I started the challenge too. I landed overseas and its quite hard to start my first small construction village, bringing coal, and all things people need. I need to plan the trash management because there is no trash boats. Interresting challenge. Lot of boats and fuel is ready in starting city exporting bitumen by boat its a good way to pay the costly boats.
I was trying to imagine whether this no land connections has some place in real world and I found the examples. Sicily, Beringov and Gibraltar straits are the places where there are no bridges and they can hardly be built. Thanks for the series
@@SeregaKRYL you could add all the islands in the world... French Corsica, Italian Sardigna, or just Cuba, Haiti, or even Hawaii Being an island isn't special IRL :p
Only Sicily, in the examples, make sence. The other two are straits between continents and are not similar to the game at all. But basically every island (large enough to host a city) in the world is an example.
Mutation! I suggest you open the map a little on the bottom right. So people get more of an overview of the whole thing sometimes. The large white sky scraper like buildings, are they residential, what is their quality and capacity? ty
@@bballjo Yeah, sure, but at 5:28 you said there was a chance you might not have enough oil, and the windmill is nice, but it certainly won't power the pumps 100%...
One thing that bothers me a lot about this game is when you have to build a small section of path or street and it's very far away, then the bus/chopper comes, taking 2 hours to arrive, it arrives, 5 seconds later it ends and the people from work go away. They should change this in the game, if it is within walking range, the people who finished should go to the next construction site. Something simple that would make it VERY easier to build in distant places.
Like a queue time, you can travel 4 hours and work 8, if you travel took 3 hours and work 1 , you could walk another 1 hour to the next construction site in range, if you spend 15 minutos, you have another travel time to spend of 45 min and go on.
Changing a core game mechanic for something that the player can already address by planning ahead seems like a huge change with little gain...big pros for the game are the planning and building...taking away planning doesn't feel like it would enhance gameplay, I'd argue it would hurt the game as it would remove part of what makes it good.
I don't understand why you didn't used the incinerator power plant. Is it just because the research wasn't finished? I would never rely on the power production as a primary source obviously but as a priority input before something else it's like free power. The building isn't more expensive I think, has the same throughput and produces way less polution. Are there any downsides I missed?
39:13 I don't think you need to specify in the load order what to load, since the Advanced setup already makes sure you only load what you want What I did with planes on my build is have them all on the same line that goes between the border and the city cargo airport, but then have different advanced setups for each of them 1:16:02 one other annoying thing with the helis is that they very much like to refuel at helipads that don't have fuel or power even if their route has other helipads without such issues a couple of times I had to send the heli back without letting workers get off because it couldn't refuel at the island, where I haven't had fuel delivery to it yet at the time
Specifying the cargo in the load menu has them show up in the line item (the cargo items) which helps a little with diagnostics later...but yes, you don't have to whjlen you use advanced setup.
Last time I checked, using priority switches with highest priority for intermittent sources will cause short dropouts and "building has no power" messages, the same way as if you connect wind power to your regular grid. Has this been updated? The work-around that I've seen Charly do is to have a separate grid for wind power, and set the substations fed by wind to "higher priority" (or whatever that checkbox is called that you find in power and heat substations). Btw a problem with both the incinerator that produces power and the incinerator that produces heat is that they won't burn trash unless they can actually output power/heat. Perhaps not the biggest problem, but still. Also: I think you "deserve" to use some modded dumps. There is a huge one on the workshop that can store 16000t.
Heat incinerator is really bad in terms of output - not worth building it at all. Tested it, I know. Power incinerator is ok to be connected to the grid, just mind node counts from regular power sources (ghost gates) - see Silent_Shadows guide for more about this topic
@Bballjo Did I understand correctly that the priority power switch can switch on another power plant if the one used as standard fails? Can you please explain this briefly, I didn't know that something like this was possible 😂
So...not directly, but kinda... the priority switch as priorities for input AND output. so...in terms of 'switching on another'...what would happen is, lets say, you need 10MW of power. You have 3 sources, for simplicity all are full of workers when we start (100% production capability) You first priority source 1 is delivering 10MW just fine. Priority source 2 and 3 are off (min on, provide their own power). At some point, priority source 1 is loosing workers, and reduces production to 4MW, the system is supposed to now let priority source 2 through, which was 'off/idle' but capable of producing, so now the source 2 is on and adding 6 extra MW to add up to 10MW again. So, source 2 was kinda switched on, but it was really on the whole time, if that makes sense. The biggest limiter are the power lines...you can only run 18MW max, which is often just 1 power source. I think the priority switches could handle 3x18MW in and 3 out (18x3MW Power total), but there may have been an issue before...this is all so that things can keep moving smoothly. Note that when the other power source comes on, there maybe a short delay before power actually flows.
Bballjoe uses underground cables! :O Half a minute later he overlaps MV lines like always. :P Could you explain incinerator setup? Why four transfer stations? Where ash will go? You'll pick it up with trucks and drive to some dump? Is it faster that way than having output storage with claw? There isn't some magic trick to separate incineration products?
Why 4: just for storage right now, don't have a full setup yet, but will need one before the next city and industry are running. The containers are the fastest to pickup, much faster than the claw, and after this I only want ash, but I need to setup a real separation station first, which will have to happen soon ish.
I love how green the water is
I live in an area with seismic activity and aboveground wires are normal here. Don't feel obligated to use underground wires!
"It is clear to me now that the Republic no longer functions. I pray you will bring sanity and compassion back to the Senate." ―Padmé Amidala
In australia above ground wires are the standard may not be pretty but way easier to access at least
I started the challenge too.
I landed overseas and its quite hard to start my first small construction village, bringing coal, and all things people need.
I need to plan the trash management because there is no trash boats.
Interresting challenge.
Lot of boats and fuel is ready in starting city exporting bitumen by boat its a good way to pay the costly boats.
I was trying to imagine whether this no land connections has some place in real world and I found the examples. Sicily, Beringov and Gibraltar straits are the places where there are no bridges and they can hardly be built. Thanks for the series
@@SeregaKRYL you could add all the islands in the world... French Corsica, Italian Sardigna, or just Cuba, Haiti, or even Hawaii
Being an island isn't special IRL :p
Only Sicily, in the examples, make sence. The other two are straits between continents and are not similar to the game at all. But basically every island (large enough to host a city) in the world is an example.
Mutation! I suggest you open the map a little on the bottom right. So people get more of an overview of the whole thing sometimes. The large white sky scraper like buildings, are they residential, what is their quality and capacity? ty
True!
Can you import the big rail builder via ship? I guess you have to import one anyway, looks like rail manufacturing is a while away :D
21:00 I do not think it is a good idea to connect the power directly to the one who needs the resource to produce the power :D
But...that's exactly why there are windmills ? Have been there since the beginning...
@@bballjo Yeah, sure, but at 5:28 you said there was a chance you might not have enough oil, and the windmill is nice, but it certainly won't power the pumps 100%...
One thing that bothers me a lot about this game is when you have to build a small section of path or street and it's very far away, then the bus/chopper comes, taking 2 hours to arrive, it arrives, 5 seconds later it ends and the people from work go away. They should change this in the game, if it is within walking range, the people who finished should go to the next construction site. Something simple that would make it VERY easier to build in distant places.
Like a queue time, you can travel 4 hours and work 8, if you travel took 3 hours and work 1 , you could walk another 1 hour to the next construction site in range, if you spend 15 minutos, you have another travel time to spend of 45 min and go on.
Changing a core game mechanic for something that the player can already address by planning ahead seems like a huge change with little gain...big pros for the game are the planning and building...taking away planning doesn't feel like it would enhance gameplay, I'd argue it would hurt the game as it would remove part of what makes it good.
I don't understand why you didn't used the incinerator power plant. Is it just because the research wasn't finished? I would never rely on the power production as a primary source obviously but as a priority input before something else it's like free power. The building isn't more expensive I think, has the same throughput and produces way less polution. Are there any downsides I missed?
39:13 I don't think you need to specify in the load order what to load, since the Advanced setup already makes sure you only load what you want
What I did with planes on my build is have them all on the same line that goes between the border and the city cargo airport, but then have different advanced setups for each of them
1:16:02 one other annoying thing with the helis is that they very much like to refuel at helipads that don't have fuel or power even if their route has other helipads without such issues
a couple of times I had to send the heli back without letting workers get off because it couldn't refuel at the island, where I haven't had fuel delivery to it yet at the time
Specifying the cargo in the load menu has them show up in the line item (the cargo items) which helps a little with diagnostics later...but yes, you don't have to whjlen you use advanced setup.
Last time I checked, using priority switches with highest priority for intermittent sources will cause short dropouts and "building has no power" messages, the same way as if you connect wind power to your regular grid.
Has this been updated?
The work-around that I've seen Charly do is to have a separate grid for wind power, and set the substations fed by wind to "higher priority" (or whatever that checkbox is called that you find in power and heat substations).
Btw a problem with both the incinerator that produces power and the incinerator that produces heat is that they won't burn trash unless they can actually output power/heat. Perhaps not the biggest problem, but still.
Also: I think you "deserve" to use some modded dumps. There is a huge one on the workshop that can store 16000t.
Heat incinerator is really bad in terms of output - not worth building it at all. Tested it, I know.
Power incinerator is ok to be connected to the grid, just mind node counts from regular power sources (ghost gates) - see Silent_Shadows guide for more about this topic
6:30 each time they take off / land : *supercopter song intensifies*
edit : oh, it's airwolf in english :p
*Fortunate son playing in the background*
@Bballjo Did I understand correctly that the priority power switch can switch on another power plant if the one used as standard fails? Can you please explain this briefly, I didn't know that something like this was possible 😂
So...not directly, but kinda...
the priority switch as priorities for input AND output.
so...in terms of 'switching on another'...what would happen is, lets say, you need 10MW of power. You have 3 sources, for simplicity all are full of workers when we start (100% production capability)
You first priority source 1 is delivering 10MW just fine. Priority source 2 and 3 are off (min on, provide their own power). At some point, priority source 1 is loosing workers, and reduces production to 4MW, the system is supposed to now let priority source 2 through, which was 'off/idle' but capable of producing, so now the source 2 is on and adding 6 extra MW to add up to 10MW again. So, source 2 was kinda switched on, but it was really on the whole time, if that makes sense.
The biggest limiter are the power lines...you can only run 18MW max, which is often just 1 power source. I think the priority switches could handle 3x18MW in and 3 out (18x3MW Power total), but there may have been an issue before...this is all so that things can keep moving smoothly.
Note that when the other power source comes on, there maybe a short delay before power actually flows.
Bballjoe uses underground cables! :O Half a minute later he overlaps MV lines like always. :P
Could you explain incinerator setup? Why four transfer stations? Where ash will go? You'll pick it up with trucks and drive to some dump? Is it faster that way than having output storage with claw? There isn't some magic trick to separate incineration products?
Can't break all the habits!
@@bballjo Reminder about edit above. Could you explain incinerator setup?
Why 4: just for storage right now, don't have a full setup yet, but will need one before the next city and industry are running.
The containers are the fastest to pickup, much faster than the claw, and after this I only want ash, but I need to setup a real separation station first, which will have to happen soon ish.
How tall are you pls you seem like a big guy
Well...this is a first for the channel.
helicopters is cheating
And....what's the alternative?
@@bballjo500 trucks
@vincenzoimbragulia8152 how do they get across the water?