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Reduce Waste, Make Money | Workers and Resources Soviet Republic | S8E13
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- čas přidán 21. 06. 2023
- Let's play! Trash, Maintenance, Farming Updates, Research, QOL Features...there is so much new stuff...I hope I can cover everything and make this the longest, and hardest series yet! Maybe I can even beat the game for once.
Videos are now rendered in 4k
MAP: steamcommunity...
Workers & Resources: Soviet Republic is the ultimate real-time soviet-themed city builder tycoon game. Construct your own republic and transform a poor country into a rich industrial superpower!
This Hard playthrough of Soviet Republic should also serve as a tutorial for any of you that want to follow along.
HAVE FUN!
Patreon: / bballjo
Twitter: / bballjo
Discord: / discord
#WandRSovietRepublic #CityBuilder #Management
0:00 Bballjo's head on fire from brain storming this episode
LOL! that made me chuckle!
Good one. Good eye :D
The customs house mechanic with the loading/unloading and the traffic jams is the single most annoying thing in this awesome game for me.
You don't like a little challenge?
There is a mod changing customs houses to allow more trafic at the same time : "Improved Customs".
@@elydiasm thanks !
I have absolutely no idea why they have not made a better vanilla customs house yet
I think it'd be better if vehicles drove through it and off-map to load like planes and ships do with the customs house just being a bottleneck on the road.
Of all the cool things that have come to the game in the last week, the Max workers without CO is the icing on the cake!
It's massive quality of life improvement for me.
Next up is, get citizens in the new buildings, to be OFF by default. I know that once you turn it off, the others you place will have it off, but there are so many times I have forgotten to do this!
@@bbaljo there is a mod that can fix the traffic jam at your borders, and makes it more fluid. Hopefully you can speak to the drvs to possibly include it in there game. The mod is called "Better customs " on the steam workshop. I never play with out it.
You don't need a mod to "fix" the customs house. The current custom house design allows for a better challenge.
Also in one of the devlogs they mentioned that fix. They said it's better this way coz it emulates the pain getting something or driving through customs.
@user-rm4tc7uo5f nah. It's a good argument and custom house could be slower but the entry of the building and its queue (without possibilities to be doubled on one road) are a mess and have to be modified.
@@RevanOrion The problem is that this massive customs house is actually slower with lower throughput then medium sized ones - solely due to sheer lenght of the building (its roads) and only one moving vehicle at a time.
I don´t mind longer loadings etc., but this is painfully ineffective and it is slowed down at an absolutely stupid point.
It would be like having a huge train station but only one train could be moving in it no matter how many tracks and directions you have built. That is not about challenge, it is about "not great" programming ;)
@@RevanOrion I still prefer it. Even real border in real life use all available lanes they don't in game plus vehicle's pass through the customs not back in just to cone back out. That's very unrealistic for realistic mode lol. Don't knock it till you try it.
for power you are always importing difference between your production and consumption. If you do not have option to export surplus, the power plant is throttled. Priority switches are used just to make sure you always have most critical consumers always powered, even in case of something going down.
For waste, it seems best to enforce sorting and then use bio fraction to feed compost plants (and then dispose solid fertilizer at large farm -it can eat up to around 200t yearly)
Have you considered supplying the chemical plants with your very own grown trees? With research, the woodcutting post cuts and plants the trees.. No more manual planting! :)
Well...kinda, not needing a lot of trees, so I've stayed away from those investments.
@@bballjo One less truck at the customs house.. Thanks for the 'hazardous waste' burning tip!
@@bballjo boards are also usefull for some constructions (and especially for underground pipes)
I think a waste separation plant would be worth while, to get more clean ash and bi products to sell.
Yeah... maybe
In the long run yeah, but its locked behind research from the technical university, I think.
@@dazkaz15 the research doesn´t take that long
Why bulldoze the lake in the first place? This farm does not require min-maxed-big-fields; a couple medium/small fields adjusted to the landscape should do just fine and would fit the scenery much better.
Too all ppl complaining about Custom House traffic jam:
That was normal back then! Crossing borders was time consuming
It still is
Good to know that biowaste turns into fertilizer by itself. I am already building agro farm and I am pretty at the same spot!
The city turns into a forest😂
Hey bballjo. It is not true that anything that goes into the incinerator gets turned to ash because metal scrap will be left over and mixed with ash and other waste which you can then drive to a steel seperation plant and seperate the metal scrap for further recycilng
Another great Episode, thanks for that.
I have another easy tip for you to save some traffic at the border. Double use your covered hulls to export clothes and import crops at the same time. You cut the traffic from the clothes factory roughly in half. Sure, maybe you too much crops over time, but with your farming starting to roll, it will be a temporary problem.
I'm doing that already with the truck that exports the clothes...I can maybe save 1 truck that way, but the current number of trucks is just enough to keep things rolling...so I need to find another way to make this happen 🤠
@@bballjooh cool than I missed this while you setup this. At least in this episode I could not tell when you clicked your trucks. So...good job I guess.
29:50
Ohhh No, you deleted it. That was the glorious leaders personal garden plot.
Oops
Although the customs house is kinda ass I'm thinking it should stay that way since the point is to become self sufficient and have optimized mega-exports with train/boat. Of course it must be improved for the early game, but to save the devs some work I've convinced myself this is the reason 🤣
I think it's fine...there are enough tools in game to manage this, and it's a good encouragement to get better transportation options early
I dont mind you sparing yourself (and us) an hour of watching a buldozer go brrrr
Haha...brrrrrrrrr
I checked the customs house for the sell price of scrap metal, oh my God i never knew how much cash i was missing out on by just exporting waste
How do you make roundabouts in this game???
Didn't the devs promise at some point to let more than one truck drive through customs at the same time? How is it still not in?
this is actually related to all buildings. COs and cargo stations are also affected.
So you jumped on the train the most people did 😂 I really hoped you'll resist,but I understand the choice you made.
Well...I did it first;) this is almost 3 weeks ago now ;)
I'd set up a small gravel industry next to fix the traffic situation. Only 1-2 quarries, a gravel processing, asphalt and concrete mixer. No cement or prefab production. Only for domestic use, no export. That doesn't need many workers. It's not very economical if you only look at money saved for imports, but it would get rid of the traffic for gravel imports and more importantly these big rushes when some construction projects are started and more than a dozen lorries go for asphalt and concrete at once. That clogs up everything and can potentially cause major issues like food shortages and such.
Gravel is a single truck for import... spending 3-400k to replace that seems a little excessive...
It's not worth it to save those few thousand you spend on imports, sure. It would be mostly to make the traffic smoother. These huge jams at the border are scary, could easily cause a cascade of followup problems like gas stations running dry, meat shortages, production halt because of some silly input missing, ... I think the biggest issue is asphalt - you activate a few constructions, each of them creates several asphalt and concrete jobs, all dumpers are heading for that bottleneck at once.
A free solution for the problem would be similar to the one for concrete (you have only 2 lorries): Remove the asphalt source from all construction offices except one, thus limiting the number of vehicles rushing for the border, but also slowing down construction. Or build only an asphalt mixer with imported gravel as input.
Speaking of speed: When you're going to move further inland later, such a small gravel industry on the right side of the city would speed up construction there a lot and also save fuel. So the investment will pay off eventually.
Wrong detail... Single truck.
Hi bballjo, I think the happiness went down because of an understaffed hospital in face of this epidemic event. Seems that the people are getting really unhappy if children die and that might have been the case.
Possibly
I just want to say that from my own experience of realistic mode, the main issue this republic has really faced thus far is that it's bigger than it needs to be.
For example:
Early on, you don't need a water or sewage network -- trucks can actually do the job just fine. This is because when trucks are feeding the buildings (even through a substation!) the water demand and sewage production of connected buildings is much lower than when they are connected to the network. For small towns, this means that you don't immediately need the huge investment into water and sewage infrastructure. This is good, because it frees up your starting cash to invest into other things.
Furthermore, with farms in particular, especially before you unlock distribution offices, bigger is not really better. It is better to have several small farms with a 2/2/2 setup than one big farm, because it lowers travel time to fields. Doing it that way makes logistics harder, but early-game, you're not dealing with enough volume for this to be a problem. Plus, you can absolutely have all these farms with dedicated truck routes to a big silo that a train can pick up from. Funnily enough, this is how it usually works in real life.
The giant industrial complexes bballjo tends to plan are a great idea in the midgame, but early on it is all about bootstrapping the economy. A small town with a small industry with little to no debt is much better than a medium city with medium industry, but a big chunk of debt. A 1500-worker city sounds great on paper, but really all you need is about 500-600 to staff a small starter town with a tiny bit of extra. You don't really need to have the hundreds of spare workers to run an economy initially. Worker reproduction and education will ultimately save you hundreds of thousands of rubles on immigration. In the meantime, you can use the tiny bit of extra to support construction of industry (turning it off in the winter to prevent heating failures).
My plan typically goes like this:
-plan a starter town for 500 flats, including monuments, necessary workplaces (hospital/clinic, vehicle repair station, shopping, small party HQ, fire station, school, kindergarten(s), sports, cinema), and water/sewage substations (but no piping).
-build a highway, two roads parallel. Upgrade one while using the other until they are both paved. Place (small!) heating plant near highway junction for city. Big heating plant is overkill. This is a small town, not a metropolis.
-while building the highway, build the starter town
-while waiting for all of that to be built, plan a (small) farm around the outskirts of your city with combined field area of around 20 Ha. Buy (2) used T-28 tractors, and 2 (used) Claas [NATO] Matador harvesters. As this farm is not meant to be built with a distribution office, the 2/2/2 setup above is best. i actually use this setup even with the distribution offices unlocked, as i find that the small farm with a single small silo connected is well-suited to a 2/2/2 setup.
-also while waiting, plan an industrial site. this could be clothing, food, or something else, but ideally an industry which takes crops as we will soon have that for basically free.
-once the town itself is built, invite workers in early spring and set up bus lines, making sure everything can be staffed consistently. Once you have stable staffing, then you can start building the industry. in nonwinter months only! there is no sense in risking construction with local manpower in winter, if you really want to keep building use foreign manpower in winter.
-by the time the industry is ready to be activated, worker population should have grown enough that it can be staffed at part capacity. make sure you're not stealing too much manpower from heating!
-congrats, you have a tiny republic that is growing and turning a profit.
Some general hints:
-underground pipes for heating are infinitely better, as mentioned by bballjo
-while they look pretty, underground power lines in the starter town are comparatively very expensive (lots of boards needed for any underground construction, plus excavator fuel). regular MV powerlines are just more economical for the starter town.
-try to overlap your utility coverage when you get more than one substation, that way each building in the city is covered by at least two substations. this lets you demolish and rearrange utilities without service interruptions.
-of water and sewage, water is far more expensive. hook up sewage first. you might even consider using trucks even after constructing a water treatment plant, as citizen water usage is much lower (but i find this cheesy, so for me, local water treatment plant means i'll be hooking up water distribution soon)
-waste from residential is not a large quantity, you don't need a huge amount of dump space for residential waste. One small claw dump with one truck exporting from the claw dump is more than enough to handle it. obviously this changes once you have industry, especially mines.
-due to construction waste being recyclable into gravel, iron and coal mines now double as gravel quarries.
-in general: BUILD ONLY AS BIG AS YOU NEED. services should grow in capacity as city grows in size. the big plant is 20% more efficient in terms of coal, but the cost of construction is so high when you are just starting. small plant frees up capital to spend elsewhere. when that reaches capacity, build a second small one! when THAT reaches capacity, then the big plant is worthwhile: your republic should already be large enough to support building a large plant and decomissioning the small plants, and you'll be getting enough utilisation that it isn't a waste. building big in anticipation of future is great, but it is important not to forget about the near future while planning the far future. having infrastructure ready to handle 10 years from now is not useful if your republic runs out of money 5 years from now.
Only really 1 critique on all of the points above: starting population. You can go super heavy on micromanagement, and that would allow you to start with smaller populations for sure, but smaller populations also mean slower progress...how much slower than what I'm showing here? No idea...it's absolutely fun to start tiny, but I've done that in many seasons already. I'm not convinced that 600 citizens is sufficient in a vanilla game, but that's easy to test that will take a long time...1500 is a "save" number, that allows you to stay away from too much micro, but also clearly costs more.
There are absolutely things I should have done differently around the setup, but that will be true until the game stops changing during seasons;)
@@bballjo A larger population definitely allows for more safety margin, and I can see why you'd prefer that. You have a nice overhead of spare labour, the faster progress is better for CZcams, and it will eventually probably snowball, if you can survive the loans. My main point was that building a little less ambitiously early on can help you put non-loan money towards other things, resulting in less overall debt to dig yourself out of.
My comment was not really meant as a criticism, though I think it came off that way. I meant "problem" as in to say that the size is the main struggle your republic is contending with. It's more directed towards people who are "playing along" with you and are using your season as a sort of template for their own republics. I wanted to highlight for them the tradeoffs, that might not be so obvious, of the choices you made. The way I see it, you've dug yourself into a deeper hole than I have, but also given yourself more tools to get out of that hole. For the record, I don't think a "perfect" start actually exists. Like in real life, everything is tradeoffs.
My starter town, which I'm playing on your map with the 1 mill/ 500k rub/dol limit (the extra money only applies to newly generated maps!), started with 500 workers, doesn't use a lot of micromanagement, and is (just!) stable while constructing industry in the spring/summer. But, I don't have a technical university yet, because I don't really think it's super important in the very early game to have a technical university. The party HQ is cheaper, has more important researches (distribution office, secret police...) and you don't have enough university educated workers to staff a tech uni AND a party HQ at the start, whether you start with 500 or 1500 workers. The technical university will probably be in another city, likely the city that ends up running my steel mill.
I haven't yet taken out a loan, and I'm partway through building a clothing industry (and have built an oil field) in 1965. Citizens moved in in 1963. A quick side-tip here: you can "manually" prospect for oil, coal and iron by sweeping the related building around. The source quality "zone" around the building still highlights resource deposits. I don't see this as cheesy, because it is a lot of work and it's not really practical to do the whole map like this, so the geological survey researches still are useful.
The progress is a bit slower for sure, but it can be mitigated by 1) continuing to use foreign manpower for construction, especially in the winter months, and 2) using the slower progress as a way to save on immigration costs. By the time your industry is ready (it will take a bit longer, of course) your population will have grown to support staffing it, even though you didn't start with enough pop to do so. My initial town was really only designed to staff the facilities *in* the town, and using the workforce in the non-winter months to construct does cause heating interruptions, which suggests that I'm riding a very fine line between "OK" and "Not OK". Part of this is that worker demand from construction is very inconsistent. But the overall idea is that the town's growth will match the growth in the number of available workplaces -- while building industry, I'm also building more flats to make space for more workers. This ties into my philosophy of building only as big as I need to.
One other thing I forgot to mention: housing quality affects happiness, for sure, but it doesn't seem like it's a huge effect. I used flats with only 82% quality, and I'm seeing similar happiness to your republic with the 94% flats. I think housing quality works like a soft cap to happiness, but I would need to do a lot more testing to verify. It seems like you might be able to get away with the 77% quality brick flats. Something to try another time, I guess.
I didn't take it as much as criticism, but as constructive feedback.
I realized, around episode 3, that this start was near the upper end of what is survivable in terms of max cash available (loans and cash), and I wasn't sure that I didn't overextended myself already, but I also felt that risk was a great trade-off for CZcams, just like you already pointed out...there are much smaller start options for certain, and when I get to the actual tutorials for this, I think that is what I will present.
Best part about this game, there are so many ways to play.
@bballjo
If you'd build just 1 track alongside the last episodes, with a tiny amount of workers and the small track layer... the cost for steel would have tickled in slowly and you'd have had a train by now.
In return the CH would have a big relief, everything goes faster A BIG TIME and the fabric/cloth production ramps up -> more cashflow and the episodes in total would be more entertaining. Don't get me wrong, I'm a big fan since your fellows are in the one hundreds, but you used to have MUCH better pace. And that's not solely due to the new mechanics.
anyways - thank's for great content and entertainment! keep on goin'!
It's the risk of not skipping things...it'll speed up again soon
Did the dev's fix the biowaste to fertilizer thing? I have some containers filled with biowaste next to a farm (connected via industry connection) and nothing happens. Or do I have to build a compost facility?
Was fixed a while ago
@@bballjo Yes, you're right. The farms put the fertilizer and the biowaste on the fields after the harvest...
Are there no garbage landfills? I mean like those massive pits with layered tops not fancy storage dumps.
No
Hi @bballjo, There is a thing with the trucks @20:02, I think the setup of the distribution may be wrong :)
Unpossible!
> crime
There's a small prison now, I believe.
thats generally a bad idea to place, because ratio is very important.
46:45 - Why is there mixed waste in the burning plant???
Because you're importing mixed waste to the plant and as it's unloading the truck the one way outie is trying to be helpful............ (I don't think it's coming from the other storage and flowing through the plant)
Mixed waste is just ash and non-burnables...
5:30 for some reason, Waste cargo wagons are very slow for me. Think under 20 tonnes exported per day.
i'd consider that a good thing...dont want to make it too easy.
when you load/unload anything in "dumper" wagons at customs, it always takes a long time - iron, coal, bauxite, ... why waste would be different?
I prefer longer unloading times in exchange for working pathing in customs (hence the "improved pathing in customs" mod for vehicles). Having lots of trucks exporting/importing something like coal is the only way to use all slots of huge customs
I'm feeling a bit disappointed that you got rid of the lake, in reality such a thing is not feasible so I would not have done that even if you could have done it without cheating. It is a good feed for the fabric plant though.
The Fucine lake, as well as the entire dutch province of Flevoland would disagree. Sure, it's not done by filling in the entire thing, but by building a dike and draining the land behind it. But that's not possible in the game and would require unreasonably complicated water mechanics.
They should make the landscape realistic to you gotta get or buy dirt and get rid of it by trucks or dumper
Lol...you want to make the thing most people already hate (terraforming) even more cumbersome? That's not good...
@@bballjo something along the lines of the Captain of Industries terraforming mechanics for an extra super gulag grind hard mode would give it the last bit of realism... alongside workers for vehicles😅
Yep...that's what coi is build on and what it makes unique...WRSR is focusing on a lot more than that...let's be happy with the games we have, and not just ask for merging all the good games together...that's for the next great developer to do ;)
in my game the waste trains are available at 1979
Interestingly late?
Don't forget used machine
Don´t forget ti import haz waste from NATO to get some hard dollars ;)
well...that would take my vehicles away from their current tasks, and increase driving ditance...but I do need some dollars :/
@@bballjo another static line similar to one importing that waste from Soviet border?
As tempting hazadous waste imports are I think it'll be nerfed therefore I ignore it
They have been nerfed, but it's still better to make a full trip than just half
It was too tempting.
Landscaping is a disaster in this game. Something like it is done in Surviving Mars would be much more on brand for the game than asking player to literally shovel manually.