Hey CPP, I suggest doing the distribution mission next. It basically simplifies produced goods distribution 10 fold. There is a distribution center you can build and assign vehicles to, as well as pickup and drop off points, and it will automatically distribute goods without the need for lines.
@@Slurreydude technically its not automatic because you still assign where to get things from and where to take it. It just makes the process easier to manage.
RE: all the people waiting at the bus stop Citizens will wait at a bus stop if they can't find what they need within walking distance. They could be workers going to a job, students going to school, or "passengers" with various personal needs (or tourists, but you don't have any of those). If you hover over a passenger, you can see what needs they have, like food, culture, alcohol etc. All the ones you looked at had food at the top of their lists. That could mean there's a problem with the shopping centre, since they should be able to go there for food.
FYI, you don't actually need workers for fields. As long as you have a farm with tractors, harvesters, and trucks, the working and harvesting of the field will be 100% automated. Learning this has saved me loads of headaches with farm and field placement.
I'm not sure if the game explains this or not but if a building doesn't have parking space for trucks or busses (Shown in its stats popup as parking spaces) then it doesn't need a direct road connection and fire and rescue with drive on the footpaths to the building. So all of your residentials buildings can be built with just footpath connections to help save space. For assigning stops to your trucks the best way to do it is to go into the line management screen, which is on the left task bar, and create a new line. Then from there you can assign individual trucks to that line. And any changes made to the line will automatically apply to everything assigned to it.
@@Minorskillissue Yes, it's ESSENTIAL for CPP to start the distribution offices tutorial next. Or else he'll still be using lines that are confusing and don't have enough vehicles.
Counterintuitively, "Passengers" at transit stops refers only to people seeking transport to shopping and leisure locations. You need "Workers" in order to get people to work your building. While the bus stop was packed with passengers, there were only one or two workers waiting (in likelihood, all your workers are going to your nearest open jobs first and since the bus stop is some distance away, you are getting the stragglers - if you want, you can direct an apartment to send its workers exclusively to transit stops and work buildings you specifically want them to go to). In addition, I second everyone else's comments to focus on the logistics tutorials, as making use of distribution offices will greatly simplify what you were trying to do with trucks (also, I'd advise if the building is linked to a warehouse, prioritise delivering and collecting from there). Also, only buildings that require deliveries (such as factories and shops), or have parking (such as depots or emergency services) need a direct road connection, other buildings, such as housing and most leisure buildings don't need road connections, as construction and emergency vehicles will be able to use footpaths instead, which you may prefer in terms of squeezing buildings in and aesthetics.
Some notes to help: - production and shop buildings have very limited inside storage, you'll almost always need a warehouse, open storage, aggregate dump, tank, silo etc or the production will stop due to no place to go for new items, or worse a shop can run out of food between truck deliveries. Best to connect warehouse directly with factory connection (road like thing) to a shop/factory (no additional vehicles required if its direct) - on switching car orders, its probably best to go other way around. Go to the line you want to pull a vehicle from, click on one you want to change lines for (opens that cars window) and right above its schedule there is a "set line to a car" button which can be pointed toward a line on the list of lines screen. (eliminates chase on the map screen) - routes including customs take a while to complete, its best to separate lines going around internally and to a far away customs. As latter will take majority of the trucks time, leaving little to say move food to a shop. - Trucks in WRSR can be smart, you don't need to tell them what cargo to pick as they know to avoid import magazines during loading (food truck wont pull crops from food factory, unless forced manually). Similarly no need for double unload order, few goods at a time can be selected. Or better select nothing and leave it for limitations of import magazines to determine what is being dropped (clothes wont go to a pub, because it has no storage for them). In your case a truck can pick food and clothes from factories close by and deliver them to city center stores in one go, without specifying any cargo rules. - Soon all this cargo business can be automated with distribution offices (DOs), which is why it may be wonky or too micro-intensive. Using direct lines for cargo should be exception in rare cases. DOs are the next mission below clothes and alcohol, could be better to pick than coal exports. - Passengers are workers during free time (which is 2/3rd of their day) which is why there is so many. Them clogging bus stop is a sign that they cannot fulfill their needs on foot (like sports, culture, alcohol, but also food!) and wait at the stop praying a bus will come to get them somewhere useful. Small bus stop CAN overflow with passengers pushing workers out, so try blocking them when running no passenger line. Lastly check up on your workers, the happiness is dropping hard, which significantly reduces productivity. And more importantly health is going down which can lead to death or escape. Its likely mostly because of lack of food. (The food production/supply chain needs to be robust). Hospital might be short on doctors as well. And in general you BADLY need more storage and trucks. Hope you are still enjoying this gem of "not really a city builder but close enough" :).
The distrubution office is much more usefull if you have many stops with trucks because it acts way smarter....like you just click on the factory and the shops and it will get the food automaticlly there if the storage gets empty
I seriously hope the day will come in which City Planner experiences the construction mechanics and realizes he can construct everything, even roads, by himself for free, as long as he has the resources, vehicles and mechanisms. The first time I built my first road blew my mind when I saw how many steps it took and that 4 or 5 different vehicles and mechanisms were involved in constructing something that looks so simple when it's finished. The complexity of the construction mechanisms is just insanely good and slows down the pace aswell, which makes the game weirdly comfy.
Also CPPs first video about this game made me install it again after I bought it in EA in 2020 or 2019. Oh boy did I spent a lot of hours in this since then.
@30:48 One thing it's taken me time to get used to: These are not car/road oriented people. They don't own cars or get cars until you buy them for them. So, if you make a street-oriented town, the streets are for busses to carry people and trucks to deliver stuff. Focus on walkways and mass transit. E.g., a bus stop at your mine, and another one in you village with a road between them, and roads to deliver goods to your stores. (Unless you are doing autobuy -- then your goods magically appear in the stores even if there's no roads) Beautify/aesthetics with walkways in between.
Also, if you look at the mine and coal processing plant, they tell you how many workers they can use at max. After you put in your services, you can go around your coal village, add up those numbers, and that's all the people you can employ there, so put in flats for that many workers, and you won't struggle with unemployment if you overbuild local housing..
The other thing you can do with a building is choose where, by percentages, where the people in them will go to work. And you can do this with a bus station, too. So, you can tell, say, 50% of the workers in a building to go to a bus stop to work. They'll be picked up there by a bus like and dropped off at a bus station near the mine and processing factory. That bus station is set to send some percent of them to work at the mine and the rest at the processing center. Keeping your workforce allocated cleanly really helps make it work.
@@alialyafee4847 I don't think he is ready for the realistic difficulty. Even stuff like water, sewage and heating is probably going to be tough for him.
@@foreng3095 You don't get how much I hate heating right now. It's the only thing preventing me from building my first settlement. I have been playing on and off on the same map for about one or two months and I have not had the chance to build a single apartment block because I still need insane amounts of infrastructure. Who would've thought building up a new region from scratch is hard and requires actual planning? EDIT: It doesn't help that I have never had a money-positive build before deciding to play some of the most extreme difficulties and building in a mountainous region with about four(?) border crossings across the entire map. I have had only one viable location to build up my starting city. And it's terribly hard. I had to look up how would a city like that can actually thrive. I guess agriculture and processed agriculture products (clothes, what not) will be the way for me, hopefully it works out. I have been planning TOO long for this to fail.
1. Health is temporary, glory of our industry is eternal. (Everything needs to be of walking distance) 2. DISTRIBUTION CENTER, built right next to the warehouse which stores all of your industry products. Distribution center will then automatically supply all of your commercial buildings.
In this game there is an option where you can build with your own resources and man power instead of paying for it and it builds automatically, u can change it by clicking on the crane in right down corner after that u have option to plan buildings which are white it will help you to plan everything instead of building it and then destroying it, when you plan everything u can start build it after changing back to building by rubles and u can select what u wanna build by pressing right mouse
A few hints. 1. You can change the line of a vehicle with the button that has red arrows on it. 2. When changing the line of a vehicle MID ROUTE it might have cargo left in it, which it won't randomly discard unless you specify that it should be discarded. For example, you changed the route of a vehicle that still had food in it. 3. Fields can be worked by EITHER tractor/combine OR workers. Using manpower if you have is an option, but that manpower could be elsewhere if you have the machines that can do it for you. 4. Resources are magically appearing in your factories et cetera because of it not being in "realistic mode". In realistic mode you need to actually transport stuff / foreign workers from the customs house but in "simple mode" they are magically transported but with a "teleportation fee" depending on distance from nearest customs house. Hope that helps! :)
The button on the left that looks like a little metro map helps you manage lines and the vehicles on them easier 🎉 You don't need all buildings to have road connections too, live your pedestrianised dream! Look at distribution centers too, they'll help you over using lines in some cases! (Tutorial for this later I think)
I know it's been a couple weeks here, but, some tips. - bus stops. Uncheck the Passenger and student squares in your main town. This means only workers can wait at the stop, your stops can reach capacity from students and shoppers meaning your worker cannot physically stand and wait at the stop. - bus lines. Look at the lines tab on your left toolbar. Access a line, use MULTIPLE busses or trucks and use LINE SPACING. This will make it so the line is evenly broken down by number of vehicles (say from town to coal town is 1km, you add four busses, you now cut down the wait for workers to 1/4, each bus is now 250m apart. - assign citizen locations. Go to the residence flat, very bottom tool bar ASSIGN that flat to go to a bus stop, job, or whatever. You can also assign "other places" next to it, so you can say "50% workers work at the mine, 50% are free to find open jobs (i.e. shops nearby)" or assign multiple workplaces or stations and divy up the %. - traveling in general. Time dilation in this game is UNHINGED. You NEED NEED NEED to have short wait times. If a worker doesn't get picked up with a couple minutes, he will simply not go to work that day. Which can be why you have "low productivity" even when supply chains are smooth but transport isn't. - placing residences too close to industry. Im sure you know or could guess, flats shouldn't be close to factories. It makes people upset, decreases health requiring more EMS response and ED visits, causes more unhappiness, and shorter lives and more deaths. - rotating building. Use Ctrl while rotating to make much much more precise rotation and angles for roads. - read. Your. Tool tips. F1 twice for grip + snap, f4 near snap on or off. I prefer more natural and flowy towns around hills but for the OCD there ya go. There's a lot to learn, this game has extremely frustrating mechanics ESPECIALLY with the time dilation (an ambulance going 70kmph on a100m straight road takes SEVEN in game hours to pick up a pt). Otherwise just use the tool tips they offer a lot. I'd recommend go to the workshop and download the script mod that let's you add milli9ns of dollars at a whim, and play on easy with everything on and bail yourself out with the script till you get everything figured out. I have around 500hrs (was addicted) for reference. Best of luck and enjoy!
Greetings Comrade Phil! I highly suggest you check out distribution offices as a means to get goods around your republic! It's an antire mission and research branch but the small one is free to place right at the beginning already!
Man, this is entertaining to watch. I picked up the game after your first video, and have since spent an ungodly amount of time with it, doing all the mistakes you are doing, starting over, doing other mistakes and starting over again. I hope you continue with this game, I would love to see what you can accomplish once you're done with the tutorial campaigns, and start building Soviet Republics the proper way, using Realistic mode.
I think the way bus stops work is everyone if they can't find a workplace for the day will go to a bus stop and just ride it to the next bus stop to try and find another work place. What this translates to is if you add a bus stop to your coal complex, you will get a full load of workers every time who get out of the bus and look around for the nearest work place. This also means your workers from your capital will go to your little town and jump out there. If they can't walk to the mine, they are going to work wherever they can reach. So I believe if you add a bus stop in the complex and make it #2 stop, my assumption is you will gather your workers from the main town, drop them off, any excess will then go to the small town and look for work there, and then will take the next bus back to their home.
A really valuable beginner tip is to reduce the max number of workers in those work places. For example, your store can probably function fine with half the max workers. This will resolve a lot of your unemployment issues early on. I purchased this game right as you started this series so I'm learning alongside you. :)
My solution to walking distances has often been underground or overground paths, straight shot. Its not the most aesthetic, but it'll allow longer connections because the straight line from a tunnel or footbridge counts as appreciably less distance
Hey, I just noticed when looking at the trade route... you tell the truck to unload 'crops' to the shopping center. It cannot so it'll just take the food and sell it. So your food demand is probably high while it gets inefficiently exported. Are the citizen in the first town happy?
@19:00 If you put a large covered truck in your farm, it will go to the fields and pick up the crops after they're combined. Then you can have another truck (from some other place) go tot he farm and collect the crops from there. I've found if you have one Tractor, one Combine, and one Truck per large field, they can go all the tasks from planting, fertilizing, harvesting and pick-up on it before winter hits. If you make the large farm, it can hold 30 vehicles, and thus manage ten big fields simultaneously in a growing season with 10 tractors, 10 combines, and 10 large covered trucks.
A good set-up is one large farm, one oil tank for liquid fertilizer, one large grain storage building, and tend big fields. You'll have so many crops you'll spend all year processing it. Also, this set up doesn't require workers in the fields -- mechanization is awesome.
I've seen several episodes and I STILL can't tell if this game's theme is meant to be a serious depiction of a Soviet City or a parody of one. Some aspects seem so over the top absurd that they must be parody ideas - like having a university all about the secret police.
Well, the developers are Slovak, and I'd say based on what I know about developers and slovaks, they are telling the truth with dark humor. Lots of stuff in authoritarian regimes is serious but seems like paradoy (just look at russia's current special military operation that is going exactly according to plan)
The devs seem to have some pretty standard anticommunist misconceptions about how things worked, and so unfortunately a fair few of the mechanics are downright comical
Hey CPP, pro tip. You don't need to build close to the factories. Place a bus platform next to factories, and another one in the middle of your city. Then assign workers from buildings to the bus platform. Create a bus line, add the bus platform in your city as first stop, then the bus platform at your factories as 2nd stop, then add the buses from the road depot to the line. Then you'll have a bus line taking workers from the city to the factories. Plus, you can select what kind of people can board the buses, so you select to only let workers get on them. Then you won't have a 100 passengers looking for a bus for shopping and other stuff.
For optimizing transport you should use distribution centers which I think there's a free version until you research the big version. Also you might want to store your grain in silos because they take a LOT of storage space. Farming is very much an industry especially at this scale so you'll want a whole area dedicated to handling crops. I've learned over time that it's best to do one-industry "factory" towns since the large separation between different industries greatly helps visualize the supply chain and the free space allows to expand the towns more easily. For the economy, you can construct buildings using multiple construction offices and importing resources by truck and storing them in storages and aggregates (physically importing is cheaper than instant-build) but manual construction takes way longer than "instant" construction. Starting a construction industry will also help you better plan your construction materials industry. I hope it helps!
Also, a trick to extend the "walkability" is to put a station inbetween. Workers will go the station and wait, once the wait time has expired they will walk to an available worksite. They will use the station as their walking point. They just need to take a little break after the walk before they can walk again. =P You can also disable stations to allow passengers and students from waiting.
regarding the placing vehicles on a line at around 15:00 The simpler way to do this is with the funky looking button on the bottom right (between the magnifying glass and the X). It's called "set vehicle to line" or something like that and it opens the Menu with all the lines that this vehicle type can handle. From there you can just click on the line you want it to go and it will switch. Do keep in mind that you might need to delete the cargo the vehicle is currently carrying when you change the line. (At least that's an issue on realistic mode, unsure about your difficulty)
I frequently visit an old post-soviet mining town, and the setup there is very much a larger town with dedicated worker busses that drive men to the mines in the morning and return them home in the afternoon. There are some dwellings closer to the mines, but mostly just small villages that were there before the mine.
I would recommend using more public transport in this game, so you don’t have to build in walking distance of everything. The reason you couldn’t get workers on the bus was likely because you had to few workers in that town, that had access or need to use the bus stop.
When you place field on black patch of soil after deleting first one,your fertility drops to 10%. It became green again after while or there is a cheat for that. At bus station,you need to uncheck the box for passengers waiting,they're just taking up space for workers. Thank you for videos,really enjoying them.
If you want people from the new town to work at the coal miles, I recommend instead of bussing them into the building, add a bus stop that remaches both buildings. That's what's worked for me in the past. You can also make a train line connecting the 2 cities and that'll help to bring people from the old one to the new one
Importing resources physically by truck from the border is cheaper than the auto buy. There is a "teleportation" cost added on that scales based on distance from the border. This can save a little bit of money which is noticeable over over the long-term. For some logistic tips on farms though you can use a distribution office with only closed trucks set to haul crops from the fields to storage. This way the farms can be just the sowing and harvesting vehicles. But to be fair, unless you got winters on it might be fine to not need to collect the crops super quick. Distribution offices are very powerful and you only get a few free ones to place until you can research the proper ones.
I strongly recommend using the set buildings citizens should go tool from the apartment blocks. Basically let's you force people to work somewhere or wait at specific stops. Also you can block passengers from waiting at specific bus stops if there's no need for them to be there.
I would suggest that you put a bus stop at the coal mine as well as buses cannot drop people off at places so would need a bus stop at the other end to transport workers. This maybe resolve the non worker problem.
Buses are the way to get workers to the factories, mines etc. And usually I think more than one bus is required per line. Remember that you're not in USA where everyone has a car
You can use your own trucks to import stuff you don't produce yourself yet. It's cheaper than importing in the production building screen as there's a hidden transport fee the farther away the building is from the next border crossing. Only downside is traffic, but it's manageable at the start.
Hot tip. Importing has a delivery fee which gets bigger the further from the boarder you are. You can eliminate by having materials imported with your own vehicles. Or reduce by placing closer to the boarder.
This game has a crazy learning curve, but good city planning principles that work in everything are totally key! First, you want to use funnels for workers to get them to a central transit station…I prefer trains since they don’t get stuck in traffic and they don’t get slowed down in the snow…but buses are perfectly adequate. Have your trams pick up workers and drop them off near your central bus or train station where they wait for work if they aren’t already in walking distance of your central station. Then, run a few buses or trains to a bus stop/train station at your factories. A single stop/station is best. Same thing with goods-you don’t want to mix goods-citizens buy tons more food than clothes or electronics, and they barely use alcohol. Meat needs its own truck either way since it’s refrigerated. Again, funnel all your stuff into a warehouse in your city, perhaps even connected to your shopping center with dedicated lines…use trucks that are a size that keeps that good full in the warehouse, and then run a truck that picks up mostly food to your shopping center. It’s even easier to use a distribution office, but that is a whole other tutorial 😁 I gotta make some videos for this game. It’s a blast after you understand the basic mechanics and strategies! It has a LOT more depth than any other city builder I’ve played.
Well done comrade, now you experience real world where loading 100% full means truck is full full so next stop to load full is already loaded full so move to next stop where to load full is already full so is good. Onwards! Do not stop as already full full. But yeah, the rail head for the coal is definitely the way to go. But remember signals are a thing in this game, if yo run more than one train per line.
Phil. Id buy a truck for each factory and send it to the border. That eay you can move more gods because, right now. Youre just filling the truck at the first stop and then its moving to the next and it can't take more gods, it's just driving with out a purpose between factories full, not delivering anything just stoppeing and then to the border.
I have found this game because of you and have since played it a lot. The thing I'm enjoying the most and which I think you will enjoy immensely as well is the realistic mode. It's a bit difficult to get into but once you get the hang of it (and I recommend watching a couple youtube videos that explain how to make a successful start in realistic mode) the game suddenly becomes so much more interesting and challenging. Your choices matter a lot more, you can spend hours putting your piping under the roads, you can't just demolish and redo things on the fly. Personally I'd recommend going with the medium money ammount to begin with because working with just 1.4 million rubels means you'll have to set up a profitable industry very quickly (and still probably get a loan) and for a youtube series it would suck if the city failed early on because you became trapped in a debt spiral. Realistic mode makes this an entirely different game, a much more complicated game, but also so so very enjoyable.
Bro I don't know what it is about city building games but they are so cathartic. RUclips is such a wonder that I'm able to find someone else that takes the game as serious as I do. You being a civil planner I think for real makes it double awesome that you're so good at building cities
Hey buddy, someone has probably written this already, but i‘m gonna add it anyways: there is a difference between workers and passengers at bus stops. Passengers are waiting to take a bus to somewhere to fulfill their needs (food, alcohol, etc), workers are commuting to a job. (Because you turned off food in your grocery store lots of passengers were waiting there…) If you waited a bit or would have added more citizens, there would probably soon be more workers at your bus stop. Hope this helps!
Yo. I love this game! On the bus stops you can reduce the count of all types of passengers (eg students) to zero if you only want workers. At the coal factory if you place another bus stop and set that as the bus destination instead of the factory then the workers will go 50/50 to each work place. You can also assign houses to buildings like bus stops. The "where should they go" button.. workers will find jobs in walking distance first, bus stop second.. unless you tell them to go to the bus stop. Then you will have all the workers you need taking the bus.. And lastly.. pollution is a thing, you do not want houses too close to stuff like a coal mine or they will get sick. Some sort of mass transport from home to factory is the go. Love your work CPP. please keep this series going.. Hmm, even CPP looks soviet haha. CCCP was USSR in Russian. coincidence? 🤔
I would absolutely DEVOUR a realistic playthrough from you. I know its not your normal playstyle, but this is one of the few games that just gets more fun the more difficulty settings you turn on.
You’ll learn, in the campaign, to absolutely hate the popups reminding you of objectives that yank you away from whatever you’re working on to focus on something
The reason your imports are so high most of the time is because you are constructing buildings with foreign goods. Therefore every time you construct a building it is counted as if you were importing a ton of resources increasing your importing expenses. In order to check your profitability i suggest not building with imported goods for a month. Also when constructing in general i suggest switching to construction office mode. This has the advantage that buildings (and especially roads and footpaths in your case) don't get built immediately thus giving you the ability to effectively plan your districts before actually wasting any money to build and immediatelly demolish them. You can set the construction mode in the bottom left along with selecting an area to start construction. Also in areas where you are uncertain about whether you are going to replace roads and footpaths i suggest you use the dirt variants in the beginning as they are free. When you have your final layout you can upgrade them to the roadtypes you desire. Also i suggest you to turn autobuy up to the smallest possible ammount in shops and factories because autobuy will only buy until the given limit is fulfilled. If you exceed this limit by delivering your own goods it will, as far as i know, prioritize using the delivered goods over the bought ones. Therefore you will not lose money to autobuy if you can support your own production line and you wont stop producing if you don't produce or transport enough raw materials. The same applies to shops which will sell domestic products before importing them. Abd having that safety net in case you can't supply your stores on your own is very helpfull because your citizens will lose loyalty very quickly, reducing productivity and eventually make them flee the country. Also I'd strongly recommend upgrading your export infrastructure because right now it is solely keeping you in the red. Your factories are filled to brim because you have way too few trucks picking up goods from them. I'd recommend building one central warehouse with a rail connection in your city and sending all the exports there. Then have a train pick up all the goods at once and take them to the border. I'd also combine this with a distribution office connected to all your stores. What the distribution office will do is send goods to it's targets of their storage of a certain good drops beneath a given percentage. This will prevent you from having to plan individual lines for every store you build and instead just send a truck whenever a store needs goods. Finally i'd also suggest you take a look at how many goods each factory produces and needs per day. This will show you how many factories of each kind you will need to optimize your production line. For example: one fabric factory can produce enough fabric to support exactly 2 clothing factories or one coal mine can support, depending on the deposit, between 2 to 6 coal refineries. Usually workers will evenly fill up all available factories, so even if the factories aren't fully staffed the balance will be kept.
Most people don't use workers on their farms and just use the mechanisms. However, a common problem you'll run into later is crop shortages and farm optimization. I wonder how much faster you can sow your fields if you have workers help out the mechanisms?
28:56 In a way the game does tell you what they want to do. They are passengers not workers meaning they want to spend there freetime somewhere. Either go shopping or seek entertainment or something like that. Since busstops have limited capacity you probably should switch the queueing of them off but clicking the checkmark.
I think it was already mentioned in comments but anyway. In USSR, as in modern Russia was no high schools. Regular school education takes 10 years (in USSR times). And after you finished school you could either go in university or in college
You don't have enough workers because you put them all in your university halls bro :D All those passengers want stuff that you can not provide for them, but only the workers will wait for a bus to go to work.
Making the students walk past the secret police, you're clearly an expert Soviet planner already
of course, students are always the most radical
They’ll either live there
*or die there*
pay no attention to the tank parked at what is definitely post office. is for... mail
I admire the comments and the content creator for the nonchalant racism ans utter ignorance and stupidity. What a wonderful society you are.
@@gogaonzhezhora8640you realize the Soviet Union was complete dogshit to it's people, who celebrated its downfall right?
In USSR, you don’t balance the budget, the budget balances you.
You see comrade
İts not your budget its our budget Comrade
Amazing use of the meme template ngl
Balance budgets you
Hey CPP,
I suggest doing the distribution mission next. It basically simplifies produced goods distribution 10 fold. There is a distribution center you can build and assign vehicles to, as well as pickup and drop off points, and it will automatically distribute goods without the need for lines.
it's not called CPP anymore, now it's CCCPP 😂
but how can you have a centralized economy if you let the workers think about where things need to be distributed!
@@Slurreydude technically its not automatic because you still assign where to get things from and where to take it. It just makes the process easier to manage.
RE: all the people waiting at the bus stop
Citizens will wait at a bus stop if they can't find what they need within walking distance. They could be workers going to a job, students going to school, or "passengers" with various personal needs (or tourists, but you don't have any of those). If you hover over a passenger, you can see what needs they have, like food, culture, alcohol etc.
All the ones you looked at had food at the top of their lists. That could mean there's a problem with the shopping centre, since they should be able to go there for food.
@@darthquigley that is indeed the case. i noticed that he selected crops instead of food when planning the route
FYI, you don't actually need workers for fields. As long as you have a farm with tractors, harvesters, and trucks, the working and harvesting of the field will be 100% automated. Learning this has saved me loads of headaches with farm and field placement.
Ah, hell. This'll help me so much.
I'm not sure if the game explains this or not but if a building doesn't have parking space for trucks or busses (Shown in its stats popup as parking spaces) then it doesn't need a direct road connection and fire and rescue with drive on the footpaths to the building. So all of your residentials buildings can be built with just footpath connections to help save space.
For assigning stops to your trucks the best way to do it is to go into the line management screen, which is on the left task bar, and create a new line. Then from there you can assign individual trucks to that line. And any changes made to the line will automatically apply to everything assigned to it.
@@Major2nd1 Distribution offices are better than lines in a lot of cases, so I recommends he sues those.
@@Minorskillissue Yes, it's ESSENTIAL for CPP to start the distribution offices tutorial next. Or else he'll still be using lines that are confusing and don't have enough vehicles.
He's an _American_ city planner. Minimum parking surplus is baked into his brain.
The supply line of food to the shopping center is delivering crops instead of processed food to the shopping center
Yeah, saw it at 16:50 and was waiting to see if there would be enough starvation for him to notice.
if only he would hear me yell 😂
Counterintuitively, "Passengers" at transit stops refers only to people seeking transport to shopping and leisure locations. You need "Workers" in order to get people to work your building. While the bus stop was packed with passengers, there were only one or two workers waiting (in likelihood, all your workers are going to your nearest open jobs first and since the bus stop is some distance away, you are getting the stragglers - if you want, you can direct an apartment to send its workers exclusively to transit stops and work buildings you specifically want them to go to).
In addition, I second everyone else's comments to focus on the logistics tutorials, as making use of distribution offices will greatly simplify what you were trying to do with trucks (also, I'd advise if the building is linked to a warehouse, prioritise delivering and collecting from there).
Also, only buildings that require deliveries (such as factories and shops), or have parking (such as depots or emergency services) need a direct road connection, other buildings, such as housing and most leisure buildings don't need road connections, as construction and emergency vehicles will be able to use footpaths instead, which you may prefer in terms of squeezing buildings in and aesthetics.
☝
All this micro management just to get stuff to the factories and stock the stores... the distribution office is going to change your life :)
Yes, yes and YES.
Some notes to help:
- production and shop buildings have very limited inside storage, you'll almost always need a warehouse, open storage, aggregate dump, tank, silo etc or the production will stop due to no place to go for new items, or worse a shop can run out of food between truck deliveries. Best to connect warehouse directly with factory connection (road like thing) to a shop/factory (no additional vehicles required if its direct)
- on switching car orders, its probably best to go other way around. Go to the line you want to pull a vehicle from, click on one you want to change lines for (opens that cars window) and right above its schedule there is a "set line to a car" button which can be pointed toward a line on the list of lines screen. (eliminates chase on the map screen)
- routes including customs take a while to complete, its best to separate lines going around internally and to a far away customs. As latter will take majority of the trucks time, leaving little to say move food to a shop.
- Trucks in WRSR can be smart, you don't need to tell them what cargo to pick as they know to avoid import magazines during loading (food truck wont pull crops from food factory, unless forced manually). Similarly no need for double unload order, few goods at a time can be selected. Or better select nothing and leave it for limitations of import magazines to determine what is being dropped (clothes wont go to a pub, because it has no storage for them). In your case a truck can pick food and clothes from factories close by and deliver them to city center stores in one go, without specifying any cargo rules.
- Soon all this cargo business can be automated with distribution offices (DOs), which is why it may be wonky or too micro-intensive. Using direct lines for cargo should be exception in rare cases. DOs are the next mission below clothes and alcohol, could be better to pick than coal exports.
- Passengers are workers during free time (which is 2/3rd of their day) which is why there is so many. Them clogging bus stop is a sign that they cannot fulfill their needs on foot (like sports, culture, alcohol, but also food!) and wait at the stop praying a bus will come to get them somewhere useful. Small bus stop CAN overflow with passengers pushing workers out, so try blocking them when running no passenger line.
Lastly check up on your workers, the happiness is dropping hard, which significantly reduces productivity. And more importantly health is going down which can lead to death or escape. Its likely mostly because of lack of food. (The food production/supply chain needs to be robust). Hospital might be short on doctors as well. And in general you BADLY need more storage and trucks.
Hope you are still enjoying this gem of "not really a city builder but close enough" :).
The distrubution office is much more usefull if you have many stops with trucks because it acts way smarter....like you just click on the factory and the shops and it will get the food automaticlly there if the storage gets empty
I seriously hope the day will come in which City Planner experiences the construction mechanics and realizes he can construct everything, even roads, by himself for free, as long as he has the resources, vehicles and mechanisms. The first time I built my first road blew my mind when I saw how many steps it took and that 4 or 5 different vehicles and mechanisms were involved in constructing something that looks so simple when it's finished. The complexity of the construction mechanisms is just insanely good and slows down the pace aswell, which makes the game weirdly comfy.
Also CPPs first video about this game made me install it again after I bought it in EA in 2020 or 2019. Oh boy did I spent a lot of hours in this since then.
I miss the raging, out of control fires in this game
They will happen. ( in realistic mode.)
@30:48 One thing it's taken me time to get used to: These are not car/road oriented people. They don't own cars or get cars until you buy them for them. So, if you make a street-oriented town, the streets are for busses to carry people and trucks to deliver stuff. Focus on walkways and mass transit. E.g., a bus stop at your mine, and another one in you village with a road between them, and roads to deliver goods to your stores. (Unless you are doing autobuy -- then your goods magically appear in the stores even if there's no roads) Beautify/aesthetics with walkways in between.
Also, if you look at the mine and coal processing plant, they tell you how many workers they can use at max. After you put in your services, you can go around your coal village, add up those numbers, and that's all the people you can employ there, so put in flats for that many workers, and you won't struggle with unemployment if you overbuild local housing..
The other thing you can do with a building is choose where, by percentages, where the people in them will go to work. And you can do this with a bus station, too. So, you can tell, say, 50% of the workers in a building to go to a bus stop to work. They'll be picked up there by a bus like and dropped off at a bus station near the mine and processing factory. That bus station is set to send some percent of them to work at the mine and the rest at the processing center. Keeping your workforce allocated cleanly really helps make it work.
He's planning for the future, when the USSR dissolves these people are going to need roads!
@@dyadica7151 You need 3 times the amount of workers it says as there are 3 shifts
Your logistical lines make my eyes bleed, I love it lol
this intro is definitely one of your more... unhinged ones lol
Building a bridge over the bay to shorten the distance to the frontier would reduce considerably the use of fuel. Expensive but a just once expense.
Iirc in this campaign the difficulty is set to Easy and thus the fuel is not used by vehicles.
@@foreng3095 Oooh ok.
Yes, there is also realistic resource importing that CPP can toggle on and off. It's called realistic mode and it's HELL.
@@alialyafee4847 I don't think he is ready for the realistic difficulty. Even stuff like water, sewage and heating is probably going to be tough for him.
@@foreng3095 You don't get how much I hate heating right now. It's the only thing preventing me from building my first settlement. I have been playing on and off on the same map for about one or two months and I have not had the chance to build a single apartment block because I still need insane amounts of infrastructure. Who would've thought building up a new region from scratch is hard and requires actual planning?
EDIT: It doesn't help that I have never had a money-positive build before deciding to play some of the most extreme difficulties and building in a mountainous region with about four(?) border crossings across the entire map. I have had only one viable location to build up my starting city. And it's terribly hard. I had to look up how would a city like that can actually thrive. I guess agriculture and processed agriculture products (clothes, what not) will be the way for me, hopefully it works out. I have been planning TOO long for this to fail.
"Can't work on alcohol alone"
Russia: Challenge accepted.
@@DarthEstebanMontoya Russians: "lmao"
@@vaultdude4871well it’d be true nowadays
1. Health is temporary, glory of our industry is eternal. (Everything needs to be of walking distance)
2. DISTRIBUTION CENTER, built right next to the warehouse which stores all of your industry products. Distribution center will then automatically supply all of your commercial buildings.
WHY ARE YOU FEEDING THE PEASANTS RAW GRAIN?
In this game there is an option where you can build with your own resources and man power instead of paying for it and it builds automatically, u can change it by clicking on the crane in right down corner after that u have option to plan buildings which are white it will help you to plan everything instead of building it and then destroying it, when you plan everything u can start build it after changing back to building by rubles and u can select what u wanna build by pressing right mouse
A few hints.
1. You can change the line of a vehicle with the button that has red arrows on it.
2. When changing the line of a vehicle MID ROUTE it might have cargo left in it, which it won't randomly discard unless you specify that it should be discarded. For example, you changed the route of a vehicle that still had food in it.
3. Fields can be worked by EITHER tractor/combine OR workers. Using manpower if you have is an option, but that manpower could be elsewhere if you have the machines that can do it for you.
4. Resources are magically appearing in your factories et cetera because of it not being in "realistic mode". In realistic mode you need to actually transport stuff / foreign workers from the customs house but in "simple mode" they are magically transported but with a "teleportation fee" depending on distance from nearest customs house.
Hope that helps! :)
You need to be doing the distribution research task, it will help automate a lot of the goods distribution.
Hi! You don’t need workers in the fields you just need the mechanisms (tractors, harvesters and trucks).
The button on the left that looks like a little metro map helps you manage lines and the vehicles on them easier 🎉
You don't need all buildings to have road connections too, live your pedestrianised dream!
Look at distribution centers too, they'll help you over using lines in some cases! (Tutorial for this later I think)
I know it's been a couple weeks here, but, some tips.
- bus stops. Uncheck the Passenger and student squares in your main town. This means only workers can wait at the stop, your stops can reach capacity from students and shoppers meaning your worker cannot physically stand and wait at the stop.
- bus lines. Look at the lines tab on your left toolbar. Access a line, use MULTIPLE busses or trucks and use LINE SPACING. This will make it so the line is evenly broken down by number of vehicles (say from town to coal town is 1km, you add four busses, you now cut down the wait for workers to 1/4, each bus is now 250m apart.
- assign citizen locations. Go to the residence flat, very bottom tool bar ASSIGN that flat to go to a bus stop, job, or whatever. You can also assign "other places" next to it, so you can say "50% workers work at the mine, 50% are free to find open jobs (i.e. shops nearby)" or assign multiple workplaces or stations and divy up the %.
- traveling in general. Time dilation in this game is UNHINGED. You NEED NEED NEED to have short wait times. If a worker doesn't get picked up with a couple minutes, he will simply not go to work that day. Which can be why you have "low productivity" even when supply chains are smooth but transport isn't.
- placing residences too close to industry. Im sure you know or could guess, flats shouldn't be close to factories. It makes people upset, decreases health requiring more EMS response and ED visits, causes more unhappiness, and shorter lives and more deaths.
- rotating building. Use Ctrl while rotating to make much much more precise rotation and angles for roads.
- read. Your. Tool tips. F1 twice for grip + snap, f4 near snap on or off. I prefer more natural and flowy towns around hills but for the OCD there ya go.
There's a lot to learn, this game has extremely frustrating mechanics ESPECIALLY with the time dilation (an ambulance going 70kmph on a100m straight road takes SEVEN in game hours to pick up a pt). Otherwise just use the tool tips they offer a lot.
I'd recommend go to the workshop and download the script mod that let's you add milli9ns of dollars at a whim, and play on easy with everything on and bail yourself out with the script till you get everything figured out. I have around 500hrs (was addicted) for reference. Best of luck and enjoy!
Greetings Comrade Phil!
I highly suggest you check out distribution offices as a means to get goods around your republic! It's an antire mission and research branch but the small one is free to place right at the beginning already!
Man, this is entertaining to watch. I picked up the game after your first video, and have since spent an ungodly amount of time with it, doing all the mistakes you are doing, starting over, doing other mistakes and starting over again. I hope you continue with this game, I would love to see what you can accomplish once you're done with the tutorial campaigns, and start building Soviet Republics the proper way, using Realistic mode.
I think the way bus stops work is everyone if they can't find a workplace for the day will go to a bus stop and just ride it to the next bus stop to try and find another work place. What this translates to is if you add a bus stop to your coal complex, you will get a full load of workers every time who get out of the bus and look around for the nearest work place.
This also means your workers from your capital will go to your little town and jump out there. If they can't walk to the mine, they are going to work wherever they can reach. So I believe if you add a bus stop in the complex and make it #2 stop, my assumption is you will gather your workers from the main town, drop them off, any excess will then go to the small town and look for work there, and then will take the next bus back to their home.
A really valuable beginner tip is to reduce the max number of workers in those work places. For example, your store can probably function fine with half the max workers. This will resolve a lot of your unemployment issues early on.
I purchased this game right as you started this series so I'm learning alongside you. :)
My solution to walking distances has often been underground or overground paths, straight shot. Its not the most aesthetic, but it'll allow longer connections because the straight line from a tunnel or footbridge counts as appreciably less distance
I love how Phil got much more devious in his role as a Soviet planner in this episode
Hey, I just noticed when looking at the trade route... you tell the truck to unload 'crops' to the shopping center. It cannot so it'll just take the food and sell it. So your food demand is probably high while it gets inefficiently exported. Are the citizen in the first town happy?
Certainly not. That's why they're clogging bus station.
5:58
Spray Trees, a new technology made in our glorious republic 😂
There's a mosquito in my room. That's all.
"Engagement."
@19:00 If you put a large covered truck in your farm, it will go to the fields and pick up the crops after they're combined. Then you can have another truck (from some other place) go tot he farm and collect the crops from there. I've found if you have one Tractor, one Combine, and one Truck per large field, they can go all the tasks from planting, fertilizing, harvesting and pick-up on it before winter hits. If you make the large farm, it can hold 30 vehicles, and thus manage ten big fields simultaneously in a growing season with 10 tractors, 10 combines, and 10 large covered trucks.
A good set-up is one large farm, one oil tank for liquid fertilizer, one large grain storage building, and tend big fields. You'll have so many crops you'll spend all year processing it. Also, this set up doesn't require workers in the fields -- mechanization is awesome.
I've seen several episodes and I STILL can't tell if this game's theme is meant to be a serious depiction of a Soviet City or a parody of one. Some aspects seem so over the top absurd that they must be parody ideas - like having a university all about the secret police.
Well, the developers are Slovak, and I'd say based on what I know about developers and slovaks, they are telling the truth with dark humor. Lots of stuff in authoritarian regimes is serious but seems like paradoy (just look at russia's current special military operation that is going exactly according to plan)
The devs seem to have some pretty standard anticommunist misconceptions about how things worked, and so unfortunately a fair few of the mechanics are downright comical
@@Tha1337er maybe becuase communism was cancer?
@@Tha1337er also misconceptions, they very likely grew up in communism, did you?
@@JonZiegler6 lmao, get a new line, westoid
I like the not straight lines of roads and things makes it feel more natural to me. Keep these videos up! This game is fun to watch
Hey CPP, pro tip. You don't need to build close to the factories. Place a bus platform next to factories, and another one in the middle of your city. Then assign workers from buildings to the bus platform. Create a bus line, add the bus platform in your city as first stop, then the bus platform at your factories as 2nd stop, then add the buses from the road depot to the line. Then you'll have a bus line taking workers from the city to the factories. Plus, you can select what kind of people can board the buses, so you select to only let workers get on them. Then you won't have a 100 passengers looking for a bus for shopping and other stuff.
Team America reference. Nice! Any time some says America, that’s what I hear in my head to this day
Same here, but never saw the movie.
3:58 Oh you innocent one. In Soviet Union, men were conscripted for 2-3 years at age 18.
The management aspect is very appealing to me. I think I might have to pick up a copy soon.
20:10 that looks trippy with the water just flowing under the peninsula there...
YES!
Seeing you play this game is always such a blessing, thank you.
For optimizing transport you should use distribution centers which I think there's a free version until you research the big version.
Also you might want to store your grain in silos because they take a LOT of storage space. Farming is very much an industry especially at this scale so you'll want a whole area dedicated to handling crops.
I've learned over time that it's best to do one-industry "factory" towns since the large separation between different industries greatly helps visualize the supply chain and the free space allows to expand the towns more easily.
For the economy, you can construct buildings using multiple construction offices and importing resources by truck and storing them in storages and aggregates (physically importing is cheaper than instant-build) but manual construction takes way longer than "instant" construction. Starting a construction industry will also help you better plan your construction materials industry.
I hope it helps!
This is fun to watch from such a different perspective than my own. Hard not to cringe at some of the decisions, but it is a Hard game!
Also, a trick to extend the "walkability" is to put a station inbetween. Workers will go the station and wait, once the wait time has expired they will walk to an available worksite. They will use the station as their walking point. They just need to take a little break after the walk before they can walk again. =P
You can also disable stations to allow passengers and students from waiting.
I am glad people are liking this and you are enjoying making it, really like this game from what I've seen by you
YAY!!! I love this series so much.
regarding the placing vehicles on a line at around 15:00
The simpler way to do this is with the funky looking button on the bottom right (between the magnifying glass and the X). It's called "set vehicle to line" or something like that and it opens the Menu with all the lines that this vehicle type can handle. From there you can just click on the line you want it to go and it will switch.
Do keep in mind that you might need to delete the cargo the vehicle is currently carrying when you change the line. (At least that's an issue on realistic mode, unsure about your difficulty)
I frequently visit an old post-soviet mining town, and the setup there is very much a larger town with dedicated worker busses that drive men to the mines in the morning and return them home in the afternoon. There are some dwellings closer to the mines, but mostly just small villages that were there before the mine.
I would recommend using more public transport in this game, so you don’t have to build in walking distance of everything. The reason you couldn’t get workers on the bus was likely because you had to few workers in that town, that had access or need to use the bus stop.
This is exactly what I was expecting from your videos. A fresh and non hardcore realistic perspective. Thanks a lot! 😊
We are no peasants comrade! We are all workers!!!
When you place field on black patch of soil after deleting first one,your fertility drops to 10%. It became green again after while or there is a cheat for that.
At bus station,you need to uncheck the box for passengers waiting,they're just taking up space for workers.
Thank you for videos,really enjoying them.
If you want people from the new town to work at the coal miles, I recommend instead of bussing them into the building, add a bus stop that remaches both buildings. That's what's worked for me in the past. You can also make a train line connecting the 2 cities and that'll help to bring people from the old one to the new one
If I've learned one thing from the commercial success of Minecraft it's this: the children yearn for the mines.
26:22 did you just say the truck has a fat dumper?! Damn, Phil, that dumpy.
Importing resources physically by truck from the border is cheaper than the auto buy. There is a "teleportation" cost added on that scales based on distance from the border.
This can save a little bit of money which is noticeable over over the long-term.
For some logistic tips on farms though you can use a distribution office with only closed trucks set to haul crops from the fields to storage. This way the farms can be just the sowing and harvesting vehicles. But to be fair, unless you got winters on it might be fine to not need to collect the crops super quick.
Distribution offices are very powerful and you only get a few free ones to place until you can research the proper ones.
Thanks, City Planner! You are the best!
Finally catching up on videos! So excited to watch this
11:28 - the phrase "research tree" above an icon ... with trees!
I strongly recommend using the set buildings citizens should go tool from the apartment blocks. Basically let's you force people to work somewhere or wait at specific stops. Also you can block passengers from waiting at specific bus stops if there's no need for them to be there.
I would suggest that you put a bus stop at the coal mine as well as buses cannot drop people off at places so would need a bus stop at the other end to transport workers. This maybe resolve the non worker problem.
Buses are the way to get workers to the factories, mines etc. And usually I think more than one bus is required per line. Remember that you're not in USA where everyone has a car
I hope you bring this series back one day! 🤩
You can use your own trucks to import stuff you don't produce yourself yet. It's cheaper than importing in the production building screen as there's a hidden transport fee the farther away the building is from the next border crossing. Only downside is traffic, but it's manageable at the start.
Most buildings (e.g. all of the flats) don't need road connections! They only need pedestrian connections. :)
Hot tip. Importing has a delivery fee which gets bigger the further from the boarder you are. You can eliminate by having materials imported with your own vehicles. Or reduce by placing closer to the boarder.
"Just one more loan bro..."
eventually
"sir, we are in 51.7 Trillon dollars in debt."
"just one more loan bro."
This game has a crazy learning curve, but good city planning principles that work in everything are totally key!
First, you want to use funnels for workers to get them to a central transit station…I prefer trains since they don’t get stuck in traffic and they don’t get slowed down in the snow…but buses are perfectly adequate. Have your trams pick up workers and drop them off near your central bus or train station where they wait for work if they aren’t already in walking distance of your central station. Then, run a few buses or trains to a bus stop/train station at your factories. A single stop/station is best.
Same thing with goods-you don’t want to mix goods-citizens buy tons more food than clothes or electronics, and they barely use alcohol. Meat needs its own truck either way since it’s refrigerated. Again, funnel all your stuff into a warehouse in your city, perhaps even connected to your shopping center with dedicated lines…use trucks that are a size that keeps that good full in the warehouse, and then run a truck that picks up mostly food to your shopping center. It’s even easier to use a distribution office, but that is a whole other tutorial 😁
I gotta make some videos for this game. It’s a blast after you understand the basic mechanics and strategies! It has a LOT more depth than any other city builder I’ve played.
Well done comrade, now you experience real world where loading 100% full means truck is full full so next stop to load full is already loaded full so move to next stop where to load full is already full so is good. Onwards! Do not stop as already full full.
But yeah, the rail head for the coal is definitely the way to go. But remember signals are a thing in this game, if yo run more than one train per line.
Sending hundreds of people to work in farms like the industrial revolution hasn't happened...
Phil. Id buy a truck for each factory and send it to the border. That eay you can move more gods because, right now.
Youre just filling the truck at the first stop and then its moving to the next and it can't take more gods, it's just driving with out a purpose between factories full, not delivering anything just stoppeing and then to the border.
It's such a nice touch that you turn your logo background red for this series' thumbnails. Great work, comrade.
I have found this game because of you and have since played it a lot.
The thing I'm enjoying the most and which I think you will enjoy immensely as well is the realistic mode. It's a bit difficult to get into but once you get the hang of it (and I recommend watching a couple youtube videos that explain how to make a successful start in realistic mode) the game suddenly becomes so much more interesting and challenging. Your choices matter a lot more, you can spend hours putting your piping under the roads, you can't just demolish and redo things on the fly.
Personally I'd recommend going with the medium money ammount to begin with because working with just 1.4 million rubels means you'll have to set up a profitable industry very quickly (and still probably get a loan) and for a youtube series it would suck if the city failed early on because you became trapped in a debt spiral.
Realistic mode makes this an entirely different game, a much more complicated game, but also so so very enjoyable.
Bro I don't know what it is about city building games but they are so cathartic. RUclips is such a wonder that I'm able to find someone else that takes the game as serious as I do. You being a civil planner I think for real makes it double awesome that you're so good at building cities
You forgot to reconnect the path when you built the dorms.
Hey buddy, someone has probably written this already, but i‘m gonna add it anyways: there is a difference between workers and passengers at bus stops. Passengers are waiting to take a bus to somewhere to fulfill their needs (food, alcohol, etc), workers are commuting to a job. (Because you turned off food in your grocery store lots of passengers were waiting there…)
If you waited a bit or would have added more citizens, there would probably soon be more workers at your bus stop. Hope this helps!
Yo. I love this game! On the bus stops you can reduce the count of all types of passengers (eg students) to zero if you only want workers. At the coal factory if you place another bus stop and set that as the bus destination instead of the factory then the workers will go 50/50 to each work place. You can also assign houses to buildings like bus stops. The "where should they go" button.. workers will find jobs in walking distance first, bus stop second.. unless you tell them to go to the bus stop. Then you will have all the workers you need taking the bus.. And lastly.. pollution is a thing, you do not want houses too close to stuff like a coal mine or they will get sick. Some sort of mass transport from home to factory is the go.
Love your work CPP. please keep this series going.. Hmm, even CPP looks soviet haha. CCCP was USSR in Russian. coincidence? 🤔
Can you playlist this series? If there already is one, I couldn't find it.
Thanks.
Will do!
The playlist is in reverse order. Could you please fix that?
Thanks, and sorry for the bother.
Finally! Comrade Phil has returned!
This feels like a nightmare
The students can't learn, and the professors are too busy researching.
I would absolutely DEVOUR a realistic playthrough from you. I know its not your normal playstyle, but this is one of the few games that just gets more fun the more difficulty settings you turn on.
You’ll learn, in the campaign, to absolutely hate the popups reminding you of objectives that yank you away from whatever you’re working on to focus on something
The reason your imports are so high most of the time is because you are constructing buildings with foreign goods. Therefore every time you construct a building it is counted as if you were importing a ton of resources increasing your importing expenses. In order to check your profitability i suggest not building with imported goods for a month.
Also when constructing in general i suggest switching to construction office mode. This has the advantage that buildings (and especially roads and footpaths in your case) don't get built immediately thus giving you the ability to effectively plan your districts before actually wasting any money to build and immediatelly demolish them. You can set the construction mode in the bottom left along with selecting an area to start construction.
Also in areas where you are uncertain about whether you are going to replace roads and footpaths i suggest you use the dirt variants in the beginning as they are free. When you have your final layout you can upgrade them to the roadtypes you desire.
Also i suggest you to turn autobuy up to the smallest possible ammount in shops and factories because autobuy will only buy until the given limit is fulfilled. If you exceed this limit by delivering your own goods it will, as far as i know, prioritize using the delivered goods over the bought ones. Therefore you will not lose money to autobuy if you can support your own production line and you wont stop producing if you don't produce or transport enough raw materials. The same applies to shops which will sell domestic products before importing them. Abd having that safety net in case you can't supply your stores on your own is very helpfull because your citizens will lose loyalty very quickly, reducing productivity and eventually make them flee the country.
Also I'd strongly recommend upgrading your export infrastructure because right now it is solely keeping you in the red. Your factories are filled to brim because you have way too few trucks picking up goods from them. I'd recommend building one central warehouse with a rail connection in your city and sending all the exports there. Then have a train pick up all the goods at once and take them to the border. I'd also combine this with a distribution office connected to all your stores. What the distribution office will do is send goods to it's targets of their storage of a certain good drops beneath a given percentage. This will prevent you from having to plan individual lines for every store you build and instead just send a truck whenever a store needs goods.
Finally i'd also suggest you take a look at how many goods each factory produces and needs per day. This will show you how many factories of each kind you will need to optimize your production line. For example: one fabric factory can produce enough fabric to support exactly 2 clothing factories or one coal mine can support, depending on the deposit, between 2 to 6 coal refineries. Usually workers will evenly fill up all available factories, so even if the factories aren't fully staffed the balance will be kept.
yesssss, so excited to see this getting continued
Most people don't use workers on their farms and just use the mechanisms. However, a common problem you'll run into later is crop shortages and farm optimization. I wonder how much faster you can sow your fields if you have workers help out the mechanisms?
I really want to see your playthough of 2nd "campaign" with realistic build mode :)
♫ Workin' in a coal mine
Goin' down, down, down
Workin' in a coal mine
Oops, about to slip down ♫
You should do a Citizen Surveillance at the end of each episode, a Soviet version of the City Tours for City Skylines 2!
Tip: there are network specific demolition tools next to the roads/paths
28:56 In a way the game does tell you what they want to do. They are passengers not workers meaning they want to spend there freetime somewhere. Either go shopping or seek entertainment or something like that.
Since busstops have limited capacity you probably should switch the queueing of them off but clicking the checkmark.
You got a new subscriber, please keep this series up!
You needed to have more bus stops, where they could climb off near the coal plant
I think it was already mentioned in comments but anyway.
In USSR, as in modern Russia was no high schools. Regular school education takes 10 years (in USSR times). And after you finished school you could either go in university or in college
Thank you for making a new video on this game! You are someone that makes it fun to watch
Really enjoying seeing this! Even if it's the tutorial I like the decision making you can do
There's nothing like the sight of field of crops.
You don't have enough workers because you put them all in your university halls bro :D
All those passengers want stuff that you can not provide for them, but only the workers will wait for a bus to go to work.