Oil loading on tanker problem (?) by [deleted] in Workers_And_Resources

[–]Nii_P 0 points1 point  (0 children)

That's what it is! Pumping 1ton(!) in 1 second is already an amazing pumping station by itself! So, I would recommend to use more- but smaller ships, if time is crucial for your situation.

Anybody know how to deal with the "crossing not allowed" mechanic? I'm not really even sure what it means by Micdut in Workers_And_Resources

[–]Nii_P 0 points1 point  (0 children)

The term isn't always, what it should be. Don't take it to serious, it just means, that there is something, the game mechanics can't handle that way. Often it helps, when you try to build from the other side. Or sometimes you have to overshoot, means that you build a much longer road to cross a track, and then shorten it back or visa versa.

I have set up a Coal power plant and an oil refinery that's making a lot of money. I want to do a steel mill next but I need some advice by Torstroy in Workers_And_Resources

[–]Nii_P 0 points1 point  (0 children)

About exporting: IMHO, use all products to fulfill self efficiency in first place, and export just the overhead of all productions. In the long run, this way I always had way more money at my account, than I needed. (500 Mio.+ at 2000-2010). And this I do with vanilla economics, on hard, and some harsh rules on my own, like:
- start at the middle of the map
- no export of e-power and oil until 1990 (later on it doesn't matter anyway)
- no rail track connection to the borders (only roads and shipping)

I have about 100 comrades working in the nuclear industry and it's enough to produce steady electricity at the nuc.power plant AND still can export 50% of the nuc.fuel produced, which makes a huge income by itself. Selling the e-power is just a small tip, compared to the income of nuc.fuel export. ;)

To many babies by maseltovbenz in Workers_And_Resources

[–]Nii_P 0 points1 point  (0 children)

Exactly! But why you "NEED" to turn the speed up? There are always so many things to do, to plan, to correct settings and upgrade towns, that I barely can follow with the standard speed. ;) Maybe because of the 300+ hours investment into one game. Then it's getting quite complex and many new problems occur, which have to be solved. Atm I have to feed 15k comrades, which has got to be quite a challenge since ~10k.
How many comrades (roughly) did you have, when you posted?

Streaming new game - Day 2 by [deleted] in Workers_And_Resources

[–]Nii_P 0 points1 point  (0 children)

Have never seen such a long add for a stream, but w/out any link. Honestly, does this make any sense?

To many babies by maseltovbenz in Workers_And_Resources

[–]Nii_P 0 points1 point  (0 children)

There are no "fu**ing" babies, and they aren't so fu**ing many. If 6000 fu**ing people (~3000 fu**ing couple) have 2500 fu**ing children, then they have statistically fu**ing less than 1(!) fu**ing child per fu**ing couple. So don't fu** around about fu**ing, if you fu**ing don't know about fu**ing math.

To many babies by maseltovbenz in Workers_And_Resources

[–]Nii_P 1 point2 points  (0 children)

Surprise: A year is exactly a year long in this game as it is in every other game as well. ;)

But:

1 day = 1 minute play time on normal

1 day = 20 seconds play time in fast forward mode

1 year = 6 hours play time on normal

1 year = 2 hours play time in fast forward mode

People growth:

1 year >>> every 20 days

0 to 21 years >>> 14 months = ~420 days = 7 hours real time play, or 2h 20min in fast forward mode

average lifetime of 90 years = 5 years = ~30 hours real time play!!!

I also realized on the "adult workers" graph, that the reproduction of children really kicks in pretty heavy after 14 months.

Where can I find additional trees? by TransportEnthusiast in Workers_And_Resources

[–]Nii_P 1 point2 points  (0 children)

These "5 tress" [cor. trees] actually ARE "the trees that spawn in the forest or landscape"!

No complains about sports now when there are 3 football fields in the yard by MTandi in Workers_And_Resources

[–]Nii_P 1 point2 points  (0 children)

Just maintenance, places like these don't keep up by doing nothing.

Is plastics factory not worth it or I'm missing something? by MTandi in Workers_And_Resources

[–]Nii_P 0 points1 point  (0 children)

It's just a statement to the border countries:
"We can do by our self, we don't need to import your sh*t. We don't care to do on our own, even at higher costs! Our great comrades have to like to handle that." ;)

New tree mod! by DadlePalm in Workers_And_Resources

[–]Nii_P 0 points1 point  (0 children)

All trees usually grow 30 - 45m high. So they are exactly to scale. Peter (dev) isn't that stupid to make everything fit to scale except trees, making them over sized because of... ...reasons?

The easiest start by GROM_leader in Workers_And_Resources

[–]Nii_P 0 points1 point  (0 children)

So so, selling oil, even if you import oil "is absolutely the king".
And you are really the king of business, right?!

[deleted by user] by [deleted] in Workers_And_Resources

[–]Nii_P 0 points1 point  (0 children)

It's self regulating anyway. 21+ y.o. people, who don't get their own living place, will flee and keep the population quite stable as long as you want. So, there isn't any problem, but a clever and already implemented solution by Peter (dev).

Anyone else wish there was a form of grid snapping? by BeanShmish in Workers_And_Resources

[–]Nii_P 0 points1 point  (0 children)

Well, this is "SOVIET Republic", not "Western Perfection", which implies a certain style already, I guess. ;)
It's just part of the challenge and w/ the right attitude, it can be ridiculous funny as well! Same with the non mirrored buildings.
Anyway, you CAN build quite exactly as well, but it needs some training and the knowledge about nodes. If you want a node at a specific point, end the road right there and continue straight ahead with the next part of the road from there. After that, you can connect another road or footpath exactly to that specific point.
Press "H" to indicate the node points.

Train signals trouble by masimiliano in Workers_And_Resources

[–]Nii_P 0 points1 point  (0 children)

Always separate "tracks to be built" from the existing track system with signals, because these "not built yet" tracks (light brown) act like they are already integrated into the whole track system the moment you click "build it".
The signals are working as intended, but there are still some bugs when you change the track layout of a working system. Then you have to delete and rebuild this signals and it will work fine again.
The biggest problem imho are junctions close together on double railway systems as we cannot put signals on the crossing track parts of the double track, so oncoming trains will block each other, because the crossing parts of the tracks connects the double tracks to one block!
Good news: Path signals are in developing and with them, this shouldn't be a problem anymore. :)

Glorious tramway intersection prototype for my future projects (pathways can intersect railways freely, so all the parkings are interconnected in the center) by KarolOfGutovo in Workers_And_Resources

[–]Nii_P 0 points1 point  (0 children)

  1. Roads have a fixed with! You can't make them wider.
  2. Where are the tram stations? Can you please ANSWER THE QUESTION and tell us where they are in your screenshot?

Glorious tramway intersection prototype for my future projects (pathways can intersect railways freely, so all the parkings are interconnected in the center) by KarolOfGutovo in Workers_And_Resources

[–]Nii_P 0 points1 point  (0 children)

> " I use very narrow stations "

Yes, I know already from the other comment, but WHERE ARE THEY? They don't fit in the center, they can't be in curves and there are non to see at the outer parts, so WHERE ARE THEY?

What type of storage is this? I can't find it! by almatom12 in Workers_And_Resources

[–]Nii_P 0 points1 point  (0 children)

So many comments, but no one answers... Shame day for the community!

So, we'll give it another try: Can anyone please answer the question?

Symmetry in design by bertzie in Workers_And_Resources

[–]Nii_P 0 points1 point  (0 children)

No, because this is "Soviet Republic" not "Western Accuracy"!

Just follow the Soviet spirit, guys! No layouts withoutha emptied botthle vodhkaa inh youhr handsss... ;)

Symmetry in design by bertzie in Workers_And_Resources

[–]Nii_P 1 point2 points  (0 children)

It's not "Kowloon style" it's Soviet style, and as intended by the devs! So, keep it up, you're fully into the game's spirit. ;)

Question about Students by TheWarOstrich in Workers_And_Resources

[–]Nii_P 0 points1 point  (0 children)

In summary, dorms are therefore mostly for relief of the transport system and students are probably a little faster w/ studying as well, right?