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Setting up an oil field might be the exception, or bauxite if you play without research on.
I don't want to do the live method yet. For now, setting things up without people, even if using the expensive border workers is chill. You don't have to worry about providing for your "existing" citizens needs. I like that chill planning stage..... However, I often get way too far ahead of myself and get into an early debt or loyalty curve that ends up killing me.
So yeah, I do agree, if you can get people established and taken care of AS you start, you will be on the road to potential success/profitability much faster.
2. all factories for buildingmaterials (not the big ones; no steel, no bricks, no plats, no wood)
3. little settlement for like 200 citizen, only provide what the absolutly need. no police, no heat, no school for example - deconstruct it later, and kick the worker out if the crime rate is too high.
4. big city for atleast 5000 ppl. buy +- 1k.
5. production industry that keeps 3000 ppl busy (so 1000 worker slots) everything else will be used for city services +-200 worker slots. i usully go for Car and Train factory
For the Problem with Loyality drop @Zentra:
everytime you can set a loyal% the workers for that building must get a personal car.
it will insanly boost the Loyal%.
Why should you do it?
In School and in university the students get +-20% of the teachers loyality. dont tell others, its a secret.
So if you give your teacher a car it works like giving 20 ppl a car.
For reference, my republics are at:
120% production efficienty
95-98% with a job
in realistic mode with lowest money start
profit after 18 months. latest (no oil)
You can setup a functioning boards industry for less than 20 workers and 50,000 rubles.
Best is to build shop and house to invite first 100 citizens, they build 2nd house for 100 more citizens. 500 workers can build heat plant before winter. next year you can work on profit and quality of life.
- bigger station,
- shopping mall (meat truck direct, small DO to refill)
- 1-2 largest brick houses,
- water+sewage substation
- electricity
- garbage stands
///
next to a city
- cargo station + covered warehouse (+ big meat storage planned)
- large construction office (probably built by this point)
what is placed, planned, has usually groundworks done and most are probably even supplied with materials by the "invitation point"
- kindergarden
- medium sized school
- party HQ
- hospital
- cinema (aka culture)
- some sports (indoor pool for year round operation or some school gyms from robs)
- some smaller monuments
It is not great to invite people without EVERYTHING from the second part, but definitely doable (proved like 2 times myself :D)
Then I invite around 30 workers, see how they go, then gradually increase it to ca 200-300 workers (basicall those 2 brick houses full). With "free cranes" in COs I simply set those building in my city to get finished one by one with only people from the city, while I set up an industry for them to work in.
During first half of the year they MUST construct a heating plant + pipes into the city + everything remaining from second category, with additional 3-5 brick houses (and they finish them as they come in needed). By winter having 600-700 population is ok, having heating plant is mandatory and you can basically build your first industry (usually clothing but up to you) at the same stop where heating plant is, so you can set up around 60% workers to always work in that plant and rest to split between surrounding industry.
Then do whatever you want. Grow city, make construction materials, eventually implement technical university, food+meat industry, crops planting ... whatever you want :)
This is my start ;)
If you go clothing factory as many ppl in other threads recommend, you must ASAP build your own agar fields. with 3 clothing factories you will make a loss quite fast due to price changes.
i personaly do not recommend it. just get a car factory and everything else one time and sell overproductions.
a bit tryhard run before garbage patch.
Year 1962
https://steamcommunity.com/profiles/76561198041149931/screenshot/2094795101411929674/
Year 1963
https://steamcommunity.com/profiles/76561198041149931/screenshot/2094795101411908582/
dont forget im building a ton of stuff so 4 vanilla offices are 100% busy the complete time, if you argue about the profit ratio.
i guess clothing factory is out of the league.
They do nothing if you have no workers on site, but having a tower crane means 160 workdays can be done by 40 workers. Even road cranes are decent in the beginning (and easier to get)
The support is equal to around 5x speed up (a little bit more iirc, but round down for simplicity). Basically two road cranes lvl 26 on building site = up to 52 workers with a working bonus. And tell me - how many times you really need more?
That is the reason I do not use tower cranes at all - instead of a flatbed + towercrane I use 2 roadcranes and they are faster on their own and usually it doesn´t matter if you have a tower or a road one, as large building sites have many slots for cranes and you are hardly getting 400 workers on a site at one moment anyway ;)
As being someone who kinda balances workforce for actual industries and as a result my non-working % are quite low, there is absolutely zero sense in sending like 5-10 buses full of people to be building it, I can easily let 2-3 to be working on it and rotating. This way I do not even need to min-max a lot, because materials are being delivered and people actually work all/most of their hours on site anyway.
They might be interesting for huge sites like skyscrapers etc., but most buildings I just tend to send materials in and then "open" them for workers outside CO (usually 30-50) and that is enough, the city is growing. In starting episodes of new series you will see this as well ;)
So I do not use tower cranes at all. They might be interesting if devs would decide to balance out crane slots for buildings, but my problem is usually that there are too many cranes there (and therefore are not present elsewhere), not that I lack them :D
I hate it when I have a bus coming in with 80 workers and all I have is a road crane. Such a waste of 40 workers. Why I try to only use road cranes with small busses and tower cranes with bigger busses or workers outside CO.