I am ExactChaos, I am a city planner by trade because I loved Sim City while growing up. As you can tell I am a true gamer at heart. I have enjoyed figuring out simulation and tycoon games since before I can remember. Even now in adulthood (if you can call me that) I still enjoy nothing more than spending a few cosy hours with a simulation game, you know those that require a bit of thinking. You will see stuff like Airport CEO, Cities Skylines, Workers & Resources: Soviet Republic, Banished, Project Hospital and anything else new and exciting in that genre on this channel. The focus, you guessed it, to figure out and constantly improve.
So if that sounds like something for you, grab a snack, a beer or a cup of tea and watch me make sense of the chaos. I give tips as I go and do reviews once I have spent a bit of time with a game.
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I was so distracted by trying to figure out what accent this is that I missed half the info 😂 Where are you from ExactChaos? I've never heard this accent before and it's driving me crazy...
I know that the placement of the coal processing plants is only preliminary, but: A good rule of thumb is one processing plant per 25% of source quality. IIRC you had about 60% for each mine, i.e. a total of 120%, so thus five processing plants would be appropriate. The same maths apply to iron mines too. However a tricky thing here is that you only need what a 50% quality iron mine can produce to fill a steel mill, so unless you plan on having multiple steel mills there might not be a need for more than two iron processing plants even with a higher source quality, unless you plan on exporting iron. (For bauxite and gravel the maths are trickier as excavators are used and can be used in combination with workers, and different excavators have different performance and whatnot).
Your preliminary coal setup is not a good idea. Conveyor thoughput is limited if they arn't direct connections, but routed over these conveyor engines. The limit is 600t/day, which 2 coalmines easily exceed (even one might, if crewed fully and sitting on rich deposits). Just have them unload directly into the storage, and from there speed isn't an issue, as the thoughput gets split in 3+ coal processing plants. Same applies to iron ore, gravel ect.
Thanks, I havent really considered it and will as we get closer to the final layout for the area. So what you are saying is make sure there are storage buffers on both ends, and that the steel mill and others, the gets loaded by conveyor engine from the storage? should still be better than loading from train right?
@@ExactChaos loading from conveyor is always preferrable, even over distance. Also limits the size of buffers (aggregat storages). If internal storage seems sufficient, one can even dispense with them. But conveyors same as pipelines (or trains) arn't magical, they have thoughput limitations.
Sewage treatment can become a trap. It lacks bypass pipe. It lacks flood gate in case of emergency. If it lacks workers, chemicals or you simply use too much water for it to handle, shit will back up, instead of just going pass it untreated. Same when you try to make some changes to the network. There are modded pipe splitters but I never tried to use them to check if they work properly.
I would have considered the possibility of creating the 500m sewage discharge buffer by moving the people out of the affected (infected) apartments to the new buildings as the city pushes further out and then used the peninsular for some harbour related industries/infrastructure rather than bother with water treatment (I've never used one). Cheers 🙂
The best way I've found to place a sewage dump on the water or any other water asset is to place a road near the coastline. Then lower the terrain in the water and it will make a nice shoreline. Delete the road.
You need bulldozers (and pavers and rollers) only for roads. So maybe have a dedicated road-ConstructionOffice.... @10:00 cranes give a 5.5x boost IIRC.
@@ExactChaos you're welcome. Btw. I could be more precise (maybe of interest for whoever reads this). Bulldozers and escavators are also used for teraforming. But they need to be "free"/"available". Easiest is to have a (free) road depot with at least one of each within range of your teraform-spot. They'll always be available
how you can buy the railtrack build train in realisic mode? i build the building and when i want to buy a train to build the track it shows me that there is no connection to border. how to do it
enjoying this wonderful series, many interesting tips. I'm on realistic mode atm on first map with all options on, find it very tough, money was on medium and I'm just breaking even with exports with 0,5 mil rubbles left
You tell you can transport cargo with trucks, planes and boats. You missed the transport wires (electricity) and pipes (oil). but overall a very good explanation
I got bored with Cities:Skylines quite quick because it was just another city builder, you zone, buildings appear out of thin air...no building materials needed! W&R is the exact opposite, The power system is so realistic too, you can't just push infinite KW down a single cable like in so many other games...Also consistancy, the water & sewage work just the same, pipes are only so wide. Now that it is 1.0 yes, I think it will see a surge of interest. Curious about the American market for this game. They don't seem to like socialism very much, but this game teaches you, that if you do it right, it does actually work very well. ✌
There are several American streamers really pushing this game now that they have found it after the CS mess, even the discussion section in the workshop is more active now with all the new players since the release, and now that they have upgraded the tools so you can create your own maps using the new Biomes makes the game even better. 🙂
I think looking at the mod scene, you could use steam locomotives for tourists passenger scene from both the Soviet Union and Western borders, as well as using the steam locomotives in the industry in the tourist areas to give an old world illusion
Nice intro to set the scene for the series, I can see one problem, the sewage discharge is too close to town and will eventually cause Chaos, you will be surprised at how far that type of pollution travels (I learnt my lesson) place it at a minimum 500m from the nearest houses. Cheers 🙂
You need to move the tower to the south end of all the ramps... so it's basically centered between the runways. As of now (in real life) it's way to far away from the ramps and runways.
Only trucks from technical services, construction office and emergency services can use paths I believe, you can’t use lines or distribution offices via path as far as I have experienced.
Starting from scratch is a slow start, so glad you did it this way. I haven't played in a while, but had to for version 1.0. 2000+ hours and I still learn new stuff from your videos, this time: how to not have 1000 people work on a local building site by default, 10 is fine! Because what happens is no one goes to work at the power plant and the whole town shuts down! I played Minecraft+mods for 3 years straight, but this game, 5 years now and no plans to stop.
I always start with some semi functional town made in map editor to make use of early game buildings and vehicles. Since maintence update you can set up starting state of every building and vehicle so they are falling apart and producing anything at waste plus you have thousands mouth to feed every day. It might be harder than starting in empty field where you can plan every detail and calculate facilities for desired population.
Awesome, thats a really good idea to start with a starter town. Because realistic is great but it sucks when youtube series go dozens of episodes of a tiny village.