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File: SOVIET64_ZUy5cDOjgR.jpg (511 KB, 1920x1080)
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Previous thread: >>2187019

What are people's ideas/hopes/wants for the next DLC? Do you strive to expand across the entire map, or build a singular megacity? What's your largest republic population to date?
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Soviet propaganda
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soviet propaganda
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>>2379335
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Can you guys recommend me some mods or even better a comprehensive mod pack, which allows me to build German cities? Preferably in the time between 1920 and 1945? I would very much appreciate it.
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>>2379371
For or against? Most players fuck everything up and get all their citizens killed or decide that a polluted shithole to call home and a job mining coal or working in a sewing sweatshop is all their citizens deserve. Not exactly a ringing endorsement for commies.
>>2379546
I don't know of any such mods, but there is some GDR stuff already in the game.
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>>2379335
I got to 30k before a logistics bottleneck put a limit on how much food I could get to the other half of the map.

>>2379546
I can't believe wani is a moeblob now, they made her so cute she's no longer a credible antagonist
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>>2379335
>DLC
Flags and Dachas
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>be unemployed for 2 years living on savings
>just in time for realistic mode to release
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>>2379618
>I recognize some of these layouts
Hey you're back
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>>2379620
Can never leave, but this save had to go on hold because of how laggy it had gotten. Not sure if the suburb had anything to do with it
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>>2379638
What does this logistics hub run anyway?
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>>2379639
It was going to be the last hub before the last sprint to the border but that whole project on that part of the map petered out
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On a related note how does everyone set up their RDOs?
I make regional hubs where the offices are either dedicated to domestic freight or export
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>>2379650
Each town I build that isn't a complete hamlet which can be supplied by road only has a railyard; these local yards interact with the regional logistical hub by exporting the town's products and importing supplies, so in practice, almost everything that is made or consumed in the town passes through the railyard warehouses. The regional hubs then interact between each other and with border checkpoints. Exceptions are high-volume things like mines or fields, those usually get their own dedicated RDO, and some larger industrial areas might have one too.
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>>2379546
https://steamcommunity.com/profiles/76561198440786555/myworkshopfiles/?appid=784150

This guy has a lot of pre-/interwar Central European stuff.
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>>2379335
Are they making another DLC? They hade added more content to early start because people were mad at it feeling rushed and unfinished, but otherwise I'm pretty sure they already moved on to making a new game, or even 2 games actually I think. One that's iteration on WR and one other thing they talked only vaguely about. Have they decided to just release that content as DLC instead of WR2 or what?
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I still can't signal a rail line to have more than one train running on it at a time or else they will eventually conflict.
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>>2379879
As a simple rule of thumb, place chain signals before any sort of diverging path and block signals where there is only one possible path.
picrel is an example single track branch line I made up and how I'd signal it, might not be 100% functional since it's just off the top of my head.
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>>2379709
i hear tell they are actually going to do the space race DLC (and I hope they call it the Cosmonaut expansion)
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>>2380109
Huh, I wonder what that would actually do. Until now the game avoided pure money sink projects or having goods and resources that aren't ultimately consumed inside the republic.
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stupidly realistic communist propaganda and no money development
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>>2380085
Not quite right I don't think. As an example take a train going from C to A, but there is also a train going to D. At the first intersection the train from C will go past first the signal and get blocked at the second; then the junction is blocked and the other train cannot go to D. At every Y junction you should always have chain signals pointing in and block signals pointing out.
Of course a full double rail is much better and easier to work with since it can't ever deadlock like that.
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>>2380155
You got me curious because I'm fairly certain that this is how I usually do my single track lines, so I went to recreate it ingame.

Case 1: The train going C>A is launched first and passes the C-line block signal before the mainline train (M) reaches its chain signal, the chain signal turns yellow and won't allow M to pass. Similarly, as C>A is leaving A to return to C, it waits until M has passed the D-line block.
Case 2: M is already on the single track branch by the time the C>A reaches the C-line block. In this case, the C-line block turns yellow and won't allow C>A to pass until M reaches the D-line branch.

I won't even try to claim to understand the logic at play here, but it does seem to work and properly hold back the necessary train in either scenario.
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>>2379709
>>2380109
I'd love a modern / future times DLC, like the inverse of early start up to maybe 2050. Modern and futuristic buildings inspired by Soviet architecture, vehicles like pic related or new industries (that one is probably the most unrealistic given how rigid that part of the game is)
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I'd like an option for finite resource deposits, so there would be pressure in the mid/late game to exploit more distant deposits and use electric vehicles, renewable power, nuclear power, and waste management to reduce the rate these deposits are depleted at.
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>>2380153
The money development in this game is better than others that give you funds for no reason than cramming more people in to your region
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>>2380195
its a human cloning plants from Siberia working
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>>2380109
>the space race DLC
I remember them saying that as much as they would want to implement rocketry, it wasn't within the scope of the game. But then again that was 3-4 years ago.
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I've got a bugged out section of road where cars just drive off into the distance forever if they run over it. Can't delete it because cars are apparently pathing to it.
What can I do anons?
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>>2384994
Make a segment of dirt that goes around it, then make either side of the problem section 1 way so nobody can drive through it
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>>2384994
Cars can only turn around at nodes, so break up the road with signs or intersections.
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>Tempted to get back after a year or so long hiatus
>Don't remember shit
Is it bad if it takes my free workforce like 2 years to set up basic infrastructure? A couple houses, food, heating, water, powerlines?
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>>2385197
That sounds on par with most players, but it can be done way faster.
>>
how do you learn how to build train networks?
I always see people just blurt out "chain in, rail out" but every so often my shit still gets stuck despite doing just that

also it doesn't help when trying to build organized spaghetti for factories or more complex things like 3+ lane lines or waiting areas
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>>2385694
I'd say the basic train rules for this game are:
1. Have chain signals pointing into junctions with bidirectional traffic. Don't use them for anything else.
2. Don't have back to back junction blocks. Either space them apart with a non-junction block or combine them into one block.
3. Don't have the tracks in stations accessible from both directions. Limit trains to passing through tracks in one direction or from/to one end of the track.
4. Don't run trains longer than the blocks before/after the junctions you send them through, including the spacer blocks mentioned in rule 2. You want trains to clear intersections so other trains can pass through them.
5. Have long enough tracks/sidings for trains to wait in out of the way.
6. Don't run more than one train on a bidirectional track. Use double mainlines for multiple trains.
7. Break these rules only when you really understand them.
8. Accept that you will probably have issues anyway, and keep traffic jam alerts on.
9. Have fun, if you can.

>when trying to build organized spaghetti for factories or more complex things like 3+ lane lines or waiting areas
Forget 3 track mainlines. They are pretty much useless.
Waiting areas are just a bunch of parallel tracks with signals telling all the trains to go the same way.
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>>2379335
Water industries and transport expansion. Fisheries, dockyards, ferries, etc.
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>>2385909
>Fisheries
This, have fishing provide an alternative to meat. Also I know its not possible in the current engine but I would like water physics for things like hydroelectric dams and disasters like floods. I think SC 2000 is the only city builder to really have them.
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>>2380085
There's no point in signalling between junctions that touch because a train won't ever wait there. You have two of those on the north-south line between the B industry and the east-west line that includes the loop. Even if they weren't chain signals the pathfinding logic will still never plan to wait inside a junction, so you can remove them to simplify the scheme.
If there's enough length of non-junction track between junctions you can block it out with signals to give a train a place to wait, as you have between the C-D area and the B junction. But if you're using two-way track as in this image, you don't want to do that either because it gives a train a place to get stuck. If C is full and another train wants to get to C, in this setup it will drive to that spot and wait, blocking the trains from leaving C.
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>>2385940
Also a significantly more detailed heavy industry system. Vehicle production industries shouldn't just be generic buildings you shove resources into and get complete products out of. Same with electronics industries.

A steel mill isn't just one building IRL. It's a sprawling complex covering multiple square kilometers of interconnected storage areas, processing structures, the actual furnace building, the smelting area, slag dump, etc.
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>>2386209
or go full autist and have different grades of steel for different purposes, being unable to lay asphalt/pour concrete out of the temperature ranges, model concrete hardening in the trucks and other things.
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>>2386231
Not quite that autistic but I'd like to see, say, the automotive factory be instead changed to a couple of different buildings, so you have to actually design a proper factory rather than needing to plop down a single monolithic building.
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>>2386246
standard production plant, realistic soviet practice
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>>2386246
>he plops down a single monolithic building
Skill issue. Stop doing the bare minimum and get your larp on
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>>2384998
>>2385130
I already detoured the road, no one can get to it and its only 1 node. I can't get rid of it.
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>>2386469
Screenshot, please
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Keep running into an issue consistently when I try to empty a storage location into another. The vehicles work for some time then suddenly stop.

Vehicle is set to load until 0% at point A and then unload at point B until 100%.
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>>2386469
Select the lost vehicles using the vehicle finder and ctrl+h them. Then delete the road.
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>>2386688
One of the storages is empty or the other is full.
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>>2386693
Neither of those seem to be true from what I'm seeing.

And just to make sure this wasn't the case I moved this vehicle to a separate distribution depot and removed any interactions with the customs house so it would just do this job.It did the task one time and then stopped.
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>>2386704
Have you tried without the DO? I guess that doesn't really solve the problem with the DO though...
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>>2386704
In my experience DOs only send trucks if they can pick up a full load.
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>>2385232
>faster
How?
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>>2387254
Do you mean just using up the materials? Because the COs were doing that I just couldn't finish moving them. It was happening in two different locations. One ended up being emptied(but I'm not sure by who) and the other I had to discard.

>>2387894
I believe this was the case. It's not that big of a deal but it was kind of annoying. I paid good money for those!
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>>2388415
I mean setting a route from a depot to the vehicle over the vehicle getting the task from the DO.
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>>2379335
Based game
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Untold piping horrors lie beneath my cities
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>>2379335
>What are people's ideas/hopes/wants for the next DLC?
I hope it's the last one. They should wrap everything up with this DLC and then just do maintenance/mod support updates for the next few years. This is a great game but it's clearly also jank and it should be put to rest so it doesn't take up any more dev time.
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>>2390359
Speaking of that, aren't they working on another Workers & Resources title? Did they ever say the theme or what is different about it?
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>go to finish connecting up road/path
>connects at a slight/weird angle instead of straight
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>>2379618
Is this your savefile? This is so fucking cool
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>>2390383
I think all that has been said is that the commie theme will be dropped and the game will be set around the 1900s.
They also said they would be improving the engine a bit, notably the roads.
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>>2390707
I just hope it's not depressing eastern Europe.
Hoping for American theme.
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Is there anything I can do about these people who just wait at the bus stop but don't get on any of my buses or will people who actually intend to use it get priority if the passengers waiting maxes out? They all either have no needs to be met or religion which I can't do anything about
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>>2391483
I think people just hang out at stations when they got nothing else to do.
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>>2391517
Authentic eastern european experience
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>>2380153
*stupidly unrealistic game because "logistics" devs can't think of how to do trains except for copying openttd AGAIN
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>>2391483
If they have no unfulfilled needs, they will just go home. People only wait at stations if they need something they can't get near their home or hotel.
Religion can be satisfied by a trip to an attraction that offers a special activity, like museums or pools and beaches. There is a cooldown for each activity though, and citizens won't save the cooldown for religion unless you give them access to culture/sports/alcohol first.

>>2391635
What realistic and yet enjoyably not autistic train system would you employ?
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>>2391931
>enjoyably not autistic
i didn't say that
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This game makes me want to develop a prototype game of my own, but limit it to the scale of a single industry/mill. My biggest draw would be making the shunting of cargo wagons realistic.
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>>2392143
Railway yard simulator?
It would sell if done properly, but it would be a lot of work.
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>>2393010
Would shunting trains around all day even make for a fun game?
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>>2393632
The wellspring of autism is deeper than many can fathom
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>>2393632
Check out the game Railroader. It's a mixture of driving the trains yourself and using mouse clicks to direct AI engineers to get the trains to basically where you want them. Cargo wagons need shutting, and to get some wagons where they need to go you need to have the locomotive on the proper side of them.

I want that level of autism but at a higher scale. Where you can build a massive sawmill or steel complex but need to be mindful of the rails more
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>>2393861
I think w&r is about as close as you can get to that.
Personally, I would like a game where you manage a railroad company, but no information is given to you like it was in real life where people had to guess from timetables or send/receive telegraphs to even know where the trains are.
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>>2393632
its monkey fighting game, not a shooter
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>>2393861
I wouldn't mind building a more complex train yard, I would mind having to use whatever order system to script it for it to actually work. On the other hand if the trains were smart enough to do it by themselves it's sort of not really that much differently from the building being a black box that fills the wagons and puts them in the right order automagically in gameplay terms. So while it might be cool to look at and I even agree with a simulationist argument that's it's just good thing on itself for it to be more realistic it's either too autistic to do and managing it would become a whole game or sort of pointless and might as well be a prebaked animation.
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>>2394108
I don't think it would require scripting or anything more complicated than what we have now. It seems like something that could be achieved with different types of rail signals used to designate sections of track as you would see in an actual yard
>Inbound
>Outbound
>Storage
However I also can't see why the trains can't reverse in the game already so maybe things are simply more difficult than I make them appear as a non programmer

Regardless, I think W&R is a massive evolution in the entire city building genre and encourage the next developer that wants to iterate on the formula
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>>2394202
All the game really needs is an option for the RDOs to fill/empty wagons and leave them in the RDO and the ability to specify a train length instead of it being set by the building's length. Then you could do all the rail yard stuff you'd want, assuming the game's spaghetti code holds together.
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What point do you start setting up trains?
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>>2395425
First second I start a game.
I am train man.
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>>2395425
I always figure out where the mainlines will go at the start, but I usually put off building train routes until I need the capacity or once I have a steel mill running. Trucks and ships are usually far cheaper and faster to start up, so that's what I use to get my economy going.
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>>2395794
>or once I have a steel mill running
Why?
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>>2396014
Steel is expensive to import and you need a lot of it for train tracks. If you can make steel then the biggest cost of setting up trains goes away and trains no longer need big profits to justify their use over trucks or other types of vehicles.
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>>2395425
As soon as I think can afford them, I've started games where a wooden railroad is one of the first things I set up after getting a starter town going
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>>2395425
as soon as possible
you can only import so much stuff by road
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About to try realistic mode for the first time, any tips?
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>>2396500
Don't overbuild stuff and try to have at least two roads into each area.
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>>2396500
If there is a problem with waste management, people will DIE.
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Is there anything to know about expanding into the interior?

I've got my border town making me enough enough money, do I just start chaining up distribution centers for imports(steel,mech comp,etc) and domestically produced(gravel asphalt,etc) to storage's further in with construction offices nearby? Should I go straight to working on trains once I'm past this point?
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>>2397505
Really depends on what you want to do.
Having COs make long hauls wastes a lot of time since they can't start doing so until the construction phase starts, so you want to ship material and workers close to the site so local COs only have to move them a short distance when called for. This doesn't have to be a dedicated staging area though, as the free storages work pretty well for getting stuff built quickly. With maintenance you will need a local pair of COs to repair everything and each other, so you may want to establish a local supply of materials for them.

As for trains, you really only need them if you want to get into certain industries that need a lot of stuff moved or if you are stuck with a medium customs. Trains are somewhat expensive, but they do scale better than trucks and are generally more fuel efficient, so they can be worth the cost if you need a lot of throughput or need to stretch your oil income/imports. If nothing else, you should at least plan for where the main tracks will go so you don't have to awkwardly cram them in later.
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If we had a player on /vst/'s divegrass team >>2398880 what should it be?
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>>2398881
Idk, lenin?
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>>2398881
Probably the inconspicuous black worker at the coal powerplant. I can't think of a better character to embody this game's esoteric and janky nature.
The community named him Hans, but Specter of Communism is probably better for the divegrass game.
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>>2398881
Would an excavator work
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>>2398881
Vladimir Lenin, the hero who fought for the rights of the people!
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>>2398966
Seconding this, "Hans - The Spectre of Communism" would be a good name if a bit verbose.



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