Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

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vajeeking 1 Mar, 2023 @ 10:32am
Secret police , waste time look new buildings without peoples living on there.
In early game I assume you don't have so many cars and you build new area with new residential buildings, You small recourses you have like 1 secret police building they go driving in new area even that is without electricity in houses or nobody live those yet.
don't know if that is bug, but its annoying anyway. I think they should drive houses where peoples live only.
Last edited by vajeeking; 1 Mar, 2023 @ 11:55am
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Showing 1-9 of 9 comments
forzion 1 Mar, 2023 @ 4:06pm 
Maybe there should be not so many empty houses. The secret police is installing surveillance devices and as long as a home is connected to road they cannot expect nobody will move there next day.
vajeeking 1 Mar, 2023 @ 4:10pm 
I think best way is made code they not search houses that nobody living in it. sometimes you forzion answers are just stupid like this.. They should not be just many houses lol empty available , how you think I expand my stuff other than build houses empty.
Last edited by vajeeking; 1 Mar, 2023 @ 4:56pm
Another Idea:
Secret police install equipment during construction phase! (Secret Loyal CO workers)

(That should be logic)

And after just check equipment / update when people arrive to flat.
More efficient! 350% of norm!
Last edited by ^1[CH3CH2OH]^9 Jean_Noir; 1 Mar, 2023 @ 5:43pm
forzion 2 Mar, 2023 @ 2:42pm 
Originally posted by vajeeking:
I think best way is made code they not search houses that nobody living in it. sometimes you forzion answers are just stupid like this.. They should not be just many houses lol empty available , how you think I expand my stuff other than build houses empty.
Yeah, maybe next time you can provide less general description of q potential problem to avoid reading a general and stupid answer unless I am a stupid idiot which can be a probability if we take into consideration the potential exaggeration of the problem we are dealing with.

So there are couple of questions we do not have answer for we need to ask to see how much time is wasted here.

Surveillance have direct effect only on buildings that are loyalty sensitive so we need to know how many schools, universities or other sensitive facilities are affected by lack of Surveillance due to wasted time. Then we need to know how many citizens are attending these to see the impact because there may be staff that does not provide sufficient loyalty bonus because he was not checked by the secret police. Then we need to know what is the rate between habited and unhabited residentials and if there was some tragic event that cause the residentials become empty or the player just want to build a huge city first and take 10 years to fill it with residents. And lastly we need to know the size of secret police and the number of vehicles involved to simulate and finally get some reasonable estimates of wasted time and fuel I the case.

After that there may be a significant reason to adjust the range mechanic for secret police compared to fire station or hospital and risk more systematic problem.

Hope this answer is even more stupid than the previous one.
vajeeking 4 Mar, 2023 @ 4:49pm 
The range is fine, they check and install they equipment flats , its just don't benefit early game if they go every new house they can reach if there is no peoples living yet. so that is the thing why they should go houses only peoples living so in early game you have not so much resources when you expand in new area. so the point is if you have few cars they go new area just build and almost ready to invite peoples, but secret police can't keep up check loyalty your city you already have ,because they go new area install the they stuff.... so its much nicer if they go houses that are not empty.
Last edited by vajeeking; 4 Mar, 2023 @ 4:54pm
Silent_Shadow 4 Mar, 2023 @ 6:41pm 
Does it really matter? The secret police usually spend most of their time not doing anything anyway, and you don't really need it early on.
Igi_PL 15 Jun @ 6:33am 
I agree with @vajeeking
The secret police should have additional logic for finding places to visit.

I started the game on the "Poland" map with buildings and roads, but no inhabitants.
Before starting the gameplay, after the map first loaded, I went through the entire list of towns and forbade moving to them.

I currently have a secret police in the city I'm developing.

Unfortunately, the logic of visiting buildings doesn't include skipping uninhabited buildings, so the secret police go to neighboring towns where no one lives and no one can move to.

I am on the test branch, the game version is 1.1.0.11
esbenmf 15 Jun @ 1:40pm 
You could delete access to those buildings. Demolish paths, but set demolitio to pause.
Igi_PL 15 Jun @ 2:16pm 
Originally posted by esbenmf:
You could delete access to those buildings. Demolish paths, but set demolitio to pause.

It's possible, but it's just a workaround.

Imagine having to do this for dozens of buildings: remove all access roads (often with the help of a demolition office, since many roads and footpaths are gravel), get rid of the waste, and rebuild it all when you want to develop the towns :lunar2019shockedpig:

Just being able to limit the reach of the secret police would help a lot.
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