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Government Handjob
Nov 1, 2004

Gudbrandsglasnost
College Slice
Took a look at the road map last night and it seems they're planning on adding resource recycling, garbage collection, customizable industry buildings / mirrored buildings (which will make planning layouts a hell of a lot easier), soil quality for farm placement and hydropower.

Other things included missions to export X amount of resource/product Y within a given period.

W&R is still mostly a sandbox for people who like fiddling with production lines, lots of things are still janky as gently caress, but it's nice to see that the devs are updating regularly, and the modding community is doing a pretty good job coming up with extra content.

E: Here's the roadmap for anyone interested
https://trello.com/b/0haBaHmz/soviet-republic-roadmap

Government Handjob fucked around with this message at 15:01 on Oct 19, 2020

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Volmarias
Dec 31, 2002

EMAIL... THE INTERNET... SEARCH ENGINES...
Aircraft, airports, and Tourism are now available in the test branch.

Discuss.

Pornographic Memory
Dec 17, 2008
im bad and make spaghetti cities and industries but i love it.

thanks for reading my testimonial

Anime Store Adventure
May 6, 2009


Volmarias posted:

Aircraft, airports, and Tourism are now available in the test branch.

Discuss.

This is live, now, actually.

Grevlek
Jan 11, 2004
So I probably need to play more, but I'm having a hard time finding what to do.

It feels like many needs of the citizens can be ignored entirely. As near as I can tell, I can put up the infrastructure to manage a coal power plant, and start exporting power without getting "pulled" to do anything else. Tropico, despite it's flaws, didn't really let me disregard my people. Maybe that's part of the planned economy aesthetic, but I'm having a hard time doing anything in this game that has a purpose.

zedprime
Jun 9, 2007

yospos

Grevlek posted:

So I probably need to play more, but I'm having a hard time finding what to do.

It feels like many needs of the citizens can be ignored entirely. As near as I can tell, I can put up the infrastructure to manage a coal power plant, and start exporting power without getting "pulled" to do anything else. Tropico, despite it's flaws, didn't really let me disregard my people. Maybe that's part of the planned economy aesthetic, but I'm having a hard time doing anything in this game that has a purpose.
Difficulty affects this a lot but even after finding your favorite setting I'm not sure its the point. A citizen is like a slightly more complex raw material. They are something to extract and use to make new things.

Your main goal is to support internal development without import of labor and materials. Its Tropico by way of Impressions monument building. You can buy a simple citizen center with cash outright and pay for it for a decade (or several if you have the cash difficulty setting turned up) but you're going to run out of cash eventually. The first step is a domestic construction economy up through steel. The flower opens from there as far as it being a meditative planned economy zen garden where you build new towns to extend to them the glorious benefit of your domestic development until wrapping clean around to cash printing client state by exporting complex goods.

To use a Factorio comparison to complain, the problem with the game's presentation is you can sort of just make red science forever. To a fault because doing the entire supply chain is much more fulfilling personally and economically. But if you want to launch rockets because you can, there's definitely gameplay reasons to supply an entire domestic construction and citizen need fulfillment. And finally car, boat, and airplane exporting economy because you can and its great for you and your nation.

Grevlek
Jan 11, 2004
Thanks that's exactly what I was looking for. I needed a different way of conceptualizing this game and that was perfect.

Anime Store Adventure
May 6, 2009


zedprime posted:

Difficulty affects this a lot but even after finding your favorite setting I'm not sure its the point. A citizen is like a slightly more complex raw material. They are something to extract and use to make new things.

Your main goal is to support internal development without import of labor and materials. Its Tropico by way of Impressions monument building. You can buy a simple citizen center with cash outright and pay for it for a decade (or several if you have the cash difficulty setting turned up) but you're going to run out of cash eventually. The first step is a domestic construction economy up through steel. The flower opens from there as far as it being a meditative planned economy zen garden where you build new towns to extend to them the glorious benefit of your domestic development until wrapping clean around to cash printing client state by exporting complex goods.

To use a Factorio comparison to complain, the problem with the game's presentation is you can sort of just make red science forever. To a fault because doing the entire supply chain is much more fulfilling personally and economically. But if you want to launch rockets because you can, there's definitely gameplay reasons to supply an entire domestic construction and citizen need fulfillment. And finally car, boat, and airplane exporting economy because you can and its great for you and your nation.

This is a super good 'meta' summary! I am obsessed with the game now, but even I bounced off of it initially. I think its hard to break yourself out of the Tropico (or similar game) idea of money kind of being the One Resource as the player. This game can get super boring if you just fastidiously export and then jam autobuild - there's really not a lot to the 'end' game other than just expanding, and if you really want, you can just brute force it. I can build a horribly inefficient city, but still make all of my citizens 100% happy because I can export a huge amount of fuel or something near the border, then autobuy things at stores. Now, when I go back to Tropico I get frustrated that everything is tied to money inherently.

You really have to lean into the idea that your goal should be self sufficiency and making that system efficient and further, basically becoming independent of money. That's where it shines - making everything you need, getting it where it needs to be, and doing it well. You can always improve designs and industries. And further - which you touched on - planning your perfect garden is a huge part of it. Maybe some of your early designs are messy because they need to be - but once you're flush with resources and have the backbones of infrastructure set up, its amazing to make a new rail spur to a warehouse, then use that warehouse to supply a brand new town you built that's hyper efficient.

Anyone sort of on the fence I encourage you to play like that and try to wean yourself off of treating money like your resource - It's just for blueprints or getting started, ideally.

I hate to overpromote, but I haven't posted it here and just wanted to share. I recently started an LP for the game, and there's some useful posts/mini-guides buried in it. On top of that, I'm just excited about it! Check it out over here! I won't harp on it but its super fun and this is easily my best save yet - and you can go see my false start too. There's a whole ton of words and many are just drivel but there might be some helpful info tucked in and there's plenty of pictures if you want to see how I've done things for inspiration.

Spaseman
Aug 26, 2007

I'm a Securitron
RobCo security model 2060-B.
If you ever see any of my brothers tell them Victor says howdy.
Fallen Rib
My game is telling me that I supposedly have 8k educated workers but I can't get enough people to fully staff my hospital, pub, grocer,and daycare. I have a distillery connected by bus route and I haven't had a single person show up for a shift in a long while. My total job needs are really only like 200 positions at any given moment so I don't understand how even with everything running 24/7, I can't get anyone in my distillery.

Pylons
Mar 16, 2009

Spaseman posted:

My game is telling me that I supposedly have 8k educated workers but I can't get enough people to fully staff my hospital, pub, grocer,and daycare. I have a distillery connected by bus route and I haven't had a single person show up for a shift in a long while. My total job needs are really only like 200 positions at any given moment so I don't understand how even with everything running 24/7, I can't get anyone in my distillery.

How long is the bus ride? If it's over 4 minutes they'll disappear into the ether.

Anime Store Adventure
May 6, 2009


Spaseman posted:

My game is telling me that I supposedly have 8k educated workers but I can't get enough people to fully staff my hospital, pub, grocer,and daycare. I have a distillery connected by bus route and I haven't had a single person show up for a shift in a long while. My total job needs are really only like 200 positions at any given moment so I don't understand how even with everything running 24/7, I can't get anyone in my distillery.

Workers do take long breaks. By now you’d think I’d have an idea of what it takes in real to actually have a constant, say 200 workers, but I’m not sure. Off the top of my head as a guess: 500 total. Again, that doesn’t really add up to 8K - but they definitely have access to those jobs, right?

Honestly there’s a whole host of weird things that could be a problem given your description. I mean, are you finding that things are staffed like half way, or are you saying that they won’t get above 25/30? It’s really hard to actually, absolutely max workplaces at near a 100% duty cycle. I consider about an 80% average maximum, realistically. It has to do with how workers find jobs.

That situation sounds super weird and I’d need pictures or more info to give a better diagnosis of what’s going on.

OwlFancier
Aug 22, 2013

Finally decided to pull the trigger on this with the extra content they've been adding, hopefully I can avoid bouncing off it.

Squiggle
Sep 29, 2002

I don't think she likes the special sauce, Rick.


Pylons posted:

How long is the bus ride? If it's over 4 minutes they'll disappear into the ether.

Out of curiosity, once they're at work, are there factors that determine how long they'll stay? Do they work a full shift as long as they get where they're going in time, or is it like....the commute cuts into their potential work output?

Anime Store Adventure
May 6, 2009


Squiggle posted:

Out of curiosity, once they're at work, are there factors that determine how long they'll stay? Do they work a full shift as long as they get where they're going in time, or is it like....the commute cuts into their potential work output?

I can’t say I’ve directly confirmed but it seems like they’re willing to work a full shift. I haven’t noticed that long commutes hurt productivity in THAT way, but with long bus rides, the frequency and the fact there’s no vehicle debunching often means you’ll get a bunch of busses at once and then long periods with no workers. Don’t make crucial industries long road commutes.

Spaseman
Aug 26, 2007

I'm a Securitron
RobCo security model 2060-B.
If you ever see any of my brothers tell them Victor says howdy.
Fallen Rib
This is my entire city and manufacturing area. Citizens live on the left side and take the bus to the right where the factory is. The only thing I can think of is that the game is simply giving me the wrong info about how many educated citizens I really have.







EDIT: I'M AN IDIOT! I forgot that the map I'm on has towns already built in other parts of the map and THAT'S where my population numbers are coming from! My actual available population has only about 200ish educated citizens which explains everything.

My new question is, how long does it take an uneducated citizen to reach educated status?

Spaseman fucked around with this message at 22:32 on Jan 1, 2021

Pornographic Memory
Dec 17, 2008
There's a couple possibilities for your labor shortage besides education. One, your hospital could be sucking down a ton of workers unnecessarily. There's a button at the top of the workplace window that lets you adjust priority for the facility, which really is just opening/closing job slots. For a town of that size you can afford to staff your hospital much more lightly than the default setting, and that will free up workers to do other things. The other is that one kindergarten is not enough for those apartments - generally speaking, new apartments with a freshly imported population have a pretty huge baby boom after moving in, and so you really need to spam the hell out of kindergartens or else your workers will spend all their time at home taking care of their kids.

Anime Store Adventure
May 6, 2009


Spaseman posted:

This is my entire city and manufacturing area. Citizens live on the left side and take the bus to the right where the factory is. The only thing I can think of is that the game is simply giving me the wrong info about how many educated citizens I really have.







EDIT: I'M AN IDIOT! I forgot that the map I'm on has towns already built in other parts of the map and THAT'S where my population numbers are coming from! My actual available population has only about 200ish educated citizens which explains everything.

My new question is, how long does it take an uneducated citizen to reach educated status?

I don’t have a good idea about education time. It’s kind of a bother for your current situation but once you’re out of that hole it’s very set and forget.

Town halls are super useful! A town hall will give you stats just for the specific named region (those names on the map matter!) this becomes very useful to know “oh, this town is stretched thin” or “oh, this town has a ton of idle labor.” It’ll help you with sizing towns and things. The default one I think only requires 25 jobs? (And power and heat.)

You can kind of infer it from taking a sort of average of what each apartment says, too, but it’s not as quick.

e: and related to Pornographic Memory’s post: if you’re OK with getting into mods, Rob074’s collections on the workshop have bigger kindergartens and smaller clinics/hospitals. Both are super useful and relatively balanced. The big kindergartens are really almost a necessity.

Anime Store Adventure fucked around with this message at 22:55 on Jan 1, 2021

zedprime
Jun 9, 2007

yospos

Squiggle posted:

Out of curiosity, once they're at work, are there factors that determine how long they'll stay? Do they work a full shift as long as they get where they're going in time, or is it like....the commute cuts into their potential work output?
Once they get to work they always work 8 hours.

Anime Store Adventure posted:

I can’t say I’ve directly confirmed but it seems like they’re willing to work a full shift. I haven’t noticed that long commutes hurt productivity in THAT way, but with long bus rides, the frequency and the fact there’s no vehicle debunching often means you’ll get a bunch of busses at once and then long periods with no workers. Don’t make crucial industries long road commutes.
That trouble is kind of universal to any route. You want smooth delivery of several quanta instead of big busses for anything you want good uptime on. Its kind of the key balance of traffic jams vs smoothing of labor.

You can have a power plant or heating plant at the end of a long intercity commute but you need 1. the long commute to work within periods of 8 hours and 2. something of a load balancer to help with 1 by if not having the commutes divide by 8 hours, help fudge a shift change by forcing repeated polling for empty spots at the plant while people are dragged in circles to various stops that are in range to the plant.

Getting the power plant (and I assume heating plant, I haven't had the courage to turn that on yet) at even 80% overall equipment effectiveness is a strange art. I like to bootstrap the thing with a train of minibuses to avoid hard shift changes, once the worker slots are staggered bulk delivery of people takes care of itself and the minibuses can move on to other delicate people delivery tasks.

Anime Store Adventure
May 6, 2009


zedprime posted:

Once they get to work they always work 8 hours.

That trouble is kind of universal to any route. You want smooth delivery of several quanta instead of big busses for anything you want good uptime on. Its kind of the key balance of traffic jams vs smoothing of labor.

You can have a power plant or heating plant at the end of a long intercity commute but you need 1. the long commute to work within periods of 8 hours and 2. something of a load balancer to help with 1 by if not having the commutes divide by 8 hours, help fudge a shift change by forcing repeated polling for empty spots at the plant while people are dragged in circles to various stops that are in range to the plant.

Getting the power plant (and I assume heating plant, I haven't had the courage to turn that on yet) at even 80% overall equipment effectiveness is a strange art. I like to bootstrap the thing with a train of minibuses to avoid hard shift changes, once the worker slots are staggered bulk delivery of people takes care of itself and the minibuses can move on to other delicate people delivery tasks.

*comedic whoop whoop whoop whoop from clicking on cable cars*

Okay, maybe not, but technically they’re perfect for this application.

Honestly my solution for this has been to either put the critical industries (power, heat) as a stop before something like mines or a vehicle factory or something - that way you can absolutely flood the line and there’s always vehicles dropping off workers if need be, but you aren’t wasting workers on the line as a whole. The amount of workers for those critical worksites hardly draws from the larger ones, and to be honest, I don’t want you to work the mine if there’s no power anyway :v:

OwlFancier
Aug 22, 2013

Do workers use overlapping transport routes intelligently or do I have to manually gently caress with it?

As in, can I set up a route that shuttles people across a city, and then another one that runs them direct to the factory, and people will get on the city line and then transfer to the factory line?

E: also am I just supposed to be like, throwing huge piles of workers at everything to ensure proper staffing?

OwlFancier fucked around with this message at 11:45 on Jan 2, 2021

Anime Store Adventure
May 6, 2009


OwlFancier posted:

Do workers use overlapping transport routes intelligently or do I have to manually gently caress with it?

As in, can I set up a route that shuttles people across a city, and then another one that runs them direct to the factory, and people will get on the city line and then transfer to the factory line?

E: also am I just supposed to be like, throwing huge piles of workers at everything to ensure proper staffing?

You have to use two adjacent stops and tell them at the end stop of the city line to get out, with a workplace destination of the next stop. They’ll wander over there and wait for the next bus. They won’t figure out this transfer on their own and you can’t have them disembark and stay at a single station. Be careful, while this works fine, it can easily start to create issues with commute time if you rely too heavily on multiple transfers.

And yes, basically. People have downtime where they satisfy needs and things so it’s not super useful to finesse your staffing and population to try to get it perfect. As with anything in this game, a small buffer is pretty cheap and saves you a lot of headache.

Arven
Sep 23, 2007
is there any way to limit the number of people waiting at stops? I started using cableways, and they're awesome, but 4x as many people are waiting at the stops than the line is capable of moving.

OwlFancier
Aug 22, 2013

Can you add more cabins or upgade it to a heavy cable way which can use the 10 person cabins? I know it's not what you asked but it does help increase throughput on cableways.

zedprime
Jun 9, 2007

yospos

Arven posted:

is there any way to limit the number of people waiting at stops? I started using cableways, and they're awesome, but 4x as many people are waiting at the stops than the line is capable of moving.
Directly no. You can look at what is in walking distance as a source and use the where should citizens be going to work weights to direct more people away from the cablestop. I.e. apartment building A is in range of a bus stop and a cableway, adjust the weight to be 75% bus stop and 25% cableway where without setting it is naturally 50/50. Repeat for buildings B-F which means this is very fiddly especially if you need to matrix with multiple bus stops.

If its students and leisure time people they are just chaos manifest and I think you just need to work around student/leisure citizen plinko sending them to black holes. I forget if the where should citizens be going to work applies here despite the name.

Given how large even the small station is depending what's on the other end you may want a manual transfer from bus stop to cablestop to control how many people show up by virtue of the bandwidth of the lines serving the transfer bus stop instead of apartments next to the cablestop.

Danger - Octopus!
Apr 20, 2008


Nap Ghost
This is maybe a stupid question, but I love the idea and aesthetic and setting of the game but the sheer level detail of the micro sounds a bit off-putting. I assume there aren't any settings or mods that limit it a little so it's not quite as full on, since I guess the micromanagement is the main part of the game?

Yaoi Gagarin
Feb 20, 2014

Danger - Octopus! posted:

This is maybe a stupid question, but I love the idea and aesthetic and setting of the game but the sheer level detail of the micro sounds a bit off-putting. I assume there aren't any settings or mods that limit it a little so it's not quite as full on, since I guess the micromanagement is the main part of the game?

There's some tunable difficulty settings. You can turn off fires, make the education system simpler, turn off pollution, turn off vehicle fuel, or even turn off buildings needing power

zedprime
Jun 9, 2007

yospos
There's some good difficulty settings to turn off some of the systems that can feel like its throwing you off a cliff if you don't do it just right.

Much of the game is actually aiming to avoid micromanagement through smart depot design and encapsulated systems of generating things. If you're doing it "right" its not really any more demanding than late game Factorio.

OwlFancier
Aug 22, 2013

The micromanagement seems to be the point, yes.

I dunno, I'm struggling with it. The combination of really finnicky placement rules, complete inability to adjust anything afterwards, and the need to manually connect every goddamn thing all the time and no things like the different viewmodes you would get with cities skylines is making it hard to enjoy. Everything is just such a chore, and seemingly for no good reason too.

Anime Store Adventure
May 6, 2009


OwlFancier posted:

The micromanagement seems to be the point, yes.

I dunno, I'm struggling with it. The combination of really finnicky placement rules, complete inability to adjust anything afterwards, and the need to manually connect every goddamn thing all the time and no things like the different viewmodes you would get with cities skylines is making it hard to enjoy. Everything is just such a chore, and seemingly for no good reason too.

There are view modes (magnifying glass right side of the screen) but they’re still not amazing.

For placement, you really have to make everything nice and level first. This is crappy but it’s much easier to place things if it’s level first. I really want to build cities going up a slope but it’s just not realistic given the limitations. I’m not sure what you mean by “adjust” but you can always build another building where you want it - this game won’t ever have a “move building” button because it’s definitely committing to the ‘build with trucks on site’ thing.

There is definitely, as zed prime said, a focus on designing so you don’t have to micromanage things. In my current save I don’t have to look at any of my construction or consumer goods chains beyond a quick check that no wrench showed up - something like bricks get made and shipped wherever they need to be automatically while I can go focus on a new project. My people feed and clothe themselves.

Granted, that new project is going to require a lot of careful attention and ‘micro’ set up but the ideal is getting it running efficiently just like the other production chains.

I realize this doesn’t really assuage your concern or help you fight through it, but if you’re spending your time in game having to like, baby sit trucks or buses, you may just need to redesign whatever system is causing you to have to micromanage something. It takes a lot of patience to set things up correctly and unfortunately, a lot knowledge which I only managed to get through false starts and trial and error.

An addendum to that too: it’s a trap to think everything is going to be 100% staffed or happy or whatever 100% of the time. I have tons of buses going to a power plant and it’s flush with frequent staff. Every now and then it’s going to crap out, though, because things just aligned that the workforce dropped suddenly to 2/20. The line is quick enough this doesn’t last long, but it’s going to happen. So long as it’s not for days, this is fine. I think a lot of people make their own hell in this game by worrying too much about trying to wring the most out of every little thing when you can’t and often don’t need to - and if you do, it’s better to build a second instance of it than try to push it above 75% productivity. I’ve seen lots of complaints about the little dip in productivity of the gravel processing facility when trucks switch - I built gravel roads with like 50 dump trucks and my gravel pit still only just barely drained, then it refilled quickly once the roads were done. No point in fixing that little blip - but it bugs a lot of people who play these type of games because yeah, it is an inefficiency. It took me a long time to learn to ignore that. This game has some ‘fuzzy’ aspects like that.

But honestly if “manually connecting everything” is a complaint here, this probably isn’t the game you’re looking for. The real point of the game is your infrastructure “system” design. But hopefully if you do think you want to stick with it some of those points can help, maybe?

Anime Store Adventure
May 6, 2009


And as a general comment, while you can build some nice looking cities, this game is much more of a production chain/ “transport fever” style of game than a city builder at its core. You’ll spend most of your time wanting to lay road and rail and figuring out how to get goods where they need to be. I would never first compare this game to Cities Skylines or even Tropico, even though it has a lot of DNA shared with both - I’d say it’s closest to Transport Fever of the games I’ve played - it’s just that you also design the towns and factories.

But with enough carefully placed foliage and maybe some workshop mods for cosmetics and variety you can make nice looking stuff, too, but it takes insane amounts of patience and, as with anything in this, careful planning.

OwlFancier
Aug 22, 2013

I am used to playing with move it in CS to be able to line things up nicely. I appreciate that the game does make time and resource investment important but for that exact reason I would appreciate being able to nudge things around in the blueprint phase. I have tried to level things but I also find the leveling tools to be very crap, again especially compared to CS. They are slow and it is hard to notice if they are doing anything and also there is no contour mode that I can find, to actually see if you have leveled things. There is a wireframe overlay but that is hard to read and also doesn't show actual absolute flatness.

The distribution centers seem like an appealing thing but given that the throughput rate of trucks seems pretty inadequate for industrial purposes the game seems to prefer that you use conveyors and such, but the restrictions on things like that seem arbitrary. You can't build conveyors around objects, you have to daisy chain the weird towers together to do that, and everything needs to be wired up and connected and you can't split lines without installing splitter buildings and stepping up and down voltages and then they need substations to actually distribute the power and every line has a wattage limit and jesus christ why? Getting roads to build under conveyors is extremely fiddly, bus stops are buildings you have to build on your roads, you can't build roads over inter-factory connections...

There are elements of micromanagement that I appreciate and would enjoy, but they are buried in what is extremely finnicky basic systems that do not need to be that finnicky or poorly visualized, especially in comparison to the complexity. It would be like if factorio did not give you grid specific control of conveyors or something.

If it had any of the interface quality of CS, or if it dropped some of the needlessly restrictive placement restrictions so that you could connect things more fluidly, either would improve it, but it seems dead set on having both a terrible interface and making you use it as much as possible.

OwlFancier fucked around with this message at 20:46 on Jan 2, 2021

Anime Store Adventure
May 6, 2009


OwlFancier posted:

I am used to playing with move it in CS to be able to line things up nicely. I appreciate that the game does make time and resource investment important but for that exact reason I would appreciate being able to nudge things around in the blueprint phase. I have tried to level things but I also find the leveling tools to be very crap, again especially compared to CS. They are slow and it is hard to notice if they are doing anything and also there is no contour mode that I can find, to actually see if you have leveled things.

The distribution centers seem like an appealing thing but given that the throughput rate of trucks seems pretty inadequate for industrial purposes the game seems to prefer that you use conveyors and such, but the restrictions on things like that seem arbitrary. You can't build conveyors around objects, you have to daisy chain the weird towers together to do that, and everything needs to be wired up and connected and you can't split lines without installing splitter buildings and stepping up and down voltages and then they need substations to actually distribute the power and every line has a wattage limit and jesus christ why? Getting roads to build under conveyors is extremely fiddly, bus stops are buildings you have to build on your roads, you can't build roads over inter-factory connections...

There are elements of micromanagement that I appreciate and would enjoy, but they are buried in what is extremely finnicky basic systems that do not need to be that finnicky or poorly visualized, especially in comparison to the complexity.

I have no defense for the terraforming tools other than I usually buy a massive fleet of excavators and bulldozers and move them around so at the very least it’s fast but it’s still tough. “level to center” is basically 90% of everything when laying stuff out. Also turn on wireframe mode! That’s the contour mode you’re looking for.

Truck distribution centers do not have terrible throughput for everything, but it depends heavily on your application. Yes, anything you can conveyor almost certainly should be. Coal and iron aren’t ever going to be well served by trucks. But I managed to initially sustain my small republic on 3 medium ones 1 - one importing consumer goods, one for fuel, and one for construction goods. I use them still to bring coal to my cement factory and to take my cement to anywhere it’s needed, even over 5k away. It doesn’t need to be fast, it just needs to be faster than the slowest part of the chain. Unless you’re using the maximum production of your prefab factory all day, trucks give it plenty of cement and gravel, for example. Stick a storage adjacent so if you build 20 apartments it won’t run out immediately and you’ll be good for awhile.

If you don’t have it already, you absolutely need the conveyor mods from the workshop. They’re basically a requirement because I too would have quit the game entirely if I had to rely on the vanilla tower.

The electrical system is a little too in depth, granted, as with things like bus stops requiring to be “part” of the road. Like I’ve mentioned, some of it sadly is stuff you just have to live with - but some of it is just learning the games systems.

e: you haven’t even mentioned “why does the game have wooden railways when they seem basically as cheap/expensive as concrete ones but dramatically worse in top speed” or “why are there half a dozen trucks that have no material advantage over others” - those are relatively minor but are things that bug the crap out of me.

Oh, and my biggest one: why the hell can’t people still use the road if I’m just installing lampposts/electric caternaries. (Okay, I guess this technically makes sense that they’d close the road to do this, but it suuuucks.)

Anime Store Adventure fucked around with this message at 20:50 on Jan 2, 2021

OwlFancier
Aug 22, 2013

I haven't gotten to the point where I have used railways, the things prior to that are already too tiresome. Never mind building things without using money.

I just really hate the interface, even down to things like the lack of "buy and add a vehicle to this line" or even a bloody "apply line to all vehicles and launch" button. The entire approach to things just seems rear end backwards. It's like the whole game is designed around a push focused approach, you can't set some workplaces to have higher priority so your infinite kindergartens don't get understaffed which makes everyone stay home which leads to more understaffing, you have to micromanage each building to send people to work at the vital services, and then keep doing that because people seem to be incapable of doing anything outside of walking distance. There is seemingly no point in the game where you can click on a building and set its needs and then something comes along to fill them using an existing network, you have to set everything up all the time. There is no demand focused form of management that I can find, you have to push everything fromt he bottom up, it's like transport tycoon or whatever, which was fine for a game 25 years ago or whatever but it's daft for a modern game.

OwlFancier fucked around with this message at 20:59 on Jan 2, 2021

Anime Store Adventure
May 6, 2009


OwlFancier posted:

I haven't gotten to the point where I have used railways, the things prior to that are already too tiresome. Never mind building things without using money.

I just really hate the interface, even down to things like the lack of "buy and add a vehicle to this line" or even a bloody "apply line to all vehicles and launch" button.

Yeah I mean, again, I have no defense of it. There are buttons that will help some of this, for example on a line, you can select “assign vehicle to” and then select multiple in a depot, then use that same line window to press start on each of them, but it’s weird. It could be easier and it just isn’t.

You’re definitely at a tough spot because there’s more usability you aren’t finding and you won’t easily find because the UI justsucks. I can only defend and enjoy the game because I’ve played it enough to be annulled to it. If you think there’s a diamond in the rough with your enjoying this game my only advice is to read all the buttons and poke around all the Ui pages until you start to brute force your way to an understanding of exactly what you can do and how you can use it.

That said, if your frustrations about “building things not using auto build” is more tied to the time it takes and generally not like the manual building.... eehhh this might not be your cup of tea. I can see though how if you’re having trouble with everything else, then having to go through the steps of manual builds would make you want to pull your hair out.

OwlFancier
Aug 22, 2013

I haven't even gotten half of the necessary materials to build anything without using the funding and trying to allocate resources to being able to do that would take far too long, I have enough trouble trying to stabilize funding as is.

Fifty Farts
Dec 23, 2013

- Meticulously Researched
- Peer-reviewed
This game is hitting the same factorio/anno "optimized production chains with spaghetti belts/pathways" buttons in my brain, and I'm loving it. I got a few mods from the workshop (small clinic, small fire station, road crossings for pipes/conveyers, just basic stuff), but I'm still trying to figure out the basics (not dealing with heat yet, but fuel/power and education are both on). My early setups have been coal and a power plant (and exporting a bit of power), a nearby residential area with a bus line to the coal/power area, and another line to an ag center (farm with 3 or 4 small fields and a 2 of each vehicle, food factory, and distillery, ideally all factory-connected to a warehouse, but trucks get the job done too). I discovered the joy of distribution centers a couple days ago, so I've been plopping one of those near the warehouse, too, and when things start happening over there, I'll turn off importing of food and booze at my shopping center and bars and distribute it myself. I haven't gotten much further than that (set up some gravel production, and some woodcutting, but basically just to say "okay, I have those things being made now" before I realized a major flaw in my residential area - it wasn't pretty enough - and had to restart).

It's very satisfying when you get a bunch of trucks and buses on the roads and knowing that every single one is there because you bought them and told them what to do. Eventually we'll start making things locally and eventually become self-sufficient, but for now I'm still in the "oh god I screwed this up real bad/I could do this way more efficiently, I'd better restart" phase, so I don't think I've ever even gotten to 1961.

Fifty Farts fucked around with this message at 21:18 on Jan 2, 2021

Anime Store Adventure
May 6, 2009


OwlFancier posted:

I haven't even gotten half of the necessary materials to build anything without using the funding and trying to allocate resources to being able to do that would take far too long, I have enough trouble trying to stabilize funding as is.

Would you want me to spend some time and try to write you a decent early game guide to help you get to manual building? Totally fine if not - but just wanted to ask before I take the time to write it out. It would kind of be a build order + a few tips and tricks - probably wouldn't help you much with a lot of the UI futzing.

beats for junkies posted:

This game is hitting the same factorio/anno "optimized production chains with spaghetti belts/pathways" buttons in my brain, and I'm loving it. I got a few mods from the workshop (small clinic, small fire station, road crossings for pipes/conveyers, just basic stuff), but I'm still trying to figure out the basics (not dealing with heat yet, but fuel/power and education are both on). My early setups have been coal and a power plant (and exporting a bit of power), a nearby residential area with a bus line to the coal/power area, and another line to an ag center (farm with 3 or 4 small fields and a 2 of each vehicle, food factory, and distillery, ideally all factory-connected to a warehouse, but trucks get the job done too). I discovered the joy of distribution centers a couple days ago, so I've been plopping one of those near the warehouse, too, and when things start happening over there, I'll turn off importing of food and booze at my shopping center and bars and distribute it myself. I haven't gotten much further than that (set up some gravel production, and some woodcutting, but basically just to say "okay, I have those things being made now" before I realized a major flaw in my residential area - it wasn't pretty enough - and had to restart).

It's very satisfying when you get a bunch of trucks and buses on the roads and knowing that every single one is there because you bought them and told them what to do. Eventually we'll start making things locally and eventually become self-sufficient, but for now I'm still in the "oh god I screwed this up real bad/I could do this way more efficiently, I'd better restart" phase, so I don't think I've ever even gotten to 1961.

I love when I get a good 'ant farm' of traffic going and having that same realization. I'll avoid crossposting a ton of pics from my LP thread but I had some really pretty instances of tons of trucks on my divided highways.

Anime Store Adventure fucked around with this message at 21:22 on Jan 2, 2021

Griz
May 21, 2001


Anime Store Adventure posted:

I have no defense for the terraforming tools other than I usually buy a massive fleet of excavators and bulldozers and move them around so at the very least it’s fast but it’s still tough. “level to center” is basically 90% of everything when laying stuff out. Also turn on wireframe mode! That’s the contour mode you’re looking for.

you can use really big buildings like the steel mill or the long narrow university to flatten entire plots at once, it's much less fiddly than trying to use the actual terraforming tools.

OwlFancier
Aug 22, 2013

Anime Store Adventure posted:

Would you want me to spend some time and try to write you a decent early game guide to help you get to manual building? Totally fine if not - but just wanted to ask before I take the time to write it out. It would kind of be a build order + a few tips and tricks - probably wouldn't help you much with a lot of the UI futzing.

No it's fine I don't think it's an issue of me not understanding how it works, I suspect from looking at the construction office interface that I would be able to understand it but it seems entirely unapplicable unless I figured out what the hell even the point of the rest of the game is. As it stands I have yet to manage to reach the end of the year without spending everything constructing a small town and a basic coal industry and ending up entirely stagnant with no money, capacity to do anything, and at best net zero income so anything more complex than that seems rather academic.

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Anime Store Adventure
May 6, 2009


OwlFancier posted:

No it's fine I don't think it's an issue of me not understanding how it works, I suspect from looking at the construction office interface that I would be able to understand it but it seems entirely unapplicable unless I figured out what the hell even the point of the rest of the game is. As it stands I have yet to manage to reach the end of the year without spending everything constructing a small town and a basic coal industry and ending up entirely stagnant, so anything more complex than that seems rather academic.

FWIW, even with hundreds of hours in the game now, I like to start my games on easy money (10mil rubles start) because otherwise you do have to do some quick and early exports (like fuel or liquor) to get sustainable funds - and even then you can't ignore the problem - but 10 mil would let you almost autobuild everything through steel if you're judicious with it.

A couple tips: You can use distribution centers to import from the border - this can save you significant costs over either autobuild or auto-import. I do this for components and did for steel for a long time. It's not going to be the thing that saves your economy, but it adds up quickly.
e: You also probably want to be fairly close to a border for this to be effective. It *will* get really annoying if you're miles away from the border you're grabbing from.

You can import (manually or auto) to a storage and point construction offices to that. This is one of those things that you might go, "well, yeah" but for some reason its easy to have this mental lapse and think you need to be producing everything yourself to have a successful construction office. I did this in my first few games, as did a buddy.

Honestly, its hard for me to say there's a lot of 'rest of the game' beyond your industries. Basically producing everything and eventually vehicles is the end game and any extended fun comes from making your systems better, more efficient, and more extensive. (To borrow Factorio's common refrain, but for W&R: The Socialism Factory must expand to meet the growing needs of the Socialism Factory.) I definitely want to make massive, pretty-looking metropolises, but that's definitely a self imposed goal. Technically you can 'beat' the game by just building a ton of liquor production near the border and then just magically import everything with your gains.

I'm guessing you know that, but I just want to make sure you aren't looking for something that isn't basically supply chains.

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