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Yes. Each oil well will increase the production rate of the refinery, meaning you can easily have some 400+% productivity on it.
I'm not sure, but it shouldn't.
The power plant adds electric wiring to all roads that are connected to it and inside its zone of effect. So if a building is built at a road with electric wiring, the building will be powered.
The trains really don't need a loop. They can carry 200 oil at once..so you should be okay just having a straight away.
Will this zone be more clear once I actually have electricity? And is electricity a little like other improvements? e.g., if a pub is way down the street, a house will show a little benefit on the happiness chart, but nowhere near as much as the house that is just a couple doors down from the pub. Same with electricity? I kind of assumed that you had electricity or you didn't. I mean, in the real world, the electricity at my house is no worse than the guy who lives next to the power plant.
Ok, thanks. The video that I saw had multiple trains on the track, and if it's true that they can't pass each other, I'd think they'd get stuck at the far end.
Only problem is that I have sometimes forgotten what I was planning to build in a spot later in the game.
Would prefer just having all buildings available at beginning of game and being allowed to only place the blueprints of them until they unlock in the game, that would be the ultimate.
On my main island where I need electricity the most, the oil springs (4 of them) were nestled deep in a mountain range and I had to snake the railroad line across my continent to reach the coast. It took a lot of industry and housing destruction, but I did it and it does appear to be working. But I have several issues.
Although several trains are running, they're all idiots. They all follow each other to the refineries. The first train fills up and has several tanks of oil following it back to the harbor. Then right behind it are four other trains, each pulling a tank with 1-2 oil in it, looking like a mother duck leading its ducklings back to the pond. Is there anything I can do to fix this?
I often see a warning icon over the refinery. It says something along the lines of "train delayed - track in use", or maybe "track conflict".
If I click on a refinery to bring up the details, the only useful information is if I hover over the icon on the right that looks like a cup/bucket of oil. Some info pops up including how much oil is waiting at the refinery. But at the bottom of this window is a red warning saying "No warehouse in range". Why does it need a warehouse? To try to fix this, I put a warehouse next to it and connected them. The warning is still there. Bug?
I have two power plants set up along the tracks. I'd love to put down more, but these ones aren't getting enough oil to keep running all the time. I haven't sat there and watched them constantly, but it seems they're off much more than they're on. Any thing I can do to improve this?
This is because of the issue above.
I have no idea why it would need a warehouse. As to how to get rid of it, did you also connect the warehouse to the kontor?
Two things only, really.
1. Give each power plant a separate rail all the way back to the oil harbour.
2. Ship in more oil from other islands, if your local production is not enough to satisfy two power plants.
Kontor? Not sure what that is. I did have it connected by road to the rest of my road network.
I've since discovered that there is a ton of oil in the new world, so I'm shipping it back from there.
Thanks for the good advice.
https://en.wikipedia.org/wiki/Kontor