Power & Drains :: Realistic 1908 Start : Workers & Resources Soviet Republic: #01

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  • Опубликовано: 2 июл 2024
  • The Cold Conquest map starts with two Soviet supporting resource poor areas, before the revolution these regions struggle to build a society capable of supporting the community. The 1917 revolution triggers a need to build a better society by exploiting the rich resources of the old Tsarist region.
    Feel free to comment, ask questions and make suggestions.
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Комментарии • 9

  • @damagingthebrand7387
    @damagingthebrand7387 18 дней назад +2

    31 days later... boom! Oh, did I start in Tunguska?

  • @thedevonian2892
    @thedevonian2892 19 дней назад +1

    Looking forward to the new playthrough!! Nice map, i will be trying it myself when i have the Biomes dlc. I noticed Robs074 has some interesting scripts on the workshop, should be good if his mods are anything to go by. One i thought you may like for this playthrough is the newspaper/loyalty one, looks very handy for early years and realistic as works on secret police building and saves the spamming of monuments for early loyalty ( certainly annoys me ) !!! I havent tried myself yet as only saw recently, but you should have time to test as no pop yet. keep up the good work 👍

    • @StephenSilverbeard
      @StephenSilverbeard  19 дней назад

      Ty for the information. Just been checking them out, they look interesting.

    • @stefberg-kk1jl
      @stefberg-kk1jl 19 дней назад

      the early loyalty is a good mod use it also on early playthrough

    • @StephenSilverbeard
      @StephenSilverbeard  19 дней назад

      @@stefberg-kk1jl Looks good, will do a test to get a feel for how it works

  • @oldgalah7425
    @oldgalah7425 19 дней назад

    This will be an interesting series, curious to see if pedestrians walking on asphalt footpaths walk faster than a horse and cart or early steam truck on the road. 🙂

    • @StephenSilverbeard
      @StephenSilverbeard  19 дней назад

      Think the top speed to steam wagons is 22 kph which is well within the range of mud roads, although think there some evidence that heavy rain slows down vehicles (need to check). Prefer to have key roads as gravel as some early trucks can exceed the 40 kph.
      Not sure if pedestrians have a walking speed as they have a maximum walking distance, e.g. around 440m. Walking on mud road reduces the distance by 50%, while asphalt paths it is 95%. This makes a big difference when planning the first town as getting key services makes a big difference, it is even more crucial for early starts as horse drawn buses are not much use.

    • @iplaygames8090
      @iplaygames8090 5 дней назад

      @@StephenSilverbeard as far as i understand the civilian walking distance is dictated by time it takes (so better paths allow them to go farther in the same time)

    • @StephenSilverbeard
      @StephenSilverbeard  5 дней назад +1

      The assumption is correct. The max walking distance is around 420m, To achieve this need to workers walking on either asphalt or lit asphalt paths. Gravel footpaths allow worker to walk 87% of the distance and mud 50%. The walking speeds on roads is lower, hence it paus to build a network of paths that give workers to key service buildings, even this requires paths to run parallel to roads.