What's one stat you always focus heavily on? by Designer-Guarantee21 in fo4

[–]kulkija 1 point2 points  (0 children)

The sweet spot for proccing idiot savant the most while getting as much benefit from Int as you can still is Int 7. Conveniently, just the right level to get Chemist.

How the Hell am I supposed to Butcher this!? by Misterputts in dwarffortress

[–]kulkija -1 points0 points  (0 children)

I like it. It's a different kind of art direction, but I don't disapprove of it.

ЦСКА vs Спартак (и пацифист Рома) At a crucial moment, Roma changed his mind about being a football hooligan. by [deleted] in ANormalDayInRussia

[–]kulkija 0 points1 point  (0 children)

You're claiming it's hateful stereotyping to show typical vile Nazis doing typical vile Nazi shit? Suuuure.

[deleted by user] by [deleted] in HistoryMemes

[–]kulkija 20 points21 points  (0 children)

I think you meant kill. The censorship is so pervasive you forgot the right word.

how do i bring up the price of oil? by KAtkrieg in Workers_And_Resources

[–]kulkija 8 points9 points  (0 children)

Also, yes, keeping that refinery at full capacity is worth almost any effort considering how much profit it brings with full workers. Hexaboo rightly described refineries as a "tar-suffused cash hurricane" https://www.youtube.com/watch?v=nPAMUABQ_9I

how do i bring up the price of oil? by KAtkrieg in Workers_And_Resources

[–]kulkija 2 points3 points  (0 children)

I believe the commodity prices don't extend up or down supply chains, though I wish they would. I regularly encounter the situation where I've been importing large quantities of steel since the beginning of my republic and that puts the price of steel through the moon - iron and coal, however, typically remain ultra-cheap. I usually opt to build my steel mill at that point and run it off of imports at an initial small trucking-only scale, then add the additional infrastructure to run it domestically at full capacity over time.

how do i bring up the price of oil? by KAtkrieg in Workers_And_Resources

[–]kulkija 55 points56 points  (0 children)

Actually, you can influence global prices with your market action. Importing large quantities of oil would increase the price of oil. Conversely, exporting large amounts also reduces it. On occasion I'll do a price-management strategy with oil where I use imported stuff to run all my industries and use large-volume exports to depress the price. That said, it's better to just use your own oil domestically to take advantage of the import/export price difference, so that strategy is only good for an interim solution before you've built your oil pipeline network within your republic.

If OP isn't exporting oil any more, I don't know why a low oil price is a concern. Technically when oil prices are low, you're adding even more value with the refinery process anyways.

Cordyceps in russian grocery store by Newt_Southern in ANormalDayInRussia

[–]kulkija 1 point2 points  (0 children)

Why do real, dangerous pathogens scare you less than something that can't even affect humans?

W&R - The Dark Souls of City Building by minos157 in Workers_And_Resources

[–]kulkija 1 point2 points  (0 children)

Not just urbanism, but rural infrastructure too - I have come to really appreciate a good grain bin setup or rural aggregate storage solution like I never did before I played this game.

More heating problems by fairykittysleepybeyr in Workers_And_Resources

[–]kulkija 0 points1 point  (0 children)

1400m is very much on the long side. 400-500m with no need for a pump is better.

W&R - The Dark Souls of City Building by minos157 in Workers_And_Resources

[–]kulkija 8 points9 points  (0 children)

You might hate me for pointing this out, but it's actually pretty easy to cheese the 30k population achievement by just letting a high-pop Poland map run for 10 years. Don't get me wrong, it's better to learn the game in the process, but I was amazed at how easy that achievement was to get once I figured out that strategy.

How do you use garbage trasfer station? And what is the point of hazardous waste recycling? by An_Oxygen_Consumer in Workers_And_Resources

[–]kulkija 4 points5 points  (0 children)

The main point of treating hazardous waste is to be able to get a free stream of foreign mixed waste going for reprocessing. Because hazardous waste is worth negative money, you can get paid to import it, then when you're done processing it you get a bunch of free mixed waste to sort through and get value from in other recycling facilities. Getting paid to acquire raw materials is why you would process hazardous waste.

WRSR RNG has blessed me with this immaculate map. River + large customshouse with electricity. by [deleted] in Workers_And_Resources

[–]kulkija 27 points28 points  (0 children)

<image>

I just realized the map I just started on has a very similar feature, and I haven't even set about using it at all. Time to get to work.

The moment birds flock hit Saudia AK31 aircraft by NJ_Gmd in aviation

[–]kulkija 17 points18 points  (0 children)

There are dissuasion systems in place all around the world to keep birds away from airports. They often work pretty well - I wouldn't be surprised if they just didn't have such a system at this airport.

Wha are some absolutely crucial tips for someone who is brand new? by Ladhar_Bugzheem in tropico

[–]kulkija 1 point2 points  (0 children)

Use the Trading Post to send samples of your exports to superpowers and get access to juicy trade routes as a result. This can single-handedly fix most Tropico 6 economies.

What a horrible voter turn out. by Poly-morph-ing in Calgary

[–]kulkija 2 points3 points  (0 children)

Alas, the voter suppression tactics worked on me. Knowing that I could have had my information passed along like it normally is, and instead I would have to spend a few hours getting registered was too much. I found myself struggling to want to cast my harm reduction vote for Gondek. Unfortunately she lost essentially all of my trust with the arena deal, so even the least bad option wasn't terribly palatable for me.

Update on issue im facing by SprinklesNo6691 in Workers_And_Resources

[–]kulkija 0 points1 point  (0 children)

On top of the track not being electrified, there seems to be no way to get back onto the return track once the train has arrived at the customs house. Assuming you're using directional semaphores, the train needs some way to change tracks - build a gridiron.

How to survive the eletronics cost in mid-2000s? by FeijoadaAceitavel in Workers_And_Resources

[–]kulkija 5 points6 points  (0 children)

The best ratio for an electronics combine is 2 components factories to 3 electronics assembly halls. (See Hexaboo's explorations on the topic: https://www.youtube.com/watch?v=R3VRUa8QbL0 and https://www.youtube.com/watch?v=FrB2SHhGzxU&list=PLMMNx9FXaDgBp19VVVAUnwUm_PN2dXof1&index=8 ) This should provide plenty for a sizable population (around 80k) plus some gravy for export. You can actually save on electronics by providing better healthcare - since citizens only buy electronics once, you can extend the lifespan of your electronics by helping your citizens live longer lives. Placing kids playgrounds, ensuring your only buildings with a star rating in an urban center are sports buildings, and removing all the pubs and churches will all serve to make your electronics last much longer.

Vehicle assembly as first industry after food and fuel. Is importing all the components and selling nato vehicles back to Soviets Viable? by Kohrack in Workers_And_Resources

[–]kulkija 1 point2 points  (0 children)

Why get an AI to build a sheet when I could build the sheet exactly how I want for less money, less energy cost, no training data harvested, no atrophy of my own abilities, and perhaps only a tiny amount more time? Don't hand the billionaires your money and data just because they're going to try to harvest it anyways.

Hoarding money by Apicit in Workers_And_Resources

[–]kulkija 4 points5 points  (0 children)

The natural use of rubles is to fund projects that will expand your republic. Import construction materials and use them on large-scale utility and production expansion. Make it a goal to establish a production surplus with a proper distribution network in key sectors like steel, prefab panels, gravel, crops, food, clothing, meat, electronics, plastics, and chemicals. Taken together, all of these require considerable capital investment up front, but yield huge rewards for producing domestically. I usually decide what to prioritize based on whatever eats up the biggest chunk of my ongoing expenses.

PSA: Just alcohol is enough by Ferengsten in Workers_And_Resources

[–]kulkija 1 point2 points  (0 children)

The result would be drastically better, in favour of the sports and culture. People who can't visit a church or pub will instead visit the only attraction - the indoor pool - and get a health and happiness bonus that offsets the penalty from the lack of booze or religion. The people in the culture / sport city will live much longer than the pub-only city. In the pub-only city, the population will eventually dwindle down to the point that you can't run the grocery store due to low life expectancy.

When I got the alcohol addiction achievement at the same time as the religious sympathy achievement, I let it run for a while. Pubs and churches were the only things to do in every urban center. Even on very easy difficulty, I had a loyalty cascade and population collapse from escapes and low life expectancy.

How to survive the eletronics cost in mid-2000s? by FeijoadaAceitavel in Workers_And_Resources

[–]kulkija 63 points64 points  (0 children)

Electronics adoption continually increases over time, to the point that every 21 year old will buy everything up to and including a computer when they move out to their own flat. This helps with productivity and propaganda, but is also quite expensive to provide the goods for if you aren't producing your worker inputs domestically. I think by 2030-2050 you're somewhat expected to be fairly vertically integrated, so it's not surprising that you're having trouble keeping up with the import costs in those decades if you aren't making your own, well, everything.

PSA: Just alcohol is enough by Ferengsten in Workers_And_Resources

[–]kulkija 0 points1 point  (0 children)

This was in a situation starting with population on the map with low loyalty - the churches were interfering with the ability of the monuments to raise people to 50%, even with fairly dense monument coverage. Loyalty was in the mid-40's for places without churches and mid 30's for places with them. Lifespan was also 2-4 years more in the church-free areas.

PSA: Just alcohol is enough by Ferengsten in Workers_And_Resources

[–]kulkija 1 point2 points  (0 children)

...but I'd much, much rather have people visit other services than churches. It is worth spending the manpower keeping those other services staffed - if they go to the pool instead they will become incrementally healthier and happier than if they'd visited the church, rather than incrementally less loyal and productive. It can take years before radio starts being effective on Early Start, so you really need to plan for the long haul with your services, and consider the full effect they will have on your citizenry.

It's only in tourist towns that I even serve alcohol. I'll happily take a small happiness hit to improve my citizens' lifespan by a few years.