2TallTyler wrote: ↑26 Oct 2021 02:26
(...)Simplicity is elegance.
And simply pleasant.
The added influence of workers and food on production is really nice. Other nice thing is that you don't have to refit the vehicles to get your workers back to the cities. Let them come back on foot!
Heh... I wish cargodist would work differently, but that is a separate topic. However, it is a pity that obtaining higher processing productions is so demanding. Typically, if you deliver 1,000 tons of raw materials, you will receive at least 670 tons of products. Up to ~3000 in FIRS if you deliver everything. Here it is sometimes only 100-200. This is a bit discouraging. I tried to get a production of 1000 tons, but that would require a really large network. I look at it from the perspective of a potential online game and competition, and... I don't see the point in transporting products here. Apart from food and fuel, it is simply unprofitable, especially for refineries. Or a paper mill, where it is very difficult to obtain enough varnish, but even if get everything what is hard to get, the production will still be little more than that in the mine or oil rig. Recruiting workers may also be a problem, especially on maps with a small number of cities. Carrying them long distances between cities looks quite strange for me. Another problem may be the clou of this set - the loggers camps. They are generally designed for tropical climates where trees grow very quickly and there is never a shortage of them. Here, if the player has a very large company that supports several dozen of such enterprises, the need to check whether there are still trees everywhere will be quite unpleasantly engaging. This industry will also not be able to function with the tree growth switched off. It will, but it doesn't make sense. As for the workers, the problem is that you don't see how many of them are delivered to the factories, because they disappear immediately. It is then difficult to judge whether enough of them have been provided, or perhaps unnecessarily many. I like the seasonality of production on farms and loggers camps. It is interesting and requires a different solution than usual. The problem here, however, is the rapidly declining transport rating and the disappearing cargo from the station. It's hard to transport it all at once. You can, but it won't necessarily look good. Another problem arising from seasonal production is too low acceptance of raw materials. It is very easy to overfill warehouses and therefore I believe that these limits with the current method should be much higher than 4,096 tonnes.
Finally, I will refer to these tones. Everywhere in the game in each set, fluids have a separate unit of measure that expresses volume. By changing this approach, you don't really make anything easier, because you change something that players are used to, and newcomers will play with a different set sooner or later, so they won't run away from the problem anyway. Also, a ton in your set doesn't weigh a ton. For example, 61 tons of chemicals weigh 73 tons, and 61 tons of oil weigh 53 tons. The argument with the use of tons is all the more flawed because, in addition to liters, which I think are a poor unit of measurement in the game, there are also cubic meters, which give values close to a ton and make much more sense when the mass of the liquid is different.
One more thing. Delivering the maximum amount of supplies to farms, mines or oil rigs will be enough for them for over 14 years. I think it's a bit too long.