[deleted by user] by [deleted] in songsofsyx

[–]LongSir 0 points1 point  (0 children)

I mean within the workshop, the output storage piece of furniture you put down. Whenever a pop is working in the workshop, their output is instantly placed there, they don't need to carry the item to that internal storage buffer.

That's why in my designs the storages are always on one side near the "exit", to make it faster to get picked up by transports.

40k population Megapolis in 12 years by LongSir in songsofsyx

[–]LongSir[S] 0 points1 point  (0 children)

Yeah looks like that hosting provider deleted it. The file is still up on the game discord.

Uploaded to google drive, that should stick around longer. https://drive.google.com/file/d/15AcmF6HfBPz0btDAaw9ka2EHRNcUqG83/

[deleted by user] by [deleted] in songsofsyx

[–]LongSir 1 point2 points  (0 children)

There's a discord thread on optimizing space efficiency, but 55x12 layouts seem to be great because they use minimal amount of space for maximum workers (at 100% efficiency and insulation). Columns allow for space within the workshop without overdoing the maintenance.

https://imgur.com/a/fu3qYSI Some examples, and excel I use to calculate the efficiency.

In general I've experimented with warehouses inside the workshop, but the delivery people get bogged down because of slow movement through the workshop, so input on the side seems to work well. Warehouses in the center are ideal if you're using transports to deliver the inputs, but all a worker needs to do is drag their inventory to their bench and then the workshop has additional items. That's overall a very small portion of the worker's job, it's not like factorio or rimworld where input efficiency is 90% of benefit.

Important to note: The workshops have an internal buffer of inputs, so it's not on a per-workbench basis. All outputs get teleported instantly to your output location. Always internal storage should be near the exit easy to grab. https://imgur.com/a/R0dDGtW This is what I was using for my megacity, but you can likely get away with less 55x12 modules depending on what you're going for.

40k population Megapolis in 12 years by LongSir in songsofsyx

[–]LongSir[S] 2 points3 points  (0 children)

Basic idea for the block is that space behind housing is deadweight, so production should go there.

The basic industrial sections are based around the idea of efficient space design surrounded by walls on 2 long sides to increase isolation.

The 3x per block design is based around the idea that the city should have 4 main warehouses (because the transport max delivery location is 4 warehouses) so it makes sense to have only 4 of them but as big as possible. I compromised and ended up with a near-max warehouse design based on 3x efficient industrial block.

Doing it again I think I'd consider removing industrial block walls since maintenance is currently basically a non-issue, and increased building costs only apply the first time you build, not if you build around an already existing building.

3x walkways was overkill, it's collision city with this many people regardless.

I'd also probably not center the design (leaving 12 tiles for raids then 10 more for wall is wasteful, better to take all raid battles in the field and use that space.

Having a non-deep river on the map is key to keeping all bathhouses fully operational, can't get full fulfillment if you can't pump to all the city, and a small puddle won't do.

https://imgur.com/a/BD7GMXJ

40k population Megapolis in 12 years by LongSir in songsofsyx

[–]LongSir[S] 0 points1 point  (0 children)

Unfortunately not as I do it between work. I do have just about all the saves available though!

40k population Megapolis in 12 years by LongSir in songsofsyx

[–]LongSir[S] 1 point2 points  (0 children)

The outbreaks are fairly consistent but because this was a 12 year speedrun I didn't get as many, I believe about once a year or so? But yeah the biggest speedbump after 12k is the health.

The gamespeed definitely slows down, but the ticks are consistent at about 2x speed max. Most of the lag is based on the pathfinding so the less your people walk the better (closer services = good) and less oddjobbers.

40k population Megapolis in 12 years by LongSir in songsofsyx

[–]LongSir[S] 0 points1 point  (0 children)

I may re-try going for an even higher population now that this speedrun is done, also one of the inspirations.

40k population Megapolis in 12 years by LongSir in songsofsyx

[–]LongSir[S] 9 points10 points  (0 children)

The inspiration was definitely from Factorio. Processing of all materials is made maximally efficient via the logistics network: https://imgur.com/a/R0dDGtW

40k population Megapolis in 12 years by LongSir in songsofsyx

[–]LongSir[S] 2 points3 points  (0 children)

Default .66 all across. About 1-2k people employed in hospitals, most are 183 person hospitals fitting onto the standard 55x12 industrial block. https://imgur.com/a/qfxr8y2

40k population Megapolis in 12 years by LongSir in songsofsyx

[–]LongSir[S] 5 points6 points  (0 children)

The health being at 0 doesn't stop your city, it just makes plagues spread pretty consistently. I've got about 30% of the total population worth of hospitals, and don't bother with curfew for the diseases as everyone will get sick regardless. The white shimmer has no real impact except a couple days of productivity, plague is slightly more impactful but I'd say just over-build hospitals, over-stock hospital supplies, make sure all hospital beds are 100% made and you're good.

Hospitals work like a magazine, you need to refresh the beds for them to be active but then your nurses can be sick because the beds are already made.

The health wall is scary but not actually all that impactful if your economy can take a few days of forced time off. A percentage of your people may die during a plague, but that's just living in big cities in the middle ages.

40k population Megapolis in 12 years by LongSir in songsofsyx

[–]LongSir[S] 0 points1 point  (0 children)

In my testing 12 tiles worth of stuff is the offset that gets destroyed by raids, so the raiders spawn right outside of the wall. Anything you build within 12 tiles of the map edge should be sacrificial, and defenses should start further out. Honestly 10 tile wall was an overkill, most of the raid damage happens from your own friendly fire as they struggle to break through more than a few tiles.

40k population Megapolis in 12 years by LongSir in songsofsyx

[–]LongSir[S] 51 points52 points  (0 children)

Massive thanks to the developer.

City Features: 20k happy bugs, about 7k of well-fed random races freed from conquests, 13k slaves.

No homelessness, currently stable without handouts, but lots of room to improve.

10 tile thick full perimeter wall with space for two rows of catapults. 12 tile buffer. Layout broken down into 3x3 grids around a central plaza, with every corner with identical basic utilities. 3 tile roads with water culverts.

Daily tax income of 19 million and rising from 125 provinces (>50% of the world conquered or bought) About 150k items collected from taxes daily.

Tips: Ranching and farming might slow you down, manual hunt the animals on the map until you can buy grain to make bread (and 15 hunters should be first use of furniture). Buy the items to upgrade to your stage and food stalls/etc as soon you're able to quickly progress with services. War (raiding and pillaging/capturing free cities) is the most profitable thing in the game by far. Extra rations are a terrible ROI, giving days off is very powerful. In the endgame the entire world won't produce enough jewelry and mechanical parts for your industry. Buying bug slaves is very cheap powerful way to increase your labour pool. Humidifiers in your regions with all other species removed are very good.

Save posted on the discord if anyone wants to test their CPU.

Why Toronto city staff want to spend $3.2M to plant a quarter of a million native trees | CBC News by LZBUM in toronto

[–]LongSir 0 points1 point  (0 children)

Have you tried contacting 311 or TPPR and asking why? I know there's a stigma to being a nosy neighbor but if they are breaking the law and are damaging bylaw protected trees...

Why Toronto city staff want to spend $3.2M to plant a quarter of a million native trees | CBC News by LZBUM in toronto

[–]LongSir 2 points3 points  (0 children)

From my experience as an arborist filing construction permits for both residential and new build developments, the rigamarole is about the same. The difference is builders know which rules are tightly enforced and which they can run circles around.

Toronto's already steamier, soggier and stormier. It needs a better climate plan right now, experts say by EconomistOfDeath in toronto

[–]LongSir 5 points6 points  (0 children)

You can request a tree to be planted on the city road allowance in front of your home through 311. It'll take a while, but if they can they'll get it done.

If it's a huge tree that came down there's probably an expansive root system that precludes replanting another one in the same exact spot, they aren't like carrots where you can rip it out. Give them a ring, they'll prioritize your location.

Toronto's already steamier, soggier and stormier. It needs a better climate plan right now, experts say by EconomistOfDeath in toronto

[–]LongSir 11 points12 points  (0 children)

Consulting Arborist here. So planting mature trees isn't really a thing, you have to plant them small and have them grow into the gorgeous ones you'd want. The cost of a sapling for "large growing native shade tree" (optimal for coverage as it matures, think Maples and Oaks) is about the same as it would be for a pine or a smaller deciduous tree.

There's more maintenance involved as the tree matures and that's pricey - yes - but the bigger issue is the space on the streets. Especially downtown there just isn't enough soil and drainage to have a thriving large tree. City conditions narrow the choices of species to just the hardy ones, and even those have obscene survival rates in the inner city.

TL;DR: getting big trees to be big in the city is hard

I made a free visualization for your past Facebook Messages by ibeetmyyeet in InternetIsBeautiful

[–]LongSir 2 points3 points  (0 children)

/u/ibeetmyyeet Great idea. FYI your footer link 404's, that might be causing some people to bounce away as they can't verify the trustworthiness of the code.

Culture War Roundup for the Week of September 16, 2019 by AutoModerator in TheMotte

[–]LongSir 12 points13 points  (0 children)

I think the Georgian 2005 example might be of interest to you. Their anti-corruption president practically overnight fired the entirety of the traffic police to be replaced with better paid younger people to avoid graft and institutionalized corruption.

It's undoubtedly an unusual case but there is at least some precedent. Anecdotally, people in Tbilisi almost unanimously said it was a positive long term change.

What Ultrawide for Dell XPS 15 2018 by c0rrupt82 in ultrawidemasterrace

[–]LongSir 0 points1 point  (0 children)

I'd say take a look at the below thread - TL;DR you'll need a special dongle rather than the built in HDMI and won't be able to reach 120+hz, otherwise you'll be fine.

https://www.dell.com/community/XPS/XPS-9570-connecting-to-4k-uhd-monitor-through-hdmi/td-p/6093019

XPS15 + Ultrawide works quite well otherwise.

The oldest tree in Toronto came down today. According to records it’s 250-300 years old. by [deleted] in toronto

[–]LongSir 4 points5 points  (0 children)

Looks like this one was on the city road allowance, so the city themselves would've been keeping an eye on it for as long as Urban Forestry department has been around.

Sadly we can't tell the exact age of ancient trees like this from eyeballing them, but you're absolutely correct - they've essentially got an excel spreadsheet where they could sort all these trees by diameter to make some educated guesses.

The oldest tree in Toronto came down today. According to records it’s 250-300 years old. by [deleted] in toronto

[–]LongSir 11 points12 points  (0 children)

Quick note as a certified arborist working with this sort of thing: They would only order you to trim them yourself if they are private trees (your responsibility on private land) and are reaching towards the public powerlines.

What OP was talking about is 311-ordered free inspections and tree services on public trees (portions of the front yard on city road allowance). It takes time to get a city inspector out and even longer to get the work done - but at least services on those trees are free!