As someone who has lived since birth in a city largely built during the communist era, I suggest planting many trees in newly developed residential areas. In photos from that era, it seems there were few trees, but they were just being planted then. It is a small and cosmetic detail, but cities built in those times are almost always filled with greenery
For the small, high-quality housing, you can set a minimum loyalty rating for residence. So disloyal people can not live there. You can also set minimum education level for housing so you could build dedicated housing for the university faculty as well.
hewwo few tips from player with embarassingly large amount of hours spent in this game -residenttial buildings doesnt actually need road connection. emergency vehicles can get to them through paths -you can prevent inviting people to houses when they are build in the menu that shows up on in the corner with map and building options ('get citizens' checkbox) -trams, buses and trains can loop on the ending stations - you can mirror buildings with T -you can do nothing about roads connecting on weird angles unfourtunately. the nodes are just quite broken in this game -you can select what, and how many, stuff you are storing in warehouses ( i advice to do this fi you have warehouse connected to two factories and want to have goods from only one of them in it) -you can terraform for free if you buy excavators and bulldozers -F1 shows up grid, double press activates snaping to grid -terraforming and roadbuilding is often broken and annoying, especially with one lane roads and building ports, making everything look good is a nightmare -im pretty sure that people waiting at tram stops count as employed for some reason -for landscaping, unfourunately tthe game doesnt offer much. you can install mods that adds props, flowers, lawns, etc that can add to aesthetics a bit. - i highly recommend installing mods, because there is not much variety with buildings and maps in a vanilla game. i especially recommend everything that user robs074 makes (some of his assets were even incorporated into the game) im really enjoying this series and i hope it will be continued!!
I'll hijack this comment to also highlight that you can set more 'exclusive' neighborhoods using the government loyalty and education if you really wanna roleplay it
Citizens waiting at tram stops do not count as employed, but after not being able to drive a vehicle they "look around" once more from the stop in 400m distance and if they find a job, they walk there. In this case they usually did, hence the big drop in unemployment.
The queuing people at the first tram station were nearby citizens waiting at a station to try and get somewhere to fulfill their needs, they look around a 400m radius for building to satisfy their needs, if they can’t they go to a nearby station to try and go somewhere they can get what they want To prevent citizens moving in, when you’re placing a building, there’s a small window on the right that has a box ‘get citizens’ just untick it. Press F1 twice to allow to build on a grid also
Note: The grid is not perfect, nor does construction lock to it. Might as well mentally prepare for things not to line up ever. Road and path nodes in particular is a mess, and you can't lock buildings to angles.
@@amshermansen You can get roads and paths to align perfectly to the grid, what are you talking about. Also what do you mean you can't lock buildings to angles? You can easily align them to any angle you want, including lining them up to the grid
@@amshermansen holding down ctrl or shift (I forgot which one) lets you rotate things more accurately. You can perfectly line up roads and paths by splittimg them up during construction, this will force create a node you can use to perfectly line up roads. So yes, you can, although it could be better.
Even with CTRL, you will never be able to line up roads to buildings at all times, because unlike buildings, roads are not beholden to the incremental steps. As much as you'd like to believe it, you cannot build a properly angled grid. There will always be odd angles at play due to the nature of the engine.
Generations have suffered and died under the soviet regime, every classroom and every public space had at least a picture of Lenin in the SSR-s and that generational trauma is still present all over Eastern Europe and "secret" police still gives frights deep down in people. And this imperialist capitalist american just called our Hitler Himmler 😂😂😂
But in realistic mode you get to erase the outlined plan for free (at least before it's got resourced delivered). And I think you can place down buildings and paths that you don't want built immediately, and then pause the construction activity, don't you?
Please continue this series! I've been waiting years to see you play Workers & Resources so it's a real treat to me. My hope is it becomes popular enough on your channel to receive a series longer than Manor Lords. Thanks for playing it Phil!
Plants aren't a point-placement tool, but rather a "paint forest" brush. The plants appear, especially if you click and drag, but they do it on their terms. So yeah, Champs-Élysées, this will be not.
Having travelled to several former Soviet Republics repeatedly, I will say this, often the front of the building has only pedestrian access, and the road connection is in the back and only for deliveries. So putting the road connections at the "front" you're often placing buildings backwards.
Hey, that's really insightful thank you! It seems I've been placing my buildings backwards as well. Do you happen to know of any resource or place to learn more about this topic? When I try to find information about it on Google I only get shitty results about how these apartments sucked to live in
@@abird35 Your best resource is looking at a few different cities. The one I'm most familiar with is Minsk (insert joke here). For example, if you go to google maps and pull up (Универсам Байкальский, Ulitsa Angarskaya 38/2, Minsk, Minskaja voblasć 220102, Belarus) It's a small local grocery store. The long buildings to the east are apartment blocks that are around 9 stories high iirc. But look how sparse parking is, and it was added after the fact. Almost all the connectivity between buildings in the area that are shown on the map are footpaths. The funny cross shaped buildings in the middle are childcare centers. The neighborhood to the west is still small individual houses.
@@abird35 google maps and streetview are your friends. Go to any ex-soviet city which you like more and see how it's built, both satellite and ground level views. It's probably the best solution if you don't want to learn russian and do a deep dive into soviet city planning literature.
Fyi each workplace has 3 shifts per day, which means you actually need a population of 3x the total number of workplaces in order to consistently see your factories at 100% employed.
@@LuckieLordie yeah I was struggling as well until I learned this, I was playing realistic mode, and couldn't figure out why my firestations kept alerting no workers at random times. Once I added 3x the population that could reach the firestation everything stablized.
I grew up and live in Bulgaria so to me that style of city building and zoning is just...I dunno natural. Eastern Block cities are generally subdivided in a lot of neighborhoods and the neighborhoods themselves are divided in microregions. Every residential microregion is like a self sustained city itself, it has a univermag (general store), a cinema or a theater, a park, a hospital, Police station or at least office everything within 10 minutes of walking from the apartment blocks. So add like 20 or 40 of those radially around a historic pre-communist's city center and add a couple of huge ass industrial zones 1-2km from the residential areas and use creative names like 'Industrial Zone East" "Industrial Zone West" and we'll make a comrade out of you yet.
you should put the football fields between the residential buildings, also some trees and playgrounds (if that exists). That's how soviet cities actually did it
I LOVE that you're playing this game, I've wanted to see your take on it and what you'd do with it for years now. What a lovely city you make in this game! I will be taking a lot of tips and notes!
A cool thing from my city from the Soviet times is that the city is split into "micro-districts" where a few are named after a specific factory or employment place, such as a milk factory district, a chemical works district, etc.
Good job so far. Few points you missed: - Endstations act as loops, refueling and automatic spacing tool for lines all in one, works great with trams and buses alike - farms usually have attached silo, in which they can (and will) store crops as IRL (and you can load from it as well). - lines have "wait until loaded" setting, so your vehicles do not run there and back pointlessly :) - while selected a building, you can change "get citizens" on the right, so you do not "buy" more of those, also in unfinished buildings you can change it There are tons of fun more waiting for you, enjoy it as we enjoy your videos :) In terms of trees and tree lines and decorations - there are LOTS of landscaping mods and gardens and such. If you want specific ones, you can look at them (things like robs074 flowerpots are great), but if you do not desire to go through ALL of the workshop, I strongly suggest my own "Husak approved" collection; that one has them all in and it is a collection for a challenge I made for the game with "almost vanilla only" rules, so this mods collection contain mostly skins for ingame vehicles and buildings, non-OP modded monuments and decorations and it will save you lots of time on workshop. And btw Husak collection is available to everyone. Simply add to steam address the second part of link bellow and go through it/take it all sharedfiles/filedetails/?id=3216762320 Have fun! :)
It's for those less loyal to the Communist commission and those most loyal to the communist commission. Rumours that non loyalists are brainwashed speak untruths but we acknowledge the fact those families that move out are all loyal to the party is indeed true and the origin of the rumour that less families move out than move in.
@@stefankoscielniak3611 my comment was deleted. I am sad. But Only the most and least loyal of subjects will be brought to these apartment to ensure we show the misguided the truth and purest form of the communist utopia and preach the benefit of our unique visions of the future. That more families enter for education than leave merely is a sign of the challenge of teaching these folks properly. All is well.
I lived a lot in cities like this. They are usually a lot more green, they planted a ton of trees in between these big blocks. Something like multiple football fields at the edge of town would also not be common - the empty places you have in between buildings is where sports fields, parks, play grounds, etc. would be commonly placed. They would also often have small corner shops there.
Trees only started to be planted after the fall of communism. The communist style was characterised by a lot of empty space so that you felt constantly watched and like a little ant.
@gutoldfjutoldjestdzbanem324 Plain untrue. Fall of communism in a lot of the Eastern block is considered to be 1989, in the area of Budapest I lived in, most trees are decades older than that.
@@krkngd-wn6xj I'm from Poland so communism kind of touched me even though I didn't live there for a long time, but my parents and grandparents told me a lot. In my urban studies they taught me about "socialist realism", which in its principles had what I wrote about.
@@gutoldfjutoldjestdzbanem324 So, the principle of socialist urbanism is no trees? Maybe it was just very different in Hungary, but that does sound strange to me
Did you play the tutorials? This campaign is an introduction into the game, but tutorials are even more basic, explaining certain ui elements and core mechanics (like how to not invite people when building new housing). Unless they got rid off them in 1.0, which would be really surprising, since the campaign seems to be created for people who already know those basic basics
They are still there and point about bulding empty homes, inviting and relocating people is too. New tutorials for recently added mechanics feel much better than the old ones. Introducing more edge cases you might fall into and explaining why. IDK if they improved old ones.
Tutorial is broken, softlocking in random encounters. Also not explaining a lot, especially skipping small villages and going straight for big building - killer in realism mode. Yeah you can learn basics from tutorials, but they are low effort, theres plenty of good tutorials on YT explaining how this game works. This game have to be learned, its not a simply city painter :)
@@Dar1usz while in sure there are many BBallJo is my favourite for Workers and Resources gameplay tips. He does a lot of playthroughs from scratch on realistic mode, but gives advice for all players.
I like this game a lot. It has a great variation in difficulty levels and customizations. Realistic mode almist feels like a totally different game to play. Planning, planning, planning and then perhaps some more planning. Then executing and watch it grow. Thanks for a great video! The music just tends to go a little loud sometimes. Very nice town planning. Looking forwars to see more!
To not get crooked roads (to have roads "T" into them), when drawing the main road, do not draw it all at once. Instead, draw it so that the end is exactly centered with the road you want to T into it, then continue the road. This will ensure that there is a always a node at a right angle to the road you want to T into it. This also works the same with paths. T-ing path a into each other, or also t-ing them into roads. Always stop and them finish with the center of what you want to t into the road (or path).
Took me a while to understand, so here's the same for other people who had trouble: To make a "T" intersection with 90° angles, the road (or path) that goes straight through should first be drawn only to the point where the terminating road (or path) would meet it, and then onwards. If you do that, then it leaves a node in exactly the right place for the terminating road to create that 90° angle.
Best tip I can give is this. The walking distance tool is your friend. This is one of my favorite games but my biggest gripe with it is the fact that apparently your citizens won't walk very far. The reason you are having issues getting people to work for the secret police is because it's too far away from your houses. You can try sending the tram line along that loop or placing a bus stop within walking distance of the secret police.
32:33 just like when I'm trying to plant in line. You line them up, dig that hole, plant them, and the final work is a the most crooked line that I've ever seen.
I am so excited to see the expansion in gameplay. Can’t wait for more people to discover and enjoy gameplay as we all see how your style and story making plays through different games.
Statue facing the main building is East bloc inauthentic, 90% of the time if a statue is in a town square somewhere, it's facing away from the "Palace of Arts" or what have you, "greeting" the people approaching the building from the street.
In Magnolia County, you respect the topography. In Soviet Republic, topography respects YOU! I hope you've been enjoying this game, I've spent countless hours in it.
One very useful tip for grading as well; Build a small construction office and stock it with excavators and bulldozers only. Then when doing land terraforming. Turn off the "with robules" option on the right hand side of the screen. When you terraform then, the bulldozers and excavators will do it for free! Saves a LOT of money in the long run. There a particular kind of jank at times with this game, which can turn a lot of folks off, and Im not making excuses for it. One thing we really need is the ability to place bus/tram etc stops on TOP of existing roadways, much like how we can upgrade road types. For the crooked roads problem, there is a "snap to grid option" if you press I believe, f4 twice. Aside from that, a way to make sure roads and joins line up is to pre-plan the connection points. if you know you need a t-junction, on the long arm build up to the exact connection point, then build onwards from there. that creates a road network node exactly where you need it to join up the side road. Same for picking spots for paths to join to roads. When you build a long section of road, the game can sometimes seemingly place the joinable nodes arbitrarily. And yes! There are lots of decoration focused mods, that give you things like flower beds, topiaries, and individually placeable trees. Theyre a must in my opinion
Yes we want MORE!! I really love this game and it is such a long time ago, that I have played it. I really love seeing you play it and discover how much it has changed since 2018.
the city already looks much better and more realistic than in the previous episode. You can actually look on Google maps at what the urban layout of such old Soviet settlements looks like, e.g. in Poland, the Czech Republic, Slovakia or any other country that was under Soviet influence. It is also a good idea to use the F1 key in the game. The first click shows the grid, the second click enables snapping to it. Constantly building on grid snapping is not a good idea, but it is worth using it when placing buildings so that they are placed straight in relation to the road and have good distances from each other and to have equal road angles. Incorporating a grid also helps a lot in planting trees evenly spaced. I'm waiting for a series of this game in a realistic mode, where you have to build everything yourself, transport everything and plan water connections, run power lines, etc. The game is really very, very difficult and is in some way the opposite of games like Cities skylines, but building such a city that functions well is really very exciting.
Building a Soviet community from the perspective of a American urban planner is an insane concept I guess urbanism and the 15 minute city concept is close to the Soviet thought process as it gets in the west.
Most of "The West" builds walkable cities already. I grew up in a small town and even then had stores and grocery shops around the block and walked to school.
@@maximipe I wouldn’t say that’s true. At least not in America I’ll say. There are walkable places, I live in Philly and you can mostly get around easily when septa has funding but other places I’ve been are impossible.
@@forever_noir_2155 Most "walkable cities" in the US are the older cities that were already densely populated when subways became a thing. These places tend to have legacy zoning which isn't as common in newer cities that have seen recent increases in population, which means you often have a mix of small and large business mixed in an organic way. Compare and contrast Philadelphia or New York with Austin.
CPP! I picked up this game right after your first video and haven't been able to put it down since. Love your take on the playstyle and your attention to the aesthetics way overshadows mine so far lol. Also you're not crazy, the placement of decorations like trees and fences is a challenging skill in this game but is doable with some patience! One extra fun thing about this game is you can name pretty much every building by selecting the building and clicking the R_ button if you didn't already know. If you're looking for names of things in the future, I think a great name for the Headquarters of the Soviet Party would be 'Lenin-Under-Grad' Would love to see more videos from you on this game!
Love the series keep it up. As some have mentioned you can stop citizen moving in on the right when having a residential building selected. About transport of citizens keep in mind that people will only wait 1 "in game" hour before trying to find an open job nearby the station or counting as unemployed, they will only travel for a total of 5 hours. You can hover over the people at the station to see how long they have waited. So a single tram on the line may mean people will just go home.
the factory connections are two way, as you connected the warehouse to the clothing factory, the clothes get moved to the warehouse, so your truck will only fill up on clothes when the warehouse can't store more clothes
23:50 you can enable the grid by pressing F1, and snap to grid by pressing F1 again. You can build the roads/paths in segments instead of all at once to create nodes where you want to connect other roads/paths. Also, for sharp road turns, build the road until where you want the turn, continue the road straight, make a T intersection at where you want the curve, then demolish the excess road.
Ive been super interested in this Game lately and i feel like you having knowledge in City Planning makes your content unique to other Channels ive seen play the game
Man, I was skeptical when I saw the first video, but even 10 minutes into it, I was hooked. This whole series is a treat, and this game looks like a blast.
Just got this game and i'm failing miserably. I love watching you learn and work through this as it helps me do better. Thank you and I hope you keep playing this game in the future.
To build a more clean looking city use the snap to grid button, its on the left of the tipography button on the bottom left of the screen, also to prevent people from moving in you have a menu on top of the bar (the one i mentioned early) and you can select if you want to let them move in
If you look at their architecture you can see why, they're absolutely gorgeous. You'd never get off at the wrong stop, they each have their own unique character. The Moscow and Pyongyang metros especially are just beautiful.
Love the videos it's nice to see more established youtubers play this game, I do recommend to look at other real life soviet republics for inspiration though
Please keep these videos up! The game is complex and customizable, but you should not let all the experienced people tell you how to play efficiently. I enjoy watching you learn, as all the other experts once have.
you don't build city, city build you... I love you're playing this I love this game once you get your head around it you will love it hands down one of the best city builders
IF I can make a few suggestions: -pressing the key T or R will mirror the building you are placing if you want the road/connections on another side. Also gives you more freedom in designing residential/industrial/commercial districts -when you don't want people moving in there's a window that pops up when you're ready to put them down called "get citizens" (you just had it hidden underneath the open building window while you were placing other buildings as it shows up just over the panel where you select which currency you use to build or if you want it built by your own resources, construction gear, and vehicles) it allows you set how much you fill the building when it's finished, or even set it down empty -residential buildings like that, or any building that doesn't need an input (the cinema as well for example) do not in fact need road connections and will do fine with just pedestrian connections. IF there's an emergency, service vehicles will get there via those pedestrian connections. Mind you if the building has vehicles within it you'll obviously need to have a road connections. But this might help with planning as well -when you activate the grid (the checkmark left of the topography) if you select it again a magnet appears and that allows you to snap to grid. Not necissary, but gives you options to make organizing a lot easier -something I do to help with supply problems is have the auto-purchase at the very lowest settings. That way if I have a supply and keep the industry reliably fed it won't purchase unless there's a shortage, thus giving me a safety net -underground pedestrian tunnels can be lifesavers, allowing you to densely pack and plan your industry. I put them next to my bus/tram/train lines and connect them to the other side of a few industries, so that walking distance is directly under as opposed to walking all the way around or trying to plan a pedestrian walk way around roads and the factory/forklift connections (which don't allow crossing without mods as is) -transit is fantastic for keeping a healthy separation between industry and residential. Busses are good, your trams look awesome! You can also have buses assigned directly to a factory from a bus stop allowing you to directly bring workers to that factory, whether that's a large bus, or a van. As you unlock/focus on building resources in the game, instead of building a whole new town having a train station that sends workers to commute to those locations -Lastly, if you want you can dedicate entire buildings to a place of work. So for example setting up residences for your tenured staff at university and selecting their work place to be at the university. Select a residence and find a button at the button at the bottom of the window with a person directed by an arrow to a factory Thank you so very much for making these videos, they're an absolute pleasure to watch and hope I can help even just a bit! Cheers!
A fix for your workforce problem that none of the experienced players have given (but I think it still applies). You can *reduce the number of jobs* in buildings. Some of the buildings seem to offer job sites assuming that you don't have vehicles to supplement the manual labor (like the fire station, maybe also farms), so after you've bought fire trucks you can massively reduce the number of firefighters. Other buildings (I don't remember how large of a shopping center you placed) may currently be oversized for the population they serve. People will go and "work" in those buildings (and count as employed, and thus be happy), but they won't be very productive.
It depends on tractor type (speed and efficiency), so the answer isn't clear cut. However, tractors and harvesters should be able to manage 2 large fields each in a year, if your roads between them are asphalt and close. Maybe not the first tractors/harvesters. Needs testing. I have a big farm with 15 tractors and 15 harvesters and 30 large fields. For transportation of the crops, I have two huge silos, each connected to two big road cargo stations (those that can take 6 trucks at a time), then 6 medium distribution offices, each with 12 large trucks. Three of the distribution offices have responsibility over 15 of the fields, the other three the rest. Two of the distribution offices deliver to the silos directly, while the other distribution offices deliver to their own road cargo station. I get some ~18000 tons of crops every year.
Your export route for clothing could be a lot more efficient. Just use the same vehicle to go factory > shopping center > factory > border. You could limit the pickup for the first run to the shopping center to 50%, but I wouldn't even bother. As soon as the shopping center has enough clothes, the truck will just go back to the clothing factory partially filled, fill up the rest of the way and go to the border. Running anything at less than 100% load to the border is a mistake IMO, since it takes a long time. The short trip back from the shopping center to the factory is negligible compared to running anything less than a full load. I think you did a similar thing with another route. Also, for loading you should really consider using the "wait until loaded" option. If you don't, the vehicle will leave as soon as it isn't actively loading anything. That also means that if your factory has stopped production for some reason, the vehicle will constantly be driving. It'll try to load at the factory, sees no active loading, and moves on to the next stop. This will cost you a lot of fuel with no gains. There's no downside to having them wait at a loading point at this point in the game. Later you have to consider blocking a loading point when you have multiple routes picking up from one, so it's not always wise to choose to wait until loaded, but at this point it doesn't matter. Stopped trucks cost you nothing, driving trucks do. EDIT: I do indeed see that you have fuel turned off, so ATM it doesn't really matter. I would still suggest implementing the changes though, since it also keeps your roads clear for other, faster vehicles, and when you eventually want to enable fuel usage, you don't have to go around changing all your existing routes. For placing buildings: In the bottom right there's a window with a toggle that says "Get citizens". With that enabled, you can choose to "import" them from the USSR, western countries, or relocate them from other buildings (I believe at least). You can also simply disable it, and the building won't "come with" people. Every time you're placing a building now, you're also "placing" people. Keep in mind that this is not like C:S, where people choose to come live in your city, they basically get paid to come live there. If your city is good enough they'll come voluntarily (I believe), but currently you're just buying population. About placing trees: Once again, it's a weird quirk. You can only place trees/bushes on specific points. The grid is pretty fine, but it's definitely there, so you can't just place trees everywhere you want. only when it fits on the grid. That's why the placement tool is always an area, never a point. Some other notes about this game: It's very hard to build straight roads when connecting them together. The roads are basically very small sections with a lot of nodes. New roads can only connect to those nodes, so you need a lot of luck or a lot of planning to get straight and parallel roads. I believe you can enable a grid, but I remember it to be one of the worst grids in a game ever. I played this game a long time ago, so take it with a grain of salt, since many things may have gotten better over the years, but here's my take on it: It's amazing, gameplay-wise. Honestly, no game can beat it if you love setting up detailed plans for everything. UI- and graphics-wise, it leaves a lot to be desired. To be clear, I'm not saying this game needs raytracing or 8K textures. What would be very nice though is a way to make roads straight, parallel, and simply neat and nice looking. Did you notice that some intersections have nice sweeping corners and others have sharp corners? Sometimes even on the same intersection? Also, they should REALLY get rid of that dirt texture that surrounds everything you build, or at least allow you to paint grass over it. I love the USSR look, even in this kinda low-def situation, but the dirt just makes it impossible to make something really look good. I would love to see you continue this series though. You're one of few people who can combine good editing with some logical explanations and proper entertainment. I'd love to see how far you can take this game.
The icons on the bottom right allow you to turn on the grid, and lock placement to grid. This can help quite a bit with roads and walkways, even building placement.
When you were trying to move the citizens I was so sure there was going to be an interjection from editor Phil about the auto invite citizens button. When you bring up the card for an unbuilt residential building, if you scroll down there are settings to automatically invite citizens from the soviet bloc. You can turn them off on a building by building basis or for the entire republic. Its helpful if you are arranging an area to be built but also have to build essential services like food, electricity and heat. Nothing like accidentally inviting a building full of people into the dead of winter without heating plants.
"Unemployment is too low" is such bourgeois thinking. Your goal is 0% unemployment, there's no labour market that you're attempting to drive the wages down with a reserve army of labour.
It takes around 8 real life hours to get a city build that can house the first citizens in realistic mode. And there is no guarantee that after those hours the city actually gets off the ground. It's a fun challenge, but really risky for content creation
@Rightclicksfriendlies I'm new to the game and jumped right into realistic mode after playing most of the tutorials and I spend so much time reading about the game and just staring a measuring things lol, perhaps almost more than actually playing.
I think the reason why so few people are unemployed is because of the farms. Tractors and such work the fields but just manual labour exists too and the limit for that is quite high. The citizens might be attending the fields since they are so close. If that's the case you could make the fields accept no manual labourers
Happy to see this game getting more attention! You can avoid citizens to spawn into houses by unticking the checkbox at the right hand side of your screen when constructing houses. On higher difficulties, not turning this off can really hurt your save. This game has a couple of design traps that are due to slightly poor UI in certain parts, and it's one of those games where you just have to know things. It's something I hope will be ironed out in future releases, but it's already a great game in its current form of you're willing to accept a slightly steep learning curve. You should really try to play this in realistic mode, as that is what really set this game apart from the rest imho!
There's cinema theatre called Motherland near former KGB office in our city. And Felix Dzerzhinsky's statue between them, so people call him "stand with back to Motherland".
It's ironic how in the actual Soviet era, the smaller housing was usually of lower quality and status, sometimes even built by the future tenants themselves, while the more prestigious apartments were usually built in larger blocks.
@@kulak403 I suppose I implicitly assumed USSR throughout most of its history (and within the entirety of the game's era). Guess it could be different in places like Cuba and Vietnam. But note that the game itself mostly follows this idea with larger, taller buildings typically having better flat quality on average. With a couple of exceptions used in the video.
Hi just wanted to leave a comment to thank you for getting me obsessed with this game. Also, one small tip, when placing residential buildings, there is an option to "Allow citizens" to move in that is turned on by default which is why you have people moving in as soon as you place the building. Turn that off next time and you can relocate people much easier.
It is OUR channel now, comrade
CPPSR (City Planners Peoples Socialist Republic)
Comrade Communist City Planner.. Plays
☭
Best comment I’ve read in a while lol
Planetary property - collectivised!!
✊🏻😎🤙🏻
As someone who has lived since birth in a city largely built during the communist era, I suggest planting many trees in newly developed residential areas. In photos from that era, it seems there were few trees, but they were just being planted then. It is a small and cosmetic detail, but cities built in those times are almost always filled with greenery
Popieram.
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For the small, high-quality housing, you can set a minimum loyalty rating for residence. So disloyal people can not live there. You can also set minimum education level for housing so you could build dedicated housing for the university faculty as well.
hewwo few tips from player with embarassingly large amount of hours spent in this game
-residenttial buildings doesnt actually need road connection. emergency vehicles can get to them through paths
-you can prevent inviting people to houses when they are build in the menu that shows up on in the corner with map and building options ('get citizens' checkbox)
-trams, buses and trains can loop on the ending stations
- you can mirror buildings with T
-you can do nothing about roads connecting on weird angles unfourtunately. the nodes are just quite broken in this game
-you can select what, and how many, stuff you are storing in warehouses ( i advice to do this fi you have warehouse connected to two factories and want to have goods from only one of them in it)
-you can terraform for free if you buy excavators and bulldozers
-F1 shows up grid, double press activates snaping to grid
-terraforming and roadbuilding is often broken and annoying, especially with one lane roads and building ports, making everything look good is a nightmare
-im pretty sure that people waiting at tram stops count as employed for some reason
-for landscaping, unfourunately tthe game doesnt offer much. you can install mods that adds props, flowers, lawns, etc that can add to aesthetics a bit.
- i highly recommend installing mods, because there is not much variety with buildings and maps in a vanilla game. i especially recommend everything that user robs074 makes (some of his assets were even incorporated into the game)
im really enjoying this series and i hope it will be continued!!
I'll hijack this comment to also highlight that you can set more 'exclusive' neighborhoods using the government loyalty and education if you really wanna roleplay it
>im pretty sure that people waiting at tram stops count as employed for some reason
lmao
Landscaping is for those capitalist pussies! A true comrade never cares about dirt or lack of trees, only the factory output and five-year plans! 💪
@@glxyzera7532 Wish that was my job. Waiting at a tram stop.
Citizens waiting at tram stops do not count as employed, but after not being able to drive a vehicle they "look around" once more from the stop in 400m distance and if they find a job, they walk there. In this case they usually did, hence the big drop in unemployment.
The queuing people at the first tram station were nearby citizens waiting at a station to try and get somewhere to fulfill their needs, they look around a 400m radius for building to satisfy their needs, if they can’t they go to a nearby station to try and go somewhere they can get what they want
To prevent citizens moving in, when you’re placing a building, there’s a small window on the right that has a box ‘get citizens’ just untick it.
Press F1 twice to allow to build on a grid also
Note: The grid is not perfect, nor does construction lock to it. Might as well mentally prepare for things not to line up ever.
Road and path nodes in particular is a mess, and you can't lock buildings to angles.
@@amshermansen You can get roads and paths to align perfectly to the grid, what are you talking about. Also what do you mean you can't lock buildings to angles? You can easily align them to any angle you want, including lining them up to the grid
I'm sure that's true in some alternate reality. However the game is currently not capable of either in THIS universe.
@@amshermansen holding down ctrl or shift (I forgot which one) lets you rotate things more accurately.
You can perfectly line up roads and paths by splittimg them up during construction, this will force create a node you can use to perfectly line up roads.
So yes, you can, although it could be better.
Even with CTRL, you will never be able to line up roads to buildings at all times, because unlike buildings, roads are not beholden to the incremental steps.
As much as you'd like to believe it, you cannot build a properly angled grid. There will always be odd angles at play due to the nature of the engine.
"The Stalin Statue"
That's Lenin
Wow😅
"uh unfancy pants poor McComrade here!"
sorry hahaha
Generations have suffered and died under the soviet regime, every classroom and every public space had at least a picture of Lenin in the SSR-s and that generational trauma is still present all over Eastern Europe and "secret" police still gives frights deep down in people. And this imperialist capitalist american just called our Hitler Himmler 😂😂😂
@@etvon32 yeah, I dont know, ca 40% thinking socialism was batter doesnt sound like trauma
@@SwedishDrunkard5963 Sweden isn't Eastern Europe and you never had to go through it.
For someone who plays on max realism the amount of reworking he does is almost mind breaking
@@tarmok3756 “just demolish this real quick” made me wince. Demolish? Real quick? Are we even playing the same game?
But in realistic mode you get to erase the outlined plan for free (at least before it's got resourced delivered).
And I think you can place down buildings and paths that you don't want built immediately, and then pause the construction activity, don't you?
Lets be fair, hes playing tutorial and learning the game.
25:34 In soviet republic, topography respects YOU!
Watching this straight after watching a lot of off-roading makes this joke even better! :D
Please continue this series! I've been waiting years to see you play Workers & Resources so it's a real treat to me. My hope is it becomes popular enough on your channel to receive a series longer than Manor Lords. Thanks for playing it Phil!
Place some more trees in the residential zone! They grow overtime and make it look so much less apocalyptic lol
Rookie mistake
Definitely, commieblocks actually look fine(ish) if they're not in a desolate wasteland.
It's a soviet city. Apocalyptic is part of the aesthetic
Edit: my god people, it's a joke!
@@TheFanoren no it isnt?
The whole Soviet asthetic is about no trees and alot of gray buildings
Plants aren't a point-placement tool, but rather a "paint forest" brush. The plants appear, especially if you click and drag, but they do it on their terms.
So yeah, Champs-Élysées, this will be not.
...no? Just use scroll to make the brush place a single tree.
Tip for tram: you don't need to loop around the city. You just need at the end of the line a loop so that trams can turn around. Just like IRL.
Having travelled to several former Soviet Republics repeatedly, I will say this, often the front of the building has only pedestrian access, and the road connection is in the back and only for deliveries. So putting the road connections at the "front" you're often placing buildings backwards.
Hey, that's really insightful thank you! It seems I've been placing my buildings backwards as well. Do you happen to know of any resource or place to learn more about this topic? When I try to find information about it on Google I only get shitty results about how these apartments sucked to live in
@@abird35 Your best resource is looking at a few different cities. The one I'm most familiar with is Minsk (insert joke here). For example, if you go to google maps and pull up (Универсам Байкальский, Ulitsa Angarskaya 38/2, Minsk, Minskaja voblasć 220102, Belarus) It's a small local grocery store. The long buildings to the east are apartment blocks that are around 9 stories high iirc. But look how sparse parking is, and it was added after the fact. Almost all the connectivity between buildings in the area that are shown on the map are footpaths. The funny cross shaped buildings in the middle are childcare centers. The neighborhood to the west is still small individual houses.
@@abird35 google maps and streetview are your friends. Go to any ex-soviet city which you like more and see how it's built, both satellite and ground level views. It's probably the best solution if you don't want to learn russian and do a deep dive into soviet city planning literature.
Fyi each workplace has 3 shifts per day, which means you actually need a population of 3x the total number of workplaces in order to consistently see your factories at 100% employed.
Back to the drawing board in my city too then
@@LuckieLordie yeah I was struggling as well until I learned this, I was playing realistic mode, and couldn't figure out why my firestations kept alerting no workers at random times. Once I added 3x the population that could reach the firestation everything stablized.
makes sense. 3 shifts of 8 hour workdays.
They should add a setting to crank those numbers up to 12 hours.
Ah yes. Cant wait for you to change your name from CPP to CCCP.
Welcome to the Motherland
Soviet Planner Plays
😂😂😂
Except CCCP in Latin lettering is SSSR
@@JonZiegler6 that's because in Russian it's the Soyuz Sovyetskikh Sotsialisticheskikh Respublik
@@LeeHawkinsPhoto да, знаю
CPP: Communist People's Party
I grew up and live in Bulgaria so to me that style of city building and zoning is just...I dunno natural. Eastern Block cities are generally subdivided in a lot of neighborhoods and the neighborhoods themselves are divided in microregions. Every residential microregion is like a self sustained city itself, it has a univermag (general store), a cinema or a theater, a park, a hospital, Police station or at least office everything within 10 minutes of walking from the apartment blocks. So add like 20 or 40 of those radially around a historic pre-communist's city center and add a couple of huge ass industrial zones 1-2km from the residential areas and use creative names like 'Industrial Zone East" "Industrial Zone West" and we'll make a comrade out of you yet.
you should put the football fields between the residential buildings, also some trees and playgrounds (if that exists). That's how soviet cities actually did it
oh man, someone recently gifted me this game and I fear I am staring down yet another rabbit hole from which I will never escape. :)
embrace the republic comrade, join us (i have been addicted to this game since i bought the early access in march 2019)
Just like the glorious republic, no one escapes!
@@thalesdias470what are you yapping about
Its fun! Take your time learning.. Its super steep!
Why would you ever want to escape this glorious republic? Seems like someone needs reeducation.
I LOVE that you're playing this game, I've wanted to see your take on it and what you'd do with it for years now. What a lovely city you make in this game! I will be taking a lot of tips and notes!
CPP "just one more path...i swear its the last one..."
A cool thing from my city from the Soviet times is that the city is split into "micro-districts" where a few are named after a specific factory or employment place, such as a milk factory district, a chemical works district, etc.
Good job so far. Few points you missed:
- Endstations act as loops, refueling and automatic spacing tool for lines all in one, works great with trams and buses alike
- farms usually have attached silo, in which they can (and will) store crops as IRL (and you can load from it as well).
- lines have "wait until loaded" setting, so your vehicles do not run there and back pointlessly :)
- while selected a building, you can change "get citizens" on the right, so you do not "buy" more of those, also in unfinished buildings you can change it
There are tons of fun more waiting for you, enjoy it as we enjoy your videos :)
In terms of trees and tree lines and decorations - there are LOTS of landscaping mods and gardens and such. If you want specific ones, you can look at them (things like robs074 flowerpots are great), but if you do not desire to go through ALL of the workshop, I strongly suggest my own "Husak approved" collection; that one has them all in and it is a collection for a challenge I made for the game with "almost vanilla only" rules, so this mods collection contain mostly skins for ingame vehicles and buildings, non-OP modded monuments and decorations and it will save you lots of time on workshop.
And btw Husak collection is available to everyone. Simply add to steam address the second part of link bellow and go through it/take it all
sharedfiles/filedetails/?id=3216762320
Have fun! :)
37:56 that's some anti-revolutionary bourgeois closed-neighbourhood right there.
It's for those less loyal to the Communist commission and those most loyal to the communist commission.
Rumours that non loyalists are brainwashed speak untruths but we acknowledge the fact those families that move out are all loyal to the party is indeed true and the origin of the rumour that less families move out than move in.
Do you criticize the visions of the party leadership comrade?
@@stefankoscielniak3611 my comment was deleted.
I am sad.
But Only the most and least loyal of subjects will be brought to these apartment to ensure we show the misguided the truth and purest form of the communist utopia and preach the benefit of our unique visions of the future.
That more families enter for education than leave merely is a sign of the challenge of teaching these folks properly. All is well.
Pro tip: consider using distribution offices instead of creating specific delivery routes. It is much easier to maintain.
I lived a lot in cities like this. They are usually a lot more green, they planted a ton of trees in between these big blocks. Something like multiple football fields at the edge of town would also not be common - the empty places you have in between buildings is where sports fields, parks, play grounds, etc. would be commonly placed. They would also often have small corner shops there.
Trees only started to be planted after the fall of communism. The communist style was characterised by a lot of empty space so that you felt constantly watched and like a little ant.
@gutoldfjutoldjestdzbanem324 Plain untrue. Fall of communism in a lot of the Eastern block is considered to be 1989, in the area of Budapest I lived in, most trees are decades older than that.
@@gutoldfjutoldjestdzbanem324 In which country did you see that?
@@krkngd-wn6xj I'm from Poland so communism kind of touched me even though I didn't live there for a long time, but my parents and grandparents told me a lot. In my urban studies they taught me about "socialist realism", which in its principles had what I wrote about.
@@gutoldfjutoldjestdzbanem324 So, the principle of socialist urbanism is no trees? Maybe it was just very different in Hungary, but that does sound strange to me
Did you play the tutorials? This campaign is an introduction into the game, but tutorials are even more basic, explaining certain ui elements and core mechanics (like how to not invite people when building new housing). Unless they got rid off them in 1.0, which would be really surprising, since the campaign seems to be created for people who already know those basic basics
Looks like he didnt do the tutorials, and just jumped into the Campaign. haha
They are still there and point about bulding empty homes, inviting and relocating people is too. New tutorials for recently added mechanics feel much better than the old ones. Introducing more edge cases you might fall into and explaining why. IDK if they improved old ones.
Tutorial is broken, softlocking in random encounters.
Also not explaining a lot, especially skipping small villages and going straight for big building - killer in realism mode.
Yeah you can learn basics from tutorials, but they are low effort, theres plenty of good tutorials on YT explaining how this game works.
This game have to be learned, its not a simply city painter :)
@@Dar1uszDid we use the same tutorials or not? Because i did them and i got a pretty good grasp on the game now even with only 17 hours in it
@@Dar1usz while in sure there are many BBallJo is my favourite for Workers and Resources gameplay tips. He does a lot of playthroughs from scratch on realistic mode, but gives advice for all players.
I love the mix of electro east berlin beats and soviet marching band that is the soundtrack of this game! Hope they keep adding more bops.
I like this game a lot. It has a great variation in difficulty levels and customizations. Realistic mode almist feels like a totally different game to play. Planning, planning, planning and then perhaps some more planning. Then executing and watch it grow.
Thanks for a great video! The music just tends to go a little loud sometimes. Very nice town planning. Looking forwars to see more!
To not get crooked roads (to have roads "T" into them), when drawing the main road, do not draw it all at once. Instead, draw it so that the end is exactly centered with the road you want to T into it, then continue the road. This will ensure that there is a always a node at a right angle to the road you want to T into it.
This also works the same with paths. T-ing path a into each other, or also t-ing them into roads. Always stop and them finish with the center of what you want to t into the road (or path).
Took me a while to understand, so here's the same for other people who had trouble:
To make a "T" intersection with 90° angles, the road (or path) that goes straight through should first be drawn only to the point where the terminating road (or path) would meet it, and then onwards. If you do that, then it leaves a node in exactly the right place for the terminating road to create that 90° angle.
video starts.. not even two minutes in..
1:50 "..meet DANYA" XD
in case somebody doesn't understand, it should be pronounced more like Doon-ya :-)
Even I was sitting there thinking "Isn't Danya a male name?"
well, at least he got arina's name correctly
@@azoysheyn it sounds similar to the arabic name (دنيا) in english (donia) which means life
@@icevlad148 it is! it's a short version of Daniil (Daniel). Daniel Naroditsky, the GM, for example, likes to be called Danya.
Best tip I can give is this. The walking distance tool is your friend. This is one of my favorite games but my biggest gripe with it is the fact that apparently your citizens won't walk very far. The reason you are having issues getting people to work for the secret police is because it's too far away from your houses. You can try sending the tram line along that loop or placing a bus stop within walking distance of the secret police.
32:33 just like when I'm trying to plant in line. You line them up, dig that hole, plant them, and the final work is a the most crooked line that I've ever seen.
A fever!?
Some might even say a transport fever
picked this up recently, because I like city builders, I was not prepared for pedestrian planning, watching you has helped me develop layouts.
I am so excited to see the expansion in gameplay. Can’t wait for more people to discover and enjoy gameplay as we all see how your style and story making plays through different games.
Yes please continue this forever! I’m enjoying catching up!
Can't wait to see you play on Realistic Mode! 😉🎉. You do awesome.
Statue facing the main building is East bloc inauthentic, 90% of the time if a statue is in a town square somewhere, it's facing away from the "Palace of Arts" or what have you, "greeting" the people approaching the building from the street.
In Magnolia County, you respect the topography.
In Soviet Republic, topography respects YOU!
I hope you've been enjoying this game, I've spent countless hours in it.
One very useful tip for grading as well; Build a small construction office and stock it with excavators and bulldozers only. Then when doing land terraforming. Turn off the "with robules" option on the right hand side of the screen. When you terraform then, the bulldozers and excavators will do it for free! Saves a LOT of money in the long run.
There a particular kind of jank at times with this game, which can turn a lot of folks off, and Im not making excuses for it. One thing we really need is the ability to place bus/tram etc stops on TOP of existing roadways, much like how we can upgrade road types.
For the crooked roads problem, there is a "snap to grid option" if you press I believe, f4 twice. Aside from that, a way to make sure roads and joins line up is to pre-plan the connection points. if you know you need a t-junction, on the long arm build up to the exact connection point, then build onwards from there. that creates a road network node exactly where you need it to join up the side road. Same for picking spots for paths to join to roads. When you build a long section of road, the game can sometimes seemingly place the joinable nodes arbitrarily.
And yes! There are lots of decoration focused mods, that give you things like flower beds, topiaries, and individually placeable trees. Theyre a must in my opinion
Yes we want MORE!!
I really love this game and it is such a long time ago, that I have played it. I really love seeing you play it and discover how much it has changed since 2018.
the city already looks much better and more realistic than in the previous episode. You can actually look on Google maps at what the urban layout of such old Soviet settlements looks like, e.g. in Poland, the Czech Republic, Slovakia or any other country that was under Soviet influence. It is also a good idea to use the F1 key in the game. The first click shows the grid, the second click enables snapping to it. Constantly building on grid snapping is not a good idea, but it is worth using it when placing buildings so that they are placed straight in relation to the road and have good distances from each other and to have equal road angles. Incorporating a grid also helps a lot in planting trees evenly spaced. I'm waiting for a series of this game in a realistic mode, where you have to build everything yourself, transport everything and plan water connections, run power lines, etc. The game is really very, very difficult and is in some way the opposite of games like Cities skylines, but building such a city that functions well is really very exciting.
Building a Soviet community from the perspective of a American urban planner is an insane concept I guess urbanism and the 15 minute city concept is close to the Soviet thought process as it gets in the west.
The 15 minute city makes sense though.
Why should people be forced to drive inside of a crowded area like a city?
Most of "The West" builds walkable cities already. I grew up in a small town and even then had stores and grocery shops around the block and walked to school.
@@maximipe I wouldn’t say that’s true. At least not in America I’ll say. There are walkable places, I live in Philly and you can mostly get around easily when septa has funding but other places I’ve been are impossible.
@@forever_noir_2155 Most "walkable cities" in the US are the older cities that were already densely populated when subways became a thing. These places tend to have legacy zoning which isn't as common in newer cities that have seen recent increases in population, which means you often have a mix of small and large business mixed in an organic way. Compare and contrast Philadelphia or New York with Austin.
@@forever_noir_2155 well you said the west, not the US
CPP! I picked up this game right after your first video and haven't been able to put it down since. Love your take on the playstyle and your attention to the aesthetics way overshadows mine so far lol. Also you're not crazy, the placement of decorations like trees and fences is a challenging skill in this game but is doable with some patience! One extra fun thing about this game is you can name pretty much every building by selecting the building and clicking the R_ button if you didn't already know. If you're looking for names of things in the future, I think a great name for the Headquarters of the Soviet Party would be 'Lenin-Under-Grad' Would love to see more videos from you on this game!
Shame! SHAME for that pun! :P
I didn't comment on the pronunciation but obviously others did. :D You'll get there, Komrade.
I love the way the first tram lines look. It might be enough for me to try out playing with them as well. Love the series!
A new workers & resources video. Happy to see it!
Greetings from germany at 2am
Willkommen:)
these two vids have been a delight to watch, im subbing and sticking around to see more soviet sidewalk insanity!
13:40 I think those might be the only benches in the town. People just want to sit down and chat
There are no benches, they're just standing there.
@@ReCrofneadjust cranked up the quality and zoomed in. I really thought those fences were benches
Love the series keep it up. As some have mentioned you can stop citizen moving in on the right when having a residential building selected. About transport of citizens keep in mind that people will only wait 1 "in game" hour before trying to find an open job nearby the station or counting as unemployed, they will only travel for a total of 5 hours. You can hover over the people at the station to see how long they have waited. So a single tram on the line may mean people will just go home.
This city and one of the cities in magnolia county should have a sister city agreement
the factory connections are two way, as you connected the warehouse to the clothing factory, the clothes get moved to the warehouse, so your truck will only fill up on clothes when the warehouse can't store more clothes
23:50 you can enable the grid by pressing F1, and snap to grid by pressing F1 again. You can build the roads/paths in segments instead of all at once to create nodes where you want to connect other roads/paths. Also, for sharp road turns, build the road until where you want the turn, continue the road straight, make a T intersection at where you want the curve, then demolish the excess road.
Ive been super interested in this Game lately and i feel like you having knowledge in City Planning makes your content unique to other Channels ive seen play the game
⚒ Comrade! All hail the might of labour and a fair system for all! ⚒
"From each according to his ability, to each according to his needs"
Man, I was skeptical when I saw the first video, but even 10 minutes into it, I was hooked. This whole series is a treat, and this game looks like a blast.
I'm living for the chapter titles honestly
this has been such a fun series to watch you play. hope you continue.
The red CPP logo in the intro is such a nice touch. Long live the United Soviet Socialist People's Democratic Republic of Dubăsalia!
1:50 Дуня: просто существует
City planner: Даня!
0:44 HE KNOWS ABOUT OUR TRANSPORT FEVER
Just got this game and i'm failing miserably. I love watching you learn and work through this as it helps me do better. Thank you and I hope you keep playing this game in the future.
Haha, it's a good thing us Americans don't live in a surveillance state, and I'm sure thankful for our easy access to quality, affordable housing 🙂.
haha you must be trolling
It's a good thing those Chinese don't live in a surveillance state, have a honest government and got affordable housing 😜
that doesnt sound patriotic
@@iplaygames8090 *gulp* 😟
USSR: housing for all comrades!
US: homelessness is illegal now
The fall of the USSR is one history's biggest tragedies
To build a more clean looking city use the snap to grid button, its on the left of the tipography button on the bottom left of the screen, also to prevent people from moving in you have a menu on top of the bar (the one i mentioned early) and you can select if you want to let them move in
The soviets used to call Metro stations “people’s palaces” always liked that
If you look at their architecture you can see why, they're absolutely gorgeous. You'd never get off at the wrong stop, they each have their own unique character. The Moscow and Pyongyang metros especially are just beautiful.
seems like a blast. sorry to see only three videos. I'll be watching them all and hoping for more!
This is making me feel…
COMMUNIST🛠️🛠️🛠️🛠️
ITS COMMIE PROPAGANDA
@@Literally_a_Moth MUH FRUHDUM!
Us, comrade... Us, there is no *me.* Wouldn't want to be reported to the secret police.
@@briankale5977 Nah I’m one of those weird queer communists that don’t actually know what tf communism is
@@I.am.not.in.your.house.or.am.I leninists aren't communists, they established state-capitalism
Love the videos it's nice to see more established youtubers play this game, I do recommend to look at other real life soviet republics for inspiration though
Imagine fencing in houses on a Soviet Republic 💀
American city planner indeed
This has got me properly hooked and tbh I haven't watched most of your videos, so I kindly ask you to continue this series.
Welcome back, Comrade Federer. Welcome back, Comrade Stalinslav.
Please keep these videos up! The game is complex and customizable, but you should not let all the experienced people tell you how to play efficiently. I enjoy watching you learn, as all the other experts once have.
I see that this series doesn't bring as many views as cities skylines... It's a shame because this means the series will end soon :(
you don't build city, city build you... I love you're playing this I love this game once you get your head around it you will love it hands down one of the best city builders
IF I can make a few suggestions:
-pressing the key T or R will mirror the building you are placing if you want the road/connections on another side. Also gives you more freedom in designing residential/industrial/commercial districts
-when you don't want people moving in there's a window that pops up when you're ready to put them down called "get citizens" (you just had it hidden underneath the open building window while you were placing other buildings as it shows up just over the panel where you select which currency you use to build or if you want it built by your own resources, construction gear, and vehicles) it allows you set how much you fill the building when it's finished, or even set it down empty
-residential buildings like that, or any building that doesn't need an input (the cinema as well for example) do not in fact need road connections and will do fine with just pedestrian connections. IF there's an emergency, service vehicles will get there via those pedestrian connections. Mind you if the building has vehicles within it you'll obviously need to have a road connections. But this might help with planning as well
-when you activate the grid (the checkmark left of the topography) if you select it again a magnet appears and that allows you to snap to grid. Not necissary, but gives you options to make organizing a lot easier
-something I do to help with supply problems is have the auto-purchase at the very lowest settings. That way if I have a supply and keep the industry reliably fed it won't purchase unless there's a shortage, thus giving me a safety net
-underground pedestrian tunnels can be lifesavers, allowing you to densely pack and plan your industry. I put them next to my bus/tram/train lines and connect them to the other side of a few industries, so that walking distance is directly under as opposed to walking all the way around or trying to plan a pedestrian walk way around roads and the factory/forklift connections (which don't allow crossing without mods as is)
-transit is fantastic for keeping a healthy separation between industry and residential. Busses are good, your trams look awesome! You can also have buses assigned directly to a factory from a bus stop allowing you to directly bring workers to that factory, whether that's a large bus, or a van. As you unlock/focus on building resources in the game, instead of building a whole new town having a train station that sends workers to commute to those locations
-Lastly, if you want you can dedicate entire buildings to a place of work. So for example setting up residences for your tenured staff at university and selecting their work place to be at the university. Select a residence and find a button at the button at the bottom of the window with a person directed by an arrow to a factory
Thank you so very much for making these videos, they're an absolute pleasure to watch and hope I can help even just a bit!
Cheers!
A fix for your workforce problem that none of the experienced players have given (but I think it still applies). You can *reduce the number of jobs* in buildings.
Some of the buildings seem to offer job sites assuming that you don't have vehicles to supplement the manual labor (like the fire station, maybe also farms), so after you've bought fire trucks you can massively reduce the number of firefighters. Other buildings (I don't remember how large of a shopping center you placed) may currently be oversized for the population they serve.
People will go and "work" in those buildings (and count as employed, and thus be happy), but they won't be very productive.
This game has me googling how many tractors it takes to effectively work a hectare of land....
It depends on tractor type (speed and efficiency), so the answer isn't clear cut. However, tractors and harvesters should be able to manage 2 large fields each in a year, if your roads between them are asphalt and close. Maybe not the first tractors/harvesters. Needs testing.
I have a big farm with 15 tractors and 15 harvesters and 30 large fields. For transportation of the crops, I have two huge silos, each connected to two big road cargo stations (those that can take 6 trucks at a time), then 6 medium distribution offices, each with 12 large trucks. Three of the distribution offices have responsibility over 15 of the fields, the other three the rest. Two of the distribution offices deliver to the silos directly, while the other distribution offices deliver to their own road cargo station.
I get some ~18000 tons of crops every year.
Your export route for clothing could be a lot more efficient. Just use the same vehicle to go factory > shopping center > factory > border. You could limit the pickup for the first run to the shopping center to 50%, but I wouldn't even bother. As soon as the shopping center has enough clothes, the truck will just go back to the clothing factory partially filled, fill up the rest of the way and go to the border. Running anything at less than 100% load to the border is a mistake IMO, since it takes a long time. The short trip back from the shopping center to the factory is negligible compared to running anything less than a full load. I think you did a similar thing with another route.
Also, for loading you should really consider using the "wait until loaded" option. If you don't, the vehicle will leave as soon as it isn't actively loading anything. That also means that if your factory has stopped production for some reason, the vehicle will constantly be driving. It'll try to load at the factory, sees no active loading, and moves on to the next stop. This will cost you a lot of fuel with no gains. There's no downside to having them wait at a loading point at this point in the game. Later you have to consider blocking a loading point when you have multiple routes picking up from one, so it's not always wise to choose to wait until loaded, but at this point it doesn't matter. Stopped trucks cost you nothing, driving trucks do.
EDIT: I do indeed see that you have fuel turned off, so ATM it doesn't really matter. I would still suggest implementing the changes though, since it also keeps your roads clear for other, faster vehicles, and when you eventually want to enable fuel usage, you don't have to go around changing all your existing routes.
For placing buildings: In the bottom right there's a window with a toggle that says "Get citizens". With that enabled, you can choose to "import" them from the USSR, western countries, or relocate them from other buildings (I believe at least). You can also simply disable it, and the building won't "come with" people. Every time you're placing a building now, you're also "placing" people. Keep in mind that this is not like C:S, where people choose to come live in your city, they basically get paid to come live there. If your city is good enough they'll come voluntarily (I believe), but currently you're just buying population.
About placing trees: Once again, it's a weird quirk. You can only place trees/bushes on specific points. The grid is pretty fine, but it's definitely there, so you can't just place trees everywhere you want. only when it fits on the grid. That's why the placement tool is always an area, never a point.
Some other notes about this game: It's very hard to build straight roads when connecting them together. The roads are basically very small sections with a lot of nodes. New roads can only connect to those nodes, so you need a lot of luck or a lot of planning to get straight and parallel roads. I believe you can enable a grid, but I remember it to be one of the worst grids in a game ever.
I played this game a long time ago, so take it with a grain of salt, since many things may have gotten better over the years, but here's my take on it:
It's amazing, gameplay-wise. Honestly, no game can beat it if you love setting up detailed plans for everything. UI- and graphics-wise, it leaves a lot to be desired. To be clear, I'm not saying this game needs raytracing or 8K textures. What would be very nice though is a way to make roads straight, parallel, and simply neat and nice looking. Did you notice that some intersections have nice sweeping corners and others have sharp corners? Sometimes even on the same intersection? Also, they should REALLY get rid of that dirt texture that surrounds everything you build, or at least allow you to paint grass over it. I love the USSR look, even in this kinda low-def situation, but the dirt just makes it impossible to make something really look good.
I would love to see you continue this series though. You're one of few people who can combine good editing with some logical explanations and proper entertainment. I'd love to see how far you can take this game.
the red intro for this series is just so nice for some reason lol
The icons on the bottom right allow you to turn on the grid, and lock placement to grid. This can help quite a bit with roads and walkways, even building placement.
comrade topography has been sent away for re-education
the music is glorious, one of the few games where i leave music volume turned on
Makes depressing city layout; “wHy iS thIS SO dEpREssInG”
When you were trying to move the citizens I was so sure there was going to be an interjection from editor Phil about the auto invite citizens button. When you bring up the card for an unbuilt residential building, if you scroll down there are settings to automatically invite citizens from the soviet bloc. You can turn them off on a building by building basis or for the entire republic. Its helpful if you are arranging an area to be built but also have to build essential services like food, electricity and heat. Nothing like accidentally inviting a building full of people into the dead of winter without heating plants.
"Unemployment is too low" is such bourgeois thinking. Your goal is 0% unemployment, there's no labour market that you're attempting to drive the wages down with a reserve army of labour.
I love this series so far! Please keep it rolling
You should switch to realistic mode, it makes way more realistic and (in my opinion) more fun.
He's literally working his way through the beginner campaign - don't throw him in the deep end! 😂
More realistic, fun and harder. But is awesome.
@@2Scribbleyes, needs take it easy on him... for while 😂.
It takes around 8 real life hours to get a city build that can house the first citizens in realistic mode. And there is no guarantee that after those hours the city actually gets off the ground. It's a fun challenge, but really risky for content creation
@Rightclicksfriendlies I'm new to the game and jumped right into realistic mode after playing most of the tutorials and I spend so much time reading about the game and just staring a measuring things lol, perhaps almost more than actually playing.
I would love to see you mastering this game. Imagine cities that could be build by master city planer like you. Please continue this series.
bro really wants to bring class back to a classless society
8:52 I also love how the background music is actually pretty close to what Soviet Pop actually sounds like 😄
Game: Help us establish a dystopian surveillance state
CPP: Sure, as long as I get to make a pretty waterfront park
Really enjoying our new series, comrade (and the new intro!).
I think the reason why so few people are unemployed is because of the farms. Tractors and such work the fields but just manual labour exists too and the limit for that is quite high. The citizens might be attending the fields since they are so close. If that's the case you could make the fields accept no manual labourers
Oh it hurts, but it's also fun to watch. But mostly, I'm just happy to see WR:SR get more people hooked.
Bro made a wealthy area neighbourhood in a communist city planner 😭
Happy to see this game getting more attention!
You can avoid citizens to spawn into houses by unticking the checkbox at the right hand side of your screen when constructing houses. On higher difficulties, not turning this off can really hurt your save. This game has a couple of design traps that are due to slightly poor UI in certain parts, and it's one of those games where you just have to know things. It's something I hope will be ironed out in future releases, but it's already a great game in its current form of you're willing to accept a slightly steep learning curve.
You should really try to play this in realistic mode, as that is what really set this game apart from the rest imho!
"This neighborhood is looking depressing"
Historically accurate!
There's cinema theatre called Motherland near former KGB office in our city. And Felix Dzerzhinsky's statue between them, so people call him "stand with back to Motherland".
It's ironic how in the actual Soviet era, the smaller housing was usually of lower quality and status, sometimes even built by the future tenants themselves, while the more prestigious apartments were usually built in larger blocks.
That depends a lot on the era and the region. You really can't make a generalising statement like that.
@@kulak403 I suppose I implicitly assumed USSR throughout most of its history (and within the entirety of the game's era). Guess it could be different in places like Cuba and Vietnam.
But note that the game itself mostly follows this idea with larger, taller buildings typically having better flat quality on average. With a couple of exceptions used in the video.
Hi just wanted to leave a comment to thank you for getting me obsessed with this game. Also, one small tip, when placing residential buildings, there is an option to "Allow citizens" to move in that is turned on by default which is why you have people moving in as soon as you place the building. Turn that off next time and you can relocate people much easier.