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How to setup a new Production Guide | Tutorial | Workers & Resources: Soviet Republic Guides 

bballjo
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This tutorial will show you everything you need to know about new production setup and guide you through using it.
My 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.
I just started this channel, and I hope you enjoy the content. I’m also active on:
Twitch: / bballjo , most of my videos you see on youtube, will be live streamed on here, before I edit them and publish to youtube. Come check it out if you’re curious or want to hangout.
Twitter: / bballjo , I try to share things about the channel here. Sometimes I will post new video announcements or let you know when I go live on YT or Twitch.
Reddit: / bballjo , I just started using this, but I am relatively active in the creator subreddits and the current games I am playing.
If you read all the way to here, I appreciate your commitment and support and hope you are enjoying what I am creating.
All the best!
HAVE FUN!
0:00 Intro
0:41 How to Start
6:56 Connect Everything
21:08 How Many Workers do I need?
22:00 City Planning
36:58 How to transport & use Fuel
40:09 Outro

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2 авг 2024

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Комментарии : 33   
@PupOrionSirius26
@PupOrionSirius26 3 года назад
I'd love to see one on getting several trains through a loading or unloading station.
@bballjo
@bballjo 3 года назад
isnt that one covered in the advanced signal guide?
@PupOrionSirius26
@PupOrionSirius26 3 года назад
@@bballjo Yes and no. It's not clear how well it works on having 2 trains in the same station. But maybe I just missed it.
@Asom0403
@Asom0403 3 года назад
Very informative guide. Very detailed. You could recreate a less detailed video where you already have the city and infrastructure up and just go through setting up the industrial area. Up to you. Also you may want to mention at some point in one of your videos that you can click on the building in the menu, then move the building to a flat piece of land, hit escape and then click on the building again. This shows you what the building looks like without the base (parking lot, etc). This makes it easier to match up colors of buildings when building a city. This helps more with mods then anything but still might be worth mentioning. P.S. Also found out you can start a fire through the cheat menu. Press C+H+E, then go to the escape menu and turn on "action with objects", next click on the building and select "start fire". I haven't tried it but the dev I talked to told me, so it should work. Could be cool to use in one of your videos. Not sure what you'd do with it but thought I'd mention it. P.S.S. I've never heard of a pumpjack before. Here in the states we call it an oil rig. It's cool the dev thought about the different dialect of the regions the game goes to.
@Asom0403
@Asom0403 3 года назад
Disregard the last part. I could have sworn it was called an oil rig in my game. Guess I use mods a little too often. lol
@bballjo
@bballjo 3 года назад
In terms of less detailed, there is this sibling video: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Ijoz3rA8gNs.html that was supposed to be for that, but honestly I think i could have done that better. Interesting point on placing buildings...I'm assuming you are talking about autobuilding them to compare how they look together? The fire...im actually often turning of fires for tutorials...they can be disruptive when i record them, but i think i will show the 'fire now' option once the Helicopter update comes out :D Roger on the last part!
@Asom0403
@Asom0403 3 года назад
@@bballjo Actually I'm talking about before you build them. Follow the directions exactly and you'll see. Also do you know the maximum amount a normal pump jack will pump. I want to see if my mod is more realistic or if the original games pump jack is?
@bballjo
@bballjo 3 года назад
I'll check that out. All buildings tell you the daily production in their info window... vanilla pump jacks are 7t max, but you have to multiply that with the source quality...
@Asom0403
@Asom0403 3 года назад
Wow I really need to learn how to use question marks. Lol
@RandomBruh
@RandomBruh Год назад
I'm glad I watched this, even though I already knew most stuff. The most important thing I learnt from this is that days and workdays are the same. The only post I found way back when I started playing speculated that a workday is 8 hours long, and as such you should multiply the in and outputs by three if staffed fully all the time. Makes sense that this isn't the case, I'd just rather have them call it a day instead of a workday.
@Knudaholic
@Knudaholic 3 года назад
great tut thank you!
@chumbucket8037
@chumbucket8037 2 года назад
Maybe I missed it but can you get a video for chemical plants that go into making plastics like start with chemical setup and then into plastics setup
@romanrat5613
@romanrat5613 2 года назад
I'm sorry if this is something you said in the video, I didn't really watch the entire thing, but how many living slots do you need per working slot? As the citizens won't work all the time of course.
@SkyguyFilmsZooruvfilms
@SkyguyFilmsZooruvfilms 2 года назад
I’m not sure if this is a glitch or not, but when I try to assign a bus stop in the city to bring workers to a bus stop in the industry area, it keeps saying that there is no connection or it’s too far away, which is weird because that defeats the purpose of buses. This leads to no workers going to the industry area, and the odd thing is in the beginning of the game they do go to the industry area, but at some point they just stop. This also affects passengers so they don’t go to areas where I build culture districts or to a shopping center. The buses will still go between stops, but passengers will either not board the bus or just won’t get out
@bballjo
@bballjo 2 года назад
There are 2 separate issues here...the error message should be easily tested, by clicking on the industry stop and check the walking range. The second problem is often related to the max number of workers that can wait at the station, plus they can only wait 1 hour...so nobody gets on the bus that needs to go, or nobody has room at the station to wait.
@SkyguyFilmsZooruvfilms
@SkyguyFilmsZooruvfilms 2 года назад
@@bballjo alright I think I know the potential fix now, I'll use more buses I guess, I know walking distance can't be the problem. I had this glitch where my car dealership couldn't connect with any parking lots and I ended up demolishing and rebuilding the road that connects it with the city and fixed the problem, maybe it's something similar if nothing else works, I'll test these out once I'm free, thanks for the help
@hmabboud
@hmabboud 3 года назад
Thank you
@hmabboud
@hmabboud 3 года назад
Why do all the train passengers get out of the train while the train is commuting from one stop to the others. The passengers are suddenly not on the train and then it arrives empty. Or seldomly the train arrives with passengers, it gets empty but no passengers go out to their work!!
@bballjo
@bballjo 3 года назад
I would guess there are available jobs for the passengers at that stop, and the line is set to "get in/get out"? Setting up a true commuting route vs point to point is hard, but not impossible, easiest is to control the available places of work and make sure you have plenty of workers.
@hmabboud
@hmabboud 3 года назад
@@bballjo I do have plenty of worker but the train just gets empty in the middle of nowhere, where there are no stops! I’ve never seen that. Did you?
@bballjo
@bballjo 3 года назад
Oh that...there is a 4h limit in vehicle. Check out my extended passenger range guide, it shows you how to get around that:)
@hmabboud
@hmabboud 3 года назад
@@bballjo will do Thank you
@alexanderangryboy
@alexanderangryboy 3 года назад
you did it with UNLIMITED
@Welgeldiguniekalias
@Welgeldiguniekalias 3 года назад
Great video, but to be honest I do not really like the oil setup. It seems overbuilt for the amount of oil you have, or underbuilt if you ever plant to run it at full capacity. There is a good storage capacity at the refinery already, and like you said, the refinery is able to pump in and out, so eliminating the tanks also eliminates two pumping stations, which also slightly reduces the length of your pipe network. So if you are playing on hard and need a quick source of income, the setup can and should be more minimalistic. And if you are going big and setting up a modular system that you can run at full capacity in the future, there should be separate rail (un)loading stations for each resource, and a more robust transit system than just buses. I did learn something from one of your videos recently. I saw you connect a HV line to both connections at a transformer, and my mind was blown. Of course it works! The border power connections are also transformers, and current passes through them just fine. But for some reason I got the idea stuck in my head that I need to build HV switches everywhere. Speaking about power lines, did you know they can cross intersections diagonally? This means fewer poles to build, so it's cheaper. It also means two 45° degree angles instead of one 90° one without taking up any extra space. I'm not sure if that is your cup of tea, since you seem to have a strong preference for 90° angles, but there you go. Edit: Oh no it was a modded transfomer ;-(
@bballjo
@bballjo 3 года назад
Thanks for your comments! You and @bc74sj are seeing the same things, and I very much agree...this setup is not efficient...I wouldn't start this way BUT vanilla doesn't give you another option for a refinery...I think I should have pointed that out in the video, but I stay 100% vanilla for the tutorials, so everyone can follow along because mods aren't always available, or reliable. There are many optimizations that can be done here, to make it a little better, but in the end there isn't a lot of oil, but there are only LARGE oil buildings available. In the end, this video was more for the mechanics of how to setup a full production line, like oil, and figure out the amount of throughput and workers needed, and not necessarily for the best setup...but since I have to point that out afterwards, I think this video has simply missed the mark and could have been done much better. I always appreciate honest feedback, especially when it helps me improve myself :D I think my next tutorial will go into the general optimization at the start more, and I hope I can address all the pain-points that have already been pointed out in this video. On the transformers...yea, as you said the modded transformer removes the need for most HV switches, but its a mod, so I wont use them in tutorials ;) In terms of savings money on power lines...the intersections are nice, but you can do the same with paths, I think I show that in a couple videos....place your HV power lines, however you want them to run, then go and remove 1 pole in the middle, place a dirt path, reconnect the poles, remove the path -> 1 pole less...you can repeat this as many times as you want. I believe you can remove up to 2 poles this way, in between poles, so you can effectively safe 50% on costs...but be aware, removing 2 poles lets the power lines almost touch the ground, and it looks unsightly when your trucks and trains and people run through the HV power lines...so I stick to removing just every other one.
@bc74sj
@bc74sj 3 года назад
Sorry posted my notes in the wrong video
@bc74sj
@bc74sj 3 года назад
Comments: Weird title of video. Guess thumbnail makes more sense? Notes on map position: Should always build top left or bottom right if you are planning on making the most of your starting money and doing less autobuilding, but closest triple Soviet customs area that fits that criteria. Distance to NATO matters since you want your USD to ALSO to go as far as it can. If you plan on autobuilding all game and trading with only Soviets, then bottom left corner. Should reroll random maps when starting out until you get a triple Soviet close to the top left or bottom right for best starting position / money usage. Optimal pumpjack position: (I think yours were too close, not really ideal). Assumed area vs Actual area (240 m diameter circle area is displayed by the game but the actual used area is only 190m) This means you can set jacks 95m away from each other with zero overlap. If you create a square 95m from jack to jack, (enable the grid, and each grid square is 10m, so the tips / points alternate (the .5). If you filled a square with 4 squares filled with 4 circles, you would see that there is a huge area missing in the center (in the game it looks like a diamond). Easy way/fix: If you create a square 140 per side, you will leave 1 green square visible in the middle. This has multiple overlapping parts of the circles. You can minimize this by alternating rows at different lengths. Harder way/perfect coverage: Put your first row of pumps 145 meters away from each other, and alternate a row 72m (between the two) and 160m below it. You will see a diamond pattern. Easiest way to measure all of this? Gravel roads, and clone tools. When you are doing a large oil field (custom map, not randoms) you can put dirt roads between all the pumpjacks and also verify if something looks off. Tank: The tank you put in front of the 4 pump jacks can hold 1500T of oil, when you can only make 20T of oil a day. Would take 75 days to make use of it. Yes you said you could use it for other industries, but 4 pumpjacks at the start isn't the time or place for it. Cost you another 15k. Refinery: I think making a refinery with only 4 jacks is a losing battle and I dislike random maps to begin with. You are setting yourself up for a super expensive setup. Yes you can import oil. 250T of oil can be consumed per day by the refinery. 4 jacks you said estimated 5T of oil (20T) 8% with only your 4 pumpjacks is correct, but I thought I heard you say 20%. 8% of 500 would be 40, so yes 120 per day. This would yield only 10T of fuel, and 6T of bitumen. Think you should have moved the 2nd tank placed next to the refinery (always good to have ability to reach the output lines on tanks). Money: This was all done in sandbox, so I assume this video was intended for an easy audience. 1.6M on just the oil / train / heating plant part when I recreated it, nothing for city (500USD I didn't spend) Ok, so oil sells 41R/T, buy 45R/T at game start. Bitumen 199/220. Fuel 121/134. 10T of fuel, and 6T of bitumen. 2400R per day * 30 $72000 at 100% production per month. 290k to build it and maximum capacity to be used is only 8% (obviously this changed when you started importing oil). You have to be careful with this, as your tanks will always be filled up and not empty if you are converting oil to fuel and bitumen as 250T of oil is turned into 125T of fuel and 75T of bitumen in a vacuum, but when you add in your own oil, it can stall the system when importing oil, and then you can't export anything, because there is no room, or you are paying for oil and not using your own (obviously just a caveat the player will learn later). Aesthetics vs cost: Pipelines cost a TON more than either jacks or pumps. Use straight lines as much as possible. In 1960 100m of pipeline on the border is 10.5k, 11.5k in the map center, 12.3k in the far right top corner (NATO corner). A pumpjack in the NATO corner is $6915, a 3 way pump is $11.5k. Lifespan/pollution: More helpful to use the search bar to the right rather than the population overview. Good habit to start using early on. Will pinpoint who is unhealthy, not that you have a generally unhealthy population (it will show the unhealthy houses, and then you can determine if it is based by pollution, heating, lack of food, doctors, etc.. Busses: Advise Line Spacing personally. You said multiple times 'vehicles don't matter'. They do, should be selected and looked at. tl;dr, I guess for an easy or sandbox tutorial this is ok since you showed how to connect parts together. Would have preferred to see costs, profits, etc.. and I don't think 4 pumpjacks warrants a refinery on its own. Your other videos you go into the science / efficiency / mechanics.
@bballjo
@bballjo 3 года назад
Yeah, ill just copy this into my notes...i think there will be at least a couple tutorials about this in the future ;)
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