Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

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Stats and Figures Handbook
By Silent_Shadow
An incomplete reference for the various stats of vehicles, containers, and other stuff in the game.
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General Concepts
Generic Tonnage & Density
Each storage in the game (building and vehicle) is defined by a storage type, which determines what resources can be held there, and a "generic tonnage," which with a resource's "density" stat determines how many tons of a given resource can actually be stored there.

Generic tonnage should be thought of as a theoretical capacity that combines tonnage and volume, while density relates how much a resource can utilize it. For example, the 800 ton grain silo has a generic tonnage of 1000 tons, but since crops have a density stat of 80%, only 800 tons of crops can be stored there.

Some resources will have different densities depending on the storage type. For example, metal scrap has a density of 100% while in "waste" type storages and a density of 60% in "aggregate" type storages. Most resources only have one density though.

Rounding Errors
The game tends to round numbers down to two or three digits for display in menus and windows, so the actual capacity for a resource may not be displayed accurately for vehicles. Storage buildings always report numbers to the hundredths of tons.

The most accurate displays for a vehicle's capacity can be found in three places depending on the cargo tonnage and/or the vehicle's weight:
  • Under 1 ton of cargo capacity, weight can be read most accurately in the vehicle's menu to the hundredths of a ton.
  • With cargo capacity above 1 ton and vehicle weight below 20 tons, the cargo capacity will only be shown in a vehicle's window up to tenths or just whole numbers, but numbers down to the hundredths can be derived by subtracting the vehicle's empty weight from its current weight (as listed in the vehicle's window) to see how much cargo it has loaded.
  • Over 20 tons, a vehicle's weight and cargo will only be shown as an integer, but the "List of Vehicles and Buildings" will display its cargo's weight to the tenths.

For more accurate capacities, you can always look up the generic tonnage of a building or vehicle in its config/script (.ini) file and multiply it by the cargo's density.

Resource Stats

Resource
Density
Stat
Cargo Type
Resource
Density
Stat
Cargo Type
Alcohol
50%
Covered-Hull
Fuel
100%
Liquid
Aluminum
100%
Open-Hull
Gravel
100%
Aggregate
Aluminum Oxide
100%
(45%)
Dry Bulk
(Other*)
Hazardous Waste
100%
Waste
Aluminum Scrap
100%
(70%)
Waste
(Aggregate)
Iron
100%
Aggregate
Ash
100%
Waste
Iron Ore
100%
Aggregate
Asphalt
100%
Aggregate
Liquid Fertilizer
100%
Liquid
Bauxite
100%
Aggregate
Livestock
75%
(35%)
Livestock**
(Covered-Hull)
Biological Waste
100%
Waste
Meat
50%
(25%)
Refrigerated
(Other*)
Bitumen
100%
Liquid
Mechanical Comp.
50%
Covered-Hull
Boards
100%
Open-Hull
Metal Scrap
100%
(60%)
Waste
(Aggregate)
Bricks
80%
Open-Hull
Nuclear Fuel
100%
Nuclearº
Burnable Waste
100%
Waste
Nuclear Waste
100%
Nuclearº
Cement
100%
(45%)
Dry Bulk
(Other*)
Oil
100%
Liquid
Chemicals
30%
Covered-Hull
Other Waste
100%
Waste
Clothes
50%
Covered-Hull
Plastic Waste
100%
(80%)
Waste
(Open-Hull***)
Coal
100%
Aggregate
Plastics
25%
Covered-Hull
Coal Ore
100%
Aggregate
Prefab Panels
90%
Open-Hull
Concrete
100%
Concrete
Quarried Stone
100%
Aggregate
Construction Waste
100%
(100%)
Waste
(Aggregate)
Raw Bauxite
100%
Aggregate
Crops
80%
Covered-Hull
Steel
100%
Open-Hull
Electric Comp.
35%
Covered-Hull
UF6
100%
Nuclearº
Electronics
35%
Covered-Hull
Uranium Ore
100%
Aggregate
Explosives
40%
Covered-Hull
Uranium Oxide
60%
(50%)
Open-Hull
(Other*)
Fabric
70%
Covered-Hull
Waste Water
100%
Sewage
Fertilizer
100%
Waste
Water
100%
Water
Food
50%
Covered-Hull
Wood
100%
Open-Hull
*When carried by general cargo ships (not container type), cableways, or aircraft.
**The only livestock type specific vehicle I know of is the train wagon for livestock.
***Aircraft, non-container type general cargo ships (and the Frida), and non-garbage cable cars cannot carry plastic waste.
ºNuclear material is always stored in containers or buildings. No vanilla vehicle can carry nuclear material outside of a container.

Mixed Waste & Hazardous Waste
Mixed waste is simply a combination of any of the waste types except hazardous waste. Some wastes like "other" waste and burnable waste are only handled under the "mixed" waste category, even if only one of them is within the mix. If hazardous waste is mixed with other waste types, then the entire mixture will also be called "hazardous waste."

Currently, mixed waste and hazardous mixed waste have a density of 100% and can only be stored and carried in "Waste" type storages.

Citizens and Foreigners
While not generally thought of as cargo, citizens and foreigners do have a weight that affects the acceleration of the vehicle they are riding in. Every one of them has the exact same weight of 0.07 metric tons, i.e. 70 kg; amusingly, this also includes babies who were just born, which has some interesting implications to say the least.
Throughput and Fuel Economy
Throughput and Fuel Economy are a main focus of this guide, so understanding what they are is crucial for getting the most out of this guide.

Throughput
Throughput is a rough measure of a vehicle's overall transportation capacity, namely of a vehicle's ability to move stuff in bulk. Throughput basically combines the speed and carrying capacity into one stat that we can compare between various vehicles, and it is defined here as the product of a vehicle's speed (in km/hr) and carrying capacity (in tons or number of riders).

Throughput is mostly useful for comparing the relative number of vehicles you would need to move so much stuff over some distance each day. For example, a Skd-706 RTTN flatbed truck can travel at 62 km/hr and carry 13 tons for a throughput of 806 ton-km/hr, while a River cargo ship has a speed of 18 km/hr and a carrying capacity of 170 tons for a throughput of 3,060 ton-km/hr. This means about 19 of these trucks would be needed to move the same amount as 5 river cargo ships.

Once you figure out the throughput ratios for various vehicles, you can then look at other stats to determine which vehicle is right for the job:
  • In the above case of trucks vs river cargo ships, the 19 trucks are much cheaper to buy than the river cargo ships (at less than half the cost), but the river cargo ships have much better fuel economy (about 3.28 times as much) than the trucks and will replace a decent amount of road traffic.
  • In another example, a V3S flatbed truck only has a throughput of 246 ton-km/hr (4.1 tons × 60 km/hr), so you need only one Skd-706 RTTN flatbed truck to match the throughput of 3.28 V3S trucks. Those V3S trucks would cost about twice as much to purchase as the one Skd-706 RTTN truck costs though, so the Skd-706 RTTN truck is much more cost effective for transporting large amounts of goods some distance over time, but the V3S are more cost efficient at short distance deliveries of 4.1 tons or less.
Which vehicle is better will mostly depend on what factor you need to select for at the time. At the start of a game, you typically want to make the most of your starting money and loans, while later on you may want vehicles with more fuel economy or with more throughput to reduce traffic on a route.

Keep in mind that throughput is an ideal figure; it doesn't account for un/loading speeds or times, for acceleration times, for reduced speeds from traffic, snow, or infrastructure limitations, or for special actions like docking or taxiing. Throughput is best used to compare vehicles on routes with some distance (usually over 1 km) and for amounts of transported stuff averaged over the long term.


Throughput is not a constant for each vehicle though; it can be reduced through a few ways:
• Density - Throughput is reduced when carrying lower density goods.
• Partial Loads - Throughput is reduced when vehicles carry less than their maximum capacity.
• Speed Restrictions - Throughput is reduced when going slower.

The throughputs listed in this guide assume the vehicle is travelling at its maximum speed with a full load of 100% density goods, but you can calculate the reduced throughput by simply multiplying the listed throughput by each percentage of density, capacity used, and current speed:
A = T × D% × L% × S%, where:
• A = the adjusted throughput.
• T = the listed or calculated maximum throughput.
• D% = the density percentage of the resource being carried.
• L% = the percentage of the vehicle's capacity for a resource that is being used.
• S% = the percentage of the vehicle's top speed that the vehicle is currently going at.

For example, the ship "Frida" has a throughput of 78,750 ton-km/hr with a full load of steel, but when carrying half a load of food, it only gets 19,687.5 ton-km/hr.


Fuel Economy
Fuel economy is defined here as how much fuel is needed to move so much stuff so far; essentially it is a vehicle's throughput divided by its fuel consumption rate. Since both throughput and fuel consumption are rates based on time, dividing one by the other gets rid of the time aspect and the result is the amount of fuel required to move so much stuff/people so far.

Good fuel economies are important for keeping the cost of transportation down, especially for goods with slim margins like construction materials and low tier aggregates. For mature republics, it can also be crucial for reducing your oil usage below what you can produce.


Since fuel economy scales with throughput, it is affected by the same factors as well. The fuel economies listed in this guide assume the vehicle is travelling at its maximum speed with a full load of 100% density goods, but like for throughput, you can calculate reduced fuel economies by simply multiplying the listed throughput by each percentage of density, capacity used, and current speed:
A = T × D% × L% × S%, where:
• A = the adjusted fuel economy.
• T = the listed or calculated maximum fuel economy.
• D% = the density percentage of the resource being carried.
• L% = the percentage of the vehicle's capacity for a resource that is being used.
• S% = the percentage of the vehicle's top speed that the vehicle is currently going at.

For example, the Frida has a fuel economy of 7,663.40 ton-m/Liter with a full load of steel, but when carrying half a load of food, it only gets 1,915.85 ton-m/Liter.


The effect of partial loads on fuel economy is probably the second biggest reason to buy smaller vehicles (lower vehicle prices is the first), as a partial load can degrade a vehicle's fuel economy below the fuel economy of a smaller vehicle. For example, the ~18,000 ruble Mi-4 only has a fuel economy of 26.453 ton-m/Liter and a tiny capacity of 1.5 tons, which the 95,000+ ruble Mi-10 cargo helicopter could only carry with a measly 6.648 ton-m/Liter fuel economy despite getting 57.617 ton-m/Liter with its full load of 13 tons.

Smaller vehicles are not always better with smaller loads though. For example, the S62 cargo helicopter has a fuel economy of 30.662 ton-m/Liter and a maximum cargo capacity of 9 tons, but the Mi-10 cargo helicopter can carry 9 tons with a fuel economy of 39.889 ton-m/Liter and any smaller load with more fuel economy than the S62 cargo helicopter can.
Time in W&R:SR
Time is confusing in this game because the developers wanted to have generational demographic changes as well as day to day activities; to accomplish both of those, various components of the game experience time at different rates, but it isn't too hard to understand once you know the metrics:

Calendar Day - This is the unit of time that most of the game is based around and is tracked in the top UI bar. Each calendar day lasts for 60 real life seconds on slow speed, and there are 365 days in a year, so it will take you a little over 6 hours to pass one year without pausing on slow speed or about 2 hours on fast speed.

Quite a few rates are based on calendar days:
  • Factory daily production and consumption rates are based on a calendar day, so whatever a factory lists under "Maximum production per workday" and "Consumption at maximum production" is what will be produced or consumed each calendar day at 100% production.

  • The game further defines each calendar day to be 60 "hours," making each calendar "hour" as long as 1 real life second on slow speed. This really only matters for understanding the relationship between the amount of energy a building produces or consumes each day (erroneously reported as "Max. power consumption (day):") and the amount of power it can consume at any time (reported as "Max. wattage (circuit breaker):").
    Basically, 1 MW works out to 60 MWh per calendar day.

  • The Day/Night cycle is spread out over 14 calendar days so the sun isn't setting and rising every 30 or 10 seconds.

  • Workdays - Workdays are a unit of labor that workers and mechanisms produce. Basically one worker with 100% productivity that works for one calendar day will make one "workday" of labor.
    • A worker with a productivity above 100% will produce more workdays per calendar day, while a less productive worker will make less.
    • Mechanisms will create a number of workdays per day equal to their speed/level, but road cranes and tower cranes will multiply the output of a number of workers equal to their speed/level by ~5.5. Cranes cannot create workdays on their own.
    • You can find the average cost of a workday in the Economy and trade tab on the left UI bar for both foreign workers and your own citizens.

Vehicle Speeds - The speeds that vehicles go at in this game directly relate the distance a vehicle will go in a real life hour on slow speed or in 60 calendar days, as measured by the "tool for measurement." For example, a vehicle going 60 km/hr will travel 1 km per calendar day or after one minute has passed in slow speed.
  • Ships are the only exception (I think) and use knots for their speed. Unlike real life, where 1 knot = 1.852 km/hour, ships in W&R:SR get a boost to their speed to make them more viable, so 1 knot in game is closer to 3.6 km/hr or 1 m/sec. Some ships do not accurately display their speed though and can be off by a knot or two.
  • Converting to different speeds is pretty easy to do. Here are a few conversions you can use:
    • Divide km/hr by 60 to get km per calendar day or km per IRL minute at slow speed.
    • Divide km/hr by 3.6 to get meters per IRL second at slow speed.
  • Citizens also walk a lot faster than in real life, up to a blazing speed of around 40 km/hr (lower grade paths may have them go slower). For reference, Usain Bolt has a top speed record of ~44 km/hr.
Citizen Time Periods/Limits
This is where time can get pretty complicated, as time is a lot more fluid for citizens than anything else in the game.
  • Waiting Timer - Citizens will always wait one "calendar day" at a station before giving up and going home unemployed or with unfulfilled needs, so you need to ensure that transportation visits a station at least once every calendar day or figure out a way to make them wait longer (which can have severe penalties if you aren't careful).

  • Spread Delay Timer - After coming home from work, a citizen will stay in their home for a random amount of time between 0 and 90 seconds, and then start their free time. Generally this is meant to simulate the time used to commute home as well as spread out your workforce so they are all not trying to work at the same time.
    • Car owners who drive to work skip the spread delay timer.

  • Traveling in vehicle timer - This is basically a unit of time that citizens will ride in a vehicle before teleporting home, but the "hours" varies with a few factors. You will have to be careful not to exceed this time limit or workers and citizens will teleport home unemployed or with missing needs.
    • For example, citizens in boats or buses from CO and foreigners will all ride for longer times than in other vehicles, and tourists will generally ride longer than citizens and foreign workers.
    • This can be easily reset by forcing riders out onto a station and then reloading them into the vehicle.

  • Total time traveling - This is a record of time that citizens have spent on a commute to a job or during their free time, with each "minute" equal to roughly 1.5 IRL seconds at slow speed. This timer affects a lot of stuff:
    • If citizens spend more than "5 hours" (roughly 450 IRL seconds at slow speed), they will get upset and suffer a loss of happiness and maybe loyalty too.
    • The longer this timer elapses on the way to work, the longer citizens will work (see below for more info).
    • Supposedly the more this timer elapses during free time, the less IRL time citizens will spend using services or shopping (more info also below).
    • Only waiting at stations or riding in vehicles will increment this timer. Walking does not increment this timer, which can lead to certain inefficiencies, like requiring more workers per job to keep it filled constantly.

  • Work shift - This time is misleading because the 8 "hour" shift can last anywhere between 50 seconds to a little over 300 seconds. A more accurate use for this figure is to consider it as a percentage of the shift worked (i.e. 5 hours out of 8 hours means 62.5% of the shift has been worked, however long the shift will last).
    • The "Total time traveling" timer and a small random variable determines how long a citizen works. The purpose of this mechanic is to roughly balance your citizens' time so that they always spend a third of their time working, which means you can usually plan to have 3 workers per job for constant staffing. You can also use this mechanic to maximize the number of "workdays" a transit system delivers per day (like cableways).
    • Past a certain point (~4 "hours" or ~6 IRL minutes at slow speed), the total time traveling timer will not make citizens work longer; at 5+ "hours," it also annoys them then.
    • The "Total time traveling" timer also scales the severity of needs citizens will have after their work shift ends, which can grow to the point that they may not have enough free time to satisfy them all. This also uses up time that could have been used for consuming radio/TV propaganda programming.

  • Free time - Even more misleading than work shift, free time is a pool of time that citizens have to fill needs and is even more variable than the work shift time. I like to think of it as a representation of a citizen's willpower to complete errands during their free time.
    • Satisfying needs, waiting at a building to satisfy needs, walking during free time, staying at home after needs are satisfied, and waiting at a station during free time all consume free time, but these all take different ratios of IRL time to "free time."
    • If you can meet all the needs of your citizens with services/shops they can walk to, most free times will only last around 70 to 90 seconds, but if they wait in vain at a station for a need they cannot get to, or if they have to commute a long distance to satisfy their needs, their free time period may last a lot longer.
    • Supposedly the more the "total time traveling" timer elapses during their free time period, the less IRL time they need to satisfy needs, but I have not tested this, so I cannot confirm nor deny it.
    • Ideally you want your citizens to spend most of their time listening to radio or TV for the loyalty gains, which means minimizing the time spent walking, waiting at stations, and waiting in line at a service/store. Personal cars are great for this, but are difficult to implement en mass.
Vehicles and Containers
I haven't done trains or road vehicles yet (not here anyway), but a discussion on slope and acceleration on their fuel consumption can be found here:
https://steamhost.cn/steamcommunity_com/app/784150/discussions/0/4695657593802134832/?ctp=2
Road Vehicles Stats (WIP)
Stats that matter and why:
• Maximum Speed - Determines fuel economy, throughput, cornering speeds, and more.
• Capacity - Determines fuel economy and throughput.
• Engine rating (kW) - Affects fuel economy, acceleration, and building/intersection throughput.
• Flatbed size (if any) - Determines which vehicles it can carry (weight seems to be ignored).
• Weight - Determines acceleration and building/intersection throughput.

Special Traits
Road vehicles have some quirks that affect their performance:
  • Acceleration has no effect on the fuel consumption of a road vehicle. Fuel economy will still be lower with less acceleration due to spending more time at slower speeds, but unless a route has frequent stops, acceleration usually isn't a huge impact on a road vehicle's overall fuel economy.
  • The slope/grade of a road also has no effect on the fuel consumption of a road vehicle.
  • The electric power consumption of road vehicles is still affected by slope and acceleration.
  • Road vehicles may need to slow down when taking a curve or a corner. The highest speed they can take a corner at depends on their maximum speed and either the tightness of the curve or the angle of the intersection. Sometimes the speed limit of the road will be lower than this, so the road vehicle will not slow down.
  • Road vehicles ignore the maximum speed permitted by the road, or the signs on it, when passing another vehicle.
  • Most flatbed trucks can carry their own model of trucks, but not always. For example, a Skd-706 RTTN can carry another Skd-706 RTTN, a W50 can carry another W50, but a V3S cannot carry another V3S.

Road Vehicle Fuel Equations
Fuel Capacity (Liters) = Engine rating (kW) × 5.2 Liters per kW
Fuel Consumption (Liters/sec) = Engine rating (kW) / 220 kW-sec per Liter
Fuel Mileage (km per ton of fuel) = Speed (km/hr) × 59 / Engine rating (kW)
Fuel Economy = Capacity (tons or riders) × Speed (km/hr) × 59 / Engine rating (kW)
Small Airplane Stats
Notable Stats
Which stats matter and why:
• Weight - Only aircraft with an empty weight below 10 tons can use dirt runways.
• Length - Airplanes cannot visit or be bought at pads of a lower size than their length.
• Takeoff distance - This is the minimum runway length needed to take off and land.
• Capacity - How many riders or generic tons it can carry.
• Speed - How fast it goes.
• Throughput - The multiple of the number of tons/riders it can carry times its speed.
• Fuel economy - How efficiently it uses fuel.

Airplanes that weigh less than 10 tons can land on and take off from dirt runways without an ATC tower, but all aircraft need an ATC tower to take off from paved runways.

Engine power determines fuel consumption, but it and width do not seem to affect plane behavior much so they are not listed here. Engine power can be found in the "List of vehicles and buildings" if you really want to know; same for the production years.

Cost is also not recorded because this can also be looked up in the "List of vehicles and buildings." Keep in mind that the displayed cost is the money you get for selling a used vehicle with maintenance turned off, but you can easily convert this to the price to buy a new one by simply dividing it by 0.7.


Small Passenger/Cargo Aircraft
Airplanes that can operate on dirt runways without ATC towers are listed here.
(These airplanes still need an ATC tower to take off from paved runways.)

All aircraft are sorted by takeoff distance.

Aircraft Name
Weight
(tons)
Length
Takeoff
Distance
Capacity
Speed
(km/hr)
Throughput­­*
Fuel Economy**
AN-14
2.6
11m
120m
7 riders,
1.1 tons
190
1,330 r-kph,
209 t-kph
3,001.74 r-m/L,
471.70 t-m/L
L-200
1.6
9m
195m
4 riders,
0.82 tons
285
1,140 r-kph,
233.7 t-kph
3,675.60 r-m/L,
753.50 t-m/L
C401
1.8
11m
240m
12 riders,
1.5 tons
325
3,900 r-kph,
487.5 t-kph
8,802.08 r-m/L,
1,100.26 t-m/L
AN-2
3.4
12m
250m
12 riders,
1.5 tons
258
3,096 r-kph,
387 t-kph
4,099.33 r-m/L,
512.42 t-m/L
Chai-1 (ES)
1.63
10m
270m
6 riders,
0.98 tons
324
1,944 r-kph,
317.52 t-kph
5,392.46 r-m/L,
880.77 t-m/L
AN-28
3.5
13m
270m
18 riders,
1.9 tons
335
6,030 r-kph,
636.5 t-kph
4,240.88 r-m/L,
447.65 t-m/L
C-172
1.2
8m
293m
4 riders,
0.82 tons
230
920 r-kph,
188.6 t-kph
6,869.26 r-m/L,
1,408.20 t-m/L
Boeing 307 (ES)
4.06
23m
300m
8 riders,
1.14 tons
305
2,440 r-kph,
347.7 t-kph
2,991.43 r-m/L,
426.28 t-m/L
Kalinin K-5 (ES)
3.06
15m
350m
8 riders,
1.14 tons
180
1,440 r-kph,
205.2 t-kph
4,333.33 r-m/L,
617.5 t-m/L
Ant-9
Tupolev (ES)
3.65
17m
350m
9 riders,
1.22 tons
190
1,710 r-kph,
231.8 t-kph
3,859.38 r-m/L,
523.16 t-m/L
B-247 (ES)
4.06
16m
400m
10 riders,
1.3 tons
305
3,050 r-kph,
396.5 t-kph
3,739.28 r-m/L,
486.11 t-m/L
L-410
UPV
3.8
14m
456m
15 riders,
1.7 tons
365
5,475 r-kph,
620.5 t-kph
5,034.24 r-m/L,
570.55 t-m/L
L-410
UPV-e
4.5
14m
456m
19 riders,
2.0 tons
380
7,220 r-kph,
760 t-kph
6,401.66 r-m/L,
673.86 t-m/L
Fo27
9.95
26m
480m
52 riders,
4.7 tons
450
23,400 r-kph,
2,115 t-kph
7,150 r-m/L,
646.25 t-m/L
EC-2 (ES)
5.65
19m
650m
14 riders,
1.62 tons
330
3,300 r-kph,
534.6 t-kph
3,034.34 r-m/L,
491.56 t-m/L
* r-kph is riders-km/hr, t-kph is ton-km/hr.
** r-m/L is riders-meter per liter, t-m/L is ton-meter per liter.
(ES) - This airplane is from the Early Start DLC.

Fuel Equations
1 ton of fuel = 1,000 liters (in real life this would be closer to 1,300 liters).

Airplane fuel capacity = Engine power × 0.52 liters per kW

Airplane fuel consumption rate (liters per second)
= Engine power (in kW) × Engine rpm ÷ (2,145 kW-sec per liter of fuel)
(At cruising speeds, RPM will be 60%.)

Airplane fuel economy when cruising (in ton-meter per liter or rider-meter per liter)
= 993.0555556 ÷ Engine rating (in kW) × Capacity (tons or riders) × Speed (in km/hr).

Since 1 ton of fuel = 1,000 liters:
• 1 ton-meter per liter equals 1 ton-km per ton of fuel
• 1 rider-meter per liter equals 1 rider-km per ton of fuel
Large Airplane Stats
Notable Stats
Which stats matter and why:
• Weight - Only aircraft with an empty weight below 10 tons can use dirt runways.
• Length - Airplanes cannot visit or be bought at pads of a lower size than their length.
• Takeoff distance - This is the minimum runway length needed to take off and land.
• Capacity - How many riders or generic tons it can carry.
• Speed - How fast it goes.
• Throughput - The multiple of the number of tons/riders it can carry times its speed.
• Fuel economy - How efficiently it uses fuel.

Airplanes that weigh less than 10 tons can land on and take off from dirt runways without an ATC tower, but all aircraft need an ATC tower to take off from paved runways.

Engine power determines fuel consumption, but it and width do not seem to affect plane behavior much so they are not listed here. Engine power can be found in the "List of vehicles and buildings" if you really want to know; same for the production years.

Cost is also not recorded because this can also be looked up in the "List of vehicles and buildings." Keep in mind that the displayed cost is the money you get for selling a used vehicle with maintenance turned off, but you can easily convert this to the price to buy a new one by simply dividing it by 0.7.


All the airplanes listed in this section require a paved runway and a working ATC tower to takeoff or land. All aircraft are also sorted by their takeoff distance.

Large Cargo Aircraft
These aircraft can only carry cargo:

Aircraft Name
Weight
(tons)
Length
Takeoff
Distance
Capacity
Speed
(km/hr)
Throughput
(ton-kph)
Fuel Economy
(ton-meter/liter)
AN-12
28.3
34m
690m
22 tons
670
14,740
1,219.8
IL-38*
33.3
38m
690m
20 tons
600
12,000
945.77
IL-76
101
45m
870m
47 tons
890
41,830
887.60
Tu-142*
90.0
52m
970m
45 tons
720
32,400
731.25
Antonov An-70**
92.5
41m
1000m
47 tons
750
35,250
3,398.56
*These planes are inferior to the AN-12 and the IL-76 respectively.
The only reason to buy/build them is to have a pretend ASW air force.

**From the Ukraine DLC, it can also carry vehicles and containers.

Large Passenger/Cargo Airplanes
These aircraft can carry passengers or cargo:

Aircraft Name
Weight
(tons)
Length
Takeoff
Distance
Capacity
Speed
(km/hr)
Throughput­­*
Fuel Economy**
IL-18
34.5
36m
650m
92 riders,
7.9 tons
625
57,500 r-kph,
4,937.5 t-kph
4,604.89 r-m/L,
395.42 t-m/L
Tu-104
41
39m
680m
75 riders,
6.5 tons
780
58,500 r-kph,
5,070 t-kph
3,109.94 r-m/L,
269.528 t-m/L
C 626 - 200
29.2
36m
720m
135 riders,
11.3 tons
830
112,050 r-kph,
9,379 t-kph
8,901.75 r-m/L,
745.11 t-m/L
Yak42
34.5
36m
740m
120 riders,
10 tons
810
97,200 r-kph,
8,100 t-kph
5,027.34 r-m/L,
418.945 t-m/L
C 626 - 400
35.9
36m
800m
170 riders,
14.1 tons
890
141,100 r-kph,
11,703 t-kph
6,677.75 r-m/L,
553.86 t-m/L
Tu-154
50.7
48m
870m
164 riders,
13 tons
950
155,800 r-kph,
12,350 t-kph
5,545.45 r-m/L,
439.58 t-m/L
Tu-144
98.3
64m
960m
150 riders,
12 tons
2,150
322,500 r-kph,
25,800 t-kph
2,564.13 r-m/L,
205.13 t-m/L
*r-kph is riders-km/hr, t-kph is ton-km/hr.
**r-m/L is riders-meter per liter, t-m/L is ton-meter per liter.


Fuel Equations
1 ton of fuel = 1,000 liters (in real life this would be closer to 1,300 liters).

Airplane fuel capacity = Engine power × 0.52 liters per kW

Airplane fuel consumption rate (liters per second)
= Engine power (in kW) × Engine rpm ÷ (2,145 kW-sec per liter of fuel)
(At cruising speeds, RPM will be 60%.)

Airplane fuel economy when cruising (in ton-meter per liter or rider-meter per liter)
= 993.0555556 ÷ Engine rating (in kW) × Capacity (tons or riders) × Speed (in km/hr).

Since 1 ton of fuel = 1,000 liters:
• 1 ton-meter per liter equals 1 ton-km per ton of fuel
• 1 rider-meter per liter equals 1 rider-km per ton of fuel
Helicopter Stats
Notable Stats
Which stats matter and why:
• Speed - How fast it goes.
• Capacity - How many riders or generic tons it can carry.
• Throughput - The multiple of the number of tons/riders it can carry times its speed.
• Fuel economy - How efficiently it uses fuel.
• Airlift ability - can the helicopter carry vehicles and containers?

Unlike planes, helicopters can take off from any aircraft pad, including airplane pads.

Also unlike planes, helicopters have to slow down when changing elevation, which it will usually do a lot of while flying over hilly terrain.

Helicopter Stats
Sorted by name.

Name
Speed
(km/hr)
Capacity
Throughput
(rider-kph)
Throughput
(ton-kph)
Fuel Economy
(rider-m/liter)
Fuel Economy
(ton-m/liter)
Carries
Vehicles?
Notes
G-31
175
14 riders
1.6 tons
2,450
280
216.25
24.714
No
Export
Model*
Mi-2
185
8 riders
1.1 tons
1,480
203.5
296.89
40.822
No
Mi-4
185
12 riders
1.5 tons
2,220
277.5
211.62
26.453
No
Mi-6
280
47 riders
4.3 tons
13,160
1,204
193.83
17.734
No
Mi-8
225
22 riders
2.3 tons
4,950
517.5
526.63
55.057
No
Mi-10
305
28 riders
2.7 tons
8,540
823.5
124.10
11.967
No
Mi-10
(cargo)
305
13 tons
-
3,965
-
57.617
Yes
S62
Skycrane
203
9.0 tons
-
1,827
-
30.662
Yes
Export
Model*

*Since this is a western vehicle, you can sell it to the east for a lot of money than eastern vehicles typically will get. For example, the G-31 can sell for over 64,000 rubles or $27,000 while the similar Mi-4 only gets 18k rubles or a pitiful $2,600.

Helicopter Container Stats
The Mi-10 (cargo) and the S62 Skycrane can carry a few combinations of 10' and 20' containers, which greatly improves their throughput (far better than all small airplanes) and somewhat improves their fuel economy (still worse than almost all other vehicle types though):

Helicopter
Container
Loadout
Speed
(km/hr)
Number of
Containers
Capacity
(tons)
Throughput
(tons-kph)
Fuel Economy
(tons-meters/liter)
Mi-10 (cargo)
1 × 20'
305
1
19.50
5,947.50
86.425
Mi-10 (cargo)
1 × 20', 1 × 10'
305
2
27.50
8,387.50
121.881
Mi-10 (cargo)
3 × 10'
305
3
24.00
7,320.00
106.369
S62 Skycrane
1 × 20'
203
1
19.50
3,958.50
66.434
S62 Skycrane
1 × 20', 1 × 10'
203
2
27.50
5,582.50
93.689
S62 Skycrane
3 × 10'
203
3
24.00
4,872.00
81.765

To fully load multiple sizes of containers reliably, you must load each size in separate stops, starting with the largest containers first.

Helicopter Fuel Equations
1 ton of fuel = 1,000 liters (in real life this would be closer to 1,300 liters).

Helicopter fuel tank size (liters) = 2.6 × Engine power rating (in kW).

Helicopter fuel consumption rate (liters/sec) = Engine rating (in kW) × Engine RPM ÷ 429
(At cruising speeds, RPM will be 99%.)

Helicopter fuel economy (in ton-meter per liter or rider-meter per liter)
= 119.156­­5656 ÷ Engine rating (in kW) × Capacity (tons or riders) × Speed (in km/hr).

Since 1 ton of fuel = 1,000 liters:
• 1 ton-meter per liter equals 1 ton-km per ton of fuel
• 1 rider-meter per liter equals 1 rider-km per ton of fuel

Helicopter Emergency Services
With the requisite research complete, helicopters can be employed in fire fighting or as ambulances. The range they can cover buildings up to is 3 km from the center of the fire station or hospital (not from the pad).

Fire fighting helicopters also need a viable source of water within ~2.5 km to fetch water from. If you mouse over the menu of the fire station the helicopter is stationed at, viable water sources will have blue dots displayed on them:

This will also highlight any buildings within the coverage range in green.

Helicopter bucket size determines the size of fire the helicopter can effectively fight. The Mi-2 has the smallest bucket, but it can reliably put out fires at pump jacks, woodcutting posts, and small apartments, but it is wholly inadequate for larger buildings. The Mi-10 has the largest bucket, but it struggles to put out the largest buildings on its own.

Name
Fire Bucket Size (Liters)
G-31
2,030
Mi-2
1,696
Mi-4
2,414
Mi-6
4,742
Mi-8
2,653
Mi-10
4,797
Mi-10 (cargo)
4,767
S62 Skycrane
3,054

Now that helicopters can be dispatched to any building, and since earthquakes can start a lot of fires in an area, you might want a group of helicopters that you can send to assist an area hit hard by an earthquake. The Mi-10 is well suited for this as it is pretty fast and has the largest bucket.

There are only two factors to consider for ambulance helicopters:
  • Speed - Citizens in critical condition only have so long to live, and a faster helicopter needs less of that time to get them to the hospital, but due to the limited range of ambulance helicopters (3 km), even the slowest helicopter can usually collect the patient in time. Still, a helicopter that can go faster will be available more often to save other patients.

  • Cost - Ambulance helicopters will only ever have one rider in them (the patient), so there is no point in getting a helicopter with more room for riders. Smaller helicopters are usually a lot cheaper (the Mi-2 was basically made for this), but they also tend to be slower than bigger helicopters.
Ship Stats
Notable Stats
Which stats matter and why:
• Length - Docks and harbors have a "Maximum ship's length" that docking ships cannot exceed.
• Height - Ships must be so short to reliably cross under bridges.
• Width - Ships must be so thin to reliably cross under bridges.
• Speed - How fast ships go.
• Capacity - How much they can hold.
• Carries vehicles? - Can it haul vehicles and containers?
• Throughput - Overall transportation capability.
• Fuel economy - How efficiently it uses fuel.

The "Maximum ship's length" of a harbor or dock can be found in its popup card in the construction menu. For docks, this also determines which ships can be purchased there.

All ships are listed in order of their height.

Ship Movement
Ships seem to prefer moving along the cardinal axes (including the diagonal axes like NW or SE) instead of going in a straight line towards their next stop. If they encounter a coastline, then they will happily grind their hull against the shore without any ill effects in an effort to match the closest axis they can.

With cheats enabled and a ship selected, you can press the "h" key to display the navigable waters it can traverse, though this may not work when docking. Pressing the "x" key displays the points along a ship's intended path.

Unfortunately, ship speeds are not accurately displayed in this game. This is mostly due to rounding errors, as most of the time 1 knot = 1 m/s = 3.6 km/hr, but not all ships adhere to this (like the Lubbenau). The actual ship speeds in km/hr can be found in their .ini files though, and are recorded below.

Ferry Stats
All passenger ships are listed here.

Ship Name
Height
(Meters)
Length
(Meters)
Width
(Meters)
Speed
(km/hr)
Capacity
(Riders)
Throughput
(Riders-kph)
Fuel Economy
(Riders-meters/Liter)
Moskvich motor ship
5
27
5
33
147
4,851
4,377.33
Meteor 342
5
35
10
75
135
10,125
1,340
Projekt 1430*
10
34
6
45
200
9,000
2,021.12
S.S. Northland
trader (ES)
12
33
7
15
120
1,800
2,977.78
Dunay motor ship
13
79
16
31
295
9,145
758.33
Express-9
23
107
31
65
570
37,050
805.60
Baltic Ferry
25
69
18
38
420
15,960
1,252.31
*This ferry is part of the Ukraine DLC.
(ES) - This ferry is part of the Early Start DLC.

Aggregate Ships
Both aggregate ships are listed here.

Ship Name
Height
(Meters)
Length
(Meters)
Width
(Meters)
Speed
(km/hr)
Capacity
(Tons)
Throughput
(Tons-kph)
Fuel Economy
(Tons-meters/Liter)
Hopper Ship
17
55
11
45
1,120
50,400
4,904.58
Lubbenau
32
152
19
35
8,250
288,750
6,440.70

Tankers
All ships that carry liquids are listed here.

Ship Name
Height
(Meters)
Length
(Meters)
Width
(Meters)
Speed
(km/hr)
Capacity
(Tons)
Throughput
(Tons-kph)
Fuel Economy
(Tons-meters/Liter)
Type 587 Los
13
110
14
25
2,770
69,250
9,339.27
Fullin Tanker
19
69
11
27
850
22,950
4,677.62
Jekaterina (ES)
28
136
18
28
2,700
75,600
8,431.46
Sofia class
37
231
33
38
14,250
541,500
4,479.07
Baltic Tanker
39
177
32
52
23,250
1,209,000
5,714.50
The Pride
42
215
32
45
19,250
866,250
4,776.85
Vikki Tanker
43
219
44
45
25,250
1,136,250
4,699.31
(ES) - This ship is from the Early Start DLC.

General Cargo Ships
Ships that can carry covered-hull, open-hull, dry-bulk, and refrigerated goods are listed here.

Ship Name
Height
(Meters)
Length
(Meters)
Width
(Meters)
Speed
(km/hr)
Capacity
(Tons)
Throughput
(Tons-kph)
Fuel Economy
(Tons-meters/Liter)
River cargo ship
5
43
9
18
170
3,060
1,320.58
Abkhaziya (ES)*
11
104
15
20
2,160
43,200
11,747.95
Volgodon
15
140
18
27
3,570
96,390
7,533.54
Volgobalt
21
115
13
28
2,580
72,240
6,961.64
Frida*
28
74
18
45
1,750
78,750
7,663.40
A21 Furgon**
31
114
17
60
2,532
151,920
14,783.79
Zvezda (ES)
36
147
22
28
2,800
78,400
7,411.36
*This ship can also carry vehicles and containers.
**This ship is disabled (cannot be bought nor made) and can only carry covered hull goods.
(ES) - This ship is from the Early Start DLC.

Container Ships - Open Hull Goods
The capacity, throughput, and fuel economy for open-hull goods are listed here for container ships.

Ship Name
Height
(Meters)
Length
(Meters)
Width
(Meters)
Speed
(km/hr)
Capacity
(Tons)
Throughput
(Tons-kph)
Fuel Economy
(Tons-meters/Liter)
Abkhaziya (ES)
11
104
15
20
2,160
43,200
11,747.95
Ighnatov
16
100
19
37
1,120
41,440
3,065.05
Frida
28
74
18
45
1,750
78,750
7,663.40
Container Express
37
136
24
41
2,720
111,520
6,354.42
Container Liner*
40
169
30
42
-
-
-
*The Container Liner can only carry vehicles and containers.

Fuel Equations
Ship fuel tank size (liters) = Engine rating (in kW) × 5.2

Ship fuel consumption rate (liters/sec) = Engine rating (in kW) × Engine RPM* (%) ÷ 214.4
*Once at their maximum speed, a ship's engine RPM will decrease to and stay at 60%.

Ship fuel economy (in ton-meter per liter or rider-meter per liter)
= 99.2592593 ÷ Engine rating (in kW) × Capacity (tons or riders) × Speed (in km/hr).

Since 1 ton of fuel = 1,000 liters:
• 1 ton-meter per liter equals 1 ton-km per ton of fuel
• 1 rider-meter per liter equals 1 rider-km per ton of fuel.
Container Ship Stats
The capacity, throughput, and fuel economy for various configurations of containers are listed here for each ship that can carry containers.

To get the configurations below with mixed container loadouts, you need one loading stop for each size of container, and the largest ones must be loaded first.

Configurations are sorted by the number of containers they have.
Abkhaziya (Early Start)
Configuration
Height
(Meters)
Length
(Meters)
Speed
(km/hr)
Number of
Containers
Capacity
(Tons)
Throughput
(Tons-kph)
Fuel Economy
(Tons-meters/Liter)
22 × 40'
11
104
20
22
642.4
12,848
3,493.93
22 × 40',
8 × 20'
11
104
20
30
798.4
15,968
4,342.39
52 × 20'
11
104
20
52
1,014
20,280
5,515.01
52 × 20'
6 × 10'
11
104
20
58
1,062
21,240
5,776.07
112 × 10'
11
104
20
112
896
17,920
4,873.22
Note that with Research enabled, containers are not available until 1955.

Ighnatov
Configuration
Height
(Meters)
Length
(Meters)
Speed
(km/hr)
Number of
Containers
Capacity
(Tons)
Throughput
(Tons-kph)
Fuel Economy
(Tons-meters/Liter)
40 × 40'
16
100
37
40
1,168
43,216
3,196.41
40 × 40',
8 × 20'
16
100
37
48
1,324
48,988
3,623.33
88 × 20'
16
100
37
88
1,716
63,492
4,696.10
168 × 10'
16
100
37
168
1,344
49,728
3,678.07

Frida
Configuration
Height
(Meters)
Length
(Meters)
Speed
(km/hr)
Number of
Containers
Capacity
(Tons)
Throughput
(Tons-kph)
Fuel Economy
(Tons-meters/Liter)
45 × 40'
28
74
45
45
1,314
59,130
5,754.12
45 × 40',
15 × 20'
28
74
45
60
1,606.5
72,292.5
7,035.00
105 × 20'
28
74
45
105
2,047.5
92,137.5
8,966.18
195 × 10'
28
74
45
195
1,560
70,200
6,831.37

Container Express
Configuration
Height
(Meters)
Length
(Meters)
Speed
(km/hr)
Number of
Containers
Capacity
(Tons)
Throughput
(Tons-kph)
Fuel Economy
(Tons-meters/Liter)
315 × 40'
37
136
41
315
9,198
377,118
21,488.21
315 × 40',
45 × 10'
37
136
41
360
9,558
391,878
22,329.23
630 × 20'
37
136
41
630
12,285
503,685
28,700.00
1260 × 10'
37
136
41
1,260
10,080
413,280
23,548.72

Container Liner
Configuration
Height
(Meters)
Length
(Meters)
Speed
(km/hr)
Number of
Containers
Capacity
(Tons)
Throughput
(Tons-kph)
Fuel Economy
(Tons-meters/Liter)
718 × 40'
40
169
42
718
20,965.6
880,555.2
4,263.57
718 × 40',
154 × 10'
40
169
42
872
22,197.6
932,299.2
4,514.11
1436 × 20'
40
169
42
1,436
28,002
969,696
5,694.50
1436 × 20',
77 × 10'
40
169
42
1,513
28,618
1,201,956
5,819.77
2949 × 10'
40
169
42
2,949
23,592
990,864
4,797.68

Container Stats
This section lists more specific figures for the various vanilla containers, from the amount of goods they can store, their relative loading speeds, and other data that is useful for planning purposes.

Nuclear Cask - Container Type 30B Properties
  • Slightly smaller than the 10 ft container (0.5 TEU), but slightly larger than the Cask Type B.
    (a Skd 706 RTTN can carry 3 of these for example.)
  • Cannot be stacked.
  • Tare weight of 2.70 tons.
  • Capacity of 0.75 tons.
  • Can only contain UF6.

Nuclear Cask Type B Properties
  • Seemingly slightly smaller than the 10 ft container (0.5 TEU) and the Container Type 30B.
    (cargo helicopters can carry three 10' shipping containers, but only two of these casks)
  • Cannot be stacked.
  • Tare weight of 4.5 tons.
  • Capacity of 0.2 tons.
  • Can only contain nuclear fuel and nuclear waste.

Twenty-foot Equivalent Unit
Shipping Containers in W&R:SR follow the Twenty-foot Equivalent Unit (TEU) system of Europe and the USA (which is why containers are a western "vehicle"), which classifies container sizes as multiples of twenty feet: 10' is 0.5 TEU, 20' is 1 TEU, and 40' is 2 TEU. In real life, and in this game apparently, the actual lengths of shipping containers do not match their namesakes.

Shipping Container Comparison

Property or Dimension
10 ft
20 ft
40 ft
TEU
0.5
1.0
2.0
Tare Weight (tons)
0.90
2.10
3.70
Generic Tonnage
8.0
19.5
29.2
Tonnage per TEU
16.0
19.5
14.6
Un/packing Rate (containers a day)
~10
~4.5
~3
Relative Loading Time Multiple
4
2
1

Tare Weight - The empty weight of the container. Useful only for computing vehicle acceleration.

Tonnage per TEU - This is the generic tonnage available in a container before a good's density stat is taken into account, divided by its length or volume in TEU. Effectively for all goods, the 1 TEU container packs the most goods per space and the 2 TEU container packs the least (though still respectable) tonnage per space.

Un/packing Rate - The rough maximum possible rate at 100% worker productivity. For planning, it is generally safer to assume the actual rate is a bit under this.

Relative Loading Time Multiple - The number of containers loaded and unloaded is a flat rate that is only affected by the vehicle loading or unloading factor of the building. Since each shipping container takes the exact same time to load or unload, it is the number of containers that will determine how long it takes for a vehicle to load or unload a full load. Thus for the same amount of space, 10' containers take twice as long as 20' containers, which take twice as long as 40' containers, to load and unload.

Shipping Container Un/Loading Speeds
The rate at which containers are loaded on and offloaded off vehicles depends solely on the un/loading facility's loading and unloading factor, which can be found in the .ini file of the building.

Vehicles are loaded simultaneously at this rate, which is not divided among vehicles, but simply applied equally. Trains load and offload containers even faster because each wagon is treated as a separate vehicle at the facility.

In any event, the fewer containers there are to handle, the less time it will take to load or unload them, which is the chief advantage of using the 40' containers over the 20' (though the reduced tonnage erases this advantage a bit.)

Shipping Container Packing and Unpacking Rates
Nuclear casks are packed and unpacked without workers seemingly instantly, so long as room is available.

At shipping container packing and unpacking facilities, the rate at which packing and unpacking occurs at depends on a few factors:
  • Number of workers - More workers, up to sixty, results in a faster rate.
  • Productivity of workers - More productive workers result in a faster rate, even at full employment.
  • Does packing stop to pull goods via direct factory connections into the packing facility?*
    • No - Then the maximum packing rate is reachable.
    • Yes - Stopping to pull goods will slow the rate. Because of the throughput limit on pulling goods through direct factory connections, goods that are more "dense" (crops, fabrics) will suffer a lower packing rate because more time will be spent pulling goods instead of packing them.
*If there are fewer tons of goods in a packing facility's warehouse than the capacity of the selected shipping container, then packing will stop until enough goods are pulled/unloaded into the building.

Note that unpacking facilities never stop to push goods into other storages.

Optimum Shipping Container Uses
10' Containers can be carried by the most vehicles and are needed to maximize the carrying capacities of some vehicles. For a given amount of cargo, they are terribly slow to load and unload onto vehicles compared to other shipping containers.

20' Containers have the highest tonnage to space ratio of all the shipping containers and so are best for maximizing the capacity of buildings and vehicles holding them.

40' Containers are the fastest to load spaces up with thanks to their footprint, but they pay for it with the lowest (if still respectable) tonnage of goods per container volume. Still, they can load and then unload over 7000 tons of crops in less than 5 minutes, while 20' containers take about 7.3 minutes, and 10' containers take about 18 minutes. Use them for shorter runs where loading and unloading speed is more of a limiting factor.

More Accurate Shipping Container Tonnages
The game only displays 2 significant figures when listing the weights of goods per full container at the packing facility, which are not accurate enough when trying to convert the capacities of container storage yards and ships from number of containers to tons of goods.

Here are the actual tonnage capacities for each shipping container:
Commodity
10' (tons)
20' (tons)
40' (tons)
Generic Tonnage
8.00
19.50
29.20
Alcohol
4.00
9.75
14.60
Chemicals
2.40
5.85
8.76
Clothes
4.00
9.75
14.60
Crops
6.40
15.60
23.36
Fabric
5.60
13.65
20.44
Food
4.00
9.75
14.60
Electronics
2.80
6.82
10.22
Electronic Components
2.80
6.82
10.22
Mechanical Components
4.00
9.75
14.60
Plastics
2.00
4.87
7.30

You can estimate the tonnage of goods held in a container storage space by multiplying the number of containers by the tonnage of goods per container. You can find the number of containers each storage space can hold in the next section.
Container Storages
This section lists the various numbers of shipping containers and nuclear casks that various vehicles and storage buildings can hold.

Nuclear casks were not done for buildings due to the large numbers of casks I would need to generate to determine storage capacities, and frankly there isn't much reason to store nuclear materials in those amounts anyway.

Storage Building Capacities
Space for shipping containers per building:
  • Container packing facilities - two storage lots:
    • Lot 1 - 3 layers and 5 rows of 3 TEU.
    • Lot 2 - 3 layers and 6 rows of 8 TEU.
  • Small space for vehicles/containers - 2 layers and 5 rows of 6 TEU.
  • Large space for vehicles/containers - 4 layers and 7 rows of 12 TEU.
  • Container Harbor - 4 layers of 22 rows of 10 TEU.
  • Car Dealership - Cannot hold containers.
Divide the lengths by whatever size of container you want to store there to get the number of containers in a row. If you don't get an integer, round down to an integer.

Very Large Space for Vehicles
The "large space for vehicles" has two railway tracks, two storage lots, and unfortunately, the same name as the next largest space for vehicles. Note the TEU discrepancy between the container sizes too.

10 ft Containers - 3,064 total:
• Side lot - 8 layers and 2 rows of 43 ten foot containers.
• Main lot - 8 layers and 9 rows of 33 ten foot containers.

20 ft Containers - 1,576 total:
• Side lot - 8 layers and 2 rows of 22 twenty foot containers.
• Main lot - 8 layers and 9 rows of 17 twenty foot containers.

40 ft Containers - 752 total:
• Side lot - 8 layers and 2 rows of 11 forty foot containers.
• Main lot - 8 layers and 9 rows of 8 forty foot containers.

Ship Container Capacities
Space for shipping containers per Ship:
  • Ighnatov - Three layouts:
    • 40 forty foot containers and 8 twenty foot containers (max unloading & loading speed).
    • 88 twenty foot containers (maximum tonnage).
    • 168 ten foot containers (vastly inferior to other options, don't use it if possible).

  • Frida - Three layouts:
    • 45 forty foot containers and 15 twenty foot containers (max unloading & loading speed).
    • 105 twenty foot containers (maximum tonnage).
    • 195 ten foot containers (vastly inferior to other options, don't use it if possible).

  • Container Express - Two convenient layouts:
    • 315 forty foot containers and 45 ten foot containers (much quicker to unload and load).
    • 630 twenty foot containers (maximum tonnage).

  • Container Liner - Two convenient layouts:
    • 1184 twenty foot containers and 45 ten foot containers (maximum tonnage)
    • 592 forty foot containers and 90 ten foot containers (much faster to load and unload)
        You cannot replace the 90 ten foot containers with 45 twenty foot containers, for some reason.
The astute among you may spot the disparate TEU totals of the given layouts. This may be because container lengths are not integer multiples of each other, or because the game allows the last container in a row to overhang the end of the row to a degree. Either way, different combinations of containers lead to different amounts of TEU used, as is seen below with the layouts of the Frida:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2884870013

Train Wagon Capacities
Space for containers per Wagon:
  • Open wagon 13-401 - 2 TEU, 5 Cask Type B, or 4 Container Type 30B
  • Open wagon 13-926 - 3 TEU, 7 Cask Type B, or 6 Container Type 30B
  • Open wagon 13-4012 - 0 TEU (it cannot carry containers nor vehicles for some reason)

.
Aircraft
Space for containers per Helicopter:
  • Mi-10 Cargo - 1.5 TEU, or 2 Nuclear Cask Type B, or 4 Container Type 30B. It looks like it should be able to hold 6 Container Type 30B, but it refuses to load more than 4.
    (More acceleration, faster over hilly terrain, better fuel economy.)

  • S62 Skycrane - 1.5 TEU or 2 Nuclear Cask Type B, or 3 Container Type 30B
    (Kind of inferior.)
Vanilla airplanes cannot carry containers, but there is a Ukraine DLC airplane that can.

Truck Capacities
Trucks are listed here for specific containers as an aid to selecting suitable trucks for sorting containers by their sizes. You can check if a truck can carry a specific container by the two methods discussed in the previous section.

Trucks that can carry one 0.5 TEU Shipping Container, but not Nuclear Cask Type B's:
  • GZ-53, Zil-130
Trucks that can only carry one 0.5 TEU Shipping Container or one Nuclear Cask Type B:
  • W50 (no trailer), MZ 503, Skd 706 RT (not RTTN), U377, Je300, zil-133 w/ crane, kmz 5320 with crane, T138, T148.
Trucks that can carry 2 TEU containers:
  • kmz 5410 (this truck can carry two 1 TEU containers or one 2 TEU and 1 0.5 TEU container at a time, so you cannot use it to separate 2 TEU and 0.5 TEU containers).
The remaining trucks can carry a 1 TEU container.
Infrastructure
Road Speeds
Unlike other types of transportation, the speed a road can support is subject to the environment and how sharply it turns or curves.

Weather Effects


Depending on the conditions, various multipliers are applied to a road's intrinsic speed limit, which then determines the maximum speed vehicles can sustain on them:
• Raining? - Mud roads are limited to 8 kph. All other roads ignore rain.
• Nighttime? - 25% reduction in speed.
• Snowing? - Up to 65% reduction in speed (as the snow piles up).

Nighttime and snow can occur simultaneously with a reduction of 73.75% ( = 1 – 0.35 × 0.75).
Rain cannot occur in winter nor at night, and it only affects mud roads.

Roads with lamps, either alone or with trams or trolley bus hardware, will negate the speed reduction of nighttime, but only if they have power. Bridges however, cannot negate nighttime's influence at all, even on trolley/tram roads. Tram/trolley roads need power from their respective power connections, while lamps need a nearby substation to get power.

Snow doesn't affect tunnels nor the vehicle paths within buildings, and while trams are immune to snow, they are not immune to getting stuck behind other vehicles slowed by snow.

Vehicles also will ignore the road's maximum supported speed and rapidly accelerate to their top speed when passing other vehicles. After passing, vehicles will obey the road's speed limit again.

Road Speed Limits (kph)
Roads can support the following speeds under the following conditions:
Road Type
Normal
Night
Rain
Snow
Night & Snow
Notes
Dirt/mud
35
26
8
12
9
Turns to mud in rain. Free.
Gravel
60
45
60
21
16
Cheap.
Panel
80
60
80
28
21
Quick to build.
Brick
80
60
80
28
21
Quicker to build.
w/ Lamps/Trolley
85
85°
85
29.75
29.75°
Needs Power.
Asphalt
110
82.5
110
38.5
29
Slow to build and expensive.
w/ Lamps/Trolley
110
110°
110
38.5
38.5°
Needs Power.
Tram (asphalt/panel)
80
80°
80
80*
80*°
Needs Power.
Limits trucks/buses to 80 kph.
Tram (brick)
85
85°
85
85*
85*°
Needs Power.
Limits trucks/buses to 85 kph.
*Only 28 or 29.75 kph for non-tram vehicles, which can block trams.
°Speed limit drops to unlit road type and trams and trolley buses stop moving if power is lost.

Brick Roads are only available if you have the Early Start DLC.

Bridge Speed Limits (kph)
Bridges can support the following speeds under the following conditions:
Bridge Type
Normal
Night
Rain
Snow
Night & Snow
Notes
Wooden
30
22.5
30
10.5
7.875
Quick and cheap to build.
Brick
70
52.5
70
24.5
18.375
Other
100
75
100
35
26.25
Unlike with roads, bridges cannot negate the nighttime reduction with lights.

The speed of tunnels does not seem to be affected by night or snow, nor requires power.


Curves and Corners


In addition to road speed limits imposed by environmental effects or signs, roads will also apply a multiplier to a vehicle's top speed when they take a curve or corner (at an intersection), with smaller multipliers for tighter curves and corners. This effectively forces road vehicles to slow down for curves and especially corners unless their top speed is high enough that the road's speed limit is more restrictive.

For example, a trabi 601 car (top speed of 80 kph) can take a 90° corner at 28 kph, while the T-613 car (top speed of 170 kph) can take the same turn at 59.5 kph. On a gravel road, the T-613 would not have to slow down much, if at all, while the trabi 601 would have to go below half the road's speed. This is the main benefit of having road vehicles with higher top speeds than the speed limits of the roads they run on.

Curves
Roads with curves reduce the maximum speed vehicles can drive at. ~16.87m is the shortest radius of a curve you can normally make. This effect is the same for both lanes in the curve.

You can estimate the speed a curve will restrict a vehicle to with this formula:
    Max Curve Speed = S x (1 - 2.9 / R), where S is the vehicle's top speed and R is the curve's radius in meters (the radius is shown by the dashed white lines when placing the road).
Vehicles with a top speed of 135 km/hr or higher will be unaffected on curves (as the road speed limit is more restrictive) while slower vehicles will slow down. Even excavators with top speeds of 15 km/hr will reduce their speeds around curves.

Max speed % per curve radius:
Curve Radius (m)*
Speed Multiplier
Curve Radius (m)*
Speed Multiplier
17.06
83%
36.25
92%
18.13
84%
41.43
93%
19.33
85%
48.33
94%
20.17
86%
58.00
95%
22.31
87%
72.50
96%
24.17
88%
96.67
97%
26.34
89%
145.00
98%
29.00
90%
290
99%
32.22
91%
560+
~100%
*As measured from the center of the road to the angle of the white lines.

Corners (Intersections)
The game will normally let you build intersections at angles as low as 35° (sometimes the game will be more restrictive), but you can build more acute angles with the shift key and placing roads in short segments. Note that cars will slow down if they don't have right of way.

The multiplier applied to a road vehicle's top speed depends on the angle of the turn they have to take, with ranges of angles bestowing a different multiplier:
Range of Angles
Multiplier
Notes
< 52°
25%
52° to 105°
35%
105° to 115°
35% to 80%
Very fast cars may start rising at 95°
115° to 140°
Slow climb from 80% to 85%
> 140°
Slowly declines from 85%

For intersection angles over 90°, vehicles will go ~20% to ~5% faster in the outer lane of the turn than they will in the inner lane of the turn. This effect is most severe when closer to 90°.

Some example cornering speeds:

Bridge Basics
Bridges are useful for extending networks over rough terrain & water and to minimize the slope of a road or railway, but ensuring ships can pass under them depends on a few factors.

Bridge Dimensions
There are three dimensions to consider when it comes to bridges:
  • The Maximum Span - This is the longest length that the bridge's pillars can be separated by.
    (The game displays this in the bridge selection menu).


    .
  • The Normal Span - This is the default length that bridge pillars are separated by. Because you cannot influence the span length over water, this span also limits which ships can pass under.
    (The game displays the 'normal span' as "width" when using the measurement tool.)

    There is a table in the next section that lists the Normal Spans for each bridge type. Note that many bridges' deck elements will not be stretched to match pillar distances beyond the normal span, which may ruin how they look.


    .
  • Height - This also determines whether ships can pass under bridges and whether roads, railways, footpaths, and whether other infrastructure can be built under it.
    (This is also displayed by the measurement tool.)

Bridge Clearances
There are two types of clearances to consider when it comes to bridges:
  • Ships - Width and height determine whether a ship can pass under a bridge:
    • The ship's width needs to be 5m less than the Normal span of the bridge.
      (Use the measurement tool to confirm a bridge has a Normal span at least 5m wider than the ships you want to use before building it.)

    • The ship's height needs to be 2m less than the height of the bridge.
      (Less clearance is doable, but not guaranteed, especially with sloping bridges.)

    • If you build your bridges at least 25m high with a span of 30m, most of the ships you may want will be able to go under them.

    • The wooden and brick bridges can be passed under only by the Moskvich motor ship. Every other vanilla boat is too wide.


      .
    • Although there are strict requirements for ships to pass under bridges, ships will not actually maneuver to pass between the bridge's supports; instead, they will simply phase through them as if they were not there.

    • Pedestrian Bridges are a special case, as they do not need pillars to support them and ships just pass through them like they aren't there. Their height still matters for clearance over roads, railways, and other infrastructure though.

  • Infrastructure Clearance - Height is usually the limiting factor.
    • Roads and Railways need about 8m between the ground and the bridge.
      (The power lines of electric railways will clip into the bridge above. This can be avoided with about 15m of clearance).

    • Footpaths need less clearance, but not much less.

    • If infrastructure is placed/built before the bridge is placed/planned, then the pillars can be moved away to make room, but only up to the maximum span length.

    • Most buildings cannot be built under bridges, nor can bridges be built over most buildings.


Measuring Normal Spans and Height
You can use the "Tool for measurement" to see how high a bridge is and how long a span stretches, including when it is still in the planning mode. Just ensure the tool for measurement is active and then mouse over the bridge or the ground under it.


.
Construction Mechanics
There are some limitations involved with building bridges:
  • The end points of a bridge segment can only be built up to 35m above the ground, but the rest of the bridge can be at any height over the ground. (Pedestrian bridges can be built much higher).

    You can build bridges higher than 35m by raising the ground up where you plan to place the endpoints of the bridge. This lets you build bridges above the tallest vanilla ship (the Vikki Tanker, at 43m).

  • The end points of bridge segments cannot be built over water; they have to end over land.


    .
  • You have to start the bridge segment at a node or on the ground. The only exception to this, is to build a road or bridge, enable the "Near Snap (f4)" feature, and then place the bridge near it.


    .
  • Signs and train signals can only be placed on the nodes that connect bridge segments together.
    (You can see them by pressing H; they show up as a purple dot.)

    To create these nodes, you must plan separate portions of the bridge like so:
    • Place a bridge segment and then confirm construction (with the crane button on the bottom right). If you add on to this segment without confirming construction, the game will merge the segments together and a node will not be created.
    • Then plan the next section onto the first segment and again confirm construction.
    • Repeat until your bridge is completely placed.

      Keep in mind that you cannot end segments over the water and that each segment must be built separately.

    .
  • Curves - Some bridges can support curves, but most cannot. This is also recorded in the next section.

  • Symmetric Bridges - If you enable "Near Snap (f4)," then any bridges you place next to each other will attempt to synchronize the bridge pillars. This doesn't work for curved bridges though and height is also not synchronized.

Bridge Stats
All bridge stats are listed here.

Bridge Statistics
Road Bridge
Icon
Speed Limit
Max Span*
Normal Span*
Curves?
Notes
Wooden
30 km/hr
16m
13.9m
No
Extremely cheap and quick to build.
No trolley/tram option.
Brick
70 km/hr
14m
11.8m
No
More costly if buying bricks/coal.
Concrete
100 km/hr
24m
14.5m
Yes
A little cheaper, but needs a lot of concrete delivered.
Prefab
100 km/hr
20m
14.5m
Yes
Only curving bridge that can have most of its materials stockpiled nearby.
Steel/Brick
100 km/hr
27m
24.5m
No
Pretty cheap.
No tram option.
Cannot be upgraded to trolley variant.
Truss (red)
100 km/hr
37m
34.5m
No
No trolley/tram option.
Tiered Arch
100 km/hr
57m
54.5m
No
Somewhat cheaper.
No trolley/tram option.
Arch
100 km/hr
42m
39.6m
No
Beam
100 km/hr
77m
74.5m
No
A bit cheaper, but needs a lot of concrete delivered.

Train Bridge
Icon
Speed Limit
Max Span*
Normal Span*
Curves?
Notes
Truss
135 km/hr
39m
21m
Yes
Somewhat cheaper.
Railway
121 km/hr
23m
22.4m
No
No Metro option.
Truss (red)
140 km/hr
38m
37m
No
Steel Truss
135 km/hr
58m
57m
No

Pedestrian Bridge
Icon
Walking Speed
Max Span*
Normal Span*
Curves?
Notes
Steel
100%?
Infinite?
~10m
No
Ignored by ships (no collision)
More expensive
Prefab
100%?
Infinite?
~10m
No
Ignored by ships (no collision)
Cheaper

*Pillars are usually built apart at the distance of the 'normal span,' but this distance can be increased up to the 'max span' length. For ships, use the 'normal span' distance to check if a ship's width will fit between pillars.
Metro Building Heights
A list of the connection heights.

Metro Track Connections
Building
Connection Depth
Notes
Metro Station with entrance
-13 meters
Metro Platform without entrance
-10 meters*
-16 meters*
-21 meters*
Above Ground Metro Station (small)
+11 meters
Above Ground Metro Station (large)
+11 meters
Metro End Station (Underground)
-13 meters
Underground Railroad Electric Connection
-12 meters*
-15 meters*
-20 meters*
*This station can have its depth changed with the change height keys.

Metro Pedestrian Connections
Building
Connection Depth
Notes
Pedestrian Underpass (stairs)
-7 meters
Pedestrian Metro Entrance (stairs)
-10 meters*
-15 meters*
-20 meters*
Pedestrian Metro Entrance (Escalators)
-11 meters*
-16 meters*
-21 meters*
*This building can have its depth changed with the change height keys.

Metro End Stations
There are two metro end stations in the game, but they behave slightly differently.

The surface metro end station will block power transfer through itself, so power must be supplied to each side you plan on using. Metro trains also cannot path through the surface end station, so they will have a stop at the end station for them to pass through it (a bypass track can also be used).

The underground metro end station does not block power transfer nor pathing, so feel free to run lines through it and don't think you have to build an electric connection on each end you want to use. You can also build them in the middle of a metro line if you want metro trains to turn around before reaching the end of the line while allowing other metro trains to continue down the line.

Both end stations can be used to turn metro trains around, but the trains have to make a stop there to do so.
Cableways (WIP)
A decent estimate for cableway throughput is 12.5 times whatever the capacity of the cable cars is, though this isn't always the case and should be tested in a save before relying on it. For instance, the 12 rider cable cars can only move about 120 riders per day instead of the 150 riders this thumb rule suggests, while the 4 rider cable cars can move 50 riders per day as the thumb rule suggests (probably due to citizen loading times).

Cableways will start slowing down and losing throughput if too much weight is on them, which increases with each cable car and its cargo/riders. This typically happens for long cableways or for heavy aggregate cableways, but it can be counteracted by building larger stations, which have more "engine power" to keep the cableway moving at full speed.

The second shortest cableway tower is the most cost effective tower on level ground, and all cableway towers except for the second tallest heavy tower are fireproof. The Mi-8 helicopter can build the second shortest heavy cableway tower in only three trips, making it pretty quick to build with about the best fuel economy helicopters can offer (which isn't great). While requiring a lot less material to build, the light cableway needs more trips due to the extra types of resources required.

Cableways can be set up to carry multiple types of waste without mixing them, but doing this requires attaching waste transfer stations to each station, delivering the waste to said waste transfer station by trucks or other vehicles, and not specifying waste types to take nor to wait until loaded. Attaching waste producing buildings directly to a cableway station can be done, but this will prevent multiple types of waste from being taken.
Segment Distance Limits (WIP)
Most "path based" infrastructure can only be built so long per segment.
This section lists these distances.

Aggregate/Dry-bulk Conveyors - No longer than ~240m.
Liquid Pipes - No longer than 337m (367m with the "Pipeline Pressure" research completed).

Water and sewage pipes - Cannot be longer than ~5.6 km

Roads - 8 km max (including bridges and tunnels).
Road tunnels - Must be at least 80m long.

Railway tracks - 3 km max (including bridges and tunnels).
Railway tunnels - Must be at least 75m long.

Electric wiring - No observed limit.
Electric cables - ~5 km max.
Heating Guidelines (WIP)
Building Stats
This section lists various stats for buildings that are either not shown in game or are annoying to compare within the game.
Attraction Score Factors (WIP)
An attraction's overall score is defined by a base score that is affected by environmental factors:
• Sight - The relative elevation change in the area. Being on the top of a hill gives the best scores.
• Nature - The amount of mature plants in the area.
• Water - The amount of water in the area.
• Pollution - How polluted the area is. Unlike other factors this one is always negative.

Sometimes these factors are a requirement for the attraction to achieve its base score, sometimes these factors are a bonus added onto the base score, and sometimes they are both. Here factors are listed with a plus sign (+) if they are a bonus and without one if they are a requirement.

Cooldowns last a number of citizen work/free-time cycles, starting with the cycle the citizen used the attraction on. While on cooldown for an attraction type, citizens cannot use it at any building to replace a leisure need, and they cannot visit any building with both that attraction type and the $ATTRACTIVE_USE_FORGOT_EVEN_MATCH tag.
Attractions Stats - Hotels & Shops
A list of hotels that tourists can get a room at, and a list of shops and bars that tourists and citizens can satisfy food, meat, and drinking at.

Hotels
Base
Rating
Sight
Factors
Nature
Factors
Water
Factors
Pollution
Factors
Rooms
per
Worker
Rooms
Notes
Small Hotel
2.10
0.25 +0.25
0.25 +0.25
-
0.25 -0.25
6
84
Small Hotel (2nd)
1.80
0.25 +0.25
0.25 +0.25
-
0.25 -0.25
7
70
Hotel (2 Star, ES)
2.30
0.25 +0.25
0.25 +0.25
-
0.25 -0.25
5
175
Early Start
DLC
Hotel (3 Stars)
3.00
0.25 +0.25
0.25 +0.25
-
0.25 -0.25
4
140
Hotel (3 Stars, ES)
3.00
0.25 +0.25
0.25 +0.25
-
0.25 -0.25
4
120
Early Start
DLC
Hotel (3 Stars, ES2)
3.00
0.25 +0.25
0.25 +0.25
-
0.25 -0.25
4
300
Early Start
DLC
Mountain Hotel
3.50
0.25 +0.75
0.50 +0.25
-
0.75 -0.25
5
75
Mountain Hotel (ES)
3.80
0.25 +0.75
0.50 +0.25
-
0.75 -0.25
5
50
Early Start
DLC
Hotel (4 stars)
3.80
0.25 +0.25
0.25 +0.25
-
0.25 -0.25
3
105
City Hotel
4.00
0.25 +0.25
0.25 +0.25
-
0.25 -0.25
3
150
City Hotel (ES)
4.00
0.25 +0.25
0.25 +0.25
-
0.25 -0.25
3
300
Early Start
DLC
Hotel Ukraine
4.50
0.25 +0.25
0.25 +0.25
-
0.25 -0.25
6
600
Ukraine DLC


Shops &
Restaurants
Products
Available
Base
Rating
Sight
Factors
Nature
Factors
Water
Factors
Pollution
Factors
Notes
"Panorama" Restaurant
Food & Meat
4.80
0.80 +0.20
0.20 +0.30
+1.70
0.75
Restaurant (ES)
Food & Meat
2.50
0.80 +0.20
0.20 +0.30
+1.70
0.75
Early Start DLC
Ekspres bistro
Food & Meat
0.80
-
-
-
1.50 -0.25
Ukraine DLC
Shopping Center (Proir)
Food, Meat, Clothes, & Electronics
1.50
-
-
-
-
Okean supermarket
Food, Meat, Clothes, & Electronics
1.50
-
-
0.25 +4.00
1.50
-0.25
Ukraine DLC
Beach Bar
Alcohol
2.40* (1.80d)
-
0.40 +0.30
+1.80
0.80
Closes below 11ºC
The View Bar
Alcohol
3.60* (1.30d)
0.50 +0.25
0.20 +0.50
+1.25
0.85
Delicije Café/Bar
Alcohol
2.50
0.50 +0.25
0.20 +0.30
+1.00
0.75
Cafe Zdrojowa (ES)
Alcohol
3.00
0.50 +0.25
0.20 +0.50
+1.25
0.85
Early Start DLC

*Base score when using the attraction as an "attraction" instead for a specific need. The score in ( ) is applied when the attraction is used for the specific need marked by the letter:
• d - Drink alcohol
• c - Culture
• s - Sports
Attractions Stats - Activities
Buildings citizens and tourists can go to satisfy leisure needs are listed here.

"Forget Match?" refers to whether the attraction in question has the tag $ATTRACTIVE_USE_FORGOT_EVEN_MATCH or not, which forbids citizens from visiting the building if they are on cooldown for the building's attraction type. For example, the art gallery has this tag, so citizens on cool down for the "galleries" attraction type cannot visit it, not even to satisfy culture normally.

Attractions
Attraction
Type
Cool Down
Forgot Match?
Base Score
Sight Factors
Nature Factors
Water Factors
Pollution Factors
Notes
Ferris Wheel
Carousel
7 cycles
No
3.60
0.45
+0.50
+0.85
0.70
Closes below 8º C
Autodrome
Carousel
8 cycles
No
3.10
-
+0.50
+0.50
0.70
Closes below 8º C
Chamomile
Carousel
9 cycles
No
2.80
-
+0.50
+0.50
0.70
Closes below 8º C
Surprise
Carousel
10 cycles
No
3.00
-
+0.50
+0.50
0.70
Closes below 8º C

Gallery of Art
Galleries
15 cycles
Yes
0.75* (3.35c)
-
-
-
-
Can satisfy culture.
Gallery of Art (ES DLC)
Galleries
15 cycles
Yes
0.75* (3.35c)
-
-
-
-
Can satisfy culture.
Republic
Theater
None
N/a
No
2.50* (2.50c)
-
-
-
-
Only satisfies culture.
Republic Theater
(ES DLC)
None
N/a
No
4.00* (3.50c)
-
-
-
-
Only satisfies culture.
Concert Hall «Ukraina»
(Ukraine DLC)
None
N/a
No
2.40* (2.70c)
-
-
-
-
Only satisfies culture.
Dance hall Romantyk
(Ukraine DLC)
None
N/a
No
1.20
-
-
-
1.20 -0.25
Only satisfies culture.

Museum of the Republic
Museum
15 cycles
No
3.20* (0.70c)
0.35
+0.25
-
-
Can satisfy culture.
National Uprising Museum
Museum
13 cycles
No
2.40* (2.90c)
0.35
+0.70
-
0.70
Can satisfy culture.
Palace of Communism
Museum
12 cycles
No
3.80* (1.80c)
0.35
+0.25
-
0.70
Can satisfy culture.
Pyramid Museum
Museum
13 cycles
No
2.80* (2.10c)
0.35
+0.25
-
0.60
Can satisfy culture.
Natural History Museum
(W-Maps DLC)
Museum
15 cycles
No
2.00* (0.70c)
0.35
+0.25
-
-
Can satisfy culture.
Expo Hall
(ES DLC)
Museum
6 cycles
No
2.50* (0.70c)
0.35
+0.25
-
-
Can satisfy culture.
Museum of the Republic (small)
(ES DLC)
Museum
10 cycles
No
3.20* (0.70c)
0.35
+0.25
-
-
Can satisfy culture.
Museum of the Republic (big)
(ES DLC)
Museum
12 cycles
No
3.50* (0.70c)
0.35
+0.25
-
-
Can satisfy culture.

More Attractions
Attraction
Type
Cool Down
Forgot Match?
Base Score
Sight Factors
Nature Factors
Water Factors
Pollution Factors
Notes
Outdoor Pool
Pools & Beaches
5 cycles
No
2.00* (3.70s)
-
+0.75
+0.75
0.60
Satisfies sports, closes below 15ºC
Indoor Pool
Pools & Beaches
4 cycles
No
1.80* (3.70s)
-
+0.75
+0.75
0.60
Satisfies sports
Indoor Pool
(ES DLC)
Pools & Beaches
4 cycles
No
1.80* (3.70s)
-
+0.75
+0.75
0.60
Satisfies sports
Beach
Pools & Beaches
4 cycles
No
4.00* (2.80s)
-
+1.50
0.75
0.75
Satisfies sports, closes below 21ºC
Sports Hall (Small)
Pools & Beaches
(Disabled**)
4 cycles
No
2.50* (2.00s)
-
-
-
0.60
Satisfies sports
Sports Hall (Medium)
Pools & Beaches
(Disabled**)
4 cycles
No
2.00* (2.00s)
-
-
-
0.60
Satisfies sports
Sports Hall (Small)
(ES DLC)
Pools & Beaches
(Disabled**)
4 cycles
No
2.00* (2.00s)
-
-
-
0.60
Satisfies sports
Sports Hall (Medium)
(ES DLC)
Pools & Beaches
(Disabled**)
4 cycles
No
3.00* (2.00s)
-
-
-
0.60
Satisfies sports
Palace of sports Dynamo
(Ukraine DLC)
None
N/a
No
1.40
-
-
-
1.2
-0.25
Only satisfies sports.

Sight Tower 1
Sight Towers
20 cycles
No
4.10
0.88
+0.75
+0.75
0.80
Higher Rating
Sight Tower 2
Sight Towers
20 cycles
No
3.80
0.85
+0.75
+0.75
0.80
Higher Visitor to Worker Ratio

Zoo
Zoos & aquariums
10 cycles
No
2.70
-
+1.00
-
0.30
Lviv Circus
(Ukraine DLC)
Zoos & aquariums
15 cycles
Yes
4.00* (1.50c)
-
-
-
0.30
Satisfies Culture.
Closes below 10º.

*Base score when using the attraction as an "attraction" instead for a specific need. The score in ( ) is applied when the attraction is used for the specific need marked by the letter:
• d - Drink alcohol
• c - Culture
• s - Sports

**Due to a bug, citizens cannot use this building's attraction type to replace leisure needs.

Loading/Unloading Factors
This section has lists of the loading and unloading factors for the vanilla buildings in the game. Keep in mind that if a vehicle can stop at or within the building (trucks, forklifts, etc.), it can utilize the station un/loading factors of the building. Trains will also load and unload faster with more of their wagons fitting within a station or building.

These factors are defined in the building's .ini file via the tags:
$VEHICLE_LOADING_FACTOR
$VEHICLE_UNLOADING_FACTOR

These tags also influence the electrical power drawn unless another tag is present:
$ELETRIC_CONSUMPTION_LOADING_FIXED 1.0

List of Loading and Unloading Factors
If a building is not listed, then you can assume its loading and unloading factors are 1.0.
This list does not include mods.

Road Stations
Loading Factor
Unloading Factor
Notes
Cargo Stations
1.0
1.0
Aggregate Loading
20.0
1.0
Aggregate Unloading
1.0
1.0
Pumping station
1.0
1.0
Pumping station (1 way)
1.0
1.0
Vehicles don't block each other.
Dry Bulk Un/loading
7.0
7.0
Water/Sewage Station
1.0
1.0

Railway Stations
Loading Factor
Unloading Factor
Notes
Cargo Stations (54m, 83m, 91m, 156m)
1.0
1.0
1 to 4 tracks.
Cargo Station (180m)
3.0
3.0
2 tracks.
Cargo Station (196m)
4.0
4.0
4 tracks.
Cargo Station (208m)
5.0
5.0
6 tracks.
Pumping Stations (all)
1.0
1.0
Aggregate Loading (100m)
15.0
1.0
2 tracks.
Aggregate Loading (32m)
23.0
1.0
2 tracks.
Aggregate Loading (123m)
22.0
1.0
4 tracks.
Aggregate Loading (123m)
22.0
1.0
6 tracks.
Aggregate Unloading (all)
1.0
1.0
1 or 2 tracks.
Dry Bulk Station
7.0
7.0
2 tracks.
Station variants are identified by their
listed "station length" and number of tracks.

Ports and Harbors
Loading Factor
Unloading Factor
Notes
Cargo (tiny)
2.0
2.0
Named "small."
Cargo (small)
4.0
4.0
Cargo (medium)
4.0
4.0
Cargo (container)
6.0
6.0
Pumping Harbor
3.0
3.0
Aggregate Loading
60.0
1.0
Aggregate Unloading
1.0
2.0

Aircraft Stations
Loading Factor
Unloading Factor
Notes
Airport Terminal (1,200 workers)
1.0
1.0
Needs heating.
Airport Terminal (400 workers)
1.0
1.0
Needs heating.
Heliport
1.0
1.0
Needs heating.
Cargo Terminal
1.0
1.0
Cargo Helipad
1.0
1.0
Cargo Helipads (×3)
1.0
1.0

Cableway Stations
Loading Factor
Unloading Factor
Notes
Small Station
1.0
1.0
$ENGINE_SPEED 0.17*
Large Station
1.0
1.0
$ENGINE_SPEED 0.45*
Aggregate Loading (small)
20.0
1.0
$ENGINE_SPEED 0.27*
Aggregate Unloading (small)
1.0
1.0
$ENGINE_SPEED 0.27*
Aggregate Loading (big)
20.0
1.0
$ENGINE_SPEED 0.6*
Aggregate Unloading (big)
1.0
1.0
$ENGINE_SPEED 0.6*

Storages
Loading Factor
Unloading Factor
Notes
Dry Bulk Storage (all)
3.0
3.0
Cement Silo (1,400 tons)
2.0
2.0
Open Storage (330 tons)
5.7
5.7
Open Storage (1170 tons)
4.0
4.0
Open Storage (mud/free)
1.0
1.0
Fireproof. No limit.
Oil/Fuel Storage
1.0
1.0
Aggregate (all)
1.0
0.6
Aggregate (mud/free)
1.0
1.0
Fireproof. No limit.
Space for Vehicles/Containers (small)
4.0
4.0
Space for Vehicles/Containers (large)
4.0
4.0
100m station length
Space for Vehicles/Containers (large)
1.0
1.0
141m station length
Warehouses (all)
1.0
1.0
Meat Storages (all)
1.0
1.0
Grain Silos (all)
1.0
1.0
Livestock Hall
1.0
1.0
Dumps (no crane)
1.0
1.0
Dumps (w/ crane)
13.0
1.5
Dump (w/ rails & crane)
15.0
15.0
Limited to handling up
to 4 wagons at a time.
Waste Transfer Station
1.0
1.0

Facilities
Loading Factor
Unloading Factor
Notes
Container Loading Facility
1.0
1.0
Vehicles don't block each other.
Container Unloading Facility
1.0
1.0
Vehicles don't block each other.
Farm Fields
1.0
1.0
Fireproof.
Farm Buildings
1.0
1.0
Car Dealership
1.0
1.0
Power Plants
1.0
1.0
Gas Stations (all)
1.0
1.0
Heating Plants
1.0
1.0
Railway Distribution Office
1.0
1.0
Custom Houses
Unique
Unique
Seems to follow its own rules.
Beyond the Borders
Unique
Unique
Seems to follow its own rules.

Industries
Loading Factor
Unloading Factor
Notes
Pumpjack
1.0
1.0
Gravel Quarry (Big & Small)
5.0
1.0
Airplane Production Line
4.0
4.0
Railway Production Line
4.0
4.0
Vehicle Production Line
4.0
4.0
Sawmill
2.0
2.0
Woodcutting Post
2.0
2.0
Uranium Processing Plant
1.0
0.6
Uranium Conversion Plant
4.0
4.0
Nuclear Fuel Fabrication Plant
4.0
4.0
*$ENGINE_SPEED and a couple other factors determines how long and heavy a cableway can be before its throughput suffers.
Electronics Production Ratios
From 1960 to various times in the 2000's, the vanilla electronics and electronic components factories will produce less and consume more, making the production and importation of electronics and electronic components much more expensive.

Electronics component factory:
• Consumption costs go up to 170% from 1960 to ~2020
• Production output falls down to 30% from 1960 to ~2044
• Cost to products ratio eventually increases by 467%, not including workers.

Electronics factory:
• Consumption costs go up to 200% from 1960 to ~2060
• Production output falls down to 30% from 1960 to ~2037
• Cost to products ratio eventually increases by 567%, not including workers.

Note that the interface will round to one tenths here.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3378884380
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3378884493
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3378884596
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3378884681
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3378884749
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3378884820
Farming Figures
A lot of stuff affects the yield of a farm field:
  • A field's fertility scales its crop yield, so 200% fertility yields twice as many crops as 100% fertility.
  • With seasons enabled, one ha of fields at 100% fertility produces ~62 tons of crops a year.
  • With seasons disabled, one ha of fields at 100% fertility produces ~25 tons of crops per harvest, but you can do multiple harvests a year.
  • Harvesting with machines gets 100% of the yield, while harvesting with workers only gets 60% of the yield. Sowing can be done with either without loss.
  • Farming in the Siberian biome (DLC) seems to reduce yields to 33% or 35%.
  • Tractors can add solid fertilizer to fields before sowing to raise the field's fertility, and after sowing, they can spray fields with liquid fertilizer to raise fertility too. Leaving fields fallow and allowing crops to rot in the fields will also raise fertility.
  • Field fertility is capped at 100% with no fertilizer applied, 150% if one type is applied, and 200% if both fertilizers are applied, though "solid fertilizer" will accumulate on fields over time or if you leave crops on them too long into winter, so over 150% is possible with just liquid fertilizer applications.
  • Supposedly there is also a small random factor that affects harvests.

To estimate the hectares (ha) of fields you need to run an industry all year, use this formula:
A = I × 365 days / (F × Y), where: • A - the number of ha required. • I - the daily consumption of the industry in tons/day. • F - the fertility of the fields. • Y - the tons of crops yielded per ha.

You can then estimate the number of fields you need by dividing by the number of ha per field.
To estimate the amount of storage you need, just multiply the Industry's daily consumption rate by 365 days.

For example, the food factory needs 42 tons of food per day. If I use solid fertilizer on my fields, with seasons enabled, and I harvest with machines, then I need:
A = (42 tons/day) × 365 days / (150% × 62 tons/ha) = 164.84 ha
This would require 105 medium fields (1.57 ha each), 34.27 big fields (4.81 ha each) or 423 small fields (0.39 ha each). I would also need storage for 15,330 tons of crops to store the harvest for the year.

You can also convert ha to km² by dividing by 100. 1 square kilometer is 100 ha.
Building Maintenance (WIP)
If you have maintenance enabled, then you will need to keep your buildings in good condition. Building condition deteriorates over time and will need periodic renovation to restore it. Fires and earthquakes rapidly lower building condition. When a building's condition falls to 0%, it will collapse and be destroyed.

Wear and tear on apartments affects their housing quality. Housing quality acts as a soft cap on the happiness of the residents, which greatly affects their productivity, so keeping apartments in good condition is always a good idea.

Wear and tear on an industry affects its productivity rating, which in turn affects the overall productivity of the workers in the industry. Low building productivity can throttle the building to low levels of production %. High worker productivity due to high happiness and loyalty can counteract this to a degree.

Wear and tear on the machinery affects the industry's efficiency, which scales the output/input ratio of the industry. For example, a food factory with an efficiency of 50% will only produce ~10 tons of food from 42 tons of food instead of the full 20 tons of food.

Machinery wear and tear can reach 20% before efficiency is affected.
Building wear and tear can reach 50% before productivity is affected, but it also affects a building's ability to survive a fire or earthquake, so typically you do not want it to reach this level anyway.

Replacing machinery lowers productivity by 30% and halts all production.
Renovating an industry also lowers productivity by 30%.
Other
Waste Conversion Rates
Waste processing buildings have various conversion percentages for the jobs they do; separation plants extract a portion of a waste type within mixed waste, incinerators destroy a portion of the waste charged to them, and waste heating/power plants extract so much of the energy in the waste. This section lists the various conversion percentages for each of them and explains how they work.

Waste Separation
For each type of waste, a separation plant will extract a given percentage from a pile of mixed waste and convert the rest into "other waste." The percentage listed in the separation plant's menu is how much of the given waste that will be extracted, while 100% minus this percentage is how much will be converted into "other waste."

If a percentage isn't listed for a type of waste, then the plant cannot separate it from the mix, and it will just be passed through unchanged.

The exact percentages are defined in the config files of the waste separation plants.
Separation Plant
Maximum Throughput
(Mixed Waste)
Construction Waste
Plastic Waste
Metal Scrap
Aluminum Scrap
General
50 tons/day
65%
60%
87%
85%
Scrap
30 tons/day
N/a
N/a
98%
N/a
Aluminum
20 tons/day
N/a
N/a
N/a
97%

So if mixed waste with 20 tons of construction waste in it enters a general separation plant, only 13 tons of construction waste will be sorted out, and the remaining 7 tons of construction waste will be converted into "other waste" and left in the mixed waste. If the same mixed waste entered any of the other separation plants, it would just pass through unchanged.

Pre-sorting wastes at stands or in attached waste storage buildings will allow you to get 100% of most of the waste types you'd interested in, and is the only way to get biological waste and fertilizer to use in farming. The downside is that collection is more difficult if you presort everything, as all these waste types need to be kept separate during the collection process, but then you don't need to run any of it through a separation plant.

Waste Incineration
Incinerators act similarly to separation plants, but the percentage relates the portion of the waste that it destroys, and any remaining waste is instead converted into ash. Also like separation plants, if a waste type is not listed in its menu, the incinerator just passes it through unchanged.

All incinerators have the same percentages in the base game; mods may differ:
Waste Types:
Biological
Fertilizer
Burnable
Plastic
Hazardous*
"Other"
Percentage:
70%
30%
100%
80%
50%
80%
*Only for the component of a mix that is "Hazardous waste," not the entire hazardous mix.

Burning 10 tons of fertilizer creates 7 tons of ash, while burning an equal amount of biological waste creates only 3 tons of waste (less than half!). This is one of two reasons to keep your excess biological waste in waste transfer stands to prevent it from decaying.

Treating Hazardous Waste
With a waste treatment plant, you can spend chemicals to convert all (100% of) the "hazardous waste" in a mix into "other waste," which then allows you to run the mixed waste through separation plants. Note that you are only charged chemicals to nullify the "hazardous waste" component of the mix, not the entire mix.

Normally it isn't worth spending chemicals to treat hazardous waste, as you can just incinerate it and still get the metal and aluminum scraps, but there is a case to be made for plastic waste. Each ton of plastic waste recycled and used in industry saves about a ton of oil, so if you can free up more than 1 ton of plastic waste for every 3 tons of "hazardous waste" within a hazardous mix, you will save more oil than you spend on the chemicals used to treat the mix.

Waste to Heat/Power - Caloric Percentages
Waste has a hidden set of percentages for the amount of energy a waste heating/power plant can extract from each type. These percentages weren't given a name by the developers, so I just call them caloric percentages.

The caloric value for each waste type is displayed below, along with the percentage of the waste that will remain as ash; these values may differ for mods though:
Waste Type
Caloric %
Ash %
Notes
Biological
50%
30%
Fertilizer
20%
70%
Burnable Waste
100%
0%
Plastic Waste
40%
20%
Hazardous Waste*
50%
50%
Other Waste
20%
20%
Non-inflammable wastes**
N/a
N/a
*Component, not the mix.
**Ash, construction waste, metal scrap, and aluminum scrap.

The caloric percentages for the waste burnt by a waste heating/power plant effectively determines how much heat or energy the plant can make per calendar day, with the plant's production percentage capped at the percentage matching the waste type. Burning pure biological waste would limit a waste heat or power plant's output to 50% for example.

As for mixed waste, I think it has a caloric percentage that is the sum of each waste type's caloric value times its percentage of the mixed waste's total tonnage, but I haven't checked enough to confidently say this. For example, for mixed waste with 2 tons of "other" waste, 3 tons of biological waste, and 3 tons of construction waste, I'd estimate its caloric percentage to be around 23.75%: 2/8 × 0.2 + 3/8 × 0.5 + 3/8 × 0.0 = 0.2375.


If you want the best output for your waste to power/heat plants, then the best "fuels" are biological waste and a curated mixed waste with a high percentage of "burnable" waste, but these wastes each have a significant drawback:
  • Biological waste will decay into fertilizer (arguably the worst "fuel") if left in a dump, so you have to keep it in a waste transfer station if you want to store it for any decent amount of time (like for winter heating), which has a much lower storage capacity than dumps do.
  • Burnable waste cannot be separated out of mixed waste, so you have to source it from specific industries that produce mixed waste with a lot of burnable waste already in it, like coal processing plants or chemical factories production, and then you need to keep it separate so it isn't diluted.

Other types of waste either have low caloric percentages ("other waste" & fertilizer) or are generally too diluted to be considered "high grade," like hazardous waste. In my opinion, these "low grade" wastes are best burnt for electricity, because you generally want heating plants to produce more heat and thus supplement more heating plants, and because electricity can also be supplemented with renewable power sources. Plastic waste is a decent fuel, but I think it is better to recycle it and reduce the amount of oil you use instead.
Pollution Summary and Ranges
This section explains the rather simple pollution simulation within the game.

There are five pollution sources that create pollution:
  • Industrial buildings produce the most.
    • Actual pollution output scales with the building's production %.
    • You can look up "how much" pollution is generated in their pop-up card.

  • Old world buildings produce a little pollution locally if you don't provide heating.
    • Generally this can be ignored.

  • Sewage also causes pollution wherever it is dumped.
    • Severity scales with sewage pollution %.
    • If buildings' sewage tanks overflow, then the excess is dumped, creating local pollution.
    • Sewage can be ignored for a short time, but you really should avoid overflows.

  • Waste creates pollution in a variety of ways:
    • Incinerators create pollution out to 1.5 km away.
    • If waste overflows its container (skid/bin) or is dumped, local pollution is created.
    • Waste will decay in a dump, waste transfer, and in demolition sites.

  • Demolishing buildings or infrastructure intrinsically creates pollution.
    • Resources in a building are converted to waste when the building is marked for demolition.
    • Some of the wastes created from demolition will also decay on the site until picked up.
    • Collapsed or buildings demolished with explosives will mix all the waste present together.

Vehicles do not create pollution, and trees do not limit nor absorb pollution.

Pollution is only simulated as air pollution and radioactive contamination (see next section), so all sources, even sewage outlets, will just create clouds of pollution around them. Water movement is not simulated, so pollution will not be carried nor diffused through bodies of water.

You can see how an area is affected by pollution by building a pollution monitoring station (found under state infrastructure) nearby. Typically there will be one or more "clouds" of pollution that are randomly distributed a certain distance from the source. More pollution output means larger clouds and more severe effect on the land. Note that green dots do not necessarily mean there is no pollution; just that the intensity there is very low and possibly nonexistent.

Pollution is not permanent by any means. If you remove the source of the pollution, then the pollution in an area will dissipate in a matter of weeks or months. Operating polluting buildings at low rates also reduces a lot of the pollution they output and thus the intensity of pollution in the area around them, though the range the pollution can spawn won't change.

Pollution currently only has three effects in the game:
• Lowers citizen health (which affects a lot, like lifespan and productivity).
• Lowers tourism ratings (only tourists care about these; citizens do not.)
• Lowers the quality of water from water sources, to a point.

Farmland does not seem to be affected by pollution, so it makes good filler for the land between industries and residences.

Citizen health is only affected by living in polluted areas, which includes prisons, orphanages, dorms, and maybe hospitals (as a critical patient) and hotels (as a tourist). Working or satisfying needs in polluted areas does not seem to have any effect on citizen health, even for sports related buildings like the beach. Lower health causes lower lifespans (to a minimum around 30 "years"), lower productivity, death, more hospital visits, more ambulance calls, and lower population growth. The health and thus lifespans of citizens can recover once they are removed from polluted residences.

With research enabled, you can research filters to reduce the output of industrial buildings (maybe other sources?) and vitamins to reduce the impact of pollution on citizens.

Each polluting building will display an output of "Environmental pollution" in tons/years, which you can use to estimate the range you need to maintain between them and residences, attractions, and hotels. Note that these outputs are only displayed if you have pollution enabled as a game setting.

Stand Off Ranges
Pollution manifests with a few aspects to consider:
  • Range - The distance from a source that pollution can spawn out to, this seems to depend on the building's tags or emitter types (white smoke/steam, black smoke, etc.). A factory operating at a low level of production can pollute out to the same distance as if it were producing as much pollution as possible. From what I have seen, there are three steps in the range: 500m, 1 km, and 1.5 km.

  • Intensity - Basically how polluted a piece of land is, this depends mostly on the average rate a source produces pollution at (not necessarily its maximum rate), but low levels of pollution from multiple sources can overlap in an area to create high levels of pollution. Pollution intensity scales the health loss of affected citizens, the quality of a water source, and the tourism ratings of attractions.

  • Dispersion - How the pollution a source creates is distributed in the area around it. In this game, all pollution effects are clustered in clouds or blobs, with most of them spawning around the source and the remaining spawning randomly elsewhere within range. Some players claim that pollution clouds tend to spawn more to the NW of the source, but I haven't reliably observed that.
Having apartments, water sources, and tourism somewhat within can be okay if you limit the pollution they create, such as heating plants or "peaker" power plants, but I would recommend keeping them separate as much as possible.

This table has recommended distances between pollution sources and vulnerable stuff, like apartments, tourism, water sourcing, and hospitals. Measure from the center of the buildings.
Minimum Range
Pollution Source Output
Example sources
300m
< 3 tons/year
Sawmill, gravel quarry
500m
≤ 4 tons/year, constant operation
Pumpjack
500m
< 10 tons/year, seasonal operation
Small heating plant
700m
< 10 tons/year, constant operation
Electronic factory
800m
> 10 tons/year, seasonal operation
Large heating plant
1000m
> 10 tons/year, constant operation
Iron mine
1250m
Tight clusters of 10+ tons/year sources or
a 30+ tons/year single point source
Chemicals Complex,
Oil Refinery
1500m
> 40 tons/year, constant operation
Incinerator
Aircraft factory
These ranges eliminate all of the influence on citizens. If you're fine with 1% or 2% pollution exposure, then you can reduce the range by 10%, but I wouldn't recommend it, as this makes citizens more vulnerable to sickness, reduces their productivity, and puts more stress on your healthcare systems.

Most tourist buildings may need an additional 200 to 400 meters, because their score depends on the pollution in the area around them; a few do not care about pollution though.

All incinerators, dumps, and waste transfer stations with hazardous/other waste should always have 1.5 km between them and residences. Ash and biowaste can decay in dumps within 500m of residences without issue, but closer than 300m is not recommended.
Radiation and Nuclear Waste
Radiation is effectively a subtype of pollution in the game, with similar effects on citizen health and water source quality, but there are some differences:
• Attraction scores do not seem to be affected.
• Radiation can further degrade the quality of water sources to as low as 40%.
• Radiation also dissipates over time, but much more slowly.

It is not known if the vitamins tech mitigates radiation exposure, but since radiation effects on health are reported as "pollution," it probably does.

Radiation Sources
    Radiation in this game is created from nuclear waste and from burning nuclear power plants.

Nuclear waste emits a small amount of radiation, but normally this won't be a concern.
    You have to be storing over 40 tons of nuclear waste or dump over 25 tons of it before the radiation levels in the immediate area climb to the point that citizens will be even moderately affected, and the radiation doesn't seem to spawn more than 400m away. At most, you just need to avoid building homes or water sources next to your central nuclear waste repository.
    The main issue with nuclear waste is its disposal, as the only automated options you have to deal with nuclear waste are to export it for a fee or store it somewhere away from citizens and water sources. If space is plentiful or you aren't constantly running your nuclear power plants at 100% power, then storing the waste you make shouldn't be a huge issue (important for self sufficiency).
    Keep in mind that anytime a building is destroyed, all the nuclear waste within it is automatically dumped and converted into local radioactive contamination. This happens regardless of whether waste management is enabled on the save.

Nuclear power plants that are on fire and re-enacting Chernobyl are the other main source.
    The moment a nuclear power plant catches fire, the radiation levels in the surrounding areas start climbing. The rate of irradiation starts slowly at first but quickly ramps up to the point of several thousand extra Sv/h per day, and by the time the nuclear power plant fully burns down, the radiation levels within 1 km can end up being well over 30,000 Sv/h, which is more than enough to quickly kill most citizens living nearby.
    Now that sounds scary, but because the nuclear power plant also creates normal pollution up to a kilometer away, you probably won't have any citizens living nearby to irradiate anyway. The biggest issue is maybe having to build a new water surface inlet or well farther away because the radiation dropped the old one's water quality below the 60% required by the nuclear power plant.

While other nuclear materials do not emit radiation when dumped (or at all), they will instead be converted into hazardous waste if the building they are in is destroyed and then will start decaying and severely pollute the surrounding area. Uranium ore can be particularly bad due to the amounts it can be stored in, so either consume more than you make/import (don't let it back up) or keep its storages 1.5 km away from pollution sensitive stuff.


Detecting Radiation
The main way to detect radiation is with the Pollution monitoring station, which will display the highest intensity of radiation and the average intensity of radiation in the area it monitors so long as it has power. You can also set alarms for elevated levels of radiation.

150 Sv/h is the natural "background" radiation level in this game and has no appreciable effect on citizens (though in real life, this is enough to give you a lethal dose of radiation in only minutes). Slightly elevated levels (between 150 to 300 Sv/h) usually means that nuclear waste was or still is nearby, while anything higher is usually the result of storing large amounts of nuclear waste or from a burning nuclear power plant.

You can also click on the "dosimeter" icon next to the "View actual pollution" tab to get an instrument you can wave over the terrain to get a rough idea of how radioactive it is. Unlike the pollution monitoring station's other readings, this one does not require power to use and doesn't have a range limit.


Each large mark on the scale is approximately 2,000 Sv/h.

The "dosimeter" should really be called a "Geiger counter" or some other gamma radiation instrument. Dosimeters are devices intended more to measure and record the amount of radiation someone is receiving and supposedly adsorbing in their body, especially in the era the game is set in. More modern dosimeters can give a readout of the local gamma and beta radiation levels, but that still isn't their main function.

The game will also list the percentage of your map that is radioactive under the citizen health tab found on the top right of the screen, even if none of your citizens are affected by radiation. Radiation's actual impact on citizen health will be listed in the same tab under "reasons for decrease" as "pollution."

There isn't really a good way to see all the areas affected by radiation like there is with pollution; the closest you can come is by having water management enabled, selecting a well to build, and then scanning the ground to see where the well's dots turn from green to orange or red. This isn't super reliable, as normal pollution and even just the presence of other buildings will degrade a well's quality, but you can at least confirm an area is radioactive if the well's reported quality drops below 78%.
Special Mentions / Don't Accuse Me of Plagiarism
I would have just posted links to these guides, but parts are outdated, slightly incorrect, or do not go in depth enough for my liking. Still, their authors deserve some credit.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2611490715
https://www.reddit.com/r/Workers_And_Resources/comments/tsxda0/an_intermediate_guide_to_container_handling_and/

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2891866932
24 Comments
Rallehop 3 hours ago 
Does engine power matter for tower cranes? I'm trying to pick between the A1 and C2 tower cranes and the only difference is that the A1 has a higher engine power score and costs slightly more.
Silent_Shadow  [author] 7 Jul @ 3:04pm 
Seems like a bug to me, but is probably related to how you can't make your own solid fertilizer if waste is not enabled.
kejx 7 Jul @ 2:01pm 
I just found out that after the early start DLC if i start in the 1960's with waste management turned off, i stil can build the liquid fertilizer plant (after reserching it) but, if i start in the 1930's i can't even see the building option because is locked behind the "you have to enable waste management" message....am i missing something? Thanks
Silent_Shadow  [author] 17 Jun @ 1:28am 
Pretty good for citizens, tourists not so much.
YertyL 17 Jun @ 1:01am 
A 6(!!) cycle cooldown for the expo hall! Damn, pretty huge. Like "potentially worth it to build your whole city around that" huge. Thank you for the update!
Silent_Shadow  [author] 10 Jun @ 10:59am 
Yep, just had to find the time.
You can find the new aircraft and ships there already.
YertyL 3 Jun @ 12:16am 
So...do you plan on an Early Start update? I would love to know if the expo hall is worth it as an attraction :-)
Silent_Shadow  [author] 30 May @ 8:02am 
I thought it was pretty funny too and just had to share.
Dobrovolets 30 May @ 3:48am 
Silent shadow, you have made my day, the part about children weight is hillarious XD
I remembered the joke "What we had under Stalin. What we have lost", n. 7:
"The gestation period was 4,5 months. The children were born 12-15 kilograms each with blonde hair, clear blue eyes and strong-willed intelligent faces - asking to send them to the factory"
Papug_tm 29 May @ 1:48pm 
Thanks, that explains it - I'm using modded factories that just got updated, I bet the author turned this feature on.