Good job! You may want to consider just settng a new chemical plant complex up when the current paths wear out, as the plants may need replacing by then anyhow, so just earmark a spot not too far away and make plans for a new complex, unless losing only 1 plant wont have a massive influence on your suppy chain.
there is a bus on the unfinished bridge :) 52:16🤣. Man everything is getting way more complex, im currently stuck im my game at 13k pop and no idea where to go from there. FYI is you find it helpful i tested the warehouse with rail and then added another warehouse to it and it functioned as push and pull, so you can effectively put 2,3,4,5 warehouses or silos to the rail-warehouse and have your capacity infinity larger
Everything eventually. Have to scale up to match my production abilities of raw and intermediate resources, and get them to destinations. Takes time to scale that, because workers are needed everywhere! ;)
Because the road offices are working so far away would it be worth the rollers and stuff being delivered to the site? I feel like it would take forever for them to get to the farming area for example.
They are mostly being brought on flatbeds already. It’s infrequent that they drive themselves. More often, they are driving themselves to a fuel station in the middle of a job, when they do drive themselves. Very soon I’ll have more local offices.
tip about road tunnels (and any kind of tunnel) : the game do not like to surface a tunnel from under a construction of any kind. but, you can ususally "cheat" the system by removing the surface structures, placing the tunnel so that it takes as wide a curve as possible, then placing back your structures. I've even succeeded in placing 6m deep railway tunnels under buildings that way.
Sure, but “removing surface structures isn’t really all that feasible for this playthrough in realistic mode. Makes significantly more sense to just route differently. ;)
@@CharliePryor Yup. tunnels are therefore mostly a "during planning" thing to do. I find bridges much more agreeable with being placed (mostly because you can plop tiny bridge parts)
@@seedz5132 tunnels take up way less surface space, and you can just go a little lower and they’ll work. Takes marginally more time and a little more resource. Long-term focus, still better
btw, could someone tell me what exactly does the 'wait till unloaded' button do? I'm still not sure. Wait till the vehicle is empty, regardless of the storage percentage assigned to a warehouse? Then why would I need it if I have that specific storage percentage?
Wait until unloaded is only available to custom routes. Not offices/workplaces. It’s useful for times when you want to make sure a resource is there, such as delivering chemicals to water processing (one way I use it). That essentially extends the storage of that building. Rarely would you use this on a warehouse, which has storage percentages. In the event you do, the vehicle would sit there in s vehicle slot on the building/storage and continue trying to unload until it was able to do so. Storage percentage is honored either way.
Have a nice weekend? What did you do?
Nothing much, what did u do?
Soccer with my son in the mornings, lots of hockey on the afternoons (I ref), Starfield and Cartel Tycoon at night. ;)
Weather was great so spent a lot of time outside with the kids!
I gamed :)
How da heck should I remember that! (joking)
It's cool to see Big Ivan the TBM at work
Still here!! Checking in...and almost 100k!!! I knew this year was it!!! Was here at about 30k subs and now you deserve every last one and more!!!
This series is awesome! makes my day when you post new episodes. Id love to see a ship building town somewhere down the line
Good job! You may want to consider just settng a new chemical plant complex up when the current paths wear out, as the plants may need replacing by then anyhow, so just earmark a spot not too far away and make plans for a new complex, unless losing only 1 plant wont have a massive influence on your suppy chain.
Episode 69 :) NICE
Great series, waiting every day for a new video.
there is a bus on the unfinished bridge :) 52:16🤣. Man everything is getting way more complex, im currently stuck im my game at 13k pop and no idea where to go from there. FYI is you find it helpful i tested the warehouse with rail and then added another warehouse to it and it functioned as push and pull, so you can effectively put 2,3,4,5 warehouses or silos to the rail-warehouse and have your capacity infinity larger
Yeah the bus has workers in it. They are building the bridge. They have to be brought to the site. :)
Taking a helicopter to work would be pretty cool! And would be pretty efficient lol
The tunnel boring machines are so cool!
Fly the friendly Skys !!!
Will you also build ship/train factories?
Everything eventually. Have to scale up to match my production abilities of raw and intermediate resources, and get them to destinations. Takes time to scale that, because workers are needed everywhere! ;)
Because the road offices are working so far away would it be worth the rollers and stuff being delivered to the site? I feel like it would take forever for them to get to the farming area for example.
They are mostly being brought on flatbeds already. It’s infrequent that they drive themselves. More often, they are driving themselves to a fuel station in the middle of a job, when they do drive themselves.
Very soon I’ll have more local offices.
Did you notice by the way that your roads weren't being "demolished" but "demolated"?😋
Nice 😎
Imagine working in construction and be able to just walk fifty meters to get flown to work by your own government.
Yeah, me neither xD
tip about road tunnels (and any kind of tunnel) :
the game do not like to surface a tunnel from under a construction of any kind.
but, you can ususally "cheat" the system by removing the surface structures, placing the tunnel so that it takes as wide a curve as possible, then placing back your structures.
I've even succeeded in placing 6m deep railway tunnels under buildings that way.
Sure, but “removing surface structures isn’t really all that feasible for this playthrough in realistic mode. Makes significantly more sense to just route differently. ;)
@@CharliePryor Yup. tunnels are therefore mostly a "during planning" thing to do. I find bridges much more agreeable with being placed (mostly because you can plop tiny bridge parts)
@@seedz5132 tunnels take up way less surface space, and you can just go a little lower and they’ll work. Takes marginally more time and a little more resource. Long-term focus, still better
@@CharliePryor We totally agree ! And as an added bonus, they look less hideous than weird convoluted bridges / short steep bridges !
Love ur designs.
More work on zannosky
Zernoskiy will be a major focus for about a dozen more videos.
btw, could someone tell me what exactly does the 'wait till unloaded' button do? I'm still not sure. Wait till the vehicle is empty, regardless of the storage percentage assigned to a warehouse? Then why would I need it if I have that specific storage percentage?
Wait until unloaded is only available to custom routes. Not offices/workplaces. It’s useful for times when you want to make sure a resource is there, such as delivering chemicals to water processing (one way I use it). That essentially extends the storage of that building. Rarely would you use this on a warehouse, which has storage percentages. In the event you do, the vehicle would sit there in s vehicle slot on the building/storage and continue trying to unload until it was able to do so. Storage percentage is honored either way.
@@CharliePryor oh so it's basically 'wait until empty'. I was reading it wrong, thanks!
You are not letting a lot of space for waste again!!😅
Plenty. Don’t worry about it.
We may start calling you Elmer Fudd with all of the times you trip over your words....LOL
Feel free to try it. It’s hard. I look forward to seeing your video soon. ;)
@@CharliePryor I’ve tried making a video once. Tripped over my words so much I just stopped. Perhaps I’ll try again