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Nice city , is this the one at 3% unemployment ? l don´t think so
Your placement of the stations is the reason why they use both , not the demand . They simply take the quickest way , well done .
Not sure what was that referring to but there is one type of cargo station that needs to have slightly different layout - it's a very narrow one, and it's explained on its page how to set it correctly.
Well here is the screenshot that shows I have 3% unemployment...
https://steamcommunity.com/sharedfiles/filedetails/?id=1761655832
As I grow the town/city, it will grow to 8%...
https://steamcommunity.com/sharedfiles/filedetails/?id=661082102
https://steamcommunity.com/sharedfiles/filedetails/?id=661106684
https://steamcommunity.com/sharedfiles/filedetails/?id=1137838754
https://steamcommunity.com/sharedfiles/filedetails/?id=1136599273
I enjoy exporting too and agree balance is based upon what the goal is. In this clip you can see the terminals are often close to each other.
https://steamcommunity.com/sharedfiles/filedetails/?id=1304364762
Thank you
So you don´t get issues about workforce shortage at your big agri culture ? Ok fine
And your exports are fine too , maybe a little short in finished goods , but if your commerce don´t complain ...
Please don´t get me wrong , l don´t want to rant or something else . The 10 % thing was and is the short and easy way to avoid workforce trouble at vanilla industries . I used vanilla industries + Hadron Collider before Industry DLC and my rule of thumb was to stay between 5%-15% while l rebuild parts of my city , it worked .
Same city now , including all DLCs , no vanilla industry , no Hadron Collider
https://steamcommunity.com/sharedfiles/filedetails/?id=1761766297
3 % unemployment and 11000 export
Even before the latest dlc changes, I Hated running above 10% unemployment... yes some businesses and new industry will complain for a short period of time, but they get over it as the population grows... it is about slow steady growth, instead of the big waves of growth followed by a downturn.
I am just trying to show that there are different approaches to handling the game...
Making sure that they serve a different area is important... and having more than one to handle all the trucks, so there is NO long conga line is important to me. I have put 2 cargo stations on the same road, facing the same way 20 units apart, one served the oil industry, and the other served the ore industry, and the incoming freight split between them...
I see that you use the two lane both direction connection straight into the cargo interaction point. I find that a T junction at the interaction point works very well, giving the outgoing traffic quick dispersion on their routes.
I build the entry/exit roads (driveways) that way to reduce the slowdown caused by the 90 degree turns when using the terminal or intersections. The other feature is that in and out traffic never cross each other further reducing slowdowns in the flow in and out of the terminals. The rail yard is a great example of my meaning.
https://steamcommunity.com/sharedfiles/filedetails/?id=1137838754