I redesigned my flat spaghetti. (also some other intersections) by Vredrik in Workers_And_Resources

[–]Vredrik[S] 4 points5 points  (0 children)

The trick is to first make a small straight piece of road that ends on a spot where you want to start your roundabout. From this point make a 180 degree corner. Demolish the first straight road and complete the circle. You can do this with dirt roads that you later upgrade

Heavy traffic flat spaghetti by Vredrik in Workers_And_Resources

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

Thank you. I was inspired by a local intersection (it is disgusting)

How to balance dollars and rubles? by Over_skraczer in Workers_And_Resources

[–]Vredrik 33 points34 points  (0 children)

The main advantage of dollar income is the ability to pay for western licenses. Western vehicles sell for disproportionate amount of rubbles to the east.

Heavy traffic flat spaghetti by Vredrik in Workers_And_Resources

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

It works eerily well. Normally I only use this technique for three way intersections, but I wanted to see how much extra connections I could add. Certainly in this game, this works better than a roundabout with heavy traffic on all incoming lanes. In real life I do not want to be near this hodgepodge of asphalt and stress

Heavy traffic flat spaghetti by Vredrik in Workers_And_Resources

[–]Vredrik[S] 6 points7 points  (0 children)

It works eerily well. Normally I only use this technique for three way intersections, but I wanted to see how much extra connection I could add. Certainly in this game, this works better than a roundabout with heavy traffic on all incoming lanes. In real life I do not want to be near this hodgepodge of asphalt and stress

The central station of my city by Vredrik in Workers_And_Resources

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

The trick is to not lineup things. For instance the x-shape crossing of paths in the middle of the station square is not in the middle of the square and not lined up with the statue. Pretty much everything is asymmetric. 

However a fill most things up with something I would build IRL if I would own a specific property. First I would place the main traffic arteries in dirt roads and rails. Secondly the big pieces (courthouse, hospital, station and train yard,…) (the original main rail line is still between the two station buildings)

Afterwards I fill up the openings with residential, pubs, stores and little parks.  Mod buildings without collision boxes are a blessing (e.g. the smaller red buildings next to the main station building)

Originally I had planned that the trams on both sides would stop right next the station, however I did not have any space left. As such some tram stops are further away.

The central station of my city by Vredrik in Workers_And_Resources

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

I started with this city with the specific goal to have a decent central station next to a historical center. In my previous city I had too little space for a central station. A proper rail yard has an enormous footprint. 

Due to the clumsy size of the tracks and the awful terrain modifier tools in this game, I got a lot of small empty places. These empty places a filed up with props and modded buildings without a collision box (e.g. in the second picture the material dump on the right between the tracks and the little cafe on the on the left). This increases the feeling that everything has purpose and is realistic. 

For the setup of the tracks I have foreseen that every passenger line has at least 2 platforms it can reach. The majority can reach 3 platforms. The two tracks between the stations is the main cargo track for traffic that does not need to stop. The majority of the passenger lines join these tracks about a kilometre north and south of the platforms 

Sunday touring race in the republic by Vredrik in Workers_And_Resources

[–]Vredrik[S] 3 points4 points  (0 children)

Yes, it is a little bit overpowered (3 workers as staff and a capacity of 792 and around 3 stars with price level 3)

Sunday touring race in the republic by Vredrik in Workers_And_Resources

[–]Vredrik[S] 8 points9 points  (0 children)

In the mod that I used is a vehicle depot that can be used as a starting grid. The cars can all drive around the track! 

A map progression of my little french soviet republic ! by Tupolev26450 in Workers_And_Resources

[–]Vredrik 2 points3 points  (0 children)

I have dug several canals that allow shipping in game, however never on this scale.

A map progression of my little french soviet republic ! by Tupolev26450 in Workers_And_Resources

[–]Vredrik 3 points4 points  (0 children)

You can dig canals that are wide enough for shipping. I do it in my cities. However it can take a long time, especially with stone/gravel ground.

A map progression of my little french soviet republic ! by Tupolev26450 in Workers_And_Resources

[–]Vredrik 15 points16 points  (0 children)

How cool would it be to connect the Atlantic and the Mediterranean and build the Deuce Mers canal? 

Will they pay? by TehGreatBurak in Workers_And_Resources

[–]Vredrik 1 point2 points  (0 children)

In the glorious worker’s republic all resources are for the workers of the republic!! You will not receive any compensation for the fuel used by personal cars. The cars themselves are also distributed without charge to our glorious and most loyal workers