How does "Quality of Flats" affect Happiness? | Tests | Workers & Resources: Soviet Republic Guides

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  • Опубликовано: 23 июн 2024
  • Welcome back to bballjo's channel, where he embarks on a test in Workers and Resources, Soviet Republic to determine the impact of residential building quality on citizen happiness. Join him as he sets up the experiment and delves into the intricacies of city planning. Subscribe now for more insights and city-building strategies!
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    My tests, tutorials and how to guides are aimed at new players, who may have skipped the in game tutorial or found issue with the same. This game has many hidden features, and I aim to show you all of them.
    WR:SR is an amazing sandbox city/republic builder, that allows you to control all aspects of your new country, from citizens happiness, health, education to production chains, vehicle and resource production, import export. You can do all this by truck, train, ship, and in the near future plane. There are a million ways to make your republic your own and that’s what we will do.
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Комментарии • 66

  • @kendrox0994
    @kendrox0994 28 дней назад +21

    The only question I have remaining on this subject is how a 50% Quality of flats responds to not having an amenity, vs a 90% quality of flat apartment. For example on April 1st remove meat, or clothes and watch the Happiness trend. Overall though, this was very valuable as I always play on hard and can now utilize more flat types than I previously felt comfortable with! Thanks bballjo

  • @dazkaz15
    @dazkaz15 Месяц назад +28

    I like to use low quality buildings closer to industry for RP, and because having a town/city filled with all high quality buildings, is just bland in my opinion.
    Although the happiness is indeed lower in these buildings, it seems to have very little effect on the overall gameplay.
    My advice is don't be afraid to use them.
    Great test BTW.

    • @bballjo
      @bballjo  Месяц назад +11

      Silent shadow actually mentioned in a comment that he like to build mining town, that are mainly designed to give surplus population a place to escape from/fire quickly, so that the 21+ don't cause issues

  • @MachaQueso
    @MachaQueso 28 дней назад +9

    It might be interesting to evaluate how happiness recovers after a disaster for each quality. For example you could cut food, let happiness go down 10 points, then see if the better quality buildings recover faster.

    • @bballjo
      @bballjo  28 дней назад +5

      Interesting

    • @williamliu7922
      @williamliu7922 20 дней назад +2

      Most Humane Soviet City Planner XD

  • @Gino12164
    @Gino12164 Месяц назад +8

    Just like in RTC. If one of the needs goes down the overall base max happiness will also fall to a number where only can surpass by filling up that need. Good to know.

  • @name-os8kl
    @name-os8kl 26 дней назад

    Great video! I like that you also used graphs in the spreadsheet.

  • @siriusczech
    @siriusczech 28 дней назад +3

    Good test. Thank you

  • @BiancaPrimavera
    @BiancaPrimavera 28 дней назад +2

    Me want to buy the game, me watching your graphic, me wanna cry, me decide to go to sleep

  • @stephenbernsee2214
    @stephenbernsee2214 28 дней назад +3

    Thanks bballjo for the testing and data report and video. My main question though that this video doesn't answer is what is the benefit of operating a higher happiness city? For a 20% happiness gain do you gain 20% more production? Perhaps 20% less escapes? I realize this test setup cannot answer that question. If happiness is just a number that doesn't have meaningful impact on escapes, productions, etc., then it is not clear why the player should keep citizen happiness higher. It certainly takes away gameplay since you effectively never use most of the variety of residential buildings when trying to maximize happiness.

    • @bballjo
      @bballjo  28 дней назад +6

      Happiness is the most important measurement of your republic, because it affects everything, and everything affects it. In pure numbers, I can tell you that happiness around 78% gives you a productivity of 95% (max is 120) and 63% gives a productivity of 81%. (I only know this because of something I just did).
      Does this really matter? Id say, no...as long as your citizens are happy enough to no escape, and healthy enough to not die, there is no overarching benefit, because you can easily make up for lower productivity by increasing workers with more industries.

  • @PaulchenMarkus
    @PaulchenMarkus 13 дней назад

    great thank you

  • @spamfilter32
    @spamfilter32 28 дней назад +3

    Very interesting data. Could be useful if you want to do a real real hard mode start where you limit yourself to the lower quality apartments (and possibly used vehicles) at game start is indeed possible, especially with smart management.

  • @fsconsultantcy2559
    @fsconsultantcy2559 26 дней назад

    so a look at raising production on hard citizen settings would be nice its always way above 100 on the other settings

    • @bballjo
      @bballjo  26 дней назад

      What do you mean?

  • @AshenOneX
    @AshenOneX Месяц назад +5

    When you said "if citizens cannot meet their needs they will go to a bus station and then try again." Does it mean that they will use the bus station as a starting point or will they try again using the walking distance from their home?

    • @bballjo
      @bballjo  Месяц назад +7

      From the bus station (or current location, because they will also look for the next thing from a store)

    • @AshenOneX
      @AshenOneX Месяц назад +2

      @@bballjo tyvm you are god

    • @AshenOneX
      @AshenOneX Месяц назад

      @bballjo Will the citizens do the same when looking for a kindergarden?

    • @bballjo
      @bballjo  Месяц назад +10

      Kindergarten is special, they will only get there from their house... apparently it's frowned upon to take kids to daycare via bus...

    • @Oktokolo
      @Oktokolo 28 дней назад +13

      @@bballjo Yeah, it annoys the hell out of the other passengers. So it has been outlawed by the committee.

  • @vlad133official9
    @vlad133official9 28 дней назад +1

    Does wear and tear may impact on these numbers? I always thought that when the condition of the building decreases, the quality parameter also decreases

    • @bballjo
      @bballjo  28 дней назад +2

      Yes. A lot. It effectively reduces your quality of flats, and it's very noticeable at 70% already

  • @superflashfreak
    @superflashfreak 28 дней назад

    I have a question and don’t know weather it was already answered: how much is this game determined and how much is coincidence. For example. When u ran a savegame multiple times. Will the results be the same?

    • @bballjo
      @bballjo  28 дней назад +2

      Some things are random, and some aren't.
      Invited citizens have random stats. Most daily needs are random, only work and food are static, the other needs get picked at random.
      Fire, earthquake are random.
      Time is snows and stops snowing is static.
      There is more...

    • @superflashfreak
      @superflashfreak 27 дней назад

      @@bballjo thx

  • @Erah001
    @Erah001 28 дней назад

    did you check the wear and tear on those buildings after the 4 years? quality of flat is directly related to maintenance so after the 4 years their quality would be lower (could be why you only go up to 93% instead of 96% for large building)

    • @bballjo
      @bballjo  28 дней назад +1

      Not sure where you got 4 years from...

    • @Erah001
      @Erah001 28 дней назад +1

      @@bballjo ah my bad, was tired and heard "full year" as "four years"

  • @EstrellaViajeViajero
    @EstrellaViajeViajero 28 дней назад

    I've been having issues with the "don't let citizens move in" button not working. No matter what I do - when the building is completed it's filled with citizens. Have you noticed this? I've had this issue only on the release build.

    • @bballjo
      @bballjo  28 дней назад

      Did you automatically invite citizens, and not undo it before construction finished?

    • @EstrellaViajeViajero
      @EstrellaViajeViajero 28 дней назад

      @@bballjo I unchcked it before finishing the building. Even reloaded the save when it didn't work and it happened again. It's happened to every other building I've built so far on the same save.

    • @bballjo
      @bballjo  28 дней назад

      Interesting... I'd say send it in if you're sure that you unchecked the "move in" and also the "get citizens" buttons and they still show up.

    • @EstrellaViajeViajero
      @EstrellaViajeViajero 28 дней назад

      @@bballjo I didn't realize there was a "get citizens" button that auto purchases that is automatically enabled.. I really don't like that for realistic mode - the whole point is to avoid auto building.

  • @TheF0rseti
    @TheF0rseti 28 дней назад

    What could be interesting how wear and tear affect happiness. How low can it be if the wear is on relatively high level.

    • @bballjo
      @bballjo  28 дней назад +2

      It starts falling off at around 70%, but citizens are happy enough until they are much below 50%

  • @user-bf2hg3tl6f
    @user-bf2hg3tl6f 28 дней назад +1

    ¿Como encuentro el edificio alto de 593 capacidades?

    • @bballjo
      @bballjo  28 дней назад +3

      Ukraine DLC, implied by the flag on the icon.

    • @user-bf2hg3tl6f
      @user-bf2hg3tl6f 28 дней назад +1

      @@bballjo ty!

  • @Master_Smurf
    @Master_Smurf 28 дней назад

    honestly this is a Major Game Mechanic and i feel Peter or any Dev should tell us this as a Fact. Since there is no data or evidence for this Game Mechanic i never build anything under 90% and that leads me to why the hell did they add less then 90% buildings.

    • @bballjo
      @bballjo  28 дней назад

      I checked what happens when they don't have booze and the numbers are much lower, but not predictably lower...I wouldn't be surprised if one of the reason the devs don't give specific answers is simply because they don't have one...all of this is dynamic and exists on a wide range, and to cover all that takes a lot of resources for each game system...like here you would have to include "if you don't provide: food/clothes/booze/electronics/meat/heat/power/water/sewage/hospital/school/kindergarten/work/culture/loyalty" and then build a matrix for each individually, and each combination of all of these, and then you do the same again with different game settings turned on/off in combination...I'm not saying it's impossible, but I know that I wouldn't read or retain all of that.

  • @Steve-ln3kl
    @Steve-ln3kl 27 дней назад

    Haven't done a full experiment & only playing on "medium citizen reactions", but from my experience you can get higher overall happiness if you add a large number of higher rated buildings as your republic grows, so they skew the average higher as there's more citizens in high quality housing.

    • @bballjo
      @bballjo  27 дней назад

      I'm not sure what you are saying...

    • @Steve-ln3kl
      @Steve-ln3kl 27 дней назад

      @@bballjo The happiness cap is for that building type, not the republic, so if you build some 75% buildings and a load of 89% ones, the overall happiness of your republic can be over 75%

    • @bballjo
      @bballjo  27 дней назад

      Yes...but that's pretty common knowledge, and it's also what I've said in the video...so I'm not sure what you are trying to add to the conversation, unless you just commented without watching?

    • @Steve-ln3kl
      @Steve-ln3kl 26 дней назад

      @@bballjo Sorry, I did watch it but mustn't have rememberd that bit

  • @ft7758
    @ft7758 27 дней назад

    I guess it was not necessary to demolish most of my 85% quality housing units.. XD Oh, well.. :D

  • @HanniballNOR
    @HanniballNOR 26 дней назад

    I think you test is flawed, first mistake is you give them everything thy need. Lets say a person with 70% happiness lives in a flat with 55% quality. he will not lose happiness due to the fact that you give the person everything thy want. Trow inn a power outage or a very cold winter. and his happiness falls to lets say 40% then the persons happiness will not go back up to more than 55% or the quality of the flat. that is at least what I have concluded with my testing.

    • @bballjo
      @bballjo  26 дней назад +1

      I stated the setup and goals in the beginning...you are using very different parameters to answer a different question...I asked "how does quality of flats relate to happiness" and the answers were in the video. Your question is "what impact do I see when missing X"...you can qualify that impact without knowing the max happiness of the building you are using, because you don't have a baseline. The starting happiness for a citizen is irrelevant, because the offerings and building quality will affect that number over time...so to answer what you want you need to continue the test after you hit the local max. For example, removing booze in the same setup reduces happiness in the smallest 55% building from 71 to 48%, but you can't quantify that without knowing the max is 71%.
      See what I am saying? A test generally answers just 1 question, and may bring up some hypothesis, which is why it's important to define what and how you are testing in the first place.

    • @HanniballNOR
      @HanniballNOR 26 дней назад

      Ok, so i might be misunderstanding something here. or many not ( sorry sever case of the manflue here) But the quality of the flat does not effect happiness. so if you have a person with 70% happiness and that person lived in a perfect world, but in a 55% quality flat. he will never go under 70%happiness. But if he was pulled down to 50% happiness he could only get back up to 55% happiness (if the building is 100%maintained)

    • @bballjo
      @bballjo  26 дней назад

      This test showed that quality of flats absolutely affects happiness, 100%, because that was the only thing tested here

    • @HanniballNOR
      @HanniballNOR 26 дней назад

      @@bballjo ekstra happiness you see is from the radio station I would guess. as radio and TV can bring happiness over quality of the flat

    • @bballjo
      @bballjo  26 дней назад +1

      Would love to hear your interpretation of the data. Radio station is only helping loyalty stay stable, nothing else.

  • @comu6263
    @comu6263 28 дней назад

    Would be nice if the devs change the mechanics thats u can get better houses later. Atm u only use the best ones and nothing else. And for some reason the small houses dont have the best quality. Thats unlogical.

    • @bballjo
      @bballjo  28 дней назад +1

      Huh?

    • @Gebbeth
      @Gebbeth 28 дней назад +3

      This is logical if you know that small houses are the domain of villages in the Eastern Bloc. In Russia, to this day, there is usually no sewage/water system in such houses, even in cities, let alone villages. Even in former workers' barracks, sewage/water systems are a luxury today.

    • @MachaQueso
      @MachaQueso 28 дней назад +2

      If you play with research activated, the best quality flats are locked until you research them. Regarding size and quality, I remember someone mentioning panel apartment buildings were known to be of better quality than small houses in the Soviet Union.

  • @icreatedanaccountforthis1852
    @icreatedanaccountforthis1852 26 дней назад

    So kinda? Lol