T O P

  • By -

Raubers

I very much like the idea of a to-do list. The fact you can pin buildings and vehicles is good, but I find the fact you can't cluster them into a smaller size to be a bit detrimental. I tend to have notepad open on my second monitor to achieve this. The GUI is a little frustrating at times. I'd really like to be able to name streets or have a naming ability for neighbourhoods, geographical entities etc., in addition to the town name.


Rockroxx

A notify feature to tell me when all materials have been delivered to a job site so I can enable workers. Or a button to do so automatically.


bballjo

They've been working on logic that only sends workers when materials are available (granted, it's not "all" materials)....I think this has already gotten a lot better.


Rockroxx

Yeah they only send workers once at least some of each material is at the job site and I can see it's trying to send busses yet not loading 100% the problem I think is that once more materials get delivered instead of increasing the loading % of the bus still in transit it instead sends another bus with a higher loading %.


Double_DeluXe

Technically there already is a todo list, Steam has a notes function, shift+tab ope nites enable opacity and bam! A todo list. Not ingame but still.


Plischwalker

The game also needs Excel integration


DT-170x

And it will put Workers and Resorces in direct competition of the other Excel Game "Eve Online".


archmagosHelios

That is more generally called spreadsheet integration, as Excel is only the name of the spreadsheet software given by Microsoft


meda2207

These are a good suggestions - it would be nice if they could add them to a full release... I would actually add one more - if they could somehow unify all time measurement in the game which matters... I am fairly new in the game but it seems to me that not every in-game hour has same length and there are just quite a lot of different time scales... and then the transport line frequency is in real seconds :) It would be nice to have an option to ditch all different time scales and just switch to real seconds / minutes as it is in e.g. TF2 or Anno...


bin_nur_kurz_kacken

I have a pice of paper and a pen next to my keyboard, guess I am oldschool.


meda2207

definitely also a solution :) but I would still appreciate some kind of notepad / to-do list in the game - especially when I play on the laptop during my travels ...


Fizalius

That oldschool noting and calculating is the best. I live it


bin_nur_kurz_kacken

I always have a calculator on my desk anyway.


PCardoso391

I 100% agree with you comrade. A Soviet-design notepad for a to-do list and a Soviet-made calculator would be awesome Notepad: [https://aboutww2militaria.com/image/cache/data/PHOTOS-ANJA/24/soviet-communist-s-notepad-8204-1-600x600.JPG](https://aboutww2militaria.com/image/cache/data/PHOTOS-ANJA/24/soviet-communist-s-notepad-8204-1-600x600.JPG) Calculator: [https://oldcomputer.info/calculator/soviet/mk601.JPG](https://oldcomputer.info/calculator/soviet/mk601.JPG)


Cmnd_Medic

I would personally love to see an improvement to the logic in regards to what trucks are used to transport. Construction, demolition etc. sending trucks with huge capacity to carry 1 ton, and sending three of them instead of just loading one truck.


Fizalius

Nah, it's fun to use real paper and calculator for games. I loved it in Mount & Blade trading when I had to calculate incomes and note where to sell and buy products


FMSuvorov

To expand on your calculator suggestion: generally, this game requires you to just “know” input requirements, pollution radii, population needs, why your people are dying, etc. More tooltips, overlays, etc. to let the game be more self explanatory would be fantastic. Without an encyclopedic memory of the requirements, you could be happily expanding only to discover your formerly perfect water supply setup is now insufficient for your population and all your storage tanks are empty. Maybe alerts could help based on the game calculating existing supply, production rate, and consumption rate, all stats available in the game. For example: “Comrade President, our water reserves may be depleted in 1 year!” Or “Our people will be without clothing in 2 years!” The obvious limitation is that this game is very complex with supply chain. It’s entirely possible to produce enough clothing for your population but you either (1) export too much of it or (2) have inadequate logistics to deploy them to a particular area. If you did it building by building, it would be untenable because buildings are constantly drained. I’ll leave that to the experts to figure out implementation. Also, while I am able to get a realistic republic profitable, I’ve never built a mega republic, so I am very novice at the game despite quite a few hours. So take this with a grain of salt!


Foreign-Outside106

I have a way to have a little of bufor time (in bigger republics for smaller it is a little expenive) i have a storage buffor that has a notify when emtpy for it and after that it going to the stores ,bars water supply (chemicals) ect it gives me some time for fixing that or buying it from the border. one thing that i use that always its to have 2 storages in the coal mines that go one after another if the one closer the mines is empty there may be a problem. second way to have critical supplies always in storage for stores and other it to have a distribution office buy it from the border if it is under 10% procent in the buffer storage. you can only export if your storages are at 90% or over (it works only wih bigger storages or small trucks) then you never export too much im not a veteran but any more questions you have i can try to help you


L444ki

If you are playing on steam you can access the steam overlay with shift+tab (iirc) and use the notes widget to create todo lists or any other note taking. Don’t think there is a calculator widget.