@@ididsomethingtoday no, 99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999/1
With the solar panels, my guess is that their "value" cones from being space efficient, as they probably don't have the same spacial requirements as the wind farms. Although given the size of the map space isn't super important at the moment
that bothers me, solar is 10 times better than wind IRL. this planet must have massive wind storms for wind to be that efficient, wind is pretty crap usually...
You're correct. The Solar stations can be put right next to each other (and even in-between the Wind Turbines). They also have an upgrade later on in the tech tree that makes them produce 75 instead of 50.
@@monad_tcp Based on the name of the upgrade later on for Solar that makes them produce 75 instead of 50, it's apparently due to the planet just being extremely dusty and windy, so they get coated in dust, reducing their efficiency, which, I guess, makes sense with it being a desert planet and Wind power being so strong.
Solar panels produce more energy with less space needed, thats a thing to consider. Also, with the buttons up the left you can actually see what your production and demand is and build factories accordingly, it really helps to get a grasp on how much you really need. Also also, you unlock new techs possibilities by growing your population
If you look to the left of the screen you can see some tabs. tab nr 3 shows workers to production ratio and you can shift production rate depending on demand. Real handy :) Later on the items you make will be really slow to produce, so it's good to put factories that depend on each other closer together to get that tasty efficiency increase. Also, upgrade your habitats to increase your research options. Be careful though, if your housing gets downgraded because of lack of anything, you'll loose the ability to research in that tier. Also also, you don't have to delete factories to change roads, you can just move them to a different place while making edits. This aint no Cities Skylines :P
A bit of a consolation prize for accidentally downgrading in science, the science factories sill produce their respective colors, so you'll at least have a backlog.
The top left buttons contain menus for how many houses are required to unlock the different research tiers as well as production/consumption ratios to help you see if you are overproducing anything. This is really handy to keep the jobs under or at your population level. Cheers and thanks for another great video! :D
You should check your sulfur and sand production for concrete again,. The miners have different mining times. By clicking on the 3rd icon in the upper left corner you can look at your production and consumption rates to see if you're producing enough or too much. The solar panels are more space efficient as you can place them directly next to each other. I would recommend making a huge solar plant in one of the corners of the map where they won't disturb your factory. The 2nd icon shows you your citizen's level and the requirements for upgrading and downgrading your whole city. Upgrading your roads makes them faster every time, but keep in mind that buildings can't be connected to highway-type roads.
The first thing this reminded me of is actually Satisfactory, ironically enough. Maybe you could do a couple videos on that? Think you'd enjoy making train railways :D
This seems implausible assuming physics works in infraspace the same way it does IRL. We know the planet has an atmosphere, otherwise wind turbines wouldn't produce electricity. We also know that in order to maintain an atmosphere not just have it disperse into space requires the presence of gravity. Therefore if there is wind, there must be gravity (or some other gravity like force). You could argue that some other force like magnetism is keeping the atmosphere in place, say because the atmosphere is composed exclusively of charged particles... but that would probably have lots of weird and deleterious effects on any construction and people living there.
Being an engineer and hearing the explanation of creep, I heard myself explaining simple concepts to my family and friends and I laughed and enjoyed the hell out of it… family and friends are thinking “is he talking again?” “Yeah just let him go on a bit, he gets more from this than we do.”
When you're districting, you can use the buttons below the drawing tool on the popout panel to set which districts receive resources from other districts. For example, you could create a district of a group of copper mines, a separate district of some electronics factories, and then you click on the electronics icon on the popout panel and draw an arrow from the copper mine district to the electronics factories district and now the copper from those mines will only go to those factories. You can do that for any type of resource, whether it's raw ore, carbon, electronics chips, food from farms, etc. Also you need a certain number of citizens at a certain level to unlock the next group on the tech tree. So keep upgrading your housing and growing your population in those upgraded housing blocks, and it will unlock new stuff for you to research! Absolutely love this series (might even be my favorite on your channel) - please keep it up!
RCE should make a satisfactory let's play. It would suit his play style and video content. It would also be enjoyable to watch and I think he would enjoy playing it.
To upgrade your town, there's a menu on the left (one of the buttons) that shows the requirements to upgrade as well as the population you have of each level. Once your town upgrades, you get the new research.
Your playthrough of this convinced me to purchase it. In playing it, I've noticed that the Construction Material Storage things don't store everything, only Concrete and Steel. Everything else is stored in the production buildings that make them; they won't put them into that storage building. Mentioning this so you can adjust and have more room to build since you don't need that storage building everywhere near resources, only specifically near Concrete and Steel production.
I had a thought. When going from one tier to the next, build an entire new district of housing. Instead of upgrading your buildings, you'll essentially end with slums on the edge of town, and housing conditions improved as you go across the map (instead of tiered rings, think of GTA SA's Los Santos, with ghettos on one side of the map, middle class business districts in the centre/other side, and wealthy folk in the hills overlooking the city). Haven't tested it myself, but with the tendency to downgrade city level if you don't have enough buildings it seems like a good idea. I had a city collapse on itself when upgrading from t3 to t4 buildings. Because the level up requirement for t4 population is so much larger than the requirement for t3 population, I too few t3 habitats before getting too many t4 habitats, resulting in a city downgrade. This caused a chain reaction of having no t2 buildings, leading to a downgrade, then having no t1 buildings, leading to a downgrade. Not having separate 'neighbourhoods' (won't say districts, as that's defined in game and might get confusing) can result in catastrophically downgrading the city and having research completely halt while you scramble to build shoddy housing. This was a while ago though so it may have changed. I hope they redefined the minimum thresholds as t# or higher, to avoid this issue. I completely restarted after this incident since it basically required replaying significant portions of the game, with the handicap of building around the collapsed city. I should start playing it again, but I have too many active games already.
Hello, RCE. Last night I bought this game too and I figured out how to unlock the next level. Basically, you need to build more habitats so that more immigrants coming in to fill in the population. To check for the progress, click the button right below the "Research". Each habitat have their own level and you need to reach that amount. I also unlocked the Highways (Tier 3) and from what I see after playing at least 5 hours, you cannot connect highways to buildings. So I suggest to stick with Concrete Roads (Tier 2), but to connect with faraway places, hit that Highyways.
The point of the solar power is that you don't need to space them out like wind turbines. You can pack them in and generate more power per area. Also you can replace roads with that R button in the road panel, and you can move factories around rather than deleting them if you want, it saves resources.
Helpful tip: There's a menu on the left called Production Overview, it shows you how much you're producing and consuming of any resource. They're shown as yellow/orange when demand is higher than production.
The main material creep I am familiar with with some training with computers including A+ Certification is "chip creep". Which is when chips slowly start to wiggle out of place due to thermal expansion and contraction due to the part heating and cooling down.
Always super nice to see some positive energy and humour being brought back to UA-cam! Haven't been this happy with content since 2015-2018 Jacksepticeye content. Thanks a lot for this great series Real Civil Engineer, just binge-watched all your Kerbal Space Program episodes and now just moved on to this one. Love your sense of humour and the fact that you actually teach us some very practical and useful stuff too. Keep it up :)
Fun History Story: Winston Churchill was famous of holding meetings while he was taking a bath. Well, during one of these meetings. He met with the investor of pykrete. To make their point of how durable pykrete was verses normal ice. The inventor dropped a block of ice into Churchill's hot bath water. It melted rather quickly. Soon they dropped a same size block of pykrete in and it didn't melt right away. Well, for I think 20 minutes Churchill played with the block. And explained, "I want a boat made out of this stuff!" And well...it didn't really happen. As the model was built but the project was later canceled. Due to that they really didn't need an ice ship. As Germany was being beaten back and airbases were being seized and used.
Matt, not all miners produce items at the same rate, the sulfer mines are more than twice as fast as the sand mines, so the ratio is 2:1 sand mines to sulfer mines, not the other way round
Matt you really need to use the UI panels on the top left. Among other things, they tell you your progress to upgrading to the next level, and your production and consumption of items.
If you click on the tab on the left with the little construction hat it gives you information on what you're producing and how much, and if anything is in short supply : )
The storage only works for concrete and steel. And the size of one habitat is 4.5 units of road. So an easy way to go back to back is a road 9 units long with 90° corners on either side.
You don't need to connect your district by road to make them work, you can build a separate district on the other side of the map that is just the slum, a 1000 an unupgraded house for the worker, if they have power and a spaceport, they will be fine. another one for the concrete and steel is nice to free your road Also, in the road menu, you can auto curve your road; the button is on the top left.
The various and sundry tiers get unlocked by population quantity and quality. You have to get enough people of the correct advancement in order to unlock the next technology tier. I believe it's the second icon in the upper left hand corner that tells you how far you are from achieving the next milestone. The first couple milestones are really easy. So you're going to need to get your housing to evolve upwards.
You need to pay attention to the production speed and consumption of each building. For example concrete makers need 2 sulfur for each sand but the sand miners dig sand at about half the speed of the sulfur miners so you actually need 2 sand miners to each sulfur miner. (Opposite of what you did.)
I think a game he’d have quite a lot of fun with is a game called Dyson Sphere Program, it’s still in early access, but it’s a big factory style game that can span across multiple planets, and it’s quite long too with a two very large tech trees
17:80 if u want to know how unlock that open at left top conner that descript city level. actually u need more people on certain lvl home building, thats pain come and plz dont build much factory bcoz u need more people, less people, less efficiency. Careful RCE when u into midle and at endgame traffic are real, not just that researching is pain BTW lovee ur vid...
I'm thinking that, unless the hover vehicles are powered by loud, noisy fans, the roads are probably all "smart roads," with powerful magnets and *possibly* even computer stuff for navigation -- though satellites would do the same thing, so I'm not sure. But definitely the high powered magnets, like you'd see on a mag-lev train track.
Fight the traffic lights. Roundabouts forever! And definitely ban traffic circles. They seem like a decent compromise, but they're worse than either option.
I have not played this game, but from the looks of it you probably need to hit a population check points like say 1000 to progress to small town status. Most “sim” games do that for their town size changes.
the power substations are a branch of the solar panels in the research tab, so you may have to actually build the solar panels at least once to unlock the next "era". Or maybe there's some kind of population-goal but it'd be weird if that was the case and there's no goal actually shown. I haven't played this game, I'm seeing it here the first time, just thought that might be the case. Ig we'll see
I think the green trucks didnt go past the home appliances because they have some internal storage that was still filling up, not sure but that's what it looked like
I'd imagine you unlock small town researches by having a higher population since the first research set is settlement. Probably around 500 people I'd wager.
if you realy want to match the inputs for concrete production you should also consider, that the sand and sulfur mines have different production times (1/12s vs 1/2.8s)
That 4th wall break to show Paddy had a 10/10 transition and a 1000/10 pupper
10/10 seemed good until we found out the scale went to 1000
1000/1000
1000/10 NO 9999999999999/10 YES
@@ididsomethingtoday no, 99999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999/1
@@atruedamefan118that would be the same as 10/10
Honestly, that educational bit about material creep was really cool to hear.
It’s what I subbed for ages ago :)
I was distracted by the overpass support on the left being in the middle of the road underneath.
@@Ogrecrusher hey, gotta give drivers something interesting to do.
Nerd
creep is just proof solid matter is an illusion all materials are liquid :p
With the solar panels, my guess is that their "value" cones from being space efficient, as they probably don't have the same spacial requirements as the wind farms. Although given the size of the map space isn't super important at the moment
that bothers me, solar is 10 times better than wind IRL.
this planet must have massive wind storms for wind to be that efficient, wind is pretty crap usually...
@@monad_tcp could also be farther away from the sun
You're correct. The Solar stations can be put right next to each other (and even in-between the Wind Turbines). They also have an upgrade later on in the tech tree that makes them produce 75 instead of 50.
@@monad_tcp Based on the name of the upgrade later on for Solar that makes them produce 75 instead of 50, it's apparently due to the planet just being extremely dusty and windy, so they get coated in dust, reducing their efficiency, which, I guess, makes sense with it being a desert planet and Wind power being so strong.
@@firedale2002 that makes sense
Solar panels produce more energy with less space needed, thats a thing to consider. Also, with the buttons up the left you can actually see what your production and demand is and build factories accordingly, it really helps to get a grasp on how much you really need. Also also, you unlock new techs possibilities by growing your population
Yes! They do all the math for you, so you can see what all the ratios need to be or if you need one more green factory to make more electronics.
If you look to the left of the screen you can see some tabs. tab nr 3 shows workers to production ratio and you can shift production rate depending on demand. Real handy :)
Later on the items you make will be really slow to produce, so it's good to put factories that depend on each other closer together to get that tasty efficiency increase.
Also, upgrade your habitats to increase your research options. Be careful though, if your housing gets downgraded because of lack of anything, you'll loose the ability to research in that tier.
Also also, you don't have to delete factories to change roads, you can just move them to a different place while making edits. This aint no Cities Skylines :P
A bit of a consolation prize for accidentally downgrading in science, the science factories sill produce their respective colors, so you'll at least have a backlog.
So I'm a RealCivilEngineeringStudent, always happy to hear about some engineering principles during my light entertainment.
The top left buttons contain menus for how many houses are required to unlock the different research tiers as well as production/consumption ratios to help you see if you are overproducing anything. This is really handy to keep the jobs under or at your population level. Cheers and thanks for another great video! :D
You should check your sulfur and sand production for concrete again,. The miners have different mining times.
By clicking on the 3rd icon in the upper left corner you can look at your production and consumption rates to see if you're producing enough or too much.
The solar panels are more space efficient as you can place them directly next to each other. I would recommend making a huge solar plant in one of the corners of the map where they won't disturb your factory.
The 2nd icon shows you your citizen's level and the requirements for upgrading and downgrading your whole city.
Upgrading your roads makes them faster every time, but keep in mind that buildings can't be connected to highway-type roads.
0:05 The thing when you move your mouse and background is called a parallax effect.
The first thing this reminded me of is actually Satisfactory, ironically enough. Maybe you could do a couple videos on that? Think you'd enjoy making train railways :D
I kind of imagine InfraSpace as a place with no gravity so hovercraft pull the vehicles to the roads and creep can’t work cos there’s no force on it.
true Bro 👌👌👌👌🎖🏆🏅🥉🥈🥇 Salute
Well said👌👌
Its also possible that they have changed their reinforcement methods to prevent gravitational creep.
The hover trucks are probably mag-lev.
@@Taolan8472 Mag-lev still applies the same force to the ground as regular tires, but that wouldn't matter in a very low-gravity environment.
This seems implausible assuming physics works in infraspace the same way it does IRL. We know the planet has an atmosphere, otherwise wind turbines wouldn't produce electricity. We also know that in order to maintain an atmosphere not just have it disperse into space requires the presence of gravity. Therefore if there is wind, there must be gravity (or some other gravity like force). You could argue that some other force like magnetism is keeping the atmosphere in place, say because the atmosphere is composed exclusively of charged particles... but that would probably have lots of weird and deleterious effects on any construction and people living there.
I've been really enjoying this one! Can't wait to see more, it can be the next timberboners imo
That 1 or 2 seconds clip of Paddy is the best
Being an engineer and hearing the explanation of creep, I heard myself explaining simple concepts to my family and friends and I laughed and enjoyed the hell out of it… family and friends are thinking “is he talking again?” “Yeah just let him go on a bit, he gets more from this than we do.”
My mother and brother think this every time my father or I start discussing entry level physics, chemistry, or even basic algebra.
my new favourite series other than Infra ❤
Keep bringing us these games
I really loved the educational part where you told us about creeps, would love more contents like this
Honestly, these games where you want to play seriously and progress are the type of videos I like the most
When you're districting, you can use the buttons below the drawing tool on the popout panel to set which districts receive resources from other districts. For example, you could create a district of a group of copper mines, a separate district of some electronics factories, and then you click on the electronics icon on the popout panel and draw an arrow from the copper mine district to the electronics factories district and now the copper from those mines will only go to those factories. You can do that for any type of resource, whether it's raw ore, carbon, electronics chips, food from farms, etc.
Also you need a certain number of citizens at a certain level to unlock the next group on the tech tree. So keep upgrading your housing and growing your population in those upgraded housing blocks, and it will unlock new stuff for you to research!
Absolutely love this series (might even be my favorite on your channel) - please keep it up!
This series isn't Infra, but dude it's pretty cool
I like this game but my only complaints are that there are no trains and thats not good.
I really love that he brings in real world knowledge of construction materials. I love to learn about that stuff, so thank you!!
RCE should make a satisfactory let's play. It would suit his play style and video content. It would also be enjoyable to watch and I think he would enjoy playing it.
good timing just got home with food and needed a vid to watch!
Boosh! This series is a lot of fun!
To upgrade your town, there's a menu on the left (one of the buttons) that shows the requirements to upgrade as well as the population you have of each level.
Once your town upgrades, you get the new research.
Your playthrough of this convinced me to purchase it. In playing it, I've noticed that the Construction Material Storage things don't store everything, only Concrete and Steel. Everything else is stored in the production buildings that make them; they won't put them into that storage building. Mentioning this so you can adjust and have more room to build since you don't need that storage building everywhere near resources, only specifically near Concrete and Steel production.
I had a thought. When going from one tier to the next, build an entire new district of housing. Instead of upgrading your buildings, you'll essentially end with slums on the edge of town, and housing conditions improved as you go across the map (instead of tiered rings, think of GTA SA's Los Santos, with ghettos on one side of the map, middle class business districts in the centre/other side, and wealthy folk in the hills overlooking the city). Haven't tested it myself, but with the tendency to downgrade city level if you don't have enough buildings it seems like a good idea.
I had a city collapse on itself when upgrading from t3 to t4 buildings. Because the level up requirement for t4 population is so much larger than the requirement for t3 population, I too few t3 habitats before getting too many t4 habitats, resulting in a city downgrade. This caused a chain reaction of having no t2 buildings, leading to a downgrade, then having no t1 buildings, leading to a downgrade. Not having separate 'neighbourhoods' (won't say districts, as that's defined in game and might get confusing) can result in catastrophically downgrading the city and having research completely halt while you scramble to build shoddy housing.
This was a while ago though so it may have changed. I hope they redefined the minimum thresholds as t# or higher, to avoid this issue. I completely restarted after this incident since it basically required replaying significant portions of the game, with the handicap of building around the collapsed city. I should start playing it again, but I have too many active games already.
Yay! RCE is amazing! I really like your content and hope you keep making amazing vids!
Hello, RCE. Last night I bought this game too and I figured out how to unlock the next level.
Basically, you need to build more habitats so that more immigrants coming in to fill in the population. To check for the progress, click the button right below the "Research". Each habitat have their own level and you need to reach that amount.
I also unlocked the Highways (Tier 3) and from what I see after playing at least 5 hours, you cannot connect highways to buildings. So I suggest to stick with Concrete Roads (Tier 2), but to connect with faraway places, hit that Highyways.
So many Crystal mazes, so many cash prizes
Watching a road worker play a game that has roads in it and somehow messing up makes me happy
12:43 Best Moment so cute lol
lol
It’s been out 3 minutes and you are at 12:43?
lol
lol
lol
The point of the solar power is that you don't need to space them out like wind turbines. You can pack them in and generate more power per area. Also you can replace roads with that R button in the road panel, and you can move factories around rather than deleting them if you want, it saves resources.
Helpful tip:
There's a menu on the left called Production Overview, it shows you how much you're producing and consuming of any resource.
They're shown as yellow/orange when demand is higher than production.
The main material creep I am familiar with with some training with computers including A+ Certification is "chip creep". Which is when chips slowly start to wiggle out of place due to thermal expansion and contraction due to the part heating and cooling down.
Notification squad
My notification all ways come 7 minutes later for some reason.
Always super nice to see some positive energy and humour being brought back to UA-cam! Haven't been this happy with content since 2015-2018 Jacksepticeye content.
Thanks a lot for this great series Real Civil Engineer, just binge-watched all your Kerbal Space Program episodes and now just moved on to this one. Love your sense of humour and the fact that you actually teach us some very practical and useful stuff too. Keep it up :)
Love how we get three things from this channel:
-Education
-Entertainment
-Knobs
You forgot Cuteness from Paddy.
Those crystal mazes are actually Geodesic domes.
Fun History Story: Winston Churchill was famous of holding meetings while he was taking a bath. Well, during one of these meetings. He met with the investor of pykrete. To make their point of how durable pykrete was verses normal ice.
The inventor dropped a block of ice into Churchill's hot bath water. It melted rather quickly. Soon they dropped a same size block of pykrete in and it didn't melt right away. Well, for I think 20 minutes Churchill played with the block. And explained, "I want a boat made out of this stuff!" And well...it didn't really happen. As the model was built but the project was later canceled. Due to that they really didn't need an ice ship. As Germany was being beaten back and airbases were being seized and used.
Oh my god paddy is so cute. 🐶Btw love your content Matt, sad to say you are underrated but U r the best.
Just found this account in recommended and I love it! Just my cup of tea when it comes to entertainment
yay i was exited for a part 2
first i thought that it is techno blade
This is just pure entertainment in it's finest. 🤌🤌✨
Matt, not all miners produce items at the same rate, the sulfer mines are more than twice as fast as the sand mines, so the ratio is 2:1 sand mines to sulfer mines, not the other way round
Hey RCE, you can click the “C”-like button in the road building menu to make the bends in the road be smooth instantly
Will save you a lot of time:)
Matt you really need to use the UI panels on the top left. Among other things, they tell you your progress to upgrading to the next level, and your production and consumption of items.
Your population upgrades your town status. click the shelter icon below the research icon on the top left
This game is so cool please play more of this
Hey RCE, Check the Buttons in the top left corner. There is one that shows the next milestone. Also one for Production (Production vs. needs)
This is the series I’ve been needing in my life
It’s like timberborners but in the future!
Love this please keep the series on UA-cam going
I love this series! Please do more!!
Yes please
If you click on the tab on the left with the little construction hat it gives you information on what you're producing and how much, and if anything is in short supply : )
4:44
Nice power production
You'll regret that 4th wall break. I saw that guitar in the background, and now I expect to hear you play! Can we get general a q&a? 😂
Watch my milestone videos, there's a playlist of them! The 100k you can see me play the instruments and the earlier ones are q&a!
Nice knob gang
The storage only works for concrete and steel. And the size of one habitat is 4.5 units of road. So an easy way to go back to back is a road 9 units long with 90° corners on either side.
at 4:36 the power usage was at 69/100, nice.
Why are all of my favorite content creators uploading right now?! lol
MORE INFRASPACE!!!!
Very entertaining - second only to "Timberborners". Special shout out to Paddy for checking in 🐾
I don’t think that anyone’s pointed out, but gravel roads are also made using concrete. 🤨
"Accidently, draw a knob!" Yeah, Matt "Accidently!"
accidentally publish on youtube.
me: accidentally watches
You don't need to connect your district by road to make them work,
you can build a separate district on the other side of the map that is just the slum, a 1000 an unupgraded house for the worker, if they have power and a spaceport, they will be fine.
another one for the concrete and steel is nice to free your road
Also, in the road menu, you can auto curve your road; the button is on the top left.
9:35 All I could think about was Tom Scott
More, Matt, more!
The various and sundry tiers get unlocked by population quantity and quality. You have to get enough people of the correct advancement in order to unlock the next technology tier. I believe it's the second icon in the upper left hand corner that tells you how far you are from achieving the next milestone.
The first couple milestones are really easy.
So you're going to need to get your housing to evolve upwards.
yay! I love this new series.
1000 population= small town
Keep up the fantastic game play Brother 👍👍
I loved that tangent about creep and hearing about the different 'cretes! more of that please :D
Nice video!
Keep the good work up!
Oh wow, "Schmichael, my editor" made a very smooth transition to the dog :DD Ever so smooth that hardly no one noticed it ;-D
You should try to use your engineering skills in Planet Coster!
You should play Surviving Mars. You need to make a self sustainable colony on mars and is pretty challenging
Loved this game please do more 🙏
5:16 SPLINES I love splines, yaaaay !
You should try Surviving Mars. Basically a mix of this and SimCity, but without roads
You need to pay attention to the production speed and consumption of each building. For example concrete makers need 2 sulfur for each sand but the sand miners dig sand at about half the speed of the sulfur miners so you actually need 2 sand miners to each sulfur miner. (Opposite of what you did.)
I think a game he’d have quite a lot of fun with is a game called Dyson Sphere Program, it’s still in early access, but it’s a big factory style game that can span across multiple planets, and it’s quite long too with a two very large tech trees
Before this video I was a fan of RCE. Now I'm a wind turbine.
fuck yeah a new real civil engineer video just dropped
17:80 if u want to know how unlock that open at left top conner that descript city level. actually u need more people on certain lvl home building, thats pain come and plz dont build much factory bcoz u need more people, less people, less efficiency.
Careful RCE when u into midle and at endgame traffic are real, not just that researching is pain
BTW lovee ur vid...
I'm thinking that, unless the hover vehicles are powered by loud, noisy fans, the roads are probably all "smart roads," with powerful magnets and *possibly* even computer stuff for navigation -- though satellites would do the same thing, so I'm not sure. But definitely the high powered magnets, like you'd see on a mag-lev train track.
can't wait to see what this game looks like in the late game!
Yeah, I love this game.
I think really good if we can built energy harvest area just for this Windmill
A game I recommend, is builderment. A research tycoon
I'm glad you are finally seeing the wisdom of the grid system. Eventually you will forget those roundabouts entirely! Join the grid gang, brother.
Fight the traffic lights. Roundabouts forever! And definitely ban traffic circles. They seem like a decent compromise, but they're worse than either option.
I have not played this game, but from the looks of it you probably need to hit a population check points like say 1000 to progress to small town status. Most “sim” games do that for their town size changes.
And the birth of the g wagon begun.who knew this would lead to merch
if you like this game you need to play survivng mars. it doesnt really have roads but its kind of a similar thing overall, and you might like it
the power substations are a branch of the solar panels in the research tab, so you may have to actually build the solar panels at least once to unlock the next "era". Or maybe there's some kind of population-goal but it'd be weird if that was the case and there's no goal actually shown. I haven't played this game, I'm seeing it here the first time, just thought that might be the case. Ig we'll see
Love this series, would love it see the Civil Settlement keep going!
bro you need to do more of these i love them
Please carry this series on I like it
I think the green trucks didnt go past the home appliances because they have some internal storage that was still filling up, not sure but that's what it looked like
I'm surprised they didn't anticipate creep in an ice-based material considering the way ice flows
I'd imagine you unlock small town researches by having a higher population since the first research set is settlement. Probably around 500 people I'd wager.
if you realy want to match the inputs for concrete production you should also consider, that the sand and sulfur mines have different production times (1/12s vs 1/2.8s)
Mate, if you wanna talk about impossible angles to drive on, talk to the guys who design backroads to condos in Missouri and on the Smoky mountains