Not that it mattered all that much, but the yellow in the bottom left did have more than the one house most of the time. It had the four yellow houses connected in the top right to the roundabout for the yellow in bottom right every now and again using Motorway 3 that you set up for the blues to jump across the map to jump over and grab that destination.
The killer with roundabouts is any time you try to remove them. They are removed kind of like moving a single motorway; they don't disappear until all the return traffic has passed over them, and new roads placed over where one was don't really "exist" for the cars until the roundabout has actually disappeared. Only way I see around that is to give all traffic passing through a roundabout an alternate path before removing it, which usually isn't able to be done when you're trying to remove one.
Nice - I like the combo of town/resource management, tower defence, and rogue-like. (The fire rate increasing is correct - it's how many shots per second.)
I actually sent the first ten workers to the rubber and engineer buildings, engineer employees from the north. As I connect A and send the first few trains (using C because they are worth more than the A-B corridor), I work in my electricity path and get two trains over there. By doing this, my first half of the rubber and engineers are already done and can be sent immediately. I also send additional workers to collect the steel slabs behind the toll area as that is not impacted by the passenger traffic, and sneak some over to steel plates once I have a bridge. The idea is to not let my employees queue up too much, and I can always choose to sneak some more to rubber if I find they are indeed grouped up in the base. By this point I am finishing the passenger trains and I am continuing to get the other half of my car stuff started as I send the first half for production. I was slowed because I managed to forget to send the raw steel out to become steel plates and sent everything else in first, but still got my five stars.
Two comments about your layout, things I discovered on my initial look and will be in my playthrough: 1. You missed a bridge connection that would have carried grain into your network along track you already constructed. This track is already used to get people to the grain farm. Travel back along it and to a bridge that connects directly into Customs. 2. You sent cows and grain along the Station D track along a path that eliminated a $10,000 worker vehicle. Right next to B is another bridge point. This again uses a lot of existing track and very little new track, and is much closer to the farm. Players worried about disrupting passenger traffic will be able to send the cows quickly along the A-C route (three tiles) and then exclusively into the B route, leaving C-D and D-C unaffected entirely and able to send while the cows travel to their eventual, erm, canning. An alternative route for the electricity, meanwhile, connects into Station C over yet another bridge, under the giant stone hand, and up and down some trackable hills through a $15,000 home. This might be slightly cheaper than the other route (I did not cost it) but obviously is more labour intensive. Naturally, nothing is taking that track, so this comes down to user preference.
The first thing I thought when I saw this level: "Get one six car train". That's an extra $4,000 travelling from A to C and vice versa, and an extra $3,000 for any route to or from B. If fifteen trains get that six car, that's a minimum of $45,000 added to the ticker. One more tip for viewers! A-C and C-A are worth $4,000 a car, anything to and from B is worth $3,000 a car. If you want to focus on requesting trains, clear out A or C while making requests. You have a 50% chance of an extra $6,000 on a six car train.
You fricking Monster... Those poor Dupes... You casually talk about them getting stressed, while literally showing the torture chamber of light and floral scent that allows nobody in that room to get a good nights rest in the background, showing their suffering... (Ignoring the inherit Stress from thoughless Skilling)
It's clearly a "homage" to dome keeper with added rogue-like elements - but I like the look of this. Wishlisted. Will keep an eye on it and pick it up when it's more polished/complete.
You behave like you aren't blind... So is your perception just close to zero? Or do you have extreme tunnel vision? Like how can you not see that big purple "advanced research" symbol, scrolling a million times past it... Which they added explicitly to make the research stations the most obvious elements. And then saying "If I can't see it easily it must be a Skill"... Like what tje fuck... Also, have you honestly still not seen the literal search function on the right of the Research Screen? Which they also added for those that can't even find Waldo in a Selfie.
What the fuck... How does your brain work? And how do you get through life like that? Do you in real life also just throw cables somewhere around your devices in pure hope of somehow plugging it in? And I know that this sounds like an insult, but I'm honestly baffled... I cannot in the slightest comprehend your thought process in that moment... 18:24 This playtrough is as infuriating as it is capturing...
Are you just lying.... People told you to read! You said you did read and check everything... (Doubting the truth of that) But are still completely clueless about simply actions as "mopping"? (Oh wow, 13 minutes in...) Or... Are you partially blind? You seriously didn't notice that later piss pool earlier? Well, if that's the case just admit it, instead of saying you just don't like reading... Oh at 37min in you found the overlays for the first time... So you were just lying. Why? There is nothing wrong with being bad when starting a new game, just don't be ignorant about it, and pretend you know more than you do. (I know this is in the past, and I will continue watching for atleast a bit, as I really believe that so many episode's cannot have happened if their is really no learning curve here.)
Tell me what you really think 🤣 There are a lot of moving parts to this game and I definitely approach stuff with a mindset of working out the most streamline way to do anything. Which means the way i retain information is a mess. And with a game like this it becomes very apparent how flawed my approach is. I do slowly get better, dodging disaster after disaster
Haii! I always like these challenges. It's so hard with just one highway! 😅 You mentioned something could be the difference between winning or loosing the game. That had me puzzled. Can you win this game, or is there something that you consider winning the game?
I have a slightly better method for the northern mega interchange. I create an elongated diamond with two paths crossing through the middle. The lower diamond segment connects gold to the worker supply, which then connects via the longer eastern segment to the polymers. The longer western segment connects the gold to the jewellery. The northern segment connecting the jewellery to the ploymers is not required (and cannot be built anyway). I then sent oil through the interchange on a straight track to the polymers, and this track crosses a straight track sending employees to the jewellery. Because those two tracks do not curve, it gets them to their destination a little quicker and, provided the leading junction(s) are correct, means I do not have to check the junctions on the other side. Those trains also reach their destinations quicker, taking me less time to send out another train with four engines until I can get a fifth.
There was actually so long between when i played dicey dungeons and released its video that i actually just 100%ed the game, so ive got nothing left to revisit :(
I was stuck on this with 1800 with an aim of getting 2000. After watching your video I went back and got a whopping 3250! Thanks so much for the tips and strategies!
16:49 Heathrow has two runways. Gatwick has one. But the airport in the London map was London City, which also only has one runway. New York was LaGuardia.