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if its the same as the max travel time then that seems like a close estimate to irl
You can also use chain visits to get them to reliably drive up to 7.5 km from their home parking lot for needs, but theiy will only drive to jobs within 2.5 km of their home parking lot:
Home - 2.5 km → work - 2.5 km → food - 2.5 km → second need → home.
This is not a great idea though, as they will spend more of their time driving instead of working, but it can work for satisfying rare needs like clothes, electronics, or any low % preference/addiction.
I think it is also a meant as a protection for the player, as personal cars lose a lot of their benefits and amplify their negatives as the distance exceeds a bit over 1 km or encounters a lot of traffic.
But many city builders simply allow the player to change (via the menu or with mods) these kind of things. This game is not hard to run at all haha?
Effectively the ability of car owners to staff more remote workplaces gets worse and worse as distance exceeds 1 km (unless you employ a somewhat complicated workaround or have very high productivity).
You are fighting an uphill battle.
So instead of expecting workforce to travel long distances, you can better build a small town support a large industry ( mining, nuclear ) much closer.
Soviets were not Americans. Having a car was a privilege few enjoyed. As the game pretty much expresses at default car sale and parking settings. Most lived in rows of very large flats in cities. Still do. Walk or use mass transport. Only in the countryside people have their own house, but that is often made of wood. ( in the game too ) So the game is pretty realistic.
You can turn it into the american way, but american traffic jams ( no number of lanes will ever be enough ) will result from that as well. And the road system in game is still something that could be improved on.
Here lies your biggest problem - even if you managed to bypass hardcoding of vehicles and their computation limits on reach, it WILL NOT WORK for you.
Reason: Workers coming to work by bus/train are driving it up to 4h in total, they will jump only if bus goes to suitable workplace for them (aka different stop then their starting has some workplace in reach) and they will only get out on such stop(s) if there are workplaces free and available RIGHT NOW, which they will "reserve" one by one when they will be stepping out of the bus. Even bus full of 80 workers will unload maximum of 15 workers at a stop with only gravel plant in reach (15 minus those still working shifts who came by previous buses on the line). Rest will stay in the bus and will continue to other stops or simply go in circles on that line till they reach 4 hours, then they teleport home and show as "unemployed today"
Anyone owning a car eligible to use it bypasses this by reserving the working spot RIGHT WHEN THEY SET OFF TO WORK WITH CAR. That means that while those workers will drive to work, their workplace is unused and unusable for anyone. The longer the distance is, the bigger this problem is. If you would make car owners go to work over 5, 6, 7 km in range on roads, their workplace would hardly ever be staffed.
You may not care about mechanics in deep, but ignoring them completely and insisting on doing things your way is ... well ... ignorant. It would not work with how the game is coded.
TL;DR Don´t even think about it, that power plant would hardly ever run and produce something
There is another way around this though, as you can replace the job slot with a station slot and simply have them search for jobs when they get to the station, but it is a little complicated to employ.