Tutorial: Advanced public transport with Metro, Tram and Bus | Workers and Resources Soviet Republic

  Рет қаралды 13,817

ddennisshow

ddennisshow

Күн бұрын

Let's play the metro update! With the realistic mode metros and trams also hit the road. But how to use this mass transport system? Workers and Resources Soviet Republic does things differently, and you need to know some basics to make a metro system work.
Let us go on a little exploration tour!
Bookmarks
00:00 Intro
02:56 City Center planning
09:25 Construction downtown area
12:12 Education campus build
14:54 Settung up workplaces
15:56 Layout the propaganda district
19:06 How it works
A small “Thank You” goes a long way, leave a like if you enjoyed the video - it is a good motivation to make more!

Пікірлер: 59
@ddennisshow
@ddennisshow Жыл бұрын
Bonus Content What the game dosen't tell you about cranes kzbin.info/www/bejne/jpWbmYx5dtRob6M kcheebs implemantation of metro un a exisitng map kzbin.info/www/bejne/aZaspKh4e5uljZY Stephen Silverbeard's take on metro kzbin.info/www/bejne/iYTNqYqNbZaBp68 My savegame (1 mod for the school bus skin: Ikarus 55/66) drive.google.com/file/d/19kntg-Us2ekNkiBVj2etoC36xIDA-J4T/view?usp=sharing
@MedizinPumPer
@MedizinPumPer 10 ай бұрын
Can you re-upload your Savegame?
@bballjo
@bballjo Жыл бұрын
Interesting Take on public transport...isolating everything clearly works, and it adheres to the same principal of 'you need capacity and frequency'...you are just taking more control away from the game by reducing the public transport options to 1 type per line/building...clever. PS: If that in the beginning was a slight at me...dont hide it! I'd love to see more creators go out and actually challenge others to do something better. WRSR Needs more content, and challenges are a great way to make that work.
@ddennisshow
@ddennisshow Жыл бұрын
Thanks bballjo, we will meet again.... ...and I sincerely hope the whole cosmonaut situation will be resolved by then.
@Coldtea25
@Coldtea25 Жыл бұрын
I think this has finally made city planning click for me, it all makes sense now! I could never figure out where I should put things because I was just cobbling things together whilst this makes sense!
@ddennisshow
@ddennisshow Жыл бұрын
Very welcome!
@Kessra
@Kessra 8 ай бұрын
true, but I guess for the first city in realistic mode, especially with harder settings, you simply can't afford to spread out things this way. This might be something for a 2nd or 3rd city you do where you than can focus on actual districts focusing on certain demands. Something like a public service area with shopping, hospital and pleasure could be a good option if you have multiple smaller living districts that all lead to that. This doesn't take away the focus on one particular type per transportation option, but it might allow you to better take control of who's living where and what jobs they might fulfill. It might also cater more towards a system where you have a city like part and then some more rural suburbs where people live that go to work/shopping to the city.
@MiguelAbd
@MiguelAbd Жыл бұрын
Great video! Really good explanations
@CayaMaya
@CayaMaya Жыл бұрын
Thank you! Very much enjoyed it. And yeah, as you showed, micromanagement is key here (and the fun part) Cheers!
@ddennisshow
@ddennisshow Жыл бұрын
Thanks Caya! It's city micro manager deluxe and if everything works, you simply get a crime wave :).
@CayaMaya
@CayaMaya Жыл бұрын
@ddennisshow Hahaha! 🤣' Moral is: Don't ever sit back and relax 😃
@ddennisshow
@ddennisshow Жыл бұрын
​ @CayaMaya The trick is, to know who goes where and how you make them be there :). Then you need to balance the system so everything is dealt with. After that, it should run, as long as soviet computer game does not fork you up. Because cities are never 100% stable, this construct is rather critical.
@shamneo23
@shamneo23 Жыл бұрын
"keep it stupid. simple" 🤣🤣🤣
@kcheeb1
@kcheeb1 Жыл бұрын
That's really quite amazing to be honest. I would not have thought you could meet the citizens needs this way. Thank you!
@ddennisshow
@ddennisshow Жыл бұрын
Very welcome!
@erich6336
@erich6336 Жыл бұрын
Very interesting design man!
@ddennisshow
@ddennisshow Жыл бұрын
Thank you Eric!
@bballjo
@bballjo Жыл бұрын
A question/curiosity....I see you concentrated all passenger related things in 1 place, I totally understand why, but have you been able to make it work as well when things are more spread out? My hypothesis would be that it generally wont work as well, unless you have faster transport options, because the waiting time kills the 16h free time, which then makes me think if you provide food everywhere then there is a better chance, since they use that every day? But this would probably still result in unfulfilled demands for some days? Follow up question...you called it 'downtown' area....have you made this work with an actual downtown, that is in the center of the city with some passengers in walking distance? Curious if you have numbers for if that changes any of you setup. like 12k citizen need 2 shopping centers in this example, is a real dt area the same, or do you now need 3, 4, 5 of them for the same amount of citizens?
@ddennisshow
@ddennisshow Жыл бұрын
Hi bballjo, > I totally understand why, but have you been able to make it work as well when things are more spread out? I do not think it is possible (at least not with this happiness), because you would have a very chaotic situation with several ride options, so you would transport passengers to one places and then they go on joyrides. > My hypothesis would be that it generally wont work as well, unless you have faster transport options, because the waiting time kills the 16h free time, which then makes me think if you provide food everywhere then there is a better chance, since they use that every day? Hmm....you need to bring them to a shopping center and guarantee a short trip after that to other amenities where they spread out. My approach is to keep it simple, because the "AI" of every citizen has to be simple, so the game can simulate this amount of entities. So i try to work with the game as I perceive it. Your approach seems to be too complicated to efficiently manage passenger flows. If a worker wants to have 3 different things, it will get out of control :). > But this would probably still result in unfulfilled demands for some days? I agree. In fact, you answer your own question :). > Follow up question...you called it 'downtown' area....have you made this work with an actual downtown, that is in the center of the city with some passengers in walking distance? This should be even easier, if you have a star like configuration, you don't need to worry about shop staff, only about capacity of them. > Curious if you have numbers for if that changes any of you setup. like 12k citizen need 2 shopping centers in this example, is a real dt area the same, or do you now need 3, 4, 5 of them for the same amount of citizens? Good question. I would say a big shopping center is really busy if it comes to 6-8k citizens. It also dependeds on the productivity of your staff... You see mine "pumping" because big metros arrive and partially overload them, so it is some time empty and some time overwhelmed. Next time I would pick a real big one (in the realm of "realism"). Apart from other things, You do something to your people, so they get a "more than 100%" shopping penalty. This also throws a spanner into your works.
@Burnrate
@Burnrate Жыл бұрын
I never realized you needed to keep the amenities together like that, makes sense why i always had people missing things when they were available. I centralized housing and has amenities in a ring around the outside
@ddennisshow
@ddennisshow Жыл бұрын
I hope it helps with further city planning :).
@3dCraddock
@3dCraddock Жыл бұрын
Same here, especially with pub placement. Overall this changes my understanding of a better layout, and now think it's time to start over.. again.
@ddennisshow
@ddennisshow Жыл бұрын
@@3dCraddock This game eats more hours then a soviet tractor fuel. Thanks for the feedback!
@siriusczech
@siriusczech Жыл бұрын
Amenities in rings around are ok for non-esential things or things you do not need too often (hospital, culture), but standard soviet planning usually had an area where you concentrated most of it on a sort of "square" or "pedestrian zone", where shopping and other things were centralised. The whole idea (which also works greatly in the game) was a) you have a main road through an area b) from that road you branch of time to time to dead-end or really road-curvy area (to discourage through traffic). Not cul-de-sac, though, those are different types of it. c) Near this crossroad, you build a shop for nearby citizens and add a bus stop on the main road (and name it by the name of the branching street) d) between these crossroads you add anything else your citizens may need - clinic, library, house of culture, ... or you leave an empty space for anything you need (like parking spots), so people do not live directly above the traffic e) at the place where you also have a big station (metro, big public transport node) you have more shops or specialised ones if you need. f) on those side dead-end branches from the main road you build big houses and in their center a kindergarden; you should also build a school for each big cluster of houses or a big school between two neighboring dead-end zones. Schools need to be accessile by foot and pupils should not cross the main road at all; in case of need for crossing a higher traffic you build a pedestrian bridge/underpass. That urbanist concept works really well in this game as well. You have playgrounds/sport grounds between houses, greenery/parks in many spots and overall have good accessibility of everything without need to go for a car as a first option. Just look at rl examples from cities like - Prague (Jižní Město, Lužiny, Ohrada, Řepy, Bohnice or Prosek districts) - Brno (Líšeň, Bohunice, ...) - Ostrava (Dubina + Hrabůvka) - Bratislava, Petržalka (you can clearly see where metro was planned and never built/finished) - Košice, sídlisko KVP (which is, btw, similar to layour in the video, but with amenities included :) ) You can clearly see and find a pattern in all those and if you follow this "socialist" way, your ingame city will work. Only be carefull about walking distances -> every comrade needs to be able to reach all main things or reach them via public transport stop (ideally without need to drive a bus from it). Buses are great fro trafficking students for universities and some passengers for different kind of culture, definitely not for delivering thousands of people for their daily shopping of meal ;)
@ddennisshow
@ddennisshow Жыл бұрын
​ @Jan Mitiska Hello, nice to meet you here. Thanks for the detailed description, you should make a video :). I think you have surpassed some others with your knowlodges and more is always better!
@hmabboud
@hmabboud 4 ай бұрын
Danke sehr!
@ddennisshow
@ddennisshow 4 ай бұрын
Gern geschehen :)
@poplopong
@poplopong Жыл бұрын
thank you bro its about time someone broke up the bballjo monopoly and taught us how transport actually works
@bballjo
@bballjo Жыл бұрын
MONOPOLY?!?!?! I do my best to share other WRSR Content creators on my channel...if you know creators that have great 'guides' like this one, please say so.
@Nitronix-vv1vn
@Nitronix-vv1vn 8 ай бұрын
Danke für die Tipps, jetzt lüpt der Lachs...
@ethanwhitehead2085
@ethanwhitehead2085 Жыл бұрын
Forced transfer is underrated in general. You can use it for preventing citizens from wasting an attraction on replacing a need like sports (which is easy to provide), and instead you can use forced transfers to dump passengers who couldn't satisfy prayer or sports at the station to take a specialized line to a bunch of otherwise inaccessible attractions. Sure you could just place the attractions at the end of a line, but that isn't always feasible and it forces you to use the same vehicle when another could be used for better effect. You can also use it for so many employment tricks, like dumping excess workers off at a station near a workplace so that they check for and fill empty job slots after waiting "an hour," which is great for critical facilities like power plants and heating plants.
@ddennisshow
@ddennisshow Жыл бұрын
Thanks for your comment! I can only tell my approach to the game. > You can use it for preventing citizens from wasting an attraction on replacing a need like sports (which is easy to provide), and instead you can use forced transfers to dump passengers who couldn't satisfy prayer or sports at the station to take a specialized line to a bunch of otherwise inaccessible attractions. Sure you could just place the attractions at the end of a line, but that isn't always feasible and it forces you to use the same vehicle when another could be used for better effect. You could make it work. But it's against the KISS principle, hard to scale and to manage. How do separate the passenger flow by need? What would it fix? My happiness is over 90% what would you gain? > You can also use it for so many employment tricks, like dumping excess workers off at a station near a workplace so that they check for and fill empty job slots after waiting "an hour," which is great for critical facilities like power plants and heating plants. You either have a working commuter line, or you don't. Fixing it by trapping workers somewhere is a cruch and not a clean design. It also leads to inefficient time management of your workforce. Always deal with the problem at the root. > Forced transfer is underrated in general. I never use it, for the reasons abover. You might like it and it's perctly fine :).
@ethanwhitehead2085
@ethanwhitehead2085 Жыл бұрын
​@@ddennisshow Passengers will automatically separate themselves by the boarding criteria; namely, citizens will only board a vehicle if: • They can reach something that interests them (a job or a service building) from a stop in the vehicles line, or • The vehicle's line includes a station where citizens are forced off at, or • The vehicle visits a station that is linked to another station with other lines that interest them (here the "interests" bit seems to draw in the entire worker/passenger type for a single type of job/need, regardless of whether they are seeking it or not). If you limit a line's stops to just the first option and only make a certain service or consumable accessible from it, then only citizens interested in that specific need will board that line's vehicles. The rest of the citizens will continue to wait at the station for a similar line catering to their needs. The forced transfer option can be used to feed passengers to stations where these lines pick up from, just don't use it on more than one station and most of the problems associated with it will be avoided. This gives you options to get citizens to attractions last, and to route more citizens to the buildings that typically don't see much of their capacity used, like the art gallery, lookout towers, theater, cinema, hospitals, etc. This should not be the default modus operandi to preserve free time, but you can use it for the rarer needs, especially when combined with other tricks. 90% happiness is good, but it could be done more efficiently (plus public transportation is fun to watch). As for the worker commuter lines, waiting at stations near workplaces is a solution to the problems associated with maintaining a steady flow of workers, especially for workplaces with less than 30 job slots. Having workers wait at stations on the way to work also does not waste time because citizens will work longer as their commute gets longer, up to a limit of around 4.5 "hours" of traveling (walking doesn't count though; it doesn't advance the "total time traveled" timer). There are also some good reasons why you might want workers to wait at stations on their commute to work. Trapping workers and unemployment is possible, but it is also easy to avoid them with a little planning.
@ddennisshow
@ddennisshow Жыл бұрын
@@ethanwhitehead2085 > This gives you options to get citizens to attractions last, and to route more citizens to the buildings that typically don't see much of their capacity used, like the art gallery, lookout towers, theater, cinema, hospitals, etc. All passengers want first food (or hospital), after this all else. To make a second transfer somewhere else, would really stretch their free time budget. So, what do you think transferring and/or separating would fix in this situation? > Passengers will automatically separate themselves But not if you choose transfer, that's why I wouldn't recommend it. > This should not be the default modus operandi to preserve free time, but you can use it for the rarer needs, especially when combined with other tricks. 90% happiness is good, but it could be done more efficiently (plus public transportation is fun to watch). Prove it :). Also cost/reward, scalability and simplicity are factors here.
@ethanwhitehead2085
@ethanwhitehead2085 Жыл бұрын
@@ddennisshow Forced transfers work at all scales, but are better at larger ones. If you use it to concentrate passengers, then you can use vehicles with more capacity, which tend to cost less per seat and have better fuel efficiencies; you can even efficiently use other transportation types that doesn't make sense without a lot of people, like ferries and metros. You can also use more unconventional layouts to use less than optimal land better. Even if you have a station in a line where citizens are forced off, citizens will still sort themselves out; they will get off at earlier stops if they see a need they can satisfy there and once at the station, they can use lines that only go to what they want. Waiting at a second station also isn't too bad, as free time is only used during commutes by walking and waiting at stations. If you maximize the frequency that vehicles pickup from a transfer station, citizens will not be waiting long and should have plenty of free time to use. This makes one forced transfer fine, especially if you only use it to allow citizens access to make the uncommon trip to attractions or rarely sought goods and services like electronics and hospital visits. For food, I prefer having citizens visit a grocery before going to a station. This eliminates one wait at a station and saves some free time to commute to other needed services or to use for radio/TV. Alternatively, you could just make them visit a grocery near the other service buildings, but this is harder to work with.
@ddennisshow
@ddennisshow Жыл бұрын
​@@ethanwhitehead2085 Thanks for the discussion! I like it if ideas are put to the test! There are always alternative ways of doing things and I think we made our points clear. In the end, everybody has to decide for themselves....
@dr_j0nes
@dr_j0nes 7 ай бұрын
Its awesome that you got it working, but why the heck do we need to make this so weird? In reality workers could just also use the metro, but the problem would be in the game, that when they would not find a working place, then they would drive back with the metro and occupy the trains, and then not enough citizens could get to the services. This is so weird and not realistic in any way. Why? Just why? Why do we need to find weird ways to force the game to transport citizens? Why isnt it just like in real life? The implementation would be kind of easy in terms of programming. Give me the source code and I will do it :D Again its nice that you got it working, but think about a bigger city, with multiple stations and multiple lines. There is so much you would need to fiddle around and do workarounds and tricks. It just doesnt feel right to need to do all this. I reaaaallllly hope the devs will implement a satisfying solution at some point.
@monkeytime9851
@monkeytime9851 2 ай бұрын
I can get cargo vehicles to stop and wait until loaded, but how do I get buses to not run empty when they have nobody to bring to their destination yet?
@seandarville6923
@seandarville6923 Жыл бұрын
Thanks for video. I have an unrelated question. Everytime i try builing a big city i have problems with heat. If i place my heat plant 800 metres from city which is about the closest you want to be. You lose too much heat when you extent your pipes another km to the other end of the city
@ddennisshow
@ddennisshow Жыл бұрын
Hey Sean, i assume you use the biggest pipes and large exchanges. If you click on the exchanger, it shows you the info of how much it is used and the boiler Temperature. With underground pipes you should go up to 1000m, they preserve the heat better. Cayamaya did an excellent video for that *. So the boiler temp at your exchanger should be around 80° in your heat plant at max. If not, something is too undersized. Keep in mind, that the outside temperature in the winter also varies and so your indoor one. * kzbin.info/www/bejne/qYeVooWlerlgm5Y
@seandarville6923
@seandarville6923 Жыл бұрын
@@ddennisshow thanks. But i think i explained wrong. I am a seasoned player so i understand all this. But ive always been put off making large cities due to how long the pipes have to be to keep the heat plant at a safe distance. If the heat plant is 800m from the closest part of the city, and you have a big city. Meand your furthest heat exchanger is going to be another km so the pipe would be 1800 meters with a pump. And then it loses too much heat. How do you get aroung that. I will check out that video though
@ddennisshow
@ddennisshow Жыл бұрын
@@seandarville6923 Ah, ok. Now i get you :, my starting point would be:. * Surround yourself with 2-3 heating plants around 600m from the city edge. Then you can pull pipes for 1000m + exchanger would be good room to play * If you use mods: There are 2 Nuclear heating options, one very large, another quiet small. They put out alot of heat with no pollution. * If this is too cheaty, you can heat up the core with electric boilers, I find this one fair to use, because it pulls a lot of power and puts out not so much heat steamcommunity.com/sharedfiles/filedetails/?id=2318833070&searchtext=electric+heating * last resort: eat some pollution, late game there is usually no problem of having too little population.
@seandarville6923
@seandarville6923 Жыл бұрын
Thanks. Yeah does sound a bit cheaty for me. I thought 600m was a bit close. I will look at that thanks
@ddennisshow
@ddennisshow Жыл бұрын
​ @Sean Darville Welcome. Look at the average age in the houses. Roughly speaking: 86 yearrs optimal, >80 years good (= ~20% growth),
@andrewdedman8099
@andrewdedman8099 Жыл бұрын
Can u share the saved file?
@ddennisshow
@ddennisshow Жыл бұрын
Sure, have pinned it on top.
@martingantenbein176
@martingantenbein176 Жыл бұрын
Sweet , after three seconds I recognise the German accent.
@ddennisshow
@ddennisshow Жыл бұрын
Blitzspeak
@freddycalzone
@freddycalzone Жыл бұрын
Lol. Se English länguatsch is diffikult.
@ddennisshow
@ddennisshow Жыл бұрын
I put way more energy into smart comments.
@mr.anderson7603
@mr.anderson7603 Ай бұрын
Bro: How do you know I'm German? Literally bro:
FOOLED THE GUARD🤢
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