Early Game Construction Offices Tutorial And Optimizations | Workers and resources - Realistic Mode

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  • Опубликовано: 6 сен 2024

Комментарии • 37

  • @shi4stone
    @shi4stone Год назад +16

    This is by far the best tutorial on construction setup I have seen (and I have watched many). Very logical and to the point. Only one question is how do you handle all the shorter connections? Manubally assign them seems a bit tedious

    • @CaffeineEncrypted
      @CaffeineEncrypted  Год назад +3

      A few ways, I try to avoid them during early game unless really needed. I transition into a full 24 slot C.O that focuses on roads and give it a couple mini buses for that purpose

  • @SerMattzio
    @SerMattzio 3 месяца назад +2

    Haha I love this, my first city at the moment and I have one small office for servicing the entire country. Hasn't taken me long to realise that construction industry is basically the most important thing in the game! Even for a non-realistic run.

  • @markkussusa
    @markkussusa 10 месяцев назад +2

    Good point about constructing w workers vs no workers. I didnt know about road length affecting it. Thx much!!!
    *Do all machinery able to operate without workers? Tower cranes, for example.
    * i have 2 dedicated construction offices just for roads. And with many projects available and accessible, dozers and trucks are standing still... Or only one office operates and the other doesnt. What could be?

    • @CaffeineEncrypted
      @CaffeineEncrypted  10 месяцев назад +1

      it all depends on the phase of the construction.
      Bulldozers can work on roads during gravel laying phase and so can excavators but slower.
      Excavators can replace workers during groundworks in buildings and other infastrcture that has that building phase.
      Tower cranes work as an efficiency multiplyer for workers the number displayed is how many workers this bonus applies to.
      There are many reasons the dozers and the trucks can be standing still, roads have multiple building phases based on what they are.
      Mud - no building
      Gravel - once mud is layed gravel is transported and formed into the road by bulldozers
      Aspalt - Once the Gravel layer phase is done ashpalt will be brought in and then workers or a roller/paver based on the base will replace the workers and start building.
      Ashalt with lights - the next phase up but you need to install the lights which does require actual workers.
      If they are not building a road i would check the following
      • What phase is it currently in?
      • Is it missing any resources?
      • is it accessible by the C.O that has what's needed
      • What is the priority
      • Does the source have enough materials

    • @markkussusa
      @markkussusa 10 месяцев назад

      @@CaffeineEncrypted thanx a kit for the detailed response!!!

  • @Echo30Mike
    @Echo30Mike 22 дня назад

    Very good video. Gonna sub you.

  • @KerboOnYT
    @KerboOnYT 3 месяца назад

    Nice clear guide. Thanks!

  • @mortenfrosthansen84
    @mortenfrosthansen84 9 месяцев назад +1

    To begin with, when the game came out.. it all seemed to go so exceptionally slow.
    Even if you poured workers into construction.
    And then when some major projects were done, then you'd have a boom in unemployment and escapees

  • @tr0mp577
    @tr0mp577 5 месяцев назад

    You set up a lot of construction offices for infrastructure at the start - but who are going to build the necesary utilities and storages? Just one builder office, no?
    I like to set up co's dedicated to their function, so excavators can be cloase to the constructions and concrete can be close to the custum house.
    - 2 concrete 2 covered
    - buldozer and dumper
    - busses 4x
    - open hull 4x
    - dumpers 4x
    - excavators 4x
    - road cranes 4x
    First missions: one big CO (12) power lines and power station and 3 way power split
    Then comes the gravel storage, material storages and I end up a little bit like you, but further away from the custom house, utilizing the distribution offices to get about 1-2 km into the republic and not have a small corner of the map, but venture into the unknown (and towards future resources).

    • @CaffeineEncrypted
      @CaffeineEncrypted  5 месяцев назад

      thanks for your comment! I start with those early ones and very early on transition in a 4 x 24 CO set up
      One becomes dedicated to Reconstruction once the main infastructure is ready, one dedicate to roads & Paths & Factory connections and 2 for all forms of infrastructure.

    • @tr0mp577
      @tr0mp577 5 месяцев назад

      @@CaffeineEncryptedIsn't 4 x 24 a bit of overkill?
      You mentioned the custom house jams that might occur and you have 15 vehicles maximum on distribution offices - that cannot sustain, can it?
      After I build matrial storages, I set up my city centre and around august I bring in the first people.
      Then I start with Asphalt and Concrete, so I can have another quick acces to my groundwork materials and building materials.
      Then comes the bigger projects like a university and some money making industries, and only then water and sewage.
      That takes me about 1,5 - 2 years in game and I will have ventured about 3 km inside the map, ready to jump to my next gravel hub.

    • @tr0mp577
      @tr0mp577 5 месяцев назад

      On top of that 4 x 24 - that are a lot of vehicles to purchase, that will not make a revenue... debt trap!!! Watch out - debt trap comming !!

    • @oldylad
      @oldylad 25 дней назад

      @@tr0mp577not a debt trap at all, vehicles are fairly cheap and last a long time in the 60s at least. Also, it’s unlikely your entire construction sector is working at once until later, so fuel imports and high damage on the vehicles are a nonissue. I’ve never had issues with my own strategy that’s very similar to this but a bit cut down on vehicles and storages and it’s gotten me really far through the early game

  • @CherrynatorPC
    @CherrynatorPC 2 месяца назад

    Thank you.

  • @dom4223
    @dom4223 8 месяцев назад

    Nice video.Thank's 👍

  • @samallard6685
    @samallard6685 Год назад

    How do you set up for re construction of buildings and what not. I can't seem to find any any tutorials on it? Your vidoes help so much so I'm asking you lol

  • @TFON3212
    @TFON3212 Месяц назад

    why not using open hull truck for transporting excavator?

    • @oldylad
      @oldylad 25 дней назад

      Probably because it’s more efficient this way with office management. The excavator is only in that office because typically regardless of how much you construct it’s slow speed will not out pace the dump trucks and cement mixers from delivering their goods, making the faster transport via truck basically useless. The open hull would be delivering resources when it should be carrying the excavator in a multi project build as well.

  • @GolfFoxtrotCharlie-gfc
    @GolfFoxtrotCharlie-gfc 8 месяцев назад

    How do you use cement and asphalt. I for the life of me cant seem to figure it out. I have all supplies need to start building but those 2. No one explains how cement and asphalt works when you cant store it. How the hell do you use, unload it ect?

    • @CaffeineEncrypted
      @CaffeineEncrypted  8 месяцев назад +1

      For cement and asphalt during early game trucks will buy it from the border. Asphalt can be picked up by dump tracks and concrete with concrete mixers. And yes it can't be stored it's produced/bought only when needed. When you have the infrastructure to make it yourself you need to assign your construction sites to use them as a source so they will head there to pick it up while it's been made.

  • @DanBarry851
    @DanBarry851 2 месяца назад

    How did you make the ground grey like that? Looks like concrete flooring?

    • @CaffeineEncrypted
      @CaffeineEncrypted  2 месяца назад

      The game under decorations has 3 different terrain painters you can use. I don't recall the exact name but it's one of those 3 I think the airplane one

    • @DanBarry851
      @DanBarry851 2 месяца назад

      @CaffeineEncrypted Thank you! Great guide by the way!

  • @Tinyuvm
    @Tinyuvm 4 месяца назад

    My solution is Holding Ctrl + 2 until everything is done xD

    • @CaffeineEncrypted
      @CaffeineEncrypted  4 месяца назад +2

      if only it didn't break the simulation and mess citizens up! :P

    • @siriusczech
      @siriusczech 3 месяца назад

      That speeds up time for you, but massively corrupt the game simulation and will cost you much more in resources, as trucks tend to drive in these speeds empty, are many times unable to load stuff from customs (as this trick skips a lot of simulation) and thus making it game-wise much longer then necessary.
      Great example of this was hmuda - in his last series he was using this and due to this (amongst other stupidities) he was ready to move in first citizens in summer 1968(!!!), while with little bit of management you can invite people in spring 1961 (and btw hmuda played without seasons, so no winter slowdowns).

    • @Tinyuvm
      @Tinyuvm 3 месяца назад

      @@siriusczech I know, I was just joking

    • @siriusczech
      @siriusczech 3 месяца назад +1

      @@Tinyuvm my bad, but it wasn´t obvious from the wording

    • @Tinyuvm
      @Tinyuvm 3 месяца назад +1

      @@siriusczech I've learned that on hmuda too. He said that was going to use it until the city was built than never again. For me I manage to build a Basic City in less than 2Years. So maybe the simulation not always break but it's very unreliable, indeed

  • @siriusczech
    @siriusczech 3 месяца назад

    1:30 incorrect - foreign workers do work the same amount of work as usual workers do. The difference is that foreign workers do not gain bonuses for travelling long in a vehicle like your own citizens, so they will ALWAYS work only 8h aka what you paid for, will do it fast and then disappear.
    BTW free storages are slow to load, but overall a better thing to use then building a specialised loading facility + storage + power. And free storages cannot burn (unlike any other).
    My recommended setup of free storages is simple usage of 3 free storages for gravel. Then mix freeCOs for flatbeds, dozers and dumpers together, so you have 3 of them with 1-2 flatbeds, 1-2 dumper and 1-2 dozers (total of 4). This way you can assign each of them their "own" gravel storage, which helps a lot.
    And obviously place these storages and associated COs as close to your city as possible. Then build the first city parts (and one or two bigger CO16 at the city edge will speed things up a bit, too) and after you have your city basics and your own people are building the rest of the settlement + manning first industries, just THEN go for permanent storage(s) that have fire coverage and slowly empty those free ones from starting; you can later convert that saved space into waste collection yard, distribution offices etc.

    • @oldylad
      @oldylad 25 дней назад

      But imported workers also cost up to 200% more than local workers. It is better to transition as fast as possible as imported workers is a massive money sink the further in you go

    • @siriusczech
      @siriusczech 25 дней назад

      @@oldylad foreign workers cost ca 10x (1000%) the cost of your own workers, at least when you have working well designed republic

  • @playerone2498
    @playerone2498 2 месяца назад

    Bravo !! Just purchased game v1.0 & this was very helpful. I did all the in game Tutorials & learnt more from your amazing Vids.
    Off topic, i hate this AI auto spelling correction of RUclips. Spell check this eiu-rvb2.09437=wpm,c87694. :)

  • @betmole
    @betmole 5 месяцев назад

    Esta juego es maravilloso