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W&R:SR thread

Discuss the engoodening of Early Start, get mad about feature creep and post your decrepit commieblocks.
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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.
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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
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>>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.
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>>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
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>>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.
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>>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
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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.
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>>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
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>>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.
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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.
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>>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
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>>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!
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>>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.
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>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.
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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
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>>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.
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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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