Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

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Montoya May 8, 2022 @ 3:50am
Building priorities always bugged me. Seem to be the opposite of what they should!
This is a subject I always look forward to be changed on each update, and it is how manual building works. As it is now:

Now:
-1 materials and workers are brought slowly using dirt roads. Workers work slowly without machinery and stop constantly as they run out of materials
-2 buses go to pick up workers, and many times they do the long trip to pick 1-2 workers if any
-3 Much needed machinery arrives when there are no more materials to deliver, usually at time to complete the very last 5% stretch of the building phase, which means they didn't help most of the construction.

Desired:
Shouldn't it be the other way around, or wouldn't it make much more sense:
-1 Machinery comes in first and claims the terrain
-2 All materials needed to complete the phase are brought in
-3 Workers finally arrive, and they don't have to stop constantly waiting for the last "0.6 tons of steel"

Just my two kopeks about the subject. Is there any plans for optimising the construction though?
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Showing 1-15 of 15 comments
if you have the worker if you have the material all workfine....
Montoya May 8, 2022 @ 6:05am 
Originally posted by manfred.stabentheiner:
if you have the worker if you have the material all workfine....
Even when you have all, and construction goes smooth you are losing efficiency artificially, specially when your flatbeds decide that going into the adventure for steel is more important than transporting a crane... This makes the start of the game very painful compared to mid/late game too!
Also, not how things usually work in the real world. Constructions don' t usually stop because of lack of materials. (usually), and heavy machinery sure pops in before anything else.
Last edited by Montoya; May 8, 2022 @ 6:08am
i am in reallive polier thats mean i build houses ...
i can you say ...you wait often on the last betontruck 2 or more houers and cant go home..
or you get phone ..your bagger dont came now you need wait till tomorow
Sandiozo May 8, 2022 @ 7:08am 
2 roads are being built parallel to each other. One of them is ready to use a roller. Roller finished job. Road next to it is ready for roller, roller instead of switching to the other road, goes back to construction office and leaves once again to go roll the other road :D
Weißbrot May 8, 2022 @ 7:56am 
Originally posted by manfred.stabentheiner:
i am in reallive polier thats mean i build houses ...
i can you say ...you wait often on the last betontruck 2 or more houers and cant go home..
or you get phone ..your bagger dont came now you need wait till tomorow

Your bagger?
Its called excavator in english :D
Don May 8, 2022 @ 8:19am 
At least the buses don't run empty anymore to the site. I would like to also be able to prioritize or place a build order. Putting equipment first to site would make things easier for sure. Also tweaking the dispatch of resources if your truck gets less than what it was supposed to. The math should be updated there instead of after it drops off the less that full load at the site. This creates a wait for a new truck to be dispatched for the last few drops of resources.
Bufnitza May 8, 2022 @ 1:36pm 
Originally posted by Montoya:
Originally posted by manfred.stabentheiner:
if you have the worker if you have the material all workfine....
Even when you have all, and construction goes smooth you are losing efficiency artificially, specially when your flatbeds decide that going into the adventure for steel is more important than transporting a crane... This makes the start of the game very painful compared to mid/late game too!
Also, not how things usually work in the real world. Constructions don' t usually stop because of lack of materials. (usually), and heavy machinery sure pops in before anything else.
That's indeed frustrating.

What I've done is I've gotten used to setting up dedicated COs. After a couple of years and having set up some basic exports, before starting the next wave of expansion and asphalt roads, I set up 4 COs, and make 2 dedicated ones, namely:

1. One with 4 cranes, 4 bulldozers, 2 road cranes and 2 flatbeds.
2. One with 2 asphalt layers, 2 rollers, 6 excavators and 2 flatbeds.

Do not assign any open storages to these ones, so that the flatbeds don't waste time transporting resources. These should only transport the heavy equipment.
KJ May 8, 2022 @ 1:47pm 
Originally posted by Montoya:
Just my two kopeks
+++++1, Thank you, this is bothering me every time too. Bus brings 100 workers to construction sitze A. No ressources are there. Trucks bring all ressources to construction site B. No workers. No mechanisms. During final construction time, 5 construction offices bring cranes to the same building that is already 90% complete, while 5 others are waiting for cranes to be able to make more progress....
I have cut the power for the construction offices, those morons in there can't even count to three - they wont receive power from me until they get their act together..
Last edited by KJ; May 8, 2022 @ 1:48pm
KJ May 8, 2022 @ 1:50pm 
Originally posted by manfred.stabentheiner:
if you have the worker if you have the material all workfine....
nope, build 5 buildings at once (with 6 offices) and they still fail to build efficiently. Workers always arrive where there are no ressources, and buildings with ressources stay unconstructed because of lack of workers or mechanisms. They are wasting so much time, and also wasting time of my workers (which i have to supply).

Imagine with future update and foreign workers, you have to pay them in hard cash while they stand around doing nothing!
Last edited by KJ; May 8, 2022 @ 1:51pm
thegrandmystic May 8, 2022 @ 4:15pm 
Constructions offices could use more granularity in options to handle situations like above, like an option to not send worker buses to a construction site unless resources are present for workers to actively do a construction task (even if it's only a few and the last half of their shift gets wasted, that's better than the bus just dumping workers at a place over and over again doing nothing because there's one single resource lagging behind the others).
The proplem most time is not the material or the worker...
example you plan an areal 10 houses 1 fabrik 30 street conection fabrik and so on...and it took years to finish it if you have only 1 conection to this area...but if you get 5 or more conections to same area and then you finish it in month

same is for an normal street ..you make an long street example 5 kilometers ..then think omg never end this ♥♥♥♥...but if you use sidewys on the same street and get 5 conections on the same street and you say wow how fast is this done
ZILonaut May 8, 2022 @ 10:27pm 
Originally posted by Weißbrot:
Originally posted by manfred.stabentheiner:
i am in reallive polier thats mean i build houses ...
i can you say ...you wait often on the last betontruck 2 or more houers and cant go home..
or you get phone ..your bagger dont came now you need wait till tomorow

Your bagger?
Its called excavator in english :D

Niemand mag Besserwisser!

Sei froh, daß Du aufgrund Deiner Ausbildung gut Englisch kannst.
Montoya May 8, 2022 @ 11:55pm 
Originally posted by thegrandmystic:
Constructions offices could use more granularity in options to handle situations like above, like an option to not send worker buses to a construction site unless resources are present for workers to actively do a construction task (even if it's only a few and the last half of their shift gets wasted, that's better than the bus just dumping workers at a place over and over again doing nothing because there's one single resource lagging behind the others).
That would be a huge improvement!
Bufnitza May 9, 2022 @ 7:15am 
Originally posted by manfred.stabentheiner:
The proplem most time is not the material or the worker...
example you plan an areal 10 houses 1 fabrik 30 street conection fabrik and so on...and it took years to finish it if you have only 1 conection to this area...but if you get 5 or more conections to same area and then you finish it in month

same is for an normal street ..you make an long street example 5 kilometers ..then think omg never end this ♥♥♥♥...but if you use sidewys on the same street and get 5 conections on the same street and you say wow how fast is this done
But, that's generally how things were done IRL as well. Service roads (dirt, mostly) were widely used to go and reach several areas along the long road to work in parallel.
When I want to do this, like drag a really long road, either as a "ring" around a city, or to link 2 cities, I first drag the road I like, then I use a parallel dirt road and create "junctions" every 400m or so. That way, my COs can use all of my pavers and rollers instead of just one.
KJ May 9, 2022 @ 10:24am 
Originally posted by manfred.stabentheiner:
The proplem most time is not the material or the worker...
example you plan an areal 10 houses 1 fabrik 30 street conection fabrik and so on...and it took years to finish it if you have only 1 conection to this area...but if you get 5 or more conections to same area and then you finish it in month
Then please explain why the issues are not gone when using helicopter construction offices... They have "infinite" connections. But the problems are exactly the same . Workers go to a random site A that has 0 materials -> they are twiddling thumbs and do nothing, meanwhile site B has all the materials and no workers.

Stop making excuses, the problems as described in the post are real and frustrating. They are not gamebreaking, but annoying and require you to micro manage when individual constructions are started to avoid time wasting. What you are talking about are completely different things.
Last edited by KJ; May 9, 2022 @ 10:25am
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Date Posted: May 8, 2022 @ 3:50am
Posts: 15