Great episode! I found out why helicopters starting building at the refinery, even though you had set new constructions to be deactivated: It seems like there is a tiny bug. When a road is set to not be constructed, and you connect another road to it, splitting it up into two separate constructions, the game forgets that it wasn't supposed to be constructed, and then allows them to be constructed. That is why some "random" roads in the refinery area were built by the helicopters. Perhaps worth reporting as a bug? Lowest priority for fixing, but still :) Also waiting to see when bbaljo realizes that there might not be space for a dry bulk / cement storage next to the cargo harbor, due to the road possibly being too close to the harbor :) Eventually you will need a repair station connected to a ship yard. In my experience it's a good idea to build the largest repair station as the medium one takes ages to repair large ships. P.S. probably a bit late since you recorded this a few weeks ago, but how about a road acting as a short cut for the buses from city 2 to the newer part of the gravel processing area, reducing driving distance for the buses? Also re roads: IIRC I saw you connect a road to the short road piece between the two bridges in city 2. This means that it would be possible to connect the road on the bridges to the ring road like if it was a highway interchange (perhaps a clover leaf?). In combination with asphalting the ring road it might work out nice. Or just build a shortcut connecting the short road between the bridges to the ring road.
I don’t understand the passanger transport line logic. The vehicles go to the stop in the residential areas, to pick up comrades,then go to the production areas, drop off the people, but are not allowed to pick up anybody. How are the poor souls getting home? There is a one-way teleporter in the factories?
18:23 woohoo, fixed! 52:29 that abbreviation could be interpreted as something that could be a cause for demonetization... 1:10:37, huh, interesting to see the incinerator refuse to burn a pure plastic waste container (but it's fine doing that if it's mixed in with other waste) 1:12:03, well, I'll say this instead: that pipe didn't look like something that could've been reused 1:12:22 that substation was on fire, though even after that the voltage in it kept fluctuating, so maybe time for pull up the wattage overlay and hunt for bottlenecks? 1:16:35 "just one more thing to plan..."
how can i prevent CO vehicles like concrete mixers and dumpers from only carrying super low amounts of material (.5t or less) when their source is a cement plant? It seems like the plant only holds .5, sometimes a truck takes 100% and other times it takes 5%. Any help would be appreciated.
@@bballjo It will be intersting to see how you will plan that, since you will no use bridges. Or the bridges are forbiden only from the peninsula to the island? And, by the way, I finally build a very prosperous first city, in realistic. Thank you so much.
@mechamotioisma I placed extra islands with different and higher yielding resources on the edges of the map...that's for much later when we have everything else sorted out. The island does have all resources, just in small amounts.
@bballjo can you please do a test to see if crop farming on the tundra is worth it. The frost starts on the map in September and it snows from October onwards, and there are very few flat areas. If you haven't got the Biomes DLC yet, I've given you a like with the purchase price, as an investment in your test video, so to speak 😂
I've had the dlc for a while, so if the money was just for that, feel free to cancel that. I will probably do some tests of some sort eventually. My hypothesis is simply that longer summer will mean smaller ratios of mainly harvesters to fields... currently it's 3 large fields per season, in the tundra it maybe 2 large and 1 medium or something like that. I have seen reports that the temperature is not quiet always matching the time of the year tho, so let's wait a bit.
Thank you very much for the tip, it was very helpful, but a video about temperature, precipitation and drought on the three DLC maps would still be very nice. And you deserve the ten euro thank you either way😊👌🏽
I have seen someone making farms way more efficent by using only tractors and harvesters in the farm, while distribution centers do the covered hull part, directly by adressing the fields to the grain storage. This way one large farm can do about 20k tons of grain. Working way more fields. Not sure how that translates to tundra.
23:20 - Aghhh, it's so annoying to see you spend nearly a minute putting down the 1st couple of oil-wells making sure it's "at least 20%", only for seconds later for you to put the 4th oil-well down well away from those 20% wells, leaving a big gap in between... Such a waste, especially as you insisted on putting down LESS efficient "20%" well's, when you could have had an extra 2-3 40% well's...
Train nerd here: Actually the type 60 DA diesel locomotive shouldn't be used für passanger trains , since in reality it is a heavy freight train locomotive🤓
From the vanilla rubel diesels as far as I am aware of only the polish su 45 , the slovak T 678 and the russian tep 70 were used on a regular base as passanger locomotives. When I play the game I always look up the available information I can get about a certain locomotive for max immersion😂
Not designed does not mean not used. There are plenty of photos of them hauling passenger trains. It even has heating coupler so it's mostly matter of ownership and in soviet days everything is national. :D
@@bballjo Diesels pulling passenger trains even now are Bardotka (T478) and Brejlovec (T753). Bardotka´s have great unique sound (not present in the game) and are more historical locos for now, but T753 runs regular trains on tracks without wires quite often still today, just having the honor few fays ago on "Sasau´s pacific railroad" (Posázavský pacifik) in CZ. Google some vids, the combo of the railroad and of those trains is quite unique :)
Lol, the thumbnail with "City 2 is finally useful." Something something incredibly dystopian.
That power problem in the end of episode was caused by fire, at 1:12:27 there was substation on fire and then a firetruck leaving that location
I love when the helicopters fly right past the camera when you're doing something else it just looks so cool.
Last steps before the island!
Great! We should be there in about five more episodes! :P
As long as there are no other distractions;)
@@bballjo Which there will be!
lmao, imagine 12 heavy transport helicopters hovering all day long over your residental tower for no reason. 😀
37:02
Love the extra content at the end of the video after the "end"
Now that's a lot of choppers
1:04 not a peninsula, but a "cape" is the word you were after. 🙂
Danke!
Many thanks!
Great episode!
I found out why helicopters starting building at the refinery, even though you had set new constructions to be deactivated:
It seems like there is a tiny bug. When a road is set to not be constructed, and you connect another road to it, splitting it up into two separate constructions, the game forgets that it wasn't supposed to be constructed, and then allows them to be constructed. That is why some "random" roads in the refinery area were built by the helicopters.
Perhaps worth reporting as a bug? Lowest priority for fixing, but still :)
Also waiting to see when bbaljo realizes that there might not be space for a dry bulk / cement storage next to the cargo harbor, due to the road possibly being too close to the harbor :)
Eventually you will need a repair station connected to a ship yard. In my experience it's a good idea to build the largest repair station as the medium one takes ages to repair large ships.
P.S. probably a bit late since you recorded this a few weeks ago, but how about a road acting as a short cut for the buses from city 2 to the newer part of the gravel processing area, reducing driving distance for the buses?
Also re roads: IIRC I saw you connect a road to the short road piece between the two bridges in city 2. This means that it would be possible to connect the road on the bridges to the ring road like if it was a highway interchange (perhaps a clover leaf?). In combination with asphalting the ring road it might work out nice. Or just build a shortcut connecting the short road between the bridges to the ring road.
Cement... very quickly.
Road... probably not at this point:)
With passenger trains, it looks like a successful republic
I don’t understand the passanger transport line logic. The vehicles go to the stop in the residential areas, to pick up comrades,then go to the production areas, drop off the people, but are not allowed to pick up anybody. How are the poor souls getting home? There is a one-way teleporter in the factories?
Yes
ufo water towerrs on all the mountains, for them secret service antennas
1:21:26 you can see the power substation is on fire, might be cause of power outages
18:23 woohoo, fixed!
52:29 that abbreviation could be interpreted as something that could be a cause for demonetization...
1:10:37, huh, interesting to see the incinerator refuse to burn a pure plastic waste container (but it's fine doing that if it's mixed in with other waste)
1:12:03, well, I'll say this instead: that pipe didn't look like something that could've been reused
1:12:22 that substation was on fire, though even after that the voltage in it kept fluctuating, so maybe time for pull up the wattage overlay and hunt for bottlenecks?
1:16:35 "just one more thing to plan..."
We will see :)
yep, jsut like abbreviating peninsula island, and abreviating peninsula to pen'
English is so censored nowadays, that I'm surprised that it is still words that may not lead to demonetization.
Gen Z gotta calm down with censoring words, soon we'll be speaking IngSoc and it's going to be 1984 all over again
6:47 …or you could just upgrade the ring road to asphalt.
How did you figure out the meat train situation. Couldn’t manage to do it mine and I think I missed it if it’s in video.
@@thetiko1133 RDO had a min train length...
at around an hour that peninsula is more of a headland.
how can i prevent CO vehicles like concrete mixers and dumpers from only carrying super low amounts of material (.5t or less) when their source is a cement plant? It seems like the plant only holds .5, sometimes a truck takes 100% and other times it takes 5%. Any help would be appreciated.
Provide workers...0.5 means no workers at the plant when the truck gets there.
@@bballjo oop thanks for the tip, guess i need more buses making the route
anyone know why firetrucks keep getting stuck outside after extinguishing a fire?
Stupid question maybe, but if you set the bus stops to only unload. How do they get home from work? Or isn’t that simulated?
In the cold war era, all eastern workers got teleported home... sadly we lost that technology in the modern era.
I found iron in an islad on the corner with a circular lake like crater.
Who would have put that there?!?! 😉
@@bballjo It will be intersting to see how you will plan that, since you will no use bridges. Or the bridges are forbiden only from the peninsula to the island? And, by the way, I finally build a very prosperous first city, in realistic. Thank you so much.
@mechamotioisma I placed extra islands with different and higher yielding resources on the edges of the map...that's for much later when we have everything else sorted out. The island does have all resources, just in small amounts.
@bballjo can you please do a test to see if crop farming on the tundra is worth it. The frost starts on the map in September and it snows from October onwards, and there are very few flat areas. If you haven't got the Biomes DLC yet, I've given you a like with the purchase price, as an investment in your test video, so to speak 😂
I've had the dlc for a while, so if the money was just for that, feel free to cancel that.
I will probably do some tests of some sort eventually.
My hypothesis is simply that longer summer will mean smaller ratios of mainly harvesters to fields... currently it's 3 large fields per season, in the tundra it maybe 2 large and 1 medium or something like that.
I have seen reports that the temperature is not quiet always matching the time of the year tho, so let's wait a bit.
Thank you very much for the tip, it was very helpful, but a video about temperature, precipitation and drought on the three DLC maps would still be very nice. And you deserve the ten euro thank you either way😊👌🏽
@SatuaBoyeroOfficial I know precipitation doesn't matter.. temperature does...
I have seen someone making farms way more efficent by using only tractors and harvesters in the farm, while distribution centers do the covered hull part, directly by adressing the fields to the grain storage. This way one large farm can do about 20k tons of grain. Working way more fields. Not sure how that translates to tundra.
23:20 - Aghhh, it's so annoying to see you spend nearly a minute putting down the 1st couple of oil-wells making sure it's "at least 20%", only for seconds later for you to put the 4th oil-well down well away from those 20% wells, leaving a big gap in between...
Such a waste, especially as you insisted on putting down LESS efficient "20%" well's, when you could have had an extra 2-3 40% well's...
The overlap...I couldn't have gotten a lot more than that out of it.
@@bballjoWhen you put down the sixth well, did you see how much yellow was still to the left of it!
using helicopters like that is cheating cmon
Yes. And what's the alternative?
How is that cheating? It's in the game
Train nerd here: Actually the type 60 DA diesel locomotive shouldn't be used für passanger trains , since in reality it is a heavy freight train locomotive🤓
Isn't that true for most of the Diesels in game? Got some guidelines for which trains are which when looking at their stats?
From the vanilla rubel diesels as far as I am aware of only the polish su 45 , the slovak T 678 and the russian tep 70 were used on a regular base as passanger locomotives. When I play the game I always look up the available information I can get about a certain locomotive for max immersion😂
@haraldvmann161 that sounds like A LOT OF WORK! 😁
Not designed does not mean not used. There are plenty of photos of them hauling passenger trains. It even has heating coupler so it's mostly matter of ownership and in soviet days everything is national. :D
@@bballjo Diesels pulling passenger trains even now are Bardotka (T478) and Brejlovec (T753). Bardotka´s have great unique sound (not present in the game) and are more historical locos for now, but T753 runs regular trains on tracks without wires quite often still today, just having the honor few fays ago on "Sasau´s pacific railroad" (Posázavský pacifik) in CZ.
Google some vids, the combo of the railroad and of those trains is quite unique :)