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The flatbed should be big enough to carry the construction vehicle.
If there's no flatbed available then construction vehicle will go to the site by itself. If it doesn't move then maybe it's too early for that vehicle. For example, for an asphalt road you first need an excavator or a bulldozer, then a paver then a roller.
Is it still the case that once a construction vehicle is done at a site they roll back on their own and are not picked up by a flatbed to return to CO?
I'd personally recommend at the least two flatbeds capable of transport, like the Skds with trailers. Later on the large Kmzs are optimal.
One per Vehicle is best to ensure nobody has to drive themselves.
For later development, I will upgrade to build asphalt roads.
The key is not only the weight, but also the full size of the machine you want to transport:
-zil 133 transports roller / bulldozer / asphalt pavers
-skd 706 = roller / bulldozer / asphalt paver
/ E302B excavator (11 tons) / 10011 excavator (11 tons)
- 256B = E302B excavator (11 tons)
but without 10011 excavator (also 11 tons)
-W50 trailer = asphalt paver + roller / excavator T174
etc. You have to experiment to find out which vehicle is the best.
All these models existed in the 60s, I still haven't arrived in the 70s: steamsad:
the large platform trucks and the excavators and the bulldozer must be in the same construction office, the dump trucks can be in the same construction office or in the other construction office
Yes, I do indeed. My 11-CO setup is:
The trick to really making the most of a setup like that is making sure to not set resources you don't want them dealing with. For example, my Diggers CO has no resources set, because I don't want the flatbeds toddling off to haul bricks leaving the digger to drive itself to a site. Same goes for the Roadworks office: If you set it to any job other than roads, then the diggers will get hauled off for the 'Groundworks' phase leaving you without equipment to build roads.
Roadworks offices you can largely get away with 1 truck per 'set' instead of having dedicated truck / machine pairs at least, since only the smallest roads will be ready for Phase X+1 before the flatbed gets back from delivering the hardware for Phase X.
For a bigger complex I'd add a second CO of dumpers for asphalt to assign specifically to roadworks, and split the Flatbeds out into dedicated COs for the 4 Flatbed materials [Steel/Bricks/Boards/Prefabs]...maybe another Roadworks office, and maybe another Groundworks office (or two, if I'm building massive stuff in the area like vehicle factories that can have 5-6 diggers each).
(2 CO each of the minibuses) I cannot follow you here, the 2 CO will only pick you up from 2 stops or? this does not result in 2 stops being emptied by workers, and in other stops the workers are otherwise waiting ?
If you're going smaller...say a city of 2,000-5,000 and a small industrial park...then you can get away with about half that: One roadworks office, one dumper office, combine Buses and Box Trucks into a single office.
How many COs is too many COs all comes down to how big individual buildings are, how many you're trying to build at the same time, and how quickly you want them done.
Each CO can only source workers from one place, yeah...which stings. In some games I've set up stations dedicated to construction workers using Ryan's 'go here' trick [drop off at one station, set 'go here' to a second. Second is set 'go here' for the first], in this one I'm trying microbuses [the little 7-seaters], looking for a way to keep my COs from starving my industrial parks for workers.
If you send them to a New Large Bus Stop that helps the flow tremendously [as it's 'pull through', defeating the 'one in motion' rule], having a swarm of them allows many construction sites to be served at the same time, and it puts a stop to 'load an 80-person bus for a 10-person construction site'...but I'm finding swarms of microbuses aren't not very efficient for bigger sites like Shopping Centers or Universities. For those it's best to run separate bus lines, or rely on workers that live in walking distance.
Have you looked at the mod CY's? I am not sure having extra parking spaces is worth losing the granular control of manual assignment to control those vehicles going astray