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I want to be train pilled but I'm bad at the game and the YouTubers making guides are not to the quality I'm used to: A modern man's struggle with workers and resources

Send help for the love of God. I've killed thousands and had to restart my Republic so many times making mistakes that it feels like there should be easier ways to avoid. I'm playing realistic mode for reference.

As a general problem, I keep on failing to resist the temptation to build an ugly little 400x400 meter box cram packed with spaghetti walkways and utilities wherever they fit in order to min/max walking and infrastructure range. After 70 hours of the game my first city is actually surviving to the point of net gain and I'm trying to make the next jump. I've carefully prepared before allowing any growth beyond 3000 (I learned my lesson when everyone froze to death... And starved... And ran out of water... And died at 45 due to pollution...) but now I don't know what to do lmao. My people are happy, healthy, and well enough employed by a clothing industry with a food factory and distillery ready to go into production, but I hate trying to do anything in the city because it's so so so cramped. Do I try to make the shitbox less shit? Should I just build a new better city some ways off, or keep new development close to old development so I can still make good use of the infrastructure? Whatever my decision, I can't make a larger city work on buses and trucks alone. The fuel costs and traffic are a pain and I wish I could use all those cool trains or even just trolleys, but I can't figure out how to make it happen lmao. I have learned to save before trying a project only for it to fail miserably and kill everyone or bankrupt me when it completes in 6 months to a year, and I just had to revert because it turns out trolleys can't interact with fuel bus platforms, and my ENTIRE city depends on its platform, so that's not going anywhere.

Where is a quality source for guides on how to build industries, make rail work, and so on and so forth? I've been watching bballjo's videos as well as reading the wiki, and honestly, they're not so good. It's unironically been making me wish I was better at the game so that I could make the kinds of guides I wish I had right now; well scripted and on topic, edited well with pre-recorded clips to clearly show what's going on, and not just saying "this" or "here" or "there" or "that" and using specific names so people less familiar with the game don't lose the thread. Also, digestible. Each guide feels like it should only be 10-15 minutes MAXIMUM, with shorter being better. The longer 'guides' just become too much to absorb at once and harder to sort through to find the bit you actually need. Does anything like what I'm describing actually exist? Or is it all streamers style some guy in a gaming chair rambling more or less on topic for an hour?

Credit where credit is due, I was able to claw a surviving city together by pulling out the main lessons from jo and other ramblers content, but it's getting worse as I get to more complicated systems.

This is a long post that has become more complaining than I wanted it to be. I'm really enjoying the game and I want to progress out of the "early" game, but I don't know how to make train run good or scale up. Please send me good written or video sources for how to city good. Also, don't make me an urban planner after the revolution, at leastv not until I have a couple more hundred hours in this game lmao.

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15 comments
  • I remember Life of Boris building a utopia solely based on alcoholism and alcohol production

  • https://www.youtube.com/watch?v=JnCY6pY8NiE

    this is a bballjo video (i know you mentioned him) but not a bballjo build. he shows how some other person solved everything with public transit, transferring people far away from the city. basically the 16-hour period does not progress when the citizen is using public transport. you can have your industries far away from the city, you can even have your civil buildings far away from the city.

  • i don't like the ramble-y "let me just open my webcam and record" tutorials as well. it's just a lot of dead air and rambles that distract from the main point of the video. not digestible, no prepared setups, no demonstration and worst of all most of the actual useful tips are dispersed throughout so you gotta watch the whole 2 hour thing, can't put it on the back burner as well since you might miss a crucial detail.

    also i diagnose you with skill issue.

    • NOOOOO

      that can't be true.... It's impossible!

      Today I doubled my shit box's population to 5000 and got rail laid down. Are my semaphores ordered in any kind of coherent order? Absolutely not! But my one train (yes it's a "Pig" don't @ me it's cute and affordable and it only has to go like 400 meters lmao) is getting back and forth between my industrial park and the customs house just fine thank you very much. So I'm actually good at the game, and once I get this tram line figured out and merged well with my track, oooohh baby, this industrial park is finally going to be operating at full capacity. Then I can get the rail DO installed and let the money spigot run for a while as I set up an oil field on the other side of the map and oh baby we're off to the races with whatever the fuck I want stalin-approval

  • I did the opposite and made a well spaced out organised city where noone could get to work on time, so it’s time for me to learn the ins and outs of transit and travel time or embrace the shitbox I guess.

    • I may have reached a healthy compromise in this city, and I'm beginning to clear out the shitbox. I've begun upgrading all the roads with streetlights so I need a lot fewer footpaths, the place is really coming together. It's a 350x350 meter box with cross roads going between it, but on a diagonal. All the early housing was lumped towards the bottom and left quadrant because I put my small heating plant on the outside of the top/right quadrant. I wanted everything in range without needing heating pipes for this. Civil infrastructure like shopping center, pool, and theater are in the top left quadrant. I had room for a large kindergarten towards the middle, but also in the left quadrant. That's fairly compact all considered to get a starter population of 1500 ish. School and technical university easily fit near the center of top/right quadrant, along with a small clinic. I knew I was going to demolish the clinic later when I built a real hospital so I wasn't worried about its footprint. As I grew, then, I filled in the rest of the right quadrant with criminal justice stuff and high rise residential buildings and a pub. I was able to add more housing still within range of the heating plant, but just, a little outside the starting houses too in the bottom left. University residences and party hq went into the rest of the top quadrant space, along with one more high density residency building. I did have to get a small grocery store on the other side of town to service those new residency buildings, but easy enough to accommodate because I always stick a meat storage and warehouse on the first shopping center I build, then use 2 ton trucks to distribute to grocery stores as I need them. I forget when exactly, but somewhere around 3000 pop I built a real heating plant with the massive underground pipe required to make it worth it, and that let me begin growing for real.

      I guess part of the shitbox life is realizing those early buildings don't have to be permanent. It's fine to build temporary infrastructure, then just demolish it once you can afford upgrades like asphalt roads or larger state services. I guess one mistake I definitely made was putting the police station too deep into my town and now it doesn't 100% cover my industrial park lol. Gonna have to stick a small station up there with just like, 1 piggy pushing his desk ornaments around most the day.

  • For things like fire, police, and other civil services all of the housing doesn't need to be in walking distance. An effective pattern is to place blocks of residential and civil services between those blocks. The blocks themselves don't need to be too large. I would suggest that everything should be accessible by one set of utility distribution buildings (substations, sewedge tanks, ect). The only thing that matters is that there are enough people within walking distance, not that it's accessible to everyone. Once you have blocks like this, it becomes much easier to scale. Expanding the number of citizens becomes as east as plopping down another block.

    It also sounds like you aren't very profitable. What are your core industries? It is worth noting that 4k people take only marginally more infrastructure than 3k, and so the vast majority of the increase in citizens will work in your money producing factories.

    Feel free to ask me (or dm me) any questions any time. I've spent a lot of time playing realistic mode. I can outline how trains work if you'd need.

    • This is good advice that I made immediate use of. My core industry was Clothing at the start just because it was so easy to set up, but I couldn't run it at 100% efficiency without scaling up my workforce. I was ready to max out the whole thing and then start in on a food and alcohol factory attached to the same warehouse, but I 100% could not keep up with the crops import requirement on that with trucks alone. I suspected that might happen, so I had pre-planned a rail loading station next to the warehouse already. I'm now building rail where I think it ought to go for my next industries, but sorting out the details at the end remains a problem for tomorrow. For now I need to make the next population jump because those 5 factories fully employ my spare workforce not required for civil services and amenities. I did use my spare profits to build an oilfield and foreign pipeline, though, and that's a literal money spigot with zero workforce required. Huge boon. I'm going to try and parlay that into a gas power plant and chemical factory next. Other than crops, Chemicals are my most expensive import, so internalizing that production line will boost the profitability of the clothes factories considerably and eliminate the cost of water treatment republic wide, which is small, but not nothing. The export stream will be nice too as I then try to figure out what I want to take a bite out of next; probably oil refining. Once I have a refinery up and running I'll circle back around and consider the steel production chain as I grind towards the higher value exports. Oh and I've been incorporating tourism into my city expansion, so I'll just start trickling in some dollars so I can begin upgrading to superior vehicles too. The small hotel on the edge of my city would be a terrible place to visit, but for now, it's getting me 7k a month so I'll keep taking these rubes' cash lmao.

      • You may want to consider shutting down some of your small industries (hotels) and redirect the workers to something more profitable (refining or clothes). Farms are inexpensive to run but can lower the cost of running food/alcohol factories to the point they become profitable as neither industry on its own is particularly profitable. I did imported crops to supplement my own crop production for a food factory, but I did the math and it ended up being cheaper to import food, sell the crops, and run a mine instead.

        It's really odd that you're importing that many chemicals. Chemical industries are not especially profitable afaik, and the infrastructure is pretty servere. I tend to avoid chemicals until my repiblic is already producing most of the required materials in house.

        You should really get an industrialized farm set up if your map allows it. For your current stage in the game, I'd suggest you stick with only solid fertilizer. You wouldn't get much use out of that many crops and crops aren't worth much. Farming basically requires a rail network, so make sure that's planned for. A local farm also cuts down on transport costs (number of trucks & fuel) because it can be closer.

        Make sure to not over diversify. Stick with 1-2 main export industries until you have the population/wealth to give you a buffer for unforseen circumstances. Most industries benefit from significant investment; top end industries need infrastructure to maximize their output and bottom industries need extremely large export bandwidth. Especially on realistic difficulty, I find giving yourself leeway and room to make mistakes is vital for alleviating the difficulty. The more extra storage facilities and cash you have on hand directly relates to your ability to make mistakes and experiment.

        When possible, you should buy the best vehicles you can. They aren't that expensive but generally save money in the long run.

        Related, but big workplaces tend to have less overhead than small ones because you can use bigger busses, need fewer power lines, and so on. That makes them ideal for early game when every single building is a significant cost.

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