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Workers & Resources: Soviet Republic
Cheat Codes:
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Submitted by: David K.
Gameplay Tips & Tricks:
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Written by Teefighter
-=Starting Tips=-
* Starting near the edge/border of the map reduces delivery costs for auto-buy
function. This also applies to auto-build.
* There is a way to cut down on terrraforming costs (Explanation below).
* Plan out your buildings without using the auto-build option enabled in the
construction menu.
* When building aggregate production, plan out where your conveyors go and use
them where ever possible. Transporting e.g. 210 t of coal ore is hard to
achieve with only trucks at the beginning.
* Build gravel processing near your quarries to cut down on transport time/costs.
* Remember that if you import electricity and reach zero money, your production
stops entirely, so always keep a couple of thousand in your bank account.
* A great way to save a lot of money is to play on the populated map and relocate
the citizens from the prepuilt towns to your apartments, rather than inviting
them. Dont forget to uncheck the auto-invite option before building the residence.
* Get familiar with the workplace choosing mechanic. Citizens will first populate
workplace reachable by foot before heading to bus/train stations.
Keep the waiting capacity of stations in mind.
-=Some nice starting industries are=
* Steel - Requires coal extraction and processing to be profitable. Steel helps
in construction later on, since its the most expensive type of good in construction.
Cut down on extra costs by building an iron processing plant and buying the iron
ore. Keep in mind that the steel mill can take 500 max. workers to fully work.
Four coal processing plants and two iron processing plants are required to sustain
a steel mill at max production.
* Clothing - Building the fabric and clothing factory uses less money and workers.
This chain can be expanded with the farm later on too expand in the food/meat chain.
* Oil / Fuel - Its a great option because the wells dont need workers to function.
I didnt use it yet in the beginning, however i think its possible to survive on
it as well, if you find a oil deposit near the border to cut down on transport
costs.
-=Terraforming Like a Pro=-
I figured out that terraforming is crucial in setting up your buildings. If you
dont take care of that before plopping down the buildings, theres always going to
be a gap between them to form the slope.
So usually the first step in any new game I did, (I failed a lot because I wanted
to start on the hard option for starting money) is to build a street depot and buy
an excavator (the big one for dollars is the best one, for 9k $ though). With the
excavator present any future terraforming is practically free (except for fuel for
the excavator, it needs a working fuel station to refuel). Also the more free
excavators you have the quicker you can terraform. The max amount of excavators
to use at once is 7 though.
* The provided tool for smoothing down the ground is okay, but i found another
way to get a smooth area much quicker and more reliable. To do that, find the
place where you want to start building up and terraform it with a building.
Don't plop the actual building down if you got the building lot smooth. The next
step is moving the building towards the edge of your smooth area while keeping
the center of the building (red square) on your smooth area and terraforming a
new building lot, adding smooth area to the already existing space. I usually
use the steel mill for that, because it has the largest footprint. The technical
university building is great when you need a straight line for streets or rails.
E voilá, you have a huge, open and smooth area to build your next city/industry.
Just keep in mind that you need to do that before building any infrastructure
there (including roads, paths and power lines) because any building/infrastructure
has a "no terraform" zone around it.
You cannot move entire hills in one go doing that. For getting rid of cliffs you
need to lower/raise the land before smoothing it with a building.
-=Tips on Citizen Satisfaction=-
* Every citizen has free time activities that he desires. However, you dont need
to provide your citizens acess to every single need to get them to full
satisfaction (i didnt try that on hard citizen reaction though).
* If a citizen finishes an activity, there is a chance that he needs more of that
activity to get happy next time. For example a citizen with 0% sport satisfaction
only needs 30 mins on a sports field to get satisfied, a 90% satisfaction citizen
needs 120 mins to get satisfied.
* Keeping no.2 in mind, when changing the provided activity, your citizens will
take some time to get used to the new activity (happens when moving citizens
out of the old towns (on populated maps) which are used to the church free time
activity).
* Providing sports activity is a great way to start of since its cheap. The cinema
offers the most efficient way of free time activity.
* With the radio/tv station, you can influence the free time activites of your
citizens (i didnt experiment on that yet though).
* Food however is a basic need which every citizen needs. Meat is an on top food
to satisfy the hunger better and slowing health loss rate.
* The Health stat is not tied to satisfaction, however your citzens die if it
reaches 0%
-=Various Other Tips=-
* Citizens wating in a transport station will always hop on the first vehicle
arriving, without regarding jobs capacity at the destination. Keep that in
mind when choosin vehicles to use.
* Citizens will despawn in vehicles when travelling to long.
* Rather than using one high capacity vehicle, use multiple medium/low capacity
vehicles to keep the flow of passengers more constant.
* Auto-buying ressources in a building that uses a lot of ressources might not
satisfy the full demand of it. I have experienced that in the iron processing
plant. Counter that by placing a storage facility next to your factory and buy
ressources there too and delivering it via connections.
* I havent figured out if theres a throughput limit on conveyors/pipes. However
transport through them is only happening when the source building is staffed
(except for storage facilities).
How to Reduce Crime Rate:
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Hints are:
* Take a look if people are getting their needs and food.
* Do more police stations.
* Cancel some small crimes investigations.
* Search for a bottleneck (inneficient courthouse, for example).
* There’s a thing about how the police investigates and how courts deal with cases because
they start filling a metter to get it done, but there’s a time limit or something for
them to do so. Having too many cases assigned make them inneficient. You either cancel
some, or you build more police stations. I use mods for small police stations, like a
stationary police post or something. If not, your police is always working, but never
solving any crime.
* 1 police station for 10k pop is enough if you have good cops, without bad orphanage
and bad prison.
Tips to Collect Waste:
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My waste-collection setup is this:
* Garbage stands collected via TS.
* Waste collection yard on city border with 1×30 containers for mixed waste and 1×30
containers for all other wastes (6x bio, 6x construction, 6x metal, 6x hazardous,
3x plastic and 3x aluminum). Here it is delivered by TS trucks, as they do not
drive full most of the time.
* Do that picks up and delivers FULL containers to its source (customs, recycling
facility, farms, separation plant, incinerator/waste to power, …).
* Waste collection yard is great for you to see how much of waste you get and also
serves as a buffer when something fails.
* Won´t save for eternity, as when that thing fills entirely, it backlogs the city
with trash as well and people start dying fast due to pollution, but at least
there is a quick fix, as you rearrange target points for the do from de-funcing
facility for a moment and TS are going immediately to save the city from even
more harm.
How to Make Money (Useful Tips):
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Money in realistic mode is best done with clothing factory, people will argue
otherwise, but the simple truth of 5 combined factors make it undeniably the best
building and overpowered.
Each factor on its own is, of course, not overpowered.
1: The clothing factory has a cheap resource input (Crops). vs output good (Fabric.)
Result: this makes the profit ratio skewer massive upwards.
2: It has a low worker count to maximum effectiveness.
Result: The factory can be run with foreign labour or a tiny support network on realistic,
which means time to pay off loans (if starting on hard) is really quick, compared to
almost all else.
3: Crops can be automated later on, no other resource can which is initially available.
Result: Removal of trucks/trains at the border bringing in goods lowers costs and makes it
even more viable, but it is optional (as you add fuel costs and building costs to the farms
and harvesters.)
4: Small blueprints of building, and low emissions..
Mean that it’s a relatively “Safe” factory to have closer to the town, within walking
distance of the better paths which ensures a constant stream of workers from homes.
Result: Constant stream of high value goods.
5: Low quantities of product as product is slow to make.
Result: High ruble per ton, low amount of export trucks, no need for railway.
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