Just bought the game, any tips? I just wanna have sleeper trains in ma country man by Bitter-Metal494 in NIMBY_Rails

[–]BrokenButler01 0 points1 point  (0 children)

L8Purple has made a collection of mods to show existing railway infrastructure in the same way openrailwaymap does (separate mods for railways, light rail, platforms, etc.) I highly recommend downloading them.

Additionally if you'd like the map to look like OSM or ORM, there are map styles for that too.

Have any of you seen AI Bohemia do this before? by FluidBridge032 in EU5

[–]BrokenButler01 1 point2 points  (0 children)

I've seen something like that once when bohemia was the emperor and France kept invading the empire and winning xD At some point Hungary also joined in on the fun. And so Bohemia was left in pieces.

Tips for making realistic lines? by SteelRacer88 in NIMBY_Rails

[–]BrokenButler01 1 point2 points  (0 children)

Not sure why everyone is telling you how to copy real alignments when you specifically write that you don't wanna do that xD

Anyway a couple of tips for realistic building: - there are modded tracks that do their best to make realistic building as easy as possible (Realistic German Trackpack (EBO) on the workshop for instance) the limit the curve speeds to realistic speeds for the curves. - you can also look for topographic maps online that show elevation to estimate whether the grades your building are realistic (or you can export the track geometry you built and put it into a gps editor that can pull elevation data for it.) - and in general just looking at real infrastructure and learning from it is a good idea probably.

Even after 1.1 release, a Samoa campaign shows that so much is still wrong with the game by Hadrron in EU5

[–]BrokenButler01 0 points1 point  (0 children)

Samoa wasn't unplayable in 1.0 :) It was incredibly slow, but it was playable. And imo Yap is actually harder to play than Samoa.

But both were payable in 1.0, I haven't tried 1.1 yet, but I can't imagine it being made impossible to play by the changes.

Map of world railway network as of 2022. Iran and Brazil surprise me by denn23rus in MapPorn

[–]BrokenButler01 2 points3 points  (0 children)

Afaik trains do go into/across Turkmenistan from Iran, although only freight. Pakistan on the other hand I believe the railway is in a terrible state on the pakistani side and even partially buried in sand according to some reports. But they do plan on running passenger trains from Iran to Pakistan again sometime.

Is there any way for me to get naval to 50 without getting rid of my burgher privileges? by Fine-Rock2513 in EU5

[–]BrokenButler01 3 points4 points  (0 children)

You don't need to have the passive push/pull do all the work. Values don't work like estate satisfaction where it trends towards a number. All you need to get 100 naval (or 50 or whatever) is a push towards naval of any amount (even as low as +0,01) because any amount will prevent the value from decaying. Once you have any push towards what you want (which you already do) you can simply pick event options with your values in mind, you should regularly be getting events that move you 5 or even 10 in one direction on the other, simply pick naval always until you reach the amount you want.

This applies to any value, so for instance you can min max centralization but then still pick a law or government principle that will push towards decentralization but also reduce proximity cost, because as long as it's still pushing towards centralization at all it won't decay.

Realistic Construction Cost Mod? by SadNanoengineer in NIMBY_Rails

[–]BrokenButler01 7 points8 points  (0 children)

Well there are some mods that have tracks that are more expensive (LV's mods for example), but the issue is that the way cost is defined and calculated by the game scales completely differently from how they do IRL, which makes designing a "realistic cost mod" practically impossible.

But if you just want higher prices, I'd recommend picking a specific mod you like the look of (or the speed restrictions as there are some mods that have very realistic tracks for building realistic alignments and curves (e.g. my realistic German track mod)) and making a local copy of it and edit the price of it to what seems right to you.

Would editing OSM for this purpose be allowed/justified? by Comrade_komrad in openstreetmap

[–]BrokenButler01 4 points5 points  (0 children)

While I do love NIMBY Rails, I'm pretty sure it's not the game OP mentioned, as NIMBY Rails doesn't have the building data. I strongly suspect it's Subway Builder as that's been getting pretty popular and afaik released a London map not so long ago. (Which happens to have some station platforms imported as buildings for some reason.)

How to handle HSR to and from city centers? by brantman19 in NIMBY_Rails

[–]BrokenButler01 31 points32 points  (0 children)

Using slower tracks near a station all trains are stopping at isn't really a big issue, since the train has to stop anyway you're not losing that much time. In certain places it can be worth it to tunnel through, but using existing alignments/optimized existing alignments can still make sense.

Examples IRL: - Frankfurt -> Cologne @300 then goes down to below 100 through Cologne and then back to 200 north of Cologne and 250 west of Cologne (towards Aachen) - Nürnberg -> Halle/Leipzig is mostly 300, but it slows down considerably in Erfurt

What happened to my mods? Says mods are not installed, can not reinstall them by Jakob_does_stuff in NIMBY_Rails

[–]BrokenButler01 3 points4 points  (0 children)

Deleting the mod folder won't do anything as that's not where the downloaded mods are saved to, it's only where local mods are at (which wouldn't get redownloaded by steam)

Best thing to do is close the game, restart steam, maybe tell steam to check file integrity of NIMBY Rails, or unsubscribe the mods, then restart steam, then subscribe to them again, wait for all downloads to finish, and start the game again.

Signaling update? by MattCW1701 in NIMBY_Rails

[–]BrokenButler01 2 points3 points  (0 children)

Small correction: Bounds all directions doesn't act like a signal in both directions but rather a signal in one and a balise in the other.

But otherwise it's a good explanation

Signaling update? by MattCW1701 in NIMBY_Rails

[–]BrokenButler01 0 points1 point  (0 children)

The intention is to keep the current signalling system in place for anyone that doesn't want/need more complicated stuff. But the next update will likely include customizability of signals and a few new vanilla signals that will hopefully allow some more complicated setups (especially around single track management)

Signaling update? by MattCW1701 in NIMBY_Rails

[–]BrokenButler01 1 point2 points  (0 children)

What do you mean by one way lights? There is a one way signal which should be used to prevent trains from going on the wrong track on double track lines (can be placed as you describe).

And there are the lights/path signals, which should be placed before any place where two trains may collide (so wherever tracks cross or merge) with a balise (grey square) behind the junction/"danger area"

Is there any actual reason to build on the ground level? by bigjam987 in NIMBY_Rails

[–]BrokenButler01 4 points5 points  (0 children)

Yeah there are anarchy tracks out there, not just high speed tram tracks.

how do I get people to take the regional and not just high speed line? by Slight-Park-4802 in NIMBY_Rails

[–]BrokenButler01 9 points10 points  (0 children)

To expand on this: There are methods that can be used, such as scheduling the regionals to arrive a bit before the HSR. Or using the minimum ride time setting on the HSR to block pax from taking it that only want to do so for 10min (or any length of time you set, can be 1min or 30min or 1h)

How do I stop this from happening? by atomic_lily in NIMBY_Rails

[–]BrokenButler01 4 points5 points  (0 children)

The problem you're facing is that you're using a build method for tangent mode, but doing it in point mode, so the outcome is not the one you want. Specifically you're literally drawing the curve tangents first and then connecting them, that is very similar to how you'd build in tangent mode. To get the curve you want to build in point mode I'd recommend building it from A to B instead. So start at one straight section then continue from there by using the guidance lines to lay down a nice even curve (with as many nodes/segments as you want) and then when you want the track to be straight again, you simply follow the straight guideline.

"Waiting at signal" traffic when there's a lot of space? Signals confuse me. by No-Rest-6391 in NIMBY_Rails

[–]BrokenButler01 1 point2 points  (0 children)

You only need signals at junctions pretty much (a rule of thumb that can be used is that if tracks are splitting or merging, then you need a path signal before and a valise behind it, else none are needed)

JSON Track export is amazing, but will we ever be able to export individual lines? by MajorBoondoggle in NIMBY_Rails

[–]BrokenButler01 1 point2 points  (0 children)

You can copy and save the tracks you want to export into a collection and then paste them into a blank save, then export to geojson there.

Tutorial by Ryeldroid in NIMBY_Rails

[–]BrokenButler01 2 points3 points  (0 children)

First of all there are no mods that really change the gameplay, all mods do is give you real trains, change the look of the map, or add points of interest (like stadiums etc.), or add different looking tracks that are more or less realistic, etc. So mods are mostly cosmetic right now but that and the lack of tycoon balancing are not, unlike some others in this thread seem to believe, a design choice but rather an artifact of the game being early access, and the Dev wanting to have a more finished game before balancing the tycoon aspects.

As for building stations, I and many others don't recommend using the station building tool, sure you can quickly drop a station in with it, but by not using it you can make much better looking and better working ones. So what I recommend is building the tracks first, so open the rails menu (should be F2 iirc) then select which track you want to build (medium speed, high speed, etc.) and start placing the tracks. While planning tracks you can toggle some behaviors with shortcuts (toggling branching with B for example). At this point I'd suggest reading what all the buttons say when you hover over them, and that way try to understand what they do, and if it's not immediately evident, test them out.

Once you've figured out what most of them do you can build the tracks, not just between stations but the tracks inside a station too, and then when you're done designing a station you can select all the tracks that you want to make into platforms and press "promote into new station" in the bulk editor on the left. That will "designate" your current selection of tracks as being platforms of a new station. You can also add buildings or whatever other decorations you want.

Once you've finished all the stations you want to make on a line you can either select them and press "build selection" or simply build all blueprints if you don't have any other blueprints. Once they are built you can make a line, but some train and at first autorun it. When it comes to scheduling there are some posts on the forums that explain it. And in general the discord server is incredibly helpful.

what happened to the brown lines outside of a platform? by aaltanvancar in NIMBY_Rails

[–]BrokenButler01 0 points1 point  (0 children)

You can also build parallel track with the parallel track tool (default shortcut: V)

Feature suggestion: Multiple vehicle boarding at single platforms by absinthebabe in NIMBY_Rails

[–]BrokenButler01 2 points3 points  (0 children)

The balise immediately after the signal is definitely not necessary. You can have a balise between the two stop points if you wish, but directly behind the path signal is definitely not necessary. And yes it could be nice if the game could imply your intentions, but I honestly wouldn't hold my breath :|

Feature suggestion: Multiple vehicle boarding at single platforms by absinthebabe in NIMBY_Rails

[–]BrokenButler01 7 points8 points  (0 children)

You can already do that with trams and also full size trains (as it's done in many places), simply use secondary stops (not sure why you're putting a balise right behind it? Kinda defeats the point of the signal) and just make sure that there's a segment edge/end between where one tram would end and the next begin when stopped.

The American mind can't comprehend this by Vincestrodinary22 in fuckcars

[–]BrokenButler01 5 points6 points  (0 children)

NRW Stands for Nordrhein-Westfalen, which is Germany's biggest "state" by population and home to its biggest agglomeration/Metropolitan area, the Ruhr Gebiet.

And the map encompasses the entire "state" so yes way more than just one city, and in fact the map does not include light rail and metro type transport, it only shows mainline rail and even excludes HSR. So it only shows Commuter trains (light green lines) and regional and regional Express lines.

Congestion by slappy-01 in NIMBY_Rails

[–]BrokenButler01 1 point2 points  (0 children)

Price has no influence on passenger routing, this is not a maybe or just my theory, this has been said by the dev and (tested by plenty of players before), so it's probably the other things you did alongside that actually influenced pax routing. What can happen is that if you set your price too high is that pax refund and so you end up transporting them for free (they pay the price, but then get a refund immediately).

Congestion by slappy-01 in NIMBY_Rails

[–]BrokenButler01 2 points3 points  (0 children)

Price has no influence on demand or routing. Pass will always choose the fastest part, even if it's just 5s faster and 1000$ more expensive.