Songs of Syx

Songs of Syx

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apud.harald Dec 17, 2023 @ 5:54pm
V65 road maintenance.
Chaps, I find the amount of janitorial work imposed by the starting acces road quite extravagant, 10 pop of my 32 busy with doing up the dirt road.
It stifles everything else.
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Showing 1-12 of 12 comments
skudger Dec 17, 2023 @ 8:42pm 
it does seem weird that the roads spawn completely degraded, you have to spend years fixing them up
Gamatron  [developer] Dec 17, 2023 @ 11:57pm 
You janitors start in the centre and then work their way out of their workplace in a circle. So you do not need to repair the road, or employ that many janitors to do so. I understand that's not optimal, because of auto employ and such. But if the road weren't degraded to begin with, it would become so eventually, and postpone the weirdness.
Last edited by Gamatron; Dec 17, 2023 @ 11:57pm
Slavoj Žižek Dec 18, 2023 @ 12:21am 
maybe janitors should have a radius?
apud.harald Dec 18, 2023 @ 2:36am 
Originally posted by Gamatron:
You janitors start in the centre and then work their way out of their workplace in a circle. So you do not need to repair the road, or employ that many janitors to do so. I understand that's not optimal, because of auto employ and such. But if the road weren't degraded to begin with, it would become so eventually, and postpone the weirdness.

Imagine you are a new player. Weirdness is a reason not to pick up the game.
The same thing goes for the new trade system: I know I can ride out the idiotic demand of goods to get a trade deal. Does a newby know that?

I think weirdness simply has to go. Instead, there has to be a logical progression based on your efforts/resources.
Last edited by apud.harald; Dec 18, 2023 @ 2:42am
Fletch Dec 18, 2023 @ 5:15am 
Originally posted by Slavoj Žižek:
maybe janitors should have a radius?

They do have a radius -- they will not repair every road on the map unless you build additional janitors along all the roads.
Emptywater Dec 18, 2023 @ 11:35am 
Actually, in fact, the janitors do appear to be fixing roads outside the work perimeter. I have to agree with OP. The auto-generated roads are a nice touch. But they do introduce some shenanigans the game can do without. Perhaps it is better if generated maps either:
  1. spawn without roads as in v64
  2. spawn with road entrances near map edge
  3. consist of a special, perhaps only decorative road type that doesn't provide upgrades but neither degrades either.
Last edited by Emptywater; Dec 18, 2023 @ 11:37am
Teellox Dec 18, 2023 @ 2:01pm 
+1, was very confused when my janitors started hiking across the map to maintain a generated road.

Suggestion: Add an enable/disable maintenance tool (like we have for activate/suspend job), and have all generated roads begin as maintenance disabled.
Big Dog Dec 18, 2023 @ 3:00pm 
I just remove them early
Originally posted by High Stakes:
I just remove them early
or make it so they dont degrade
Gamatron  [developer] Dec 19, 2023 @ 1:48am 
Originally posted by Teellox:
+1, was very confused when my janitors started hiking across the map to maintain a generated road.

Suggestion: Add an enable/disable maintenance tool (like we have for activate/suspend job), and have all generated roads begin as maintenance disabled.

Indeed. I plan on doing this.
VogonPoet Dec 20, 2023 @ 4:47pm 
Originally posted by Gamatron:
Originally posted by Teellox:
+1, was very confused when my janitors started hiking across the map to maintain a generated road.

Suggestion: Add an enable/disable maintenance tool (like we have for activate/suspend job), and have all generated roads begin as maintenance disabled.

Indeed. I plan on doing this.

100%. This is a great way to handle it. I've been removing them, but that takes a lot of manpower as well. Plus I like the degraded gravel look of the generated roads. Wouldn't mind being able to keep them that way :)
Originally posted by Gamatron:
Originally posted by Teellox:
+1, was very confused when my janitors started hiking across the map to maintain a generated road.

Suggestion: Add an enable/disable maintenance tool (like we have for activate/suspend job), and have all generated roads begin as maintenance disabled.

Indeed. I plan on doing this.

TY dev daddy :wilbur:
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Date Posted: Dec 17, 2023 @ 5:54pm
Posts: 12