Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

View Stats:
Tylan4life Mar 21, 2020 @ 8:49pm
Petition for changing how delivering of construction materials happen
Right now I don't feel like a efficient centrally planned government when a building changes from phase 1 to phase 2 and dozens of workers are left empty handed while new materials are suddenly trucked in.

My proposal is construction sites can be loaded up with all of the resources it needs to be constructed, all phases.

But not by default.

Buildings should be still constructed as usual, with everything delivered that's needed in the first phase. But when construction vehicles are done delivering to everything that's in its list, it starts delivering phase 2 materials as a low priority.

Thoughts?
< >
Showing 1-15 of 26 comments
veyder Mar 21, 2020 @ 11:02pm 
I think that adding a possibility of delivering the materials to construction sites via "manual" trucks would be enough. And if it "overflows" (i.e. a truck delivers something not needed or no longer needed on the site) it would just disappear. Or not but it would "decay" with time, mimicking the stealing (which was actually pretty common IRL).

An additional idea I propose is that the last transport in the automatic mode could also be "full load" rather than the "leftovers" (e.g. still full 12t of concrete rather than just 1t). This would also introduce a new optimization technique - to properly choose the size of delivery trucks, not just the largest possible.
RP-BOOST Mar 21, 2020 @ 11:09pm 
To have no problems with buildings you must specialize your construction offices, to avoid these types of disorders. Because once you have all the resources to finish the work, there is no reason for the offices to freeze or take longer than expected, except on some occasions, for example, if you have many construction offices in a single work, due to the large flow of vehicles entering and leaving the construction site, the CO of the game can choke and fail in the efficiency of the delivery of resources, except for this type of problems, I quite like the way that the ogo treats the constructions.
Shrike Mar 22, 2020 @ 8:23am 
I think something like this would eat away at the realism of the game. The amount of materials and logistics needed to take in to account for a massive project like a new auto plant means that to properly manage the site you cannot have the entire material need in place at the same time. It would be like a warehouse crammed to capacity with no space to move or manuever.

At the same time I don't see the issue with the way it currently is
Azrael Mar 22, 2020 @ 9:04am 
Imho what needs to be improved is that the construction office tends to deliver workers to construction sites, which can't be progressed, because ressources are lacking.
Than they're sitting there for 8 hours doing nothing instead of going to some other place, where they actually could work.
TheAmishStig Mar 22, 2020 @ 9:59am 
I think even just tapping into one of the new Distribution Office mechanics, 'dispatch when destination is X% full', would be super helpful. That way, for example, if you're building a road that takes 100 tons of gravel: After all 100 tons have been delivered, and there are 10 tons left to consume, the asphalt trucks start rolling out.

Mechanisms wouldn't be able to play by those rules because of the way mechanism slots work, but it'd keep things moving.
gusgblaw Mar 22, 2020 @ 10:54am 
Some tweaks to the CO mechanics that could lessen the dead-weight workers problem would be nice. As is it requires a lot of micro-managing to keep things flowing.
AngerIsAnEnergy Mar 22, 2020 @ 11:15am 
I find it somewhat re-assuring that the "problem" associated with centralised planned economy is waste (a fallacy, possibly) is 'accidentally' (i suppose) modeled here in this game.

Any large project has waste (factored in to planning) so for some workers to turn up when there aren't the right resources for them - or the opposite that there are no workers available at the right time- is, in my limited experience, quite realistic.

In short, I like it when this happens, as frustrating as it is to our min-max gameplay mindsets.
Fiend Mar 22, 2020 @ 5:39pm 
I don't think it is realistic to have all the materials arriving at the beginning.
What I would like to see changed with construction though, is vehicles should not go to the construction site if they are empty. Sometimes a vehicle will set out to get materials, but the resource will have run out by the time it gets there (usually the steel mill!).
It should just go back to the construction office, but currently it will deliver 0t to the building site.
Azrael Mar 22, 2020 @ 6:02pm 
Originally posted by Fiend:
I don't think it is realistic to have all the materials arriving at the beginning.
What I would like to see changed with construction though, is vehicles should not go to the construction site if they are empty. Sometimes a vehicle will set out to get materials, but the resource will have run out by the time it gets there (usually the steel mill!).
It should just go back to the construction office, but currently it will deliver 0t to the building site.

True, although I guess, the mechanic, as it is, is built in mind that maybe atleast a part of the requested sum of materials is there, so the vehicle would deliver that atleast.
Tylan4life Mar 22, 2020 @ 7:16pm 
Originally posted by Fiend:
I don't think it is realistic to have all the materials arriving at the beginning.
What I would like to see changed with construction though, is vehicles should not go to the construction site if they are empty. Sometimes a vehicle will set out to get materials, but the resource will have run out by the time it gets there (usually the steel mill!).
It should just go back to the construction office, but currently it will deliver 0t to the building site.
what about certain %s of building production can be stockpilled at the site at once? so once the apartment is almost done with the pouring concrete stage it can start holding prefabs and steel. Something so workers can immediately start being useful once a stage is done.
t.dautov Mar 22, 2020 @ 11:12pm 
It's often frustrating to see a waste of manpower due to resources taking some time to arrive at the statrt of a new phase. But what I find much more frustrating is seeing huge queues clogging up entrances to large construction projects, especially when dozens of vehicles transporting construction materials are stopping buses with workers and construction machinery from arriving at the building site in time, slowing the process down even more. My concern is that this problem would only be exacerbated if such a mechanism for early delivery of next-phase materials were implemented.
https://steamcommunity.com/sharedfiles/filedetails/?id=2023335802
RP-BOOST Mar 22, 2020 @ 11:33pm 
Your problem there is more logistical and excess of construction offices, the CO of the game is not prepared to work freely with several construction offices, especially if they are not "specialized". A second highway there would avoid this traffic.
Last edited by RP-BOOST; Mar 22, 2020 @ 11:34pm
Tylan4life Mar 22, 2020 @ 11:42pm 
#11 yeah a vehicle is waiting to unload, but cant yet, causing a deadlock for everything behind it. including machinery that the truck is waiting for.

Vehicles in this game will happily get themselves stuck indefinitely. Road vehicles much more rarely than trains.
MG83 Mar 23, 2020 @ 1:32am 
Originally posted by Tylan4life:
Right now I don't feel like a efficient centrally planned government when a building changes from phase 1 to phase 2 and dozens of workers are left empty handed while new materials are suddenly trucked in.

My proposal is construction sites can be loaded up with all of the resources it needs to be constructed, all phases.

But not by default.

Buildings should be still constructed as usual, with everything delivered that's needed in the first phase. But when construction vehicles are done delivering to everything that's in its list, it starts delivering phase 2 materials as a low priority.

Thoughts?

i have debated this issue earlier.

in my opinion all stock-able material such as bricks steel wood etc should be able to to be delivered all in all phases.

However non stock-able materials such as concrete asphalt should be only delivered for their necessary phases.

this is the best way to approach in my perspective. :)
Fiend Mar 23, 2020 @ 2:56am 
Originally posted by Azrael:
Originally posted by Fiend:
I don't think it is realistic to have all the materials arriving at the beginning.
What I would like to see changed with construction though, is vehicles should not go to the construction site if they are empty. Sometimes a vehicle will set out to get materials, but the resource will have run out by the time it gets there (usually the steel mill!).
It should just go back to the construction office, but currently it will deliver 0t to the building site.

True, although I guess, the mechanic, as it is, is built in mind that maybe atleast a part of the requested sum of materials is there, so the vehicle would deliver that atleast.
I have no problem with vehicles taking a partial amount, if that is all that's available. There is no reason for them to go if they are empty though.
< >
Showing 1-15 of 26 comments
Per page: 1530 50

Date Posted: Mar 21, 2020 @ 8:49pm
Posts: 26