Views : 25,659
Genre: Gaming
Date of upload: Mar 22, 2024 ^^
Rating : 4.927 (20/1,072 LTDR)
RYD date created : 2024-05-20T02:15:40.268241Z
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Top Comments of this video!! :3
As I recall from the patch notes, the way the cobblestone roads work is as a straight upgrade to the dirt road. Where you need a dirt road connection to your city center for any of your workforce buildings to function, having a cobblestone road connection boosts the efficiency rating of the production building. It's not about literal travel time, but it's more akin to how in tier 3 having direct conveyer connections boosts efficiency of certain buildings. So cobblestone roads act as a lower tier "transportation boost" to efficiency even if the people walking around are purely aesthetic. So maybe what you could do is check a building that's connected to the town center via cobblestone road and another of the same type that isn't and see if there's an efficiency difference.
As for green houses and those fungal caves, the main advantage to those is that they're a steady supply of resources that are normally seasonal. For the sake of efficiency, if you're making the resource all year round, there isn't as much of a concern of the stockpile running out, which may become more important once a town gets big enough that it's hard to keep enough raw ingredients in stockpile over the winter.
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Devs, if you read this, please have a mode that turns off the plot, but still lets you build the bunker somehow.
Honestly, the ‘we need to live underground’ is a real turn off for me, from the gameplay I’ve seen. It’s a very ‘build a starship to Alpha Centauri’ style ending, which feels… non-interactive. Particularly in sandbox or endless, I just want to build amazing cities.
Also, the whole conveyor/Dieselpunk thing begs for the whole economy to function better with it ala Factorio. I suggest a hidden mechanism of goods transport or something, so road traffic and weight of travel plus weather effects can slow efficiency/production time, and using conveyors would take the load off where built.
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I hope it is less bugged out compared to last time.
That Developement "tree" or whatever is it named.. is still really weird, I do not like it, at all.
Start with higher tiers already is kinda weird for some reason, but seems like there is a ton of starting mat.. so you can start and prep your factory zone right away.
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To the developers at Core Engage, don't make the same mistake Workers and Resources: Soviet Republic made and keep your game in perpetual early access. I've been waiting five years for W&R:SR and frankly have lost interest over that time; now I don't see myself ever purchasing it. So, to avoid the same fate, fix core problems/complaints of the community, make the game mechanically and functionally complete, hit 1.0, and only then, if the game is proving to be a financial success, consider expanding the game out, adding new systems or ideas you've come up with along the way. (or don't it's just my opinion) I don't know how many other people there are out there that wait for a 1.0 release to purchase, but you'll be leaving at least one sale on the floor until you hit that milestone.
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@PravusGaming
1 month ago
Remember, the game is ON SALE until March 25th! If you've been on the fence, now's the perfect time to jump into New Cycle! You can find a link here: store.steampowered.com/app/2198510/New_Cycle/?utm_…
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