353
Why would I have short sidings now if the game doesn't have them? Why would I be advocating for the inclusion of short sidings if they already had a use in game?
>>
>>2169354
>He doesn't know
>>
So, I tried playing this game like...a year ago, and while I had fun, I ended up abandoning because I could not get the economy to work no matter what I tried. I'd spend several days setting up a city with a steel mill that could actually be filled, but then the steel price would drop so damn fast that my income would quickly dip back into the red.

Have they fixed this, or at least made it easier to know what the hell I'm doing wrong?
>>
>>2169384
It mostly depends on knowing how to calculate if an industry will be profitable depending on resource prices and whether you are using foreign labor or not, and then not wasting all your money on stuff you don't need.
I don't think steel mills are profitable with foreign labor or with all inputs imported, and some other industries are similar.
The usual money printers are oil extraction, tourism, uranium and bauxite mining, oil refining, the nuclear industry in general, and vehicle production (with exceptions).
Decent starting industries include food, alcohol, fabric, clothes, explosives, oil extraction, burning imported hazardous waste, and maybe farming.
>>
>>2169384
Don't export raw materials like steel. Once you get the steel mill you should build a car factory to turn the steel into something more profitable.
>>
>>2169406
I was producing everything with local products.

>>2169415
>Once you get
I haven't played with research on truth be told. I can barely get a town up without it.
>>
>>2169523
>I was producing everything with local products.
Sounds like you crashed the price of steel by exporting too much at once.
You can keep prices higher by growing your population, exporting to beyond the borders instead of customs, or reducing the amount you export. Building vehicles and other products from the steel can also help with this because you are spreading out the effects over a lot of different goods, even if you have to import other ingredients.
The game prefers you diversify your economy or ship stuff to the international markets.
>>
>>2168314
It wouldn't be train autism if it wasn't train specific



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.