Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

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kohr Oct 16, 2022 @ 9:02am
Realistic Construction order with workers
I am playing on realistic mode and since I have lots of time waiting on the buildings to get build I have noticed something that is costing me money.

Sometimes the workers are delivered when there are no materials on site. So they just sit there and do nothing. Over time they will all leave then eventually the materials show up.

I believe workers should never be delivered or hired unless I have materials on the job site. Other wise they are just sitting around doing nothing and getting paid.

This holds true with factories as well when there is no power. I have a bus stop near a factory without power but they will still show up.

I am getting the workers from the custom house.
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Showing 1-15 of 22 comments
Stele Oct 16, 2022 @ 9:30am 
Constructions have some limitations in place. But check runs in large intervals and if bus is already scheduled to pick up workers, it wont redirect due to resources running out on construction site. More frequent checks would hinder performance I guess.
deMangler Oct 16, 2022 @ 10:00am 
Originally posted by kohr:
I am playing on realistic mode and since I have lots of time waiting on the buildings to get build I have noticed something that is costing me money.

Sometimes the workers are delivered when there are no materials on site. So they just sit there and do nothing. Over time they will all leave then eventually the materials show up.

I believe workers should never be delivered or hired unless I have materials on the job site. Other wise they are just sitting around doing nothing and getting paid.

This holds true with factories as well when there is no power. I have a bus stop near a factory without power but they will still show up.

I am getting the workers from the custom house.
I always play full cosmo and I notice this a lot.
I consider having seperate construction yards for workers and materials, and only assign the worker ones when the materials are there.
It is a bit micro-managey though.
Last edited by deMangler; Oct 16, 2022 @ 10:00am
They are not being sent to construction site when there is lack of any materials but usually when bus delivers part of workers it turns back for another group. Problem is that in the meantime phase of construction is done but workers are delivered there anyway. As deMangler mentioned - separate CO for different phases of construction and workforce sent only on request. Use a lot of tower cranes for constructions, one high tower crane can easily speed up construction by the factor of 10.
Sebastian [GER] Oct 16, 2022 @ 11:29am 
+1
Its quiet micro intensiv and for exampel a building in the city will also draw additional workers in even when there is no material for building.
It should not be that micro intensiv.
Originally posted by Sebastian GER:
+1
Its quiet micro intensiv and for exampel a building in the city will also draw additional workers in even when there is no material for building.
It should not be that micro intensiv.
You can set number of workers from outside of CO to 0 and they will not reach out this construction site even if in range.
Sebastian [GER] Oct 16, 2022 @ 2:03pm 
Originally posted by bajecznie nawdychany:
Originally posted by Sebastian GER:
+1
Its quiet micro intensiv and for exampel a building in the city will also draw additional workers in even when there is no material for building.
It should not be that micro intensiv.
You can set number of workers from outside of CO to 0 and they will not reach out this construction site even if in range.

Yeah but i doubt this is the best solution forever.
The buildings have already different workphases why not split it more up so that the ressources must be delivered first and then it switches to the workday phase. This would work even without changing the settings in every single building.
ling.speed Oct 16, 2022 @ 2:32pm 
Originally posted by kohr:
I believe workers should never be delivered or hired unless I have materials on the job site. Other wise they are just sitting around doing nothing and getting paid.
How very capitalistic of you :).

Yeah its a bit annoying especially with foregin workers. My way to tackle is to put busses only on specific COs that build only things that actually need workers (mostly crane related stuff). But there is more issues like trucks delivering materials one type at a time which stalls construction till the last material type.

In reality thou you never have perfect construction anyways. In fact the difference of growth between west and soviet is largely down to problems like that. So you could just treat it as a "feature".

Now i agree paid workers doing nothing, as a emergent mechanic coming from simple game rules, FEELS bad. But if we somehow got a more complex simulation the results (costs, speed) would be the same, (or worse). The difference would be just transparency.

And thats the problem. The main reason why this system is bad is because you know how it works. And which is why majority of small devs omit fixing this kind of things. Because its the results that matter, and they are as intended here.

So best way out IMHO is to just embrace it as part of the game and only micro the most important of constructions. Which is pretty pretty much how it worked IRL too.
Last edited by ling.speed; Oct 16, 2022 @ 2:35pm
Bailing_Out Oct 16, 2022 @ 2:45pm 
As for the factories you can set them to 0 workers and no one will show up or get on the bus going there, then set it to take workers when the power and materials are there.
MG83 Oct 16, 2022 @ 3:42pm 
Originally posted by Stele:
Constructions have some limitations in place. But check runs in large intervals and if bus is already scheduled to pick up workers, it wont redirect due to resources running out on construction site. More frequent checks would hinder performance I guess.

this is correct. lets say construction need 100 ton of cement and 100 ton of steel. But only 10 ton cement and 10 ton steel is send to field. then it CO sends a set of workers they come they finish those material then there is no material and their work time is wasted. also during this work time if another set of workers send they will arrive to a site without material also will be wasted.

Conclusion : Construction Management has to be done ( actually CM is part of my profession at work :P )

How it can be done ? make sure that an CO is set specially for Workers and dont allow other CO's to have busses etc. (make others unable to deliver workers.) when you see all material is sent to site assign this CO to that site and construct it . Even in this case some work time of the workers will be wasted due to you cant exactly match the manpower and worker amount. so it will be over filled abit.
MG83 Oct 16, 2022 @ 3:43pm 
also another tip : at phase 1(ground works phase) dont assign any worker. Use excavators they work cheaper.
Last edited by MG83; Oct 16, 2022 @ 3:43pm
Alex Oct 17, 2022 @ 9:01am 
it could be done with research - never sent workers to a site if materials are not there
MG83 Oct 17, 2022 @ 12:52pm 
Originally posted by Alex:
it could be done with research - never sent workers to a site if materials are not there
game does not do that. but materials can finish while another set of workers are on route.

plus i dont get why we require to bring all materials seperately for each phase.

i would agree that non storable materials such as cement and asphalt to be brought on its phase but steel wood electronics mechanic equipments etc are all storable materials. why we cant send them from start ?
fjorkar Oct 17, 2022 @ 1:05pm 
Originally posted by MG83:
Originally posted by Alex:
it could be done with research - never sent workers to a site if materials are not there
game does not do that. but materials can finish while another set of workers are on route.

plus i dont get why we require to bring all materials seperately for each phase.

i would agree that non storable materials such as cement and asphalt to be brought on its phase but steel wood electronics mechanic equipments etc are all storable materials. why we cant send them from start ?

Now that we have crime, the materials are likely to be stolen if left on the construction site and unsupervised :steamfacepalm:
pappysshoes Oct 17, 2022 @ 1:34pm 
Originally posted by MG83:
Originally posted by Alex:
it could be done with research - never sent workers to a site if materials are not there
game does not do that. but materials can finish while another set of workers are on route.

plus i dont get why we require to bring all materials seperately for each phase.

i would agree that non storable materials such as cement and asphalt to be brought on its phase but steel wood electronics mechanic equipments etc are all storable materials. why we cant send them from start ?

You can store Cement, Concrete and Asphalt no. what glares at me most is unemployment, this is Supposed to be the Soviet Union, if you were capable of working a job health/child "not" in the house wise you worked that job, if you didn't you went anyway in front of an AK47, or you dug potatoes in a field outside a Gulag.

The Unemployed in the Soviet Union didn't stay Unemployed willingly, it also does "not" take a basic ABC Education to work a shovel in Gravel or Asphalt, basic physical labor should be untied to any Education whatsoever.
Last edited by pappysshoes; Oct 17, 2022 @ 1:43pm
Alex Oct 17, 2022 @ 2:25pm 
Originally posted by MG83:
Originally posted by Alex:
it could be done with research - never sent workers to a site if materials are not there
game does not do that. but materials can finish while another set of workers are on route.

plus i dont get why we require to bring all materials seperately for each phase.

i would agree that non storable materials such as cement and asphalt to be brought on its phase but steel wood electronics mechanic equipments etc are all storable materials. why we cant send them from start ?

i know, that is why i said it COULD, all sort of things regarding efficiency can take this approach
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Date Posted: Oct 16, 2022 @ 9:02am
Posts: 22