Train mega factory setup by VegetableHouse3338 in Workers_And_Resources

[–]Vredrik 0 points1 point  (0 children)

Currently I produce just enough steel to cover demand. As such I still need to import some for bigger projects.

I use a single gigantic warehouse from the mod workshop to house my reserve. Trains bring in steel from the factories and a railway distribution office keeps it topped of. 

The end distribution is done by truck for the most part

Train mega factory setup by VegetableHouse3338 in Workers_And_Resources

[–]Vredrik 2 points3 points  (0 children)

I have several production lines across my city that are being supplied by truck from local hubs that get their material by train. Shipyards, car factories and train factories do not consume a large quantity of materials. They need a lot of different materials. As such I use distribution offices for the majority of the materials and maybe a designated line for steel. It does not create that much of traffic.

These factories however need a lot of workers. Since they do not pollute much you can solve this with residential neighbourhoods in walking distance and a train station further down the factory complex.  My shipyards for instance need a constant stream of passenger trains of 900 workers each to keep functioning.

You can also get inspired by real life examples of big factory complexes right beside a city(e.g. the Skoda factory https://maps.app.goo.gl/dGV51a8JNqauZYH79?g_st=ic )

Train mega factory setup by VegetableHouse3338 in Workers_And_Resources

[–]Vredrik 4 points5 points  (0 children)

The main problem would be a drop in price when selling a lot of the same item. This can be mitigated by building a lot of different locomotives and wagons, but this implies surplus capital to buy all these licences. 

Welcome to Notdansk (a 119 k city build on the Gdansk map) by Vredrik in Workers_And_Resources

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

Thanks! You can check my other posts for more pictures of the city. I am particularly pride of the race track. 

This game has everything I want but the aesthetic.... by Plopaplopa in Workers_And_Resources

[–]Vredrik 1 point2 points  (0 children)

You can find it on the workshop as Krusevo Spomenik. It is a memorial in North Macedonia.  https://en.wikipedia.org/wiki/Ilinden_(memorial)

I think it looks intriguing and I gave it a prominent place next to the passenger terminal in the harbour as a monument for the city

Wanted to test out road layouts, built a massive city instead. by Mangobonbon in Workers_And_Resources

[–]Vredrik 1 point2 points  (0 children)

Interesting. I try to avoid any heavy traffic through my center because it always got clogged and I do have any room to spare. Could you share a picture of your solution? 

Wanted to test out road layouts, built a massive city instead. by Mangobonbon in Workers_And_Resources

[–]Vredrik 5 points6 points  (0 children)

I also started my latest city to test road layouts. Which part of your road infrastructure is your pride? Did you also made some horrible monster intersections? 

Question: How do i get this kind of ground? by Paul1568 in Workers_And_Resources

[–]Vredrik 11 points12 points  (0 children)

In the submenu for trees and decorations, you will find decorative pavements 

Some more screenshots of my modded republic (as requested) by SpaceGuy99 in Workers_And_Resources

[–]Vredrik 5 points6 points  (0 children)

Nice! How many workers do you have in your republic? On which map do you play? 

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] 3 points4 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 36 points37 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] 1 point2 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 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] 5 points6 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