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Find 'ghost' purchaser with overlay option. You can see where is fuel moving.
but that doesn't mean you can't run them "at all".
It's not that expensive a building and if it's what's the most beneficial to you right now, you'll find a way to make it work.
If you have city-halls/accounting-offices, then you can get a list of all imports for that area, which should show fuel under "Imports" (click on it) if it were on auto-buy or if there is a customs house where fuel gets bought at.
Clicking on customs houses will also show the lines that interface with it, check the lines with oil trucks to see if fuel is set to be imported, then check RDOs to see if they can get fuel from a customs house.
Sorry, but that isn't the case. Construction industries are not good investments for profit (they each have to make over 1000 tons of material to be made before they break even) or even replacing imports so long as your customs houses are not too congested. Try starting with a clothes factory, then build a fabric factory, a food factory, an explosives factory, a distillery, and oil wells. With a little research, you can get more profitable industries like bauxite mining, chemicals, electrical components factory, mechanical components factory, a refinery, etc.
You should also try to minimize your costs; start with smaller/fewer vehicles as you can, invite third world immigrants with dollars and send them to school (or if education is on simple, send them straight to work), and don't build things you don't need, like asphalt roads (early on they aren't really useful) or a lot of construction offices (if your construction vehicles just sit around most of the time, you got too many vehicles and COs).
This. And it goes for any final product that is too expensive to keep importing. Just import the raw materials and craft these final product yourself. Much cheaper.
It would be smart building those factories to keep in mind that later on you will be producing your won raw materials so you have room to unload them in larger quantities near your factories. So even selecting the location and keeping space for train unloading facilities or even a port would be smart.
The only final product that is really needed in large quantities that does not work this way is chemicals. I never seem to be able to quit importing the stuff, unless i make a small city to support 10 of these chemical factories clustered together, which is a far greater undertaking then supporting 1 steel factory.
It distributes fuel to gas stations and buildings.
I did start with clothes and food.. everything else is locked behind research.
Can't build oil wells, the closest oil is 2/3 the way across the map, across a 1km stretch of water..
Coal is the closest, then bauxite (and yes I now have unlocked the research for this).
All my major roads are gravel .. its the only thing I can build for free... Asphalt is a luxuary I can't afford, so I don't even have an aspahlt plant. The only thing its used for is bus stops and factory crossings. And yes I have tried to minimise my costs..
if he has maintaince on, that is a terrible advice.
A Steel mill is a expensive building and running it with only 10% capa can be a loss considering the import of raw and the maintaince of all vehicles and buildings nessecary.
That oil field can still be exploited with a small harbor and a tanker. You can use a Helicopter CO to quickly build the harbor and oil wells, or you can build a temporary and very cheap wooden bridge across the water to provide road access to COs. Since you have a refinery, you could decrease your oil imports and export more fuel, but you'll need a decent amount of money for the tanker ships.
theses are profit items but be careful about boards. generally 1 employer is enough for wood chop and sawmill. rest is sort of escessive.
be careful with cement export if you export via truck it might be issue.
Also if you export everything via truck and use fuel from refinery and if you are buying oil this might be issue also. in time oil price will increase and export of bitumen will cause bitumen price to lower thus will result in profit gap to get small.
Both is utmost importance due to red star monument. All population must be in reach of red star monument else their loyalty may get below % 20 and will cause critical issues.
it's hardly terrible advice, you're the one assuming 10% effectiveness.
but if Steel is so valuable, then he could swap his workforce off the production of bricks, boards, cement etc to such a degree that he's okay importing iron and coal.
You're making assumptions.
I'm making assumptions.
So if my advice is awful for my assumptions that he can't financially sustain imports and usage of it.
then your advice is also awful for your assumptions he won't make better of the Steelmill than 10%.
but which one is more likely? that he'll make better use of it than 10%. or that he'll let it rot and decay when his city needs a lot of steel?
Otherwise I find cutting steel costs to the minimum to be the best play. I found tourism to be a good industry since the buildings can be built mostly with stone byproducts. Planes mostly cost aluminium so they wont pull the steel price up further. Focus on food and meat after that to increase the profits of your existing tourism industry. Also use trains as much as you can for bulk industries so you dont have to spend a fortune on vehicles.