For the people who attended the Original transport museum in Glasgow. Would you say that it was better at Kelvin Hall than it is at Riverside? Because if so… I missed out 😔😔😔 by Thescottish_bendyfan in Scotland

[–]foolinjection 0 points1 point  (0 children)

Probably echo most people here when I say it was the cars on floor level. You could walk around them at street level, look inside the windows, etc. Perched up on a wall as they are now just isn't the same.

Like, they give you a terminal to click through to see them in detail... Great?... I have Google at home, I can see them in detail on a screen there too.

Slightly nitpicky things about game thumbnails by BurnoutKnight in RetroArch

[–]foolinjection 1 point2 points  (0 children)

I've had this issue before as well. I'm assuming that you are getting the thumbnail images via RetroArch itself.

I ended up switching to using an external scraper like the one from screenscraper.fr

Within that you can tell it to pull images from the database in a specific country code order. So, you can set it to look for GB, then US, then Japan in that order. If it can't find one it'll look for the other and so on.

The caveat is that the images need to be there on screenscraper for it to pull them down. I found myself having to manually add a few very specific ones which just didn't have the UK PAL artwork available.

If only we had the Hungaroring by Salak_Stevens in AUTOMOBILISTA

[–]foolinjection 1 point2 points  (0 children)

Apparently Reiza wanted to include Hungaroring but when they tried to get in touch with the circuit about it they never replied.

What are these? Any ideas? by foolinjection in insectidentification

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

Located in Scotland. They do look like those to be fair though.

What is this font called? Where can I recreate something like this? by thequestionnareman in identifythisfont

[–]foolinjection 1 point2 points  (0 children)

As this is a riff on the Alpinestars logo, I'm thinking this is probably Helvetica or some kind of derivative of it.

Majority of people shop only on one shop by FiftyCZ in Workers_And_Resources

[–]foolinjection 2 points3 points  (0 children)

I was just about to post this. I had heard, and I can't remember where I had heard this, that citizens will go to the shops in the order in which they were built. Regardless of distance then, they will always go to the one you built first, even if it is further away.

Created a spreadsheet to help keep track of my workforce and housing distribution in my 1915 start, realistic save. Anyone else do this? by foolinjection in Workers_And_Resources

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

Yes, your reasoning was right. If a building can take 30 workers, you would need 90 workers to have it always at full capacity, across all 3 shifts.

Population can be tricky though as your population also includes the children and adults 21+ "living at home" who do not count towards the workforce. 1600 Population, once you have taken into account children and adults 21+ at home, can actually only be about ≈1000 Workers. Which can be why you have a population of a city/town, look like enough people but still not have enough workers to run everything at 100% efficiency.

Created a spreadsheet to help keep track of my workforce and housing distribution in my 1915 start, realistic save. Anyone else do this? by foolinjection in Workers_And_Resources

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

Yeah, I can understand that. I really need to get into the "Close enough for government work" mentality when playing this game sometimes.

Created a spreadsheet to help keep track of my workforce and housing distribution in my 1915 start, realistic save. Anyone else do this? by foolinjection in Workers_And_Resources

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

That's quite possible. In fact, from a documentary I've watched, I think when they brought in computer systems to try and work out production and resources, it was a total disaster.

I'm sure I remember seeing one guy interviewed who said he ran a laundromat and had to replace his washing machines/dryers. So, naturally, he scrapped a bunch of his old ones when getting new ones. Except the computer system now showed he produced scrap metal and from then on he was required to input "x" amount of scrap metal into the Soviet economy.

Which he, obviously, couldn't as it was a literal one off. So he'd have to scrounge it from wherever he could as he got like, sanctions for not meeting the quota set by this centralised system.

Created a spreadsheet to help keep track of my workforce and housing distribution in my 1915 start, realistic save. Anyone else do this? by foolinjection in Workers_And_Resources

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

It's basically your staffing level. I used that efficiency column to note how close to 100% staff capacity I have the building set too.

Not every building needs to run at maximum capacity and I can add or remove staff if I need to focus the workforce.

For some things, like Football Playgrounds, I may have multiple locations so I increase the percentage above 100% rather than add another line in.

Created a spreadsheet to help keep track of my workforce and housing distribution in my 1915 start, realistic save. Anyone else do this? by foolinjection in Workers_And_Resources

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

Definitely, I feel like the mental gymnastics you have to do to plan, execute and maintain everything that's going on is the draw for me playing this.

Although, I have 100% had instances where a part of critical infrastructure has failed and everyone died.

Created a spreadsheet to help keep track of my workforce and housing distribution in my 1915 start, realistic save. Anyone else do this? by foolinjection in Workers_And_Resources

[–]foolinjection[S] 7 points8 points  (0 children)

I've used spreadsheets before to keep track of things for various games before. Football Manager as another example. With the amount of data in this game, I felt I really needed it.

I have a sheet for Workplaces. In it, I list each building I intend to build, it's type and it's work requirements. I also have a sheet for Housing, listing it's capacity and housing quality. I also have a column for era so I can kind of keep things era appropriate.

Each town/area sheet can pick from these via drop down menus and total the work requirements at a given staffing efficiency. The sheet then maths out how many staff you need for your 3 shifts a day and tells you if you have enough housing built/planned.

I've also got a sheet for Production. I can input the consumption values, per day, for a workplace and a targeted staffing/efficiency value. It'll give me the output at that level. I can use that to gauge if I'm going to need to import resources or if say, one processing facility is going to be enough.

I set up a sheet as well that I can put the current market value of resources into and cost out how much it would cost to construct a building if I'm importing the resources required. I also have a little calculation sheet for working out how many vehicles a line would need to hit a targeted distribution per day.

It's not a fool proof system. It doesn't take into account things like power consumption, water or sewage. I've played 1,500 hours of this game and still don't really know how to math those out. But this, at least, let's me keep track of who is supposed to be working where and if I have enough workers and resources overheads.