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W&R:SR thread

Discuss the engoodening of Early Start, get mad about feature creep and post your decrepit commieblocks.
>>
Can I get a quick rundown on early start?
Always wanted to start a game in 1945, as if I had been assigned by Stalin to develop a backwards region
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Does anyone know of any mods, which change your aesthetics to that of Nazi Germany, especially for the early start date? I think that would lead to an objective improvement in my subjective enjoyment of the game.
>>
Mods to make your city not completely dilapidated?
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>>2187294
Sorry we don't serve Trots here.
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>>2187052
Well, developers caught a lot of flak for releasing the DLC in a half-finished state. I guess, they had to adhere to some contract with the publisher. Essentially, the DLC is also early access, same as the original game. They will be releasing new content in the following 3-6 months, according to the interview with Peter. But it is pretty much playable already, especially if you opt for the beta version. You would need some mods, though, as there are rather few vehicles in the late 40's.
There's also a custom map of Szczecin made expressly for your play style, you might like it. I personally like to start in 1930 because of the early constructivism vibe and because you get to have some semblance of a town by the 1940's to play around with.
https://steamcommunity.com/sharedfiles/filedetails/?id=3526263329
>>
>>2187294
There are appropriate mods on the workshop, but you'll have to look those up yourself. Maybe rummage through the user collections, I don't know.
>>
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Also, post comfy screenshots.
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>>2188199
pwease anon pwease
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Building anything, but especially rail, takes so long in the early start that steam trains are obsolete before I can make good use of them. It makes me wish this game had time advance with technology-locked eras rather than being real time.
How much worse will this be with horses?
I need more time to enjoy steam trains.
>>
>>2192797
No idea, I guess the only only way to circumvent this is play with more money, with realistic off, or on a populated map or some combination of the three
>>
>>2192797
It takes like 2 hours to get through a single year on fast speed, so you should have 50 hours at least to enjoy steam trains before diesel and electric are more prevalent.
I think you just need to get good at construction or turn off realistic mode.
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>>2192797
First, there's a timemaster mod.
Second, you're doing something wrong. I have a basic rail line at 1936 tops, fully functional railway by 1940s.
Third, IRL revenue steam routes were retired around 1970, so you have plenty of time to enjoy 'em. Also, there's very little point in retiring steam trains at all in this economy, because your coal reserves are bountiful and your slaves are free.
>>
>>2187558
kek
>>
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>dozens of hours in to map
>decide to start over again for no reason
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>>2199471
>10s of hours spent planning.
>Not a single day passes in game.
>Get bored trying to make a 5 year plan despite knowing it will all get discarded in the first few hours of play.
>Start a new map to plan out.
>>
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>>2199471
>>2200003
Sorry Anons I'm afraid its incurable
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>>2200035
The number of games I've managed to actually finish because of this issue is abysmal
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>>2199471
Restartitis is a serious condition. I usually give up if I fall behind on my arbitrary schedule. Which is every time eventually.
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Never tried making a starter town this far from the border. Shouldn't be an issue with some forward planning
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From a save long ago lost to restartitis.
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One chemical factory for sale. Never built.
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>>2214711
wallchads rise up
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I like having secret police and not having citizens having private cars because it's funny to think about the secret police driving around in unmarked cars and everyone just catches on to the idea that any car at all = secret police.
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Food and alcohol factories are established. Next stop is the fabric/clothing factory in the fenced area to the right
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>>2220027
The walls keep the pollution trapped in. Brilliant.
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>>2220055
The walls stop them from seeing us putting the pollution into the clothes
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>>2219847
>any car at all = secret police
lol same
>>
I have a water well pump water directly to my fabric factory, but after having it run for about a year the quality became too low for the factory to run.
My temporary solution is to build a water well slightly further away for the quality to go back up.
Is the only real long term solution is to use a water treatment plant? I feel like that's kinda wasteful since it doesn't need 99% quality.
>>
>>2187513
Place your blocks with some space to breatge and plant trees. Also move away from the holy grid sometimes

>>2188699
A massive shame that citizens don't have a need to access greenery. Access to parks and green spaces was a big consideration in soviet urban planning
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>>2223959
Just use a longer pipe?
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>>2225027
Thats what im doing to fix it. I worry the ground water will get polluted again.
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>>2223959
>>2225187
Water table pollution compounds from actual air pollution and buildings standing in a certain radius from the pump. Every building/road piece produces approx. 1% water pollution.
Just put your pump innawoods and don't build anything near it. It doesn't ever catch fire, btw.
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>>2220027
How do you move grain from the further away farms, anon?
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>>2225283
A lot of trucks. Means a lot of waste though while getting the capacity to move all the crops
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>>2225324
Do you have them on a line or something? Or a DO? I just can't picture a big farm without a rail connection.
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>>2225384
I have medium DO that tries to grab crops from the field during harvest and buys from the customs if I need any additional crops. Now I have enough money to get the silos built so one DO can collect in to the silos and one can collect from silos in to the main rail silo
>>
>>2225324
>>2225384
Trucks really aren't that bad for farms since you have most of the year to move crops. Like 4 or 5 big trucks can move over 3200 tons of crops around 2 km each year, which is plenty for the early game.
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>>2225411
I used to do that to, but I found it to be suboptimal. I think you need a big DO for a big farm, and seeing how you have a railroad just there, it would be trivial to hook the silo up, leaving trucks at the farm and saving on a whole DO building. Maybe you can get away with this if you're not running the food/distillery duo up to capacity, otherwise I don't see how your trucks can keep up.
>>
playing siberia maps is tedium beyond words
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>>2225644
I'm just talking about the trucks handling the farm's crops. I think it is better to dole the crops out over the year, as this will keep the import prices a bit lower later on, and emptying the farm right away doesn't yield any benefits. If you want the factory running at full production then you can just have another set of trucks on a line to import the remaining crops needed.
>I think you need a big DO for a big farm
That's another can of worms, but I think spreading out smaller farms is better because their tractors and harvesters don't spend a lot of time driving out to the outer fields of a large farm. If you surround a factory with these farms then trucks can shuttle the crops over to the factory. They can even be the same trucks used to harvest the crops.
>>
>>2225644
It is suboptimal and a lot of crops were left to rot in the fields. I could hook the railroad up to it now that I'm more established and can afford the rails and locomotives but my strategy is to get the farms producing crops to sell by year two
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Just learned that you should really have enough heat exchangers for your cities and if you dont literally everyone dies.
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>>2226413
At least I learned my lesson.
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>>2226441
Imagine the explorations
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>>2226441
Flip it upside down and it becomes a nice graph of apartment availability
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>>2226476
kek
>>
>>2226476
>We've solved the housing crisis without a need to create a 50 year mortgage
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>>2227507
>Nobody can deny the effectiveness of the gulag system!
>>
>>2226441
Well, after getting things re-stabilized I tried making a construction office area and a new town by it. But my gravel supple was set up in a dumb way that requires constant micromanaging and I blocked off a lot of stuff in general in my town designs, so im just gonna restart and do it right* the this time!
First by making my first city not suck and actually have at least 2000 workers.
>>
Heat "exchangers" sound like a dangerously capitalist concept.
>>
How the fuck do you get building materials to start out in realistic mode? I picked a map with prexisting housing, built some construction and distribution offices, bought some vehicles, but construction won't start without materials. when I try to order materials in a bulk storage, it tells me to manually send a truck to a customs house, but there's no option to actually purchase gravel or concrete this way
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>>2232721
Gravel you should be able to load up at the border and store normally. Concrete, yeah, by nature can't be stored but customs house can be set as a source for the construction office.
Also, if you are noob you probably shouldn't feel compelled to jump right into realistic mode just because jewtubers or something who played since early access do it It's meant to be a challenge and it wasn't a thing for most of the games lifetime.
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>>2187019
can you build a beautiful city in this game or is it more of an autism manager
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>>2233363
You can, but it's mostly autism sim
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>>2233363
It's possible to build for aesthetics and there's decorative stuff. You get enough slack for vanity projects and don't have to make everything super efficient but the game is fairly systems heavy for a builder so you will need to keep that in mind.
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>>2232721
Place a free CO, set a customs house as its material/worker source, and build whatever.
Trucks in the CO will then fetch material from customs as they need it, but there is plenty of room for improvement.
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>>2233363
The base esthetic detracts from the overall beauty but there is definitely space in this game to make good looking cities.
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>>2233363
Roads will look like shit no matter how hard you try
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>>2236147
It isn't hard unless you are incredibly OCD, and even then that just means you have to spend more time with the landscaping tools.
>>
>bulldozers magically teleport to do landscaping
at this point just play a city painter.
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>>2236249
Bait me harder daddy.
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>>2233363
Yes, if you have enough autism.
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>>2233363
Old pic, but it depends on what you think "Good" is. It's limited by it's base
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>>2238647
it looks relatively good... i would like to build a Paris-like city tho
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>>2238672
I had started something like that, but it takes a long time to build. I wasn't even full realistic here
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Starting industries for 1930 on hard money?
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>>2241128
Clothes.
Food and alcohol can break even with a modest profit if you have your own fields. But at that point you'd be better just making fabrics with these same crops.
Meat is a big upfront capital investment and isn't worth it for starting out.
There's a somewhat sub-optimal way of going food+alco, then taking a loan and moving to clothes+chems, if you have bad terrain around your first settlement that doesn't permit a big town, but it's very situational.
I've tried doing various builds and everything besides clothes is generally not worth it, stabilizing around 1937, while clothes will get you going at 1935 at worst.
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>>2238678
Anon, don't put your trams through roundabouts if you can help it.
t. experience haver
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>>2241161
>everything besides clothes is generally not worth it
Is that including the cost of chemicals to run a 1 Fabric 2 clothes set up, or is it just a single clothes factory.
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>>2241169
The full shebang, obviously. Making clothing from imported fabric is less profitable than making food.
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>>2241353
>The full shebang
So I take it I'll be bee-lining chemistry then.
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>>2241167
All things must bow before the alter of symmetry, function and design must come together for the nation!
I didn't play this design far enough to see, but I know it's not ideal. Better than direct road running for them though, in my experience. getting stuck behind trash trucks and such.
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>>2242135
Not necessarily. Imports for a single fabrics factory are bearable. You may start doing something construction related, like steel, or start drilling for oil.
Usually 1 small chemical factory is enough to cover your initial clothing industry set up, plus your water treatment on top of that.
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>>2242209
I had a similar set up >>2225283 and the trams jam the roundabout traffic pretty regularly. It doesn't matter most of the time, but there are circumstances where you can not afford to wait 3 minutes for this jam to dissipate.
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How far should construction offices operate?
I playing the 2nd campaign and it gives you 10 million to start and im tempted on just buying buildings because it takes so long for the COs to get to the sites. (About 4000m for now)
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>>2242300
If you need something built quickly, then place free COs and storages nearby (less than 1 km or ideally less than 500 meters) and fill the storages with trucks on lines. This reduces the delay between a construction phase starting and its materials arriving, and it ensures trucks are always bringing full loads of materials to the area. You can do something similar for workers with the free bus stops.
>>
I really wish there were more skins for passenger wagons and trainsets. It seems like the only options are various shades of green or the only white one, and the workshop isn't much better.
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>>2224213
That doesn't change the textures.
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>>2242230
>Imports for a single fabrics factory are bearable
I ask because I had problems in the past, where I was just barely able to keep my head above the water running a clothes setup
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When one of the mines says "tons per worker" is that just for a workday or the whole day?
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>>2256094
Yeah, I did have issues early on when I didn't know what I was doing too. But if you have a maxed out 1 fabrics - 2 clothes setup, it is more than enough to keep the lights on until like 1980s.

>>2262749
For a single "workday" of 1 worker, assuming 100% productivity. You basically have to multiply the amount of workers you can realistically supply (always less than maximum) by the amount of resources produced per workday by the average worker productivity and by the resource quality.
Worker productivity is a bit complicated and I don't remember if even applies to mining, so you might not worry too much about it, but somewhere around 70% of loyalty you'll start having more than 100% productivity per worker.

tl;dr
50% iron - 2 refineries
70% coal - 3 refineries
That's about enough for a steel mill.
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>>2233363
>>
>>2242230
Steel is a massive investment. Unless your map just happens to have iron and coal right next to each other, you need either a railway or a line of conveyors just to get them into the same building. And that's after the mining and processing. I really don't see why you're suggesting it as an early industry.
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>>2264252
>you need either a railway
You need one anyways.
>And that's after the mining and processing.
Just import one or even both. Mining is an afterthought, it is barely profitable.
>why you're suggesting it as an early industry
I suggest it as the second industry, which is reasonable, provided you're prepared to take on loans. You have to start making steel as soon as possible, or otherwise risk bankrupting your textile shithole every time you undertake a serious construction project.
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im larping in africa and building slums
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>>2264252
>>2264318
Steel is a good second industry, but if you're already eliminating imports for your clothes setup having a dedicated setup for chemicals is a viable alternative.
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>>2264318
>You need one anyways.
The thing about clothing industry that makes it easy to start is that it's entirely viable to run it entirely with trucks. At the start of the game, trains are a luxury I can't afford.
>>
My opening strategy is to get a farm built by year one and sowing crops by year two. This way I can export the crops until the town is built and can staff the factories. Then I produce food and alcohol and export the remainder until the clothing setup is done. Once that's done you should be making enough to expand in whichever way you prefer
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>>2264598
I think steel is better off as a fifth or six industry, because there are a lot of profitable industries that don't need a lot of money or workers to set up and run, and this profit can be used to import whatever building materials, workers, or vehicles you need for your projects instead of just steel.

>>2264252
You can use cableways to bootstrap a steel mill, as a couple of them can bring a good chunk of iron to the steel mill and you only need one mine and processing plant for the iron. You can run it at low production and use the steel produced to build more mines, a railway to bring more iron, and so on to get to full production without having to import all the steel for it.
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>>2265083
There have been times where I put off Steel for a while but I don't think I'd wait that long, its one of those industries that you're better off building sooner rather than later, like electronics.
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Say something nice about my city planning
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>>2265803
Looks good for the most part but that's overpass in the middle of town?
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>>2265930
Yes. To be perfectly honest it might not be strictly necessary. It goes over like one factory connection.
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Non-shit vanilla low density housing when?
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>>2266262
Some of the village houses are pretty good, and they don't need heating.
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>>2265930
The bridge is actually not worthless, saves a bit of time driving between warehouses, but I made it shorter.
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i think im starting to understand this game but its still a bit fucky. why do people want to stand at one stop instead of the other one thats has all the jobs
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>>2266730
Because you told them there would be jobs there (allowed them to wait there.)
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>>2266730
They wait at the nearest stop. You can disable a stop for a category of citizens, or set up a bus line to funnel them to a different stop.
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Vital services secured
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>>2265803
it was kind of you to give the homeless a place to sleep in the middle of town
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>>2267032
yeah i had to have some buses dropping them at the tram stop with that transfer box checked. im glad i learned how that works, wish they would just go to the stop that has all the jobs
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>>2267825
You can also tell all workers in a building to go to a specific workplace, which can be a bus stop. Just be sure not to accidentally ban people from working at the water treatment plant or anything like that.
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>>2266730
What map are you playing on?
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>>2274563
its a map of nigeria but i changed into tropical, because i only like to play on tropical maps. called it a day on that playthrough, as i wasnt happy with the rail network
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>>2267809
They are here to provide additional motivation for wagecucks
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>>2279267
DO YOU KNOW DI WAY?
>>
>>2187019
>Workers & Resources: Soviet Republic
This can be translated as Workers & Resources: Council Republic
Because the council led the Republic, although in practice sometimes a general secretary of the party was too influential, but unfortunately many countries had that sin with any management system.
>>
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Alright, the early start chemical factory in the beta actually allows you to build a 2xClothes 1xFabric setup with just 1 warehouse, no forklifts or trucks needed to connect the production chain. The dimensions of the ring road are 450m by 235m.
>>
Got this last week, did tutorials and playing campaign 2. Tossed together clothing factories for export while I wait for construction mission stuff to build and started exporting by train, 1 small engine 1 boxcar. It keeps getting stuck after unloading in Customs. It keeps telling me some unrelated train tunnel is the problem. What gives?
My oil train doesn't suffer this, signals are all good, at least I learned about them through this experience.
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>>2282567
Maybe you are missing some track/intersection to make a turn on the way back and it paths some ridiculous long way around.
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>>2282924
I accidentally did that with my oil train and it started doing a grand tour of the map, but no, the clothing train unloads and gets stuck in Customs. Signals are fine, it keeps insisting that this train tunnel is the problem. I even did a test of deleting the tunnel.
I chalked it up to "being too based for Campaign 2" printing money with clothes, ended up sending trucks to sell instead
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Has anybody else made their own map?
I think I remember someone in these threads doing Astoria
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>>2282170
Well done, excellent how well everything is aligned
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>>2283640
I have but it was somewhat rudimentary. On a similar note I was wondering if there was interest in getting together and creating an "official" /vst/ map. Ranging on anything from the Polesian Lowland to Hyperborea.

>>2283702
My autism demands everything be on the grid.
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>>2283702
Also it only costs 150k 1930 rubles, slightly more than half of which (82.5k) is the foreign labor
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>>2283640
That was me. I only make my own maps, I don't think I've played on a map I didn't make after my first run.
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>>2282567
Campaign 2 has a gap in one of the tracks that you have to correct manually. Just run down the track looking for the little railway end-markers.
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>>2283900
I have thousands of hours in this game but still haven't pulled the trigger on the early start dlc. Have they turned it in to more than a hastily thrown together cashgrab?
>>
What's the longest you've spent trying to future proof a starter town before you've even committed to building it? I'm up to 12 hours.
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>>2284225
It's been fleshed out a bit more on the current beta, but I don't know if that'll do much moree for you
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>>2284300
>a starter town
I'll spend hours planning out the major transportation routes in my republic before starting, but planning my starter town usually goes pretty quick.
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>>2284300
It's hard to keep track sometimes. I had this open for a week but not focused on it. Just poking at different additions or perfections
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>>2238678
how were u able to have straight footpaths in road intersections? It looks so good
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Gravel was a little difficult to get around the starting area
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>>2285564
Looks perfect for a cableway.
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>>2220027
1960 start, 1977 now
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>>2285661
True, the small quarries I'm using don't have a aggregate connection and I like the big fat dumpers
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any interest for some North Korean assets for the game? Currently working on some North Korean style commieblocks for the game
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>just one more bus
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>>2285983
Comrade Anon, did you route all your traffic through one road or only put a gas station on one side of town?
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>>2285983
See, not easy is it? Maybe think next time before mocking us capitalists!
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>>2285947
Best give it some colors!
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>>2286557
aye I will add some pastel skins =]
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I've survived the first winter in Siberia, but all the citizens hate it here and I don't blame them. Just looking at the snowy landscape is giving me eye strain. I think I'm gonna try either jungle or the temperate map again.
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cranemoot
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>add proper rail shunting
>add dirt management
what other autistic systems should be added
>>
>>2288113
Border control to forcibly prevent citizens from escaping, allowing an alternative to maintaining high happiness.
>>
>>2287352
>He thinks he can leave the gulag.
>>2288424
That just means most of your citizens would die instead of escape.
>>
How is Fabric and Clothes supposed to be profitable? Every time I do I'm always in the red because of the price of chemicals.
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>>2291460
Make chemicals
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>>2291533
LOL
oKAY DUDE
just like... MAKE chemicals
>>
>>2291533
Well that's my normal go to when doing this, but I thought Clothes and Fabric alone was supposed to run decent margins. Do I need all 3 factories completely filled at all times or is it still possible to pull off with more modest productivity/
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>>2291545
I've found as long as I'm supplying my own crops the chemicals aren't an issue. At that point not needing to import clothing/food + exporting excess clothes gets me well in the green. I usually make a small technical college in my starter town so doing the research isn't an issue
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>>2291460
What? I import my crops and chemicals and will always be in the green unless I bought tons more steel that month.
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>>2291460
>>2291545
Are you using foreign workers to staff the factories? They are only profitable with citizen workers.
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>>2291656
No.
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>>2291545
>>2291569
rmind I just had to get the two clothes plants up to a high degree of productivity
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Oil production and sawmill complete. The sprawl continues on
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>>2295243
Is it even possible for a sawmill to be profitable? Like yeah, it literally prints wood out of nothing, but wood is worth so little.
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>>2295555
There was someone in the last thread that was exporting boards and making a profit, but it had to be really high volume
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>>2295573
I suspect that if you include the cost of vehicle and sawmill maintenance, the profit dries up.
>>
>>2295555
By the time I bother setting up a sawmill I'm beyond needing to worry about it being profitable
I'm from a lumber town so if anything I like seeing the log truck activity
>>
>>2295555
Wood and boards can be profitable, but you really need to keep the fuel and labor costs down, and they have a poor ROI compared to most industries.
The sawmill actually doesn't add much value to wood if you consider the staffing costs and the reduction in tonnage, but the 22% reduction in tonnage also means a 22% reduction in fuel costs if wood trucks don't need to detour to the sawmill by much. This is pretty good considering how much fuel costs over one kilometer compare to the value of wood.

>>2295573
I think the ideal lumber industry is one whose exports can piggyback off another line, as this lets you discount most of the fuel and setup costs. If you plan well, you can even reuse some of your starting construction trucks to reduce the startup costs even more after the starter town is built, when the pace of new construction slows down a lot. If you have to spend a lot to get it going, then exporting wood or boards just isn't worth it.
>>
yknow if the game just let you print money then anything could be profitable
>>
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>>2296514
The game is a simulation of socialist economies of the 20th century, not the "capitalist" economies of the 21st.
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>>2296514
Printing money is a sign of being unprofitable.
>>
How is the horse update, early start comrades?
>>
>>2301242
Most people don't care for horses, because shocker, they suck compared to trucks.
>>
>>2288113
option to remove teleportation capabilities from the people
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>>2301988
But horseys are fun.
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>>2302070
Would unironically require making a new game.
>>
>horseys are fun
I'm not interested in this type of "fun"
>>>/vg/550671315
>>>/vg/550682891
>>
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Was driving around in Mafia 2 (a Czech game) and chanced upon the clothing factory building.
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>>2302716
that's actually really cool, what building is it based on?
>>
>>2302781
No idea. 2kCzech were based in Brno, so could've been something from their local area. A quick search didn't yield any useful results, I'd wager it would be easier to just ask the developers.
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>>2224213
>big consideration
"we considered it. maybe in the next Five Year Plan, comrade"
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>>2296561
>implying
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>stud farms for breeding
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>>2302836
The USSR's money problems in the late 80s stemmed from debt in foriegn currencies, not one that it could print.
>>
>>2308244
Why didn't they just buy blueprints for western jets/locomotives and mass produce and sell them to western countries?
>>
>>2308252
3Division hadn't implemented it yet
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>>2308244
things would have turned out differently if I was in charge...
>>
>>2308314
trvke
>>
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>>2283775
I like to make custom maps to play on so that sounds like it could be cool.

Comrades, what would you include on a map? Open for all biomes.
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>>2310225
I generally like the temperate/siberian maps. But as for features I generally tend to like things like rivers, bays, islands, and sizeable lakes.
If we want to do something that isn't coastal something like 2 large lakes with a river running through the two and medium sized Island sounds nice.
>>
>>2310225
I think a meme map would be good. Topography that is unrealistic. Retarded looking rivers. Ores and oil are in the dumbest spots. The custom office is a small one next to the tiny tiny land connection to the other country.
>>
>>2310225
What kind of map do you want to make?
An area in real life?
A challenge map?
An easy map?
A wacky map?
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>>2302825
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>>2310450
See coal in picrel

>>2310559
All of the above? W+R maps are so large that you have enough spaces to shove in what you want. Who really uses 100% of the available map space in a game anyway


Temperate biome because I like some snow but fuck Siberian winters. The only way to the evil capitalist west to escape by boat to the sea. Have put in little mountain town within the VST lakes.

If you've got an idea, shout out along with a grid reference where you think it would be cool.
>>
>>2310948
I'm for cramming the map with memes but we ought to have ones that aren't overdone.
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>>2310948
How about a proper Ingerland map
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>>2310683
This looks good from the air but it's still mogged by Bourgeoisie extravagance when you are a pedestrian.
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>>2310948
Love it. Maybe add some moronic railroads too.
>>
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>>2283640
Yeah. The scale of rivers/lakes/islands trips me up in some random/fictional maps. It's fun to look around country borders for features to reimagine as small petrodollar (petroruble?) states. Wish painting resource deposits was less tedious, though.
>>
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What is this?
t. newcomrade
>>
>>2305405
The game added studs? Why didn't they ask for my permission?
>>
>>2317473
freemason symbol
>>
>>2316048
A small petroruble state is a bit of a contradiction of terms, since the petrodollar was something Nixon was able to create as a matter of Burgerland's superpower status and its relation with the gulf arabs. So a small state doing it doesn't even make sense
>>
Let the game accidentally running in the background only to find a highway of death on a busy bus platform causing all my economy to collapse and every citizen to starve and flee my republic.
I will proceed to load my previous save, and auto-build all my planned infrastructure that would take about 2 years to complete and pretend I built it all myself.
>>
Has anyone ever sold Ladas to the westoids?
>>
Got it recently. Looks like something that I can spend some time with.
>>
>>2324914
they were sold in western Europe and Canada. it was really only the US who were fighting the Cold War, the rest of the world were open and friendly with the Soviets.
>>
>>2325485
No, I mean in game.
>>
>>2219847
Ye but the secret starts after they catch the disloyal workers. We know they get time, but now what kind of time
>>
>>2219847
>>2220263
Reminds me of an east german joke
>How do you know if the Stasi have bugged your apartment?
>There's a new refrigerator.
>>
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Excited to spend the next work week worth of free time planning out this next urban expansion
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>>2332307
>next work week worth of free time
You've got unmonitored/unsupervised use of a computer at work?
>>
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i <3 trolleybuses, so i'm modding some more into the game. heres a new SVARZ TBES ill be adding soon =]
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>>2332430
No no, of free time after work. I used to have unlimited unemployed single time to play this now I have a job and a gf so time is very limited
>>
The only system I have trouble with is waste management, particularly with mining. How do I deal with the all spoil and such?
>>
I wish this game tried to be Tropico. In terms of humor I mean. It's too serious. The dev does not get the appeal.
>>
>>2332944
The game is not trying to make jokes, but it's not really that serious about the setting either. You can read whatever you want into it. To me it comes off more whimsical because of the soundtrack if nothing else and it's meant to evoke nostalgia for growing up in a panelak industrial commie town without getting much into the politics of it.
>>
>>2332921
Presort and process the construction waste into gravel and use or sell it.
Incinerate the rest of the waste and dissipate the ash in nearby dumps.
Don't decide that you have to move your waste halfway across the map like a retard.
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>>2333068
>dissipate the ash in nearby dumps.
Do you realize the volume this would occupy? And then let me guess, you'd want to cover it all in rocks or concrete to stop ground-penetrating radar scans? This is just preposterous.
>>
>>2332944
the entire point of it is an honest good-faith attempt at recreating a Soviet economy. if you want a Tropico-jokey comedy game, play Tropico. on that topic, Tropico should definitely add a North Korea-style map.
>>
>>2332944
>It's too serious.
you have to build statues of Lenin every 50 feet to stop your citizens from becoming class traitors
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>>2333217
>Caring about the environment as a commie.
It is like 6 or 8 small dumps per incinerator, if you don't pay to concentrate the waste like a retard, and there are ways to reduce the amount of waste that needs to be incinerated.
>>
>>2333386
Only if you don't meet their needs.
Fresh soviet immigrants can be kept above the monument cap if you meet every need perfectly.
>>
>>2333217
I recommend building chimneys decades afterward that aren't even connected to the incinerators to get rid of the ash that way.
>>
>>2333448
if I was tasked with disposing 6 million corpses I'd send that shit to the border and pay for it in oil and nuclear fuel
>>
>>2187019
I think I'm too autistic for this game
I spend hours and hours designing a new city in realistic mode, and then when it's all built and I move in citizens I almost instantly want to restart because I think I could do it better next time
>>
>>2333473
Take your lessons in planned economy and apply to next city comrade, in a few decades redo the first city as part urban renewal program.
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>>2333473
Show screenshots. Also taking what you learned from building that city helps you build the next one on the map
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>>2333473
> I almost instantly want to restart because I think I could do it better next time
just make peace with the fact that your starter town won't be perfect and if you really need to overhaul it you can redevelop it later
>>
>>2333473
The maps are huge, as long as the city is good enough to not lose you money you can just build another one somewhere else. Bigger commieblocks or better industries are research locked anyway so you have to start somewhere. Later on you can bulldoze it and larp redeveloping old projects.
>>
>>2333610
>>2333475
This is one of the times where the gameplay diverges from history, as the soviets rarely redeveloped neighborhoods and instead just tacked new microdistricts onto existing cities.
>>
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>>2187513
My some monument building and connect it to a main street boulevard to catch everyone's attention! (My home city district <3)
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Very slow progress. Decided to go with a tram system so I needed to concrete + electrify me rail system
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>>2335671
>Decided to go with a tram system
>>
Hello, Committee for State Security? There is an American spy posting capitalist propaganda and engaging in anti-soviet activity with regards to urban planning.
>>
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>>2335706
I know I know but I've barely ever used them
Decided to go with the hotel from the ukraine dlc as a state capitol building
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>>2335992
Sorry, I'm just sick of seeing trams in everyone's builds and hearing everyone gush about them.
Are you planning on adding more stops? They seem pretty far away from the center of the ring.
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>>2336002
I've always gotten by with busses or trains, and the one time I used them I didn't plan properly and they were stuck in traffic. This time I'm trying to utilize the tram only roads.
You're right about the stop distance and I measured the distances wrong. I think I'll add a stop right here in the middle since I can make the connection angles at the end of the road not too sharp
>>
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>still haven't even thought about any utilities yet
I may be able to unpause by the end of next week
>>
I built a subway once in realistic mode.
Every moment was absolute torture.
The result was great, although impossible to ever change if you rely on it.
>>
How do I do a realistic electrical grid and avoid power line spaghetti?
>>
>>2336289
I don't get why people say they are so hard to construct. An underground metro is basically just a bunch of tunnels that a RCO with a couple TBMs should be able to do in a reasonable amount of time.

>>2336293
The way I usually do it is to have local power grids with their own power plant and ideally a foreign power connection to import power in an emergency. Later on you can hook up a central nuclear power plant or renewable power sources to each local grid and use the old coal or oil power plants as backup sources. The rest is just using large high voltage lines instead of multiple medium voltage lines.
>>
>>2336313
>I don't get why people say they are so hard to construct
Everything is extremely finicky and has to be connected via rail and is extremely sensitive to fucking things up. I used electric IIRC so it was even worse.
>>
>>2336324
>Everything is extremely finicky and has to be connected via rail and is extremely sensitive to fucking things up.
So like a normal passenger railway?
>I used electric IIRC so it was even worse.
I kind of wonder if you even tried it now. Metro trains can only be electric, and electric trains are usually easier to handle than fueled ones. Did you play a long time ago and use modded underground nonmetro stations or something?
>>
>>2336365
>and electric trains are usually easier to handle than fueled ones
The problem was that my greater rail network wasn't electric, so I had to deliver them to a depot and then have an electrified connection from the depot to the subway section. It has been years I think since this happened so I don't remember many of the details.
Anyways I did get it working and IIRC supplied a steel mill with works using it.
I delete my old saves whenever I start a new city so I can't go back and check.
>>
>>2336367
>The problem was that my greater rail network wasn't electric, so I had to deliver them to a depot and then have an electrified connection from the depot to the subway section
You would have needed to do this anyway, as metro trains can only use metro tracks unless being towed.
>>
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Finally, time to do the utilities
>>
How do you get straight roads and building aliments? Mine always end up just a little crooked.
>>
>>2336781
When building you can turn on grid and than snap to grid. That lets you place stuff in discrete increments, though it's possible to still come up a bit wonky because the increments are small and it's easy to make a mistake, game is not on a true grid and stuff might not fit anyway and I think it interacts a bit weird with elevation changes.
>>
>>2336832
>grid
terrain mesh*
an actual grid is beyond the capabilities of slav jank programmers
>>
>>2336781
perfectionism and manipulating the nodes
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>>2336763
Post pics one finished, I need ideas such that my own town layouts don't look like trash
>>
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>>2337409
Will do, however long it's going to take
Any screenshots of your own republics?
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>>2338250
I'll post my current game when I get home
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>>2336293
underground
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>>2338250
>>
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>>2339766
>>
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>>2339766
>>2339767
No complaints here, everything looks very nicely organized and the connections are all straight.
>>
for fuck sake let workers walk to infrastructure builds if the access point is reachable. I should not have to bus in 20 dudes to build a walking path 50 feet from their homes.
>>
>>2340408
They will do that though, construction sites are treated the same as any job and workers will walk to them if allowed. When you are placing stuff there's the "max workers outside CO" option to limit it so you don't have 300 people waste a whole shift on a 10m gravel path, but I don't remember what it's by default. Maybe you have it set to 0.
>>
>>2340344
I intend to get more "non-cartesian" when I build bigger cities down the line, it just that I can never really bring myself to make something that isn't a grid when starting out an I need to optimize for limited starting money
>>
>>2340592
The only constructions they walk to are buildings. Stuff like footpaths and pipes need a bus to get workers to build them.
>>2340408
No this is good because COs can send the right amount of labor for large and small projects, and citizens won't waste time at all of these projects waiting for material.
>>
>>2341077
Honestly I just want the coordination of vehicles for COs to be better. It's annoying to see workers get dropped off at the construction site when there's still a missing resource
>>
>>2341186
This doesn't happen anymore unless a bus was en route when the current phase finished or ran out of material, and COs may be smart enough to only send enough workers to do what can be done with the materials present.
>>
>>2341077
>The only constructions they walk to are buildings. Stuff like footpaths and pipes need a bus to get workers to build them.
Oh you might be right. I often don't have CO busses assigned to them anyway because most paths are built by mechanisms alone except very short bits and those I quickbuild because I just leave realistic off even if I do most things the hard way.
>>
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My first save past 1930. Never played the game until early start released. How am I doing? I'm making lots of money with 0 debt
>>
>>2342216
What's your starter industry?
>>
can you export horses for profit and is it good?
>>
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Getting most of the way done with Pomton, constantly had to pause construction to get more funding but now the half of the city that's built is able to support a working population
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>>2343846
Technically yes, but the profits are comparable to logging or making gravel. Wagons are the same.
>>
early start worth the 20 rubles or wait for a sale?
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>>2344106
wait for a sale, its worth having, but I don't feel its worth 20
>>
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They really should have an autoconnect tool that creates a small ligature between a road or footpath to a building entry for situations like pic related. The connecting bit would just be an extension of the nearest point of road to the entry of the building so that no extra construction project would be generated. This would greatly reduce the number of construction projects while simplifying construction for the player. I waste so much time trying to line things up so that I can make the smallest possible footpath from the steps to the road, and then half the time it looks ugly because it has to make some weird bend so that it joins at the permitted point.

>>2344106
Now that they've added horses, I think they should have made it possible to start even earlier, possibly as early as 1890. The horses are rather shit even compared to the slowest cars you can buy in 1920, so there's not really a point to using them at all unless the game forces you to.
>>
>>2347471
Make the road again but put a node right at the path you want to connect to
>that's tedious
Yes
>>
>>2347471
They should just make it so the nodes of the road get adjusted to wherever you drag the path/road into it. Automatically forming paths would probably look like shit or would be misaligned, like they are in Transport Fever 2.
>>
>>2343074
Tourists
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>>2349155
Makes sense given that its not very capital intensive, but what is it bringing in?
>>
>>2349302
Buses.
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>>2349302
Enough to build a railway and begin oil extraction. I'm basically UAE
>>
Hello

I've bought this game + the biome DLC because they had a big discount

I can't seem to find any really good tutorial explaining stuff. You know, trains and economy and stuff. I already tried playing a while and I had this issue where even if I managed to make something that "ran" it would never turn a profit, I'd make a whole steel mill setup and it'd finally be doing something then boom the price goes through the floor because of "overselling"
>>
>>2354475
Oil is good product, its cheap to produce and even at rock bottom prices you'll still be making a profit.

In fact its kinda cheaty because the rigs don't require workers just power, build pipelines to a storage and train station and bam enough money to fund you for a while.
>>
>>2354493
It's more so that I want to understand how to really play

Like I said, the price seems to go down really stupidly fast. Even on the easier economic difficulties.
>>
>>2354504
Its an open ended game, your goals are whatever but for many resources the main use of them are internal and not really meant to be sold. Steel for example is really meant for you to use it in the your building projects/inputs so you don't have to import it. Complete self-sufficiency is a common goal of players, at that point the money in the game becomes worthless.
>>
>>2354504
the people telling you to sell oil are selling you a lie imo
making a small clothing factory near the border is a million times more profitable
>>
>>2354475
Did you play the actual in-game tutorial campaign?
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>>2354664
The tutorial is shite, man.
>>
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>>2354475
>then boom the price goes through the floor because of "overselling"
Yes if you dump nothing but the raw steel on the market it will lower in price over time. The solution is to turn that steel in to other products then export those.
For example, turning that oil in to fuel/bitumen and exporting those will give you much more money and provide jobs for your citizens
>>
I played for the first time today and enjoyed blundering around the campaign, though I didn't finish it. All my rail lines and teamsters are fucked up to look at so I'm going to restart, are there any must have mods?
>>
>>2355122
no
you don't need mods if you don't know what you're doing and why you might want them.
maybe a custom map could be fine for a beginner but that's about it
>>
>>2355149
The only thing I really felt the need for were overpass options - road, railway and industrial. Though I suppose that could be solved with some better planning.
>>
>>2355149
Speaking of custom maps, anyone know a good one? Any biome is fine. I just want something that has decent resources without looking ugly as shit.
>>
>>2355160
for me it was having a step between the small clinic and the hospital.
but this was something i couldn't have known i wanted before actually playing the game, so that's why i said you don't have to bother first time around
>>
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The first ship of the republic makes its way to the new oil refinery and generating station with a load of crude
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>>2354582
Oil is fine if it isn't too far from the border and you use trucks to collect it. Trains and pipes cost too much for it to be worthwhile early on.
>>2354504
>Like I said, the price seems to go down really stupidly fast. Even on the easier economic difficulties.
Price changes depend mostly on how much you export or import, your population size, and if you trade locally at customs or internationally by ship/aircraft.
Prices are also based off the production chains of the base game factories, so if you export a lot of oil, the price of anything made with oil will drop too.
If you want to import or export a bunch of the same thing, you're usually best off using ships if you can. Diversifying your economy is usually the best bet though.
>>
>>2355163
Still searching custom maps!

I found one that seemed cool, Dubysa on the Sea, but it seems like it might just be an "early times" one, and I don't got that DLC, nor do I really like it.

Is there really no advice y'all can give me? I'll take any good custom maps, though I'd prefer them to be desert or jungle so I can test out the biomes.
>>
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>>2355350
Things have escalated
>>
any reason to have say passenger rail from city to city if the cities are self-sufficient?
>>
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is it better to build as much as possible in situ or should I ship everything to a central industrial site? been trying to set up a coal/gravel/concrete/cement/brick/power site but I can't get it all to fit together quite right
>>
>>2357023
Go to the steam workshop, check landscapes, and sort by popularity.
Hope this helps.

>>2357734
Not really. The only time I considered it was when trying to connect a bunch of small towns on a prepopulated map, because I didn't want to give all of them services.
>>
>>2357790
Either works, but don't feel like everything needs to be connected by conveyors. Trucks can handle some factories on their own, like the coal for the cement plant. Trains can also be an option.
>>
>>2357799
>Hope this helps.
I've already been checking, it really doesn't. There's barely any special biome maps.
>>
>>2357823
Well that is pretty much the only place to get maps anon, so if you don't see them, they probably don't exist.
>>
>>2357862
And nobody here knows any good workshop map? Not even a normal one?
>>
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made this to aid in planning on the soviet revolution map
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>>2357879
If you looked at the popular maps already and concluded none of them were for you, then I don't think any map will satisfy you.
>>
>>2357790
Why do you feel the need to cram everything together? There's plenty of map space
>>
>>2357924
efficiency comrade
>>
>>2357954
To what end, friend? Are you building a republic or a ruble maximizing hellscape?
>>
>>2357879
You can always make your own, with a height map and a general knowledge if paint.net, you can knock a map out in the afternoon. That's what I do
>>
>>2357734
Just because you can and it looks cool.
>>
How do you anons resist the urge to recreate Kowloon Walled City and not cram everything within a 400m radius?
>>
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>>2360370
I live for the sprawl
>>
If you need to move say iron or coal long distances its better to use a train vs a long series of conveyor towers, right?
>>
>>2360370
It usually looks like shit and can't be expanded easily.
Harder maps won't always give you the type of space for it either.

>>2360388
Usually long trains are better, but be prepared to spend a lot to move a lot.
If you're trying to get a steel mill up and running, then building it close to a source of coal will save you have to transport a lot of it.
>>
>>2360379
How do you even ferry your workers to all this shit? Their range is pretty shit, only 300 meters.
>>
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>>2361039
Busses and trains. The articulating busses that can hold 100+ people can keep something like an oil refinery fully operational if you have enough of them moving.
>>
>>2361048
Well I don't see any bus stops near the big farm fields from that image.
>>
>>2361050
My farms are 100% mechanized
>>
>>2361051
What? Don't you still need workers even if you have machinery?
>>
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>>2361053
Nope, vehicles can do 100% of the work required to run a farm. It's why it's the first thing I build towards in realistic because I can have it growing crops while the initial town builds.
>>
>>2361054
What map are you using?

I've still been hunting a good one. I just want something that doesn't look like trash. The only one i've found yet, Dubysa, requires the early game mod which I don't have.
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>>2361061
early game dlc for the mod*
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>>2361061
This is a custom map of my hometown and surrounding area.
A few good maps I encountered were Taiga Special Edition, and Krasnozemsky Socialist Federal Republic (or something like that)
Wish I could offer more suggestions but I tend to play a single map for a long time
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for some reason all the menus disappeared

what did i accidentally press
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>>2361444
Hit Ctrl+G
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>>2361459
thanks
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>want to increase UI because it's too small
>find dev statement saying i can't because the resolution isn't big enough
so what the fuck am i supposed to do? "Sorry your screen isn't big enough, you have to play with ant-sized buttons"
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>finally find a map I like
>although it has resources, they're so stupidly spread that in an entire mountain range full of iron, you can't find a single spot over 50% quality
it's ridiculous
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>>2362127
They aren't that spread out. You just have to build two mines nearby instead of one.
Actually spread out resources would require you to ship resources from multiple points and get labor to each of them, which is the most interesting type of map because there are more reasons to use more types of transportation.
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>>2361960
What screen/resolution are you using?
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>>2362270
By "spread out" I mean that they're scattered. Just looks at that. It's just a thin line of green with a bunch of yellow and orange. As I said, in the entire map, the best source is one or two spots where it goes to 50%

>>2362271
1366x768 (craptop)
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>>2362278
Two 30% coal mines are enough to keep a steel mill running at 100%, and you've got multiple such deposits next to each other, so I wouldn't call that scattered about the map.

As for your resolution, you can get increase the resolution in the pre-launch setup to make the buttons bigger, but the game may not let you run it in full screen.
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>>2362305
>>>2362278 #
>Two 30% coal mines are enough to keep a steel mill running at 100%,
Well, 35% actually, but you get my point.
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>create the city first
>then put the lakes in
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>>2362127
>you can't find a single spot over 50% quality
Is that spot not 51%?
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Anyone else always, ever, continually struggle with getting enough workers? It doesn't matter how many busses or trains i have, or how many concrete blocks were filled to the brim with worker immigrants i bought, there's *never* enough, the buildings are always at like 20% capacity.
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>>2362531
And even when I do manage to get it to near-full capacity by adding like fifty fucking buses non-stop, it only goes to a portion of the production capacity.
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>>2362551
You need to maximize the number of college educated you have going there. Imagine a real life uranium processing plant full of nothing but janitors, of course the capacity will be reduced
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>>2357895
sick thanks
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>>2362557
What do you mean? It's 11/15, and as I say, it's practically impossible to keep it entirely full unless you straight up plop a building right besides it.
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>>2362572
Your problem is a mix of bad public transportation and poor productivity.

For staffing industries, transit needs to be consistent more than anything else, then frequent enough so that you aren't replacing more than 1/3 of the workforce and workers don't wait more than a day at.
Using an end station (found in the depots selection) on fixed time mode and having good snowplow coverage helps with both. You can also build a station near an industry and force off extra workers there, who will wait a day before filling any empty jobs.

A worker's output is scaled by their "productivity," which in turn is based off their happiness, health, food satiety, and loyalty to your government. If you have full staffing, then a factory's output can be reduced by low productivity, but it can never exceed 100% production. Shops and services will scale the number of visitors each worker can serve off the worker's productivity, while mine and quarry workers can produce more or less depending on their productivities.
At first, you want to concentrate on making sure citizens have all their needs met, don't live in polluted areas, and live within a monument's influence. Any unmet need results in a reduction to happiness and loyalty, so try to avoid that. Once you are a bit more established, you can get a radio station online to raise loyalty and thus productivity higher.
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>>2362612
>workers don't wait more than a day at.
*at any station.
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>>2362612
I see. I guess I should probably read back up on how to make a town design that is worth a shit.
>>
just how many fucking lenins do i need to erect before everyone knows who's in charge around here?
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>>2362774
You only need apartments to be within one monument's influence, assuming your citizens are getting their needs met.
Orphanages and prisons may need additional monuments if you can't get reliable/loyal staff for them.
In any event, monuments can only raise loyalty up to about 40%. Above that, you'll need radio/tv.
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>>2362774
you're never getting loyalty without radio or television blasting communist propaganda, that's just how it is
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>>2362876
Nah, I'd get their loyalty.
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>>2362876
Question: do tv/radio stations compound with each other? As in, do you get double the loyalty boost if you've got 2 tv stations in the region or is it just a single flat rate no matter how many you have?
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>>2363038
They can only benefit from one station at a time, which will be the one with the best ratings.
This is also why you should try to meet all your citizens' needs, because while they can get endless hits to their happiness and loyalty from missed needs and crime, you can only ever have one radio/tv station boosting it at any time.
Citizens also need spare free time to listen to radio/tv, so try not to make them commute too far to a job or for their needs, or else they won't benefit from radio or tv that much, if at all.
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>>2363070
>can't put citizens too close to most jobs because pollution fucks them up
>but you can't put them too far because being too far removes their free time
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>>2363121
Yes, but unironically.
Citizens should live 500 to 1,800 meters from pollution sources, depending on their output.
Most transit options can take citizens 3 to 10 km before needs become too severe, depending on their speed.
Also avoid making citizens walk too far or wait at stations too long during their off time, because those use up free time that could have gone to satisfying needs or listening to radio/tv.
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>>2362383
nice mosquito hotel
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>>2363317
All life flourishes in the Soviet Utopia
>>
GUYS https://www.youtube.com/watch?v=j5mE3USMNOI
>>
https://wrsr-data.com/

autism site
>>
I just want a good modded map
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>>2361444
What map is this
>>
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What's wrong with the garbage containers? Why can't the buildings access them?

>>2364160
Paanajärvi Lake
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>>2364167
>What's wrong with the garbage containers? Why can't the buildings access them?
They can? The brown lines going from the garbage stand to each building means they will put their waste there.
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>>2364294
Do they just hav absolute dogshit range then?
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>>2364296
A 124 meter path is the farthest they can cover, which is farther than I'd go.
>>
I just have to say I do not know how you people are able to make actual working cities. It feels to me as though it's impossible to get all the necessities and shops they need within walking distance. Their walking distance is so small. Everything needs to be close. But there's so much stuff and they're all so sized such that it's impossible to do it.

How the hell do you do it?
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>>2364365
look for small building mods if you don't need large buildings yet. Also place that stuff first then build housing around it and failing that use buses or trams to get people to where they need to go.
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>>2364366
Anon, small buildings have small capacities. And the big ones don't have enough. The biggest one can't get even close to supporting a small town of a few thousand.

As for buses and trams, do those even work for taking people to non-work stuff?

I honestly just don't know good city design. Or railroad design. Or utilities design...I just don't know good design, honestly.
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>>2364369
which big buildings don't have enough capacity? just build another one, it doesn't have to have the same coverage as the old one, just to take enough pressure off the first.
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>>2364377
The big shopping center? No matter what I do it simply doesn't have enough capacity.

Again, the issue is moreso my city design...everything has to be close enough to be within foot range. And it has to be close enough to the train station too, to ferry the workers to their jobs.
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>>2364380
Are you using asphalt paths? Show a screenshot please because I have no problems with their current walking range. It used to be much more limited, 400 is crazy comfy
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>>2364385
I can't post it right now but I do use asphalt with street lights as shown in >>2364167
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>>2364365
Build micro districts with most of the services and shops they need.
If a shop or service gets overloaded, build another grocery or shop to relieve it.
Use public transit to connect these micro districts to a hub, where less desired services can be accessed, and where larger industries source labor from.
Build utilities with the ability to be easily expanded, like building extra electrical switches.
>>
>>2364365
I can get a city with about up to 1000 people in it then my build starts going off and everything goes wrong, I think if you pre plan things for hours it works fine but if you just start building it all goes to shit
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Maps that don't suck total shit? Shit that's too flat is too much of a blank canvas for me, while maps that are absurdly hilly just force you to terraform everything.
Also don't like prebuilt highways.
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>>2364415
I’ve searched high and low for such a map, I don’t think it exists
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>>2364390
Okay, here it is

You see, I wanted to just make up a random city on easier mode just to get the "gist" of what makes a good city design. But I cannot seem to get there. I can click any of the blocks and it'll say there are people unable to get food. The happiness as a whole goes from like 12 to 30 (At best)
>>
>>2364561
Are you limiting how many workers you allow to go to each place? It sounds like everyone is filling the other jobs unnecessarily while the market goes unstaffed and unable to handle the amount of shoppers
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>>2364564
No, the markets are always at max. It's just that the capacity for number of people the buildings can serve at any moment is not enough, even with max workers.
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>>2364566
Then a second grocery store is in order, maybe one small one for each side
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>>2364567
The issue, anon, is that my design is fucked. I already filled withe sides with utility stations and power stuff and garbage bins and such and such. The issue is that I shrimply suck at city design, and wish I knew some way to improve it.
>>
For me it’s all about the horses, they just so cheap to run
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>>2364561
the builds shouldn't be so close together.
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>>2364828
Again, how do you do that while keeping everything within walking distance
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>>2364833
You don't.
Hope this helps.
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>>2364833
public transport? Or just make local shops. Not everyone has to go to the same 3 big box stores.
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>>2364839
But this is communism comrad
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>>2364894
Exactly? Communism is all about public transport and micro districts.
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>>2364897
I thought it was about cramming people in brutalist cramps flats and watching them starve
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>>2364951
This is fantasy communism, where it actually works and nobody goes to gulags.
>>
This is comforting cold war era propaganda.
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>>2364960
>Where have all the gulags gone, and where are all the gopniks?
>Where's the secret police to fight the rising mobs?
>Isn't there a white boy who hasn't yet met me?
>Late at night, I drink and smoke, and I dream of what I need.
>I need a rooster!
Truly the good ol' days.
>>
Game needs a detailed park system
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>>2364987
Parks asin parking vehicles or parks asin like a national park
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>>2364561
This looks fine in principle, but if the grocery store can't service all the workers then you obviously fucked up some ratios.
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Here's a planned Cuban town for inspo
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>>2364987
Why? Build greenery with monuments that look like parks. What's the difference?
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>>2364561
That's an insane number of workers packed into a tiny area; the single grocery store will never handle so many (and it's even worse with low happiness => low productivity).
The game will chug to a halt by the time you build ~6-9 more of those, are you trying to build nice cities to cover the map or a Huxley-Hive to min/max transport efficiency (this question is rhetorical).
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>>2365446
Anon, how else am I supposed to get workers to board a train to get to a big facility in any reasonable amount of time?
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>>2365038
neither you retard. Parks as in green spaces for recreation. you can't make anything worth a shit at the moment and there's no tools for adding micro detail to your towns. recreational boating and hiking would be good too. Coupled with internal tourism, sanitoriums and shit like that.
>>2365410
That literally looks like shit.
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>>2365466
>What are feeder lines?
>What is a transit hub?
>>
Has anyone ever made a good map?
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>>2365486
I don’t think workers and resources is really geared towards the ascetic city builder, it’s more of a supply chain simulator for autists. There’s also the vehicles which is a big part of the game
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>>2365486
There are attractions you can use to simulate outdoor activities, like using sight towers as places for citizens to hike to, a sports hall as a ski lodge, or any number of buildings to enter a park, but the game isn't really meant for creating vignettes. At best, you make a beautiful city to flex your skills and knowledge of the game.
>>2365509
Yes, and if you can't find one on steam, you're probably a mega autist.
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There are ways to do parks in the game but I do wish they improve the decoration potential in the next game.
If you want to simulate a rural park you can put a small parking lot down with something like a large well that someone will drive to to make it look populated
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>>2365612
>There are attractions you can use to simulate outdoor activities
It's a shame that citizen free time is so "tight" on higher difficulties. If you don't get them their needs or send them home to watch TV straight away you can negatively influence the long-term health of you republic. Which makes bussing them out to a hill in the middle of nowhere for a hike turn into a mental battle between optimization and aesthetics.
>>
Why am I constantly getting government loyalty low messages when my happiness is high? particularly for my uni halls of residences.
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>>2365662
Graduates get upset if they can't move into a flat of their own. Eventually they lose enough loyalty to emigrate.
>>2365657
>If you don't get them their needs or send them home to watch TV straight away you can negatively influence the long-term health of you republic.
It isn't that bad, unless you are ignoring one or more needs.
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>>2365487
>have workers ferried locally to a big station so they can then go to work
>now 80% of their daily time is spent on ferrying them over instead of anything productive
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>>2365703
>He doesn't know
Anon, the first 380 seconds of travel time to work, excluding time spent walking, is compensated with more time spent at whatever job they end up in, so they always spend about a third of their overall time working.
You can have them travel even more, but then you'll start needing more workers for the same number of jobs.
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>>2365612
They all suck.
I remember asking for a map recommendation here before and someone replied with a really good one. I don't remember enough to find it though.
Had a harbour on the map and was unpopulated. It has preexisting roads but I think for the most part they were dirt with broken bridges. In the south west there was an attempt at a swampy area and it had oil in it.
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>>2365894
Krasnozemsky Socialist Federal Republic or something like that
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>>2365919
That's actually it, thanks
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Why won't this pumping station build? They dump concrete there but won't drop off any other materials. Plenty of dumpers, but this specific structure won't build.
Even tried demolishing it and reconstructing, still won't work.
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>>2366028
Low priority?
Dump truck CO not assigned to it?
Dump truck CO working on other stuff?
Dump trucks out of fuel?
No COs assigned to it that can bring workers or excavators?
Construction paused?
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>>2366028
If all that is true the only thing I can think is the construction is suspended
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>>2366143
>>2366186
I did work it out.
I had like 20 free construction offices and the assigned pool was clogged up with offices that didn't have dumpies.
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>>2366028
manually assign COs to it
I remember dealing with projects that wouldn't get assigned to a CO if the CO was already overwhelmed with work
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>>2365677
>It isn't that bad, unless you are ignoring one or more needs.
Did you read the entire post? Bussing them around to a distant sight tower is literally "ignoring [their] needs" because they either won't have enough free time to ride transportation there once they take care of everything else, or they'll waste all their extra free time getting there and won't have time to watch TV.
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>>2365521
>I don’t think workers and resources is really geared towards the ascetic city builder
it is, but you have to know what the fuck is going on before you get to the level of worrying about aesthetics. also, a lot of the "aesthetics" in this game is not decorative constructions, but knowing which things to build in what arrangement and spacing, rather than just plopping shit down anywhere it fits.
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>>2366521
You're not bussing an entire town's workforce to a sight tower that needs 10 or less workers every few days, so unless you're sending the same workers every time, only a tiny portion of your workers will not have the spare free time to watch tv.
Even if you have most of your jobs far from town, you can encourage alcohol consumption to make the most of limited free time after food/meat is satisfied, as for some reason drinking doesn't cost as much free time to sate. You could also use faster transportation to reduce the commute times.

Free time also isn't needed to ride transportation, so you could bus citizens very far out, and they would have the same amount of free time they had when they boarded.
Free time is needed to wait at stations or walk around though, so minimizing both with frequent service and plenty of stations is important if you plan on making them take transit to sate their needs while having plenty of spare free time for radio or tv.
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>>2366545
>only a tiny portion of your workers will not have the spare free time to watch tv.
*At any given time, and even fewer will have consecutive cycles like that.
>>
I think sometimes it’s good to give them a little bit of pollution just to stop them breeding so fast I can’t keep up with all the new housing they need



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