Simutrans

Simutrans

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VanditKing 21 May, 2024 @ 6:22am
the "staff shortage" issue is ruining the game for me. (extended)
I'm pondering over Simutrans Extended (Britain 128). Most importantly, the "staff shortage" issue is ruining the game for me. In Standard, my typical start involves connecting power plants and linking cities where the power plant workers live to the power plants to boost transport volume. This process naturally transitions from industrial transport to passenger transport, creating a synergy.

However, in Extended, there's the staff shortage problem, which persists even if I set the minimum required staff for industrial operation to zero in the settings. Additionally, in Extended, it's very challenging to boost industries because you can't tell where the workers actually live. It also feels like the transport volume of industries is excessively low compared to Standard. Industries often produce only a few dozen tons per month, or their storage capacity is less than 10 tons. All these factors make Extended feel like a 'passenger transport simulator.'

Sure, the passenger transport in Extended is interesting due to aspects like service ratings, comfort, and waiting time limits. However, the lack of features like "people working in this industry live in XX city" as in Standard makes it difficult to enjoy the synergy. This dilemma makes it hard for me to choose between Standard and Extended. Compared to Extended, Standard feels like easy mode. (It's also challenging to play before the 1900s. While you can use the Britain pack in Standard, it's very unbalanced—especially the maritime transport.) What are your thoughts?
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Huperspace 21 May, 2024 @ 11:59am 
same. Some new modes should better prevent that.
Most are staffshort, aka unuseable, but need around 50years until they "die" or replaced by a new version but still the same issue. Only after the private cars around 1950 it get's better.
Town statistic says there is demand for "workspace"/industry but that seems to only count NPC townbuildings, not playable "industries", while having a Store building in towncentre that only need 5 people is still staffshort and a "bus" statition next to it and still ne "PAX" bonus.
starting in 1750, sadly you still get only 5cargo/m industries reaching 19xx.
1750 ships have so much cargo but all industries combined on a 512x521 map doesn't demand such. (reduced to the endindustries max demand, Supply for heavy industy is often 100x over demand, eg. coal mine 300t/m but only one HW store with 1t/m demand)
VanditKing 22 May, 2024 @ 6:31am 
I recently generated and reviewed a game set in the 1950s. The coal power plants are consuming about 200 tons of coal per month. It seems that as industries upgrade to new versions over time, the amount of transport dramatically increases. One downside is that it’s difficult to enjoy mass transportation using steam engines in the early 1900s, especially when industries produce too little to be profitable. I've been starting my games in 1850 until now, but beginning in 1950 seems to align more with a standard gameplay style. Honestly, I wouldn't want to start before 1900 again. Building a transport chain for industries that consume only 2 tons per month is clearly a shortcut to defeat, which is why I've felt that 'Extended feels like a passenger transport simulation.' I'm thinking of starting from the 1930s and enjoying it for a while. Thanks for your response!
VanditKing 22 May, 2024 @ 7:01am 
I finally gave up. Even if I start the game in 2000, the consumption of final products by consumers is extremely low. There are 30 sheep farms and a cloth factory to process them, but the final department store consumes only 10 tons per month... Why do so many industries exist? Only power plants show meaningful consumption. I'm going back to Standard. (about passenger transport, Extend wins!)
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