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Sim city 4 city s
Sim city 4 city s










This brings us to Workers & Resources’ second major point of departure from the SimCity gold standard. These then transport it to the border for sale to the USSR. In the industry, this is often called a ‘pile of stuff.’ Another conveyor system I’ve set up transports the raw coal into the refinery, which spits out usable coal.Īt the moment, I’m producing way more coal than I need for my power plant, so I’ve split this output – one conveyor line takes it to the plant, and the other goes to a loading point, where it’s poured into the backs of two very large dump trucks. I’ve chosen to do this by setting up conveyor belts that run from the mine shafts to a large aggregate storage yard – kind of an open-air warehouse for raw materials. The raw coal they produce then needs to be transported to the coal refinery. Not so in Workers & Resources: to get a coal industry started, first I need to site some mine shafts. In most city-builders and tycoon games, important buildings come as pre-packaged machines that will start doing their thing as soon as they’ve been plunked down and hooked up to the grid. That coal extraction system I mentioned before is a perfect example. Workers & Resources is geared for the obsessively detail-oriented player, allowing you oversight not only over the roads and footpaths connecting your workers with your resources, but also over bus and train schedules, procurement of vehicles for mass transit and industry, which trucks will pick up which goods, and even the signals that govern the train tracks. The first one you’ll likely notice is the level of detail. However, Workers & Resources makes a few important departures from the city-builder formula. You oversee the construction of roads, housing, power lines, and industrial facilities, and watch as your population grows in the little clockwork town you’ve created. Workers & Resources: Soviet Republic is a city builder, on the surface much like SimCity or Cities: Skylines. My workers may be confused and angry, but I’m blissful: as someone who’s rapidly aging into his model-trains-in-the-basement years, this is the kind of game to which I will lose many happy hours. It’s currently a mess, with various links along the chain breaking thanks to a bus line failing to deliver enough coal miners to cover a shift, long conveyor belts between facilities, and a critical booze shortage at the local pub. The coal-to-electricity complex I’ve designed is supposed to do three things: extract raw coal from the ground, process that coal ore into usable coal, and burn that to generate power. There’s nothing quite as satisfying as a well-managed production chain.












Sim city 4 city s