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Citizens will also not board vehicles unless they have another stop in their line from which they can walk to a job/need they are interested in or another stop that they can be forced off at. Typically the need to pray results in passengers hanging out at stations for "an hour,"
because they don't see any churches accessible from the stops in the vehicles' (buses') lines. You can satisfy their need to pray by using certain "attractions" like the lookout towers or carousel rides or by taking them to a church.
Passengers will only ride to your shopping center if they need something sold there.
If you are depending on walking to fill jobs, you should ensure workers have access to all the nearby workplaces and a station, otherwise all the job slots that they can walk to could be filled and they cannot find employment. You can manually assign workers to fill a workplace before going to another listed workplace or station with the "where should workers go?" mechanic found in the house and station menus. Beware that workers will only visit the buildings you select though.
School time is the same as work time, so just ensure students can walk to the school or they can find public transportation to the right school. Only children with a basic education will attend college, unless you have a dorm that can access the university by foot or public transportation (you can manually relocate people without children into dorms to attend university, children attending college who turn 21 will move into the dorm to continue their education if they can walk to the dorm from their current home)
I start to think that your approach is better in many cases. It seems to be better to have the pollution, rather than not getting food and meat etc.
Still, this should work:
But I would dedicate the bus line to workers only. Don't allow the passengers and students to get on those microbuses. You need workers at the water treatment, and if you don't then no water is produced. And therefore none of the shops will work. Many buildings that need drinking water for workers will get no workers if they have no water. The workers won't even turn up for work. Unlike sewage where they will turn up and then complain when the sewage tank is overflowing, and this causes a health penalty.
A water treatment plant does not work like that - they will go to work even if there is no water substation nearby. It is assumed they drink some of the clean water they produce. I think the devs recently fixed that. For a water well, use the small vanilla one which doesn't require any workers to get started.
And, by the way, as long as you pick a reasonable location for your well away from sources of pollution, then you can easily get 93-94% quality. Citizens will complain about it when it is less than 95%, but it only has a minor effect on health. You can definitely start a city with no water treatment, and add it later. And water treatment does not produce pollution, so can be close to residences where workers will walk. You don't need to place the water treatment close to the well.
Have a small well on a hilltop powered by a windmill, and then you don't need to take workers or power there, nor get rid of sewage. Run a pipe to the edge of the city and build a switch 1:3 then build a water tower. Later you can run a pipe from that switch into the water treatment plant and then feed that into the water tower. Plan it so that you leave the space that the treatment plant will later need, and the pipes will go downhill. When the treatment plant is later built and operating remove the direct connection from the switch to the tower, so all of the water goes through the treatment plant and then is stored in the tower, before distributing it around the city.
Unfortunately, once the treatment plant is built and fully you can't just turn it off, and pass the say 93% straight through. You must have the workers and a supply of chemicals or nothing gets to the water tower, So make sure it is working fine before you remove the connection from the switch to the water tower.
That arrangement can easily supply a city with 2-3,000 citizens, and produce 100% clean water. But they only need 95% to stop complaining and be fully healthy, so reduce the water quality to 95% to save on chemical use, unless you are supplying some water to a vanilla food factory, which will require 97%. Most of the modded food factories were introduced before water and sewage and don't have any water quality requirement, so 95% will be fine for them too
1. There's a dedicated truck line w/ I think 4 trucks to deliver chemicals to the water treatment plant. As of the last time I played, they all went to border, got chemicals and are sitting at the plant waiting for all their chemicals to be used up before leaving.
2. I replaced the tiny apartment in the shopping/entertainment area with an apartment tower as I needed more workers. EVERYONE wants to live there I swear. Plus, it's location with the addition of many footpaths and a road from the hospital to the water treatment plant has allowed an improvement to the bus route!
3. I replaced all the minibuses with the biggest bus I could buy. There's now 3 routes. One from the border to the main apartment towers w/ 2 buses. One that goes from there, to the water treatment plant, to the shopping/entertainment area, and then to a recently constructed area that has a coal fired power plant and a secret police. (IE- Clockwise loop of the town.) The other does the same loop in reverse. These two lines both use 3 buses each. All lines use line spacing now as well.
4. As I stated, I built a coal fired power plant and a secret police station. I built two tiny apartments btw the two buildings and set them both to only allow workers to go to those buildings. Some work in the power plant on occasion, but not many or often. NO ONE works in the secret police for some reason. The power plant is supplied with coal by a truck unloading station that feed into a large storage area and that in turn feeds into both the nearby heating plant and the power plant. The heating plant is situated such that it is more often than not staffed by a few apartment towers in the central cluster. The biggest shocker though was the realization that the reason employment dropped so low is b/c a good chunk of people died, and the rest fled the republic!
5. I moved all my construction vehicles from the free depots at the border to two dedicated offices on the far side of the city. After which, I removed the free depots. In trying to remove the depots, and dirt roads to them, I accidentally deleted two pieces of gravel road. Luckly, I'd already connected all three of the border post roads up to the road, so traffic (which is kinda heavy near the border) wasn't disrupted too much. I decided to try having the new construction offices build the roads back with resources bought from the border. Problem is, the trucks went to the border, dropped off the gravel, and one truck got stuck with a (?) icon above it and I can't figure out how to free it. I realized I had 4 slots free at the second construction office and no buses which I thought I'd need. So, I bought those and I've checked that the border is where they get everything BUT workers, and that is from the bus stop at the apartment towers. The buses just sit there though. IDK why. Not like there's a shortage of workers at the bus stop...
6. After noticing the population had fallen from ~4k to ~1k, and occasionally dropping below that, I spent a bunch of money on filling every apartment with Soviet immigrants. (I have ~3 mil Rubles left, and until I can solve the transportation issue, I'm hesitant to start anything that involved exporting.) Unfortunately, escapes and unemployment skyrocketed nearly immediately. Folks complaining they can't get food, entertainment, electronics, ect., ect. The only bus people seem to get on are workers on the bus to the border and back, despite there being no work that way. Everything else they insist on walking to. I've added a few pedestrian bridges over the roads to enable better walking, and added an indoor pool and soccer field to the shopping/entertainment area behind the medical school.
I'll try the workers only thing, but I'm pretty sure I already tried that, and it didn't work.
I was making a rough guess on what I thought it would be like for the people waiting at the bus stop. It was rather frequent, but I can't say for certain the exact time it took.
As for the pollution, I built a monitoring station next to the heating plant for the heck of it, and it shows green everywhere in the town. So, IDK... I tried assigning people and it seems to only partially work. (IE- Power plant has two 12 worker apartments next door, and usually only has 1-3 workers tops. No one works in the secret police as mentioned, and the rest in the apartments complain about being unemployed.)
A bus line will show you Average Lap time, ie. the time it takes for the whole route and the number of buses on the line. Divide the Average Lap time by the number of vehicles to get the approximate frequency when buses arrive at the stops. This time is given in seconds, ie. real life seconds if playing at normal game speed. And 60 seconds = 1 game hour, which is the maximum someone will wait at a bus stop or train station.
So, just looking at one of my lines I have Average Lap time of 422 seconds, with four buses. That's too long. Even if there are spaces on the buses then only about two thirds of workers have a chance of a bus arriving before they give up.
A single truckload is absolutely fine, unless you are bringing the chemicals from the other side of the map. The truck will empty, go and fill up again (at the border?) and get back in plenty of time before the 2.1 tons of chemicals storage is used. Even at maximum use (and in my game I am not using anywhere maximum for a city of over 4,000 people), the chemical storage would take many many days to be used up. In fact, I see no obvious signs that any of it is being used when converting nearly clean water to clean, 94 -> 95%.
Use three of your covered hulls to do other jobs, like delivering food and clothes to the shops.
People will come from the border to work in your republic. This is designed to help people when first starting in Realistic Mode, when there are no citizens living in your Republic. They are expensive if you are using these to work in your factories, power plants or shops. New citizens who are immigrants also cost money, but this is a one-off amount to recruit them. Foreign workers have to be paid for every workday.
People will also come from the border as tourists, Tourists need attractions to get them to come, but when they do they will spend money and generate some income. If you have no attractions, hotels etc. then it is not worth sending a bus to the border, they probably won't get on.
Your own citizens will never go to the border as far as I know.