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Try shutting down half of them or more and see if it clears up.
How are your import/export, you forgot that screenie.
I really wish I had made those frontage jetties wide enough for a Train Cargo Terminal :(. That will be in Version 5 of this map.
Import/Export as follows.
http://steamcommunity.com/sharedfiles/filedetails/?id=649159818
http://steamcommunity.com/sharedfiles/filedetails/?id=649159736
For this reason, it's not wise to have more than one or two at most connected to the same shipping route. You need to reduce the number you're using... or use these mods together to convert most of them to local traffic only.
http://steamcommunity.com/sharedfiles/filedetails/?id=638786709
http://steamcommunity.com/sharedfiles/filedetails/?id=639833119
http://steamcommunity.com/sharedfiles/filedetails/?id=512314255
Hope that helps ;)
Now it could well be that you can provide more exports than one habour's ship capacity can handle, so perhaps you could use two, but I doubt that you could fill any more than that. Therefore anything more than two is superfluous to requirement... and of course will prevent the ship armadas ;)
No more than 1 per outside connection to prevent train jams and connect those to your innercity cargo rail by road link.
Here's an old example,
http://steamcommunity.com/sharedfiles/filedetails/?id=456180601
http://steamcommunity.com/sharedfiles/filedetails/?id=411095553
This is the only one that I currently recommend using.
http://steamcommunity.com/sharedfiles/filedetails/?id=502750307
Within acouple of short weeks, we will get a free new update for canals and quays, which includes a built in terraform feature. However, this uses a novel approach. Terraforming will be limited. It will be a balancing act between moving soil from one part of the terrain to another. This sounds like fun and an interesting concept, but I think I shall continue to use the mod in any case ;)
In other news - I ripped out maybe six of my Cargo Hubs. The Armada slowly alleviated.
I placed several Cargo Train Terminals (yes I heard you, but I'm stubborn). They just don't get used like the Cargo Hubs.
Everything was fine for a while, then I started getting "Not Enough Raw Materials".
Went to watch a movie. Checked on the City a few times. More NERM.
Came back after two movies... City bankrupt. Still had Water/Power/Sewer, so I assume the NERM took over.
I saved a few times, so no worries... though I'm going to have to try to find a balance between the armada and having enough raw materials... or leverage the Local Only and develop the remaining Natural Resource areas ahead of time.
I had stopped using it back before x-mas as I was having import/export issues and found specialized industry not behaving as it should. I removed all specialized industry and it was working fine for a while, but now I get the Not enough raw materials errors and had to reinstall the mods and go back to by pre x-mas save and try again and deal with the inefficient specialized industry.
I hope CO are working on an official 25-tile mode with proper AI behavior to help us users who surpass the 9-tiles the default AI is meant to handle.
What's interesting is that many of the Specialized Industry were the ones without enough Raw Materials - though it was more the 'Processing' ones rather than the actual Extracting/Farming/Whatever ones.
I put a couple of the Cargo Hubs back in... and spaced a couple of the others out. So far so good... though yeah... it does seem odd and isn't the first time I've noticed a somewhat 'sudden' change in the availability of Raw Materials. I use the Mod for unlimited Natural Resources, though sometimes I wonder if even it has a limit.
... and yeah, an official 25-tile model with proper AI behavior would be awesome. I haven't played the 9-tile for a long long time.
http://steamcommunity.com/sharedfiles/filedetails/?id=650202391
http://steamcommunity.com/sharedfiles/filedetails/?id=650202442