import 4.code.about;

class Header {

public void title() {

String fullTitle = '/vst/';
}

public void menu();

public void board();

public void goToBottom();

}
class Thread extends Board {
public void Workers & Resources: Soviet Republic(OP Anonymous) {

String fullTitle = 'Workers & Resources: Soviet Republic';
int postNumber = 1680025;
String image = '1708543505737965.png';
String date = '02/21/24(Wed)14:25:05';
String comment = '>>>1679808
What does the rest of the map look like? Is there any particular reason why it would be good to have the set up right across the river?'
;

}
public void comments() {
if(Anonymous && title=='undefined' && postNumber==1680068 && dateTime=='02/21/24(Wed)15:40:20'  && image=='file.png') {

'>>1680025
Is this what you need?

> Is there any particular reason why it would be good to have the set up right across the river?
It would be closer to my first city, which means it'd have access to my farm complex and railroad. Also, it's just across a big oil well on the coast south of it. I'd build it there, but it's way too close to my farms and would get all polluted.'
;

}

if(Anonymous && title=='undefined' && postNumber==1680447 && dateTime=='02/22/24(Thu)06:14:14'  && image=='20240222033608_1.jpg') {

'undefined';

}

if(Anonymous && title=='undefined' && postNumber==1680463 && dateTime=='02/22/24(Thu)06:47:29') {

'>>1680068
> Also, it's just across a big oil well on the coast south of it. I'd build it there, but it's way too close to my farms and would get all polluted.
Makes sense, what map are you using by the way?'
;

}

if(Anonymous && title=='undefined' && postNumber==1680521 && dateTime=='02/22/24(Thu)08:11:00') {

'>laying down a new city
Yep, it's another 5 hours spent without unpausing time.'
;

}

if(Anonymous && title=='undefined' && postNumber==1680527 && dateTime=='02/22/24(Thu)08:15:30') {

'>>1680521
meanwhile sancho.gonzales.2012 just plops down 5 crooked roads lined with highest capacity commieblocks with basic necessities in the middle and calls it a day'
;

}

if(Anonymous && title=='undefined' && postNumber==1680530 && dateTime=='02/22/24(Thu)08:19:22') {

'>>1680463
Rote Bucht, why?'
;

}

if(Anonymous && title=='undefined' && postNumber==1680542 && dateTime=='02/22/24(Thu)08:38:11') {

'>>1680527
Why cut corners when I can fit 10 highest capacity commieblocks into the same space with a little elbow grease instead?

Why yes, I'm building in a wide open area with no constraints whatsoever, of course.'
;

}

if(Anonymous && title=='undefined' && postNumber==1680546 && dateTime=='02/22/24(Thu)08:46:30'  && image=='115477781.jpg') {

'>>1680542
because it's ugly'
;

}

if(Anonymous && title=='undefined' && postNumber==1680547 && dateTime=='02/22/24(Thu)08:50:32') {

'>>1680546
I don't know how people manage to do these cool looking sprawls without it utterly destroying their logistics. How do you get all the builldings to be within range of
- a nursery
- a school
- a store
- sports
- entertainment
- an transport station for their job'
;

}

if(Anonymous && title=='undefined' && postNumber==1680555 && dateTime=='02/22/24(Thu)09:00:57') {

'>>1680547
but you don't need all buildings to be in range of all of that, just use public transport to make people go to other parts of the city to fulfill their needs
why else do you think you have all the options for passenger transport in the UI?'
;

}

if(Anonymous && title=='undefined' && postNumber==1680556 && dateTime=='02/22/24(Thu)09:02:21') {

'>>1680555
Does that actually work?'
;

}

if(Anonymous && title=='undefined' && postNumber==1680561 && dateTime=='02/22/24(Thu)09:07:28') {

'>>1680556
of course it works, though usually you want to have a grocery store nearby just to make sure your citizens don't starve if public transport gets jammed or something'
;

}

if(Anonymous && title=='undefined' && postNumber==1680723 && dateTime=='02/22/24(Thu)13:20:07') {

'>>1680530
I like the look of it and may give it a try myself'
;

}

if(Anonymous && title=='undefined' && postNumber==1680837 && dateTime=='02/22/24(Thu)16:17:32') {

'>>1680547
For things like Schools, just use smaller ones and place more of them. I only use public transport to move kids if I have to, same with grocery stores.'
;

}

if(Anonymous && title=='undefined' && postNumber==1680842 && dateTime=='02/22/24(Thu)16:24:04') {

'Christ, coal mines and coal processing makes a shit load of mixed waste, feel like one or the other is usually down waiting for a garbage truck. How do you deal with it?';

}

if(Anonymous && title=='undefined' && postNumber==1680901 && dateTime=='02/22/24(Thu)17:31:07') {

'>>1680842
Claw dump with railroad connection, have a garbage train that collects it to be sent to the waste facility. Since claw dumps have a large capacity, you only really need one, even at full capacity *and* if you also use it as a dump for the ore processors.'
;

}

if(Anonymous && title=='undefined' && postNumber==1681115 && dateTime=='02/22/24(Thu)21:55:26'  && image=='20240222185224_1.jpg') {

'Over 17 years after the construction of the Grand Rail Bridge project had begun, we have finished';

}

if(Anonymous && title=='undefined' && postNumber==1681216 && dateTime=='02/23/24(Fri)01:21:18'  && image=='20240222043042_1.jpg') {

'>>1681115
kek'
;

}

if(Anonymous && title=='undefined' && postNumber==1681217 && dateTime=='02/23/24(Fri)01:21:49') {

'>population starts declining
>no meaningful notifications
>start checking hospitals and pollution sensors in my cities, nothing out of ordinary
>can't even check recent deaths on a per-city basis to find out where the decline is happening
AAAAAAAAAAAA'
;

}

if(Anonymous && title=='undefined' && postNumber==1681405 && dateTime=='02/23/24(Fri)04:43:13') {

'>>1680842
I give each mine/processor a large waste stand to separate the construction waste and the mixed waste. Mixed waste goes to a waste power plant, while construction waste gets turned into gravel/cement for export. I usually use trucks to collect the wastes and take them to a central collection point that connects to the incinerator and gravel recycling plant by a cableway.'
;

}

if(Anonymous && title=='undefined' && postNumber==1681408 && dateTime=='02/23/24(Fri)04:48:01') {

'>>1681217
Old age is a cause of death too, and your initial citizens usually all die around the same time.
>can't even check recent deaths on a per-city basis
Should have built the city halls, they record the number of deaths and the average lifespan for their area, although it can be annoying to reset it every now and then.'
;

}

if(Anonymous && title=='undefined' && postNumber==1681452 && dateTime=='02/23/24(Fri)05:52:54') {

'>>1681217
Use the empty flats overlay.'
;

}

if(Anonymous && title=='undefined' && postNumber==1681564 && dateTime=='02/23/24(Fri)08:22:01') {

'>>1681408
I do use city halls, but they just show births and deaths since the town was founded? You can reset them?

>>1681452
This works too, thanks.'
;

}

if(Anonymous && title=='undefined' && postNumber==1681578 && dateTime=='02/23/24(Fri)08:31:50') {

'>>1680068
Still no idea of what to do, by the way.'
;

}

if(Anonymous && title=='undefined' && postNumber==1681579 && dateTime=='02/23/24(Fri)08:36:35') {

'>>1681578
Why do you need your hand held? It's a sandbox, plan something out in a separate save, see how it works and roll with it or scrap it and start over'
;

}

if(Anonymous && title=='undefined' && postNumber==1681580 && dateTime=='02/23/24(Fri)08:37:51') {

'>>1681579
I don't consider having to throw away 15 hours of planning because i forgot of a single thing to be fun.'
;

}

if(Anonymous && title=='undefined' && postNumber==1681584 && dateTime=='02/23/24(Fri)08:43:43') {

'>>1681580
You get better at it the more you play, if you keep forgetting things then make a cheklist and tick off all the parts as you build them, I doubt you'd forget something so crucial that it would warrant destroying 15 hours of work
Or you know, if you know you're bad, don't play realistic mode'
;

}

if(Anonymous && title=='undefined' && postNumber==1681585 && dateTime=='02/23/24(Fri)08:45:54') {

'>>1681584
>Or you know, if you know you're bad, don't play realistic mode
That just makes it worse. All it takes is something like 'you made the buildings too tight and now there's no space for a garbage dump' and boom, it's gone.'
;

}

if(Anonymous && title=='undefined' && postNumber==1681611 && dateTime=='02/23/24(Fri)09:27:18') {

'>>1681585
no space for a garbage dump? Garbage trucks have a range of 3km, they can handle it if the dump is a couple meters further away
if the problem is not being able to fit in a dump with railway access, the solution is to always build out the railways first and then build around them
if you meant that there was no space for a waste container stand, that's entirely a skill issue on your part because you either build your shit too tight or you forgot about them
you can also use this mod
https://steamcommunity.com/sharedfiles/filedetails/?id=2990741375
now stop being incompetent or you're going to the gulag'
;

}

if(Anonymous && title=='undefined' && postNumber==1681612 && dateTime=='02/23/24(Fri)09:28:52') {

'>>1681611
>Garbage trucks have a range of 3km, they can handle it if the dump is a couple meters further away
The buildings can't, however. I'll definitely use that mod, though.'
;

}

if(Anonymous && title=='undefined' && postNumber==1682500 && dateTime=='02/23/24(Fri)23:20:13') {

'Debt loop
My people is starving
Constant blackouts due to running out of money
Clothes industry revenue is decreasing (fuck you maaarx)

AIIIEEEEEEE I HATE REALISTIC MODE, YET, I CANNOT PLAY UNLESS I COMMIT VIRTUAL SELF TORTURE

Time to restart, but this time I will do better'
;

}

if(Anonymous && title=='undefined' && postNumber==1682502 && dateTime=='02/23/24(Fri)23:24:26') {

'>>1682500
Post death screenshot'
;

}

if(Anonymous && title=='undefined' && postNumber==1682624 && dateTime=='02/24/24(Sat)02:35:37') {

'Whenever I run into some tiny yet crippling oversight like a misplaced road or a wrong powerline connection that would necessiate shutting down an entire industry/vital supply route to fix, i unswitch realistic mode to fix it then switch it back on.
Am I a bad person?'
;

}

if(Anonymous && title=='undefined' && postNumber==1682631 && dateTime=='02/24/24(Sat)02:47:34') {

'single player game nobody cares';

}

if(Anonymous && title=='undefined' && postNumber==1682645 && dateTime=='02/24/24(Sat)03:19:50') {

'>>1682624
Yes, it defeats the entire purpose of the mode. There's a variety of things you can do to minimize downtime, and in the overall life of your republic it is but a tiny blip in time. Citizens out of water for a few days longer than anticipated? Not the end of the world'
;

}

if(Anonymous && title=='undefined' && postNumber==1682692 && dateTime=='02/24/24(Sat)04:51:46') {

'>>1682645
>Citizens out of water for a few days longer than anticipated? Not the end of the world
Demolishing then reconnecting a segment of sewage pipe can take enough time to cause a death spike that will take years to recover from. Not gonna bother with that.'
;

}

if(Anonymous && title=='undefined' && postNumber==1682735 && dateTime=='02/24/24(Sat)06:06:31') {

'>>1681564
>I do use city halls, but they just show births and deaths since the town was founded? You can reset them?
You just have to create a new "city/area" and delete the old one and the stats are effectively deleted.'
;

}

if(Anonymous && title=='undefined' && postNumber==1682740 && dateTime=='02/24/24(Sat)06:10:09') {

'>>1682692
Mark the pipe for their water substation for demolition, and pause the demolition before any vehicles get there. This will reduce their water consumption. Then you can handle the buildings' sewage with trucks while you do whatever with the sewage system. When you're done, just unmark the pipe for demolition and rates will go back to normal.'
;

}

if(Anonymous && title=='undefined' && postNumber==1682894 && dateTime=='02/24/24(Sat)10:17:51') {

'>>1682692
>to cause a death spike that will take years to recover from
>>and in the overall life of your republic it is but a tiny blip in time
A death spike is temporary, competely shitting on the concept of Realistic Mode every time something a little too difficult comes up is for life
>this bridge would take too long to build
>well I really need this railroad right now
>citizens are out of water, need to immediately build this water treatment plant so nobody dies :^)'
;

}

if(Anonymous && title=='undefined' && postNumber==1684214 && dateTime=='02/25/24(Sun)21:20:02'  && image=='20240225181211_1.jpg') {

'The orange area is where I plan to make my capitol city but I'm stuck with analysis paralysis';

}

if(Anonymous && title=='undefined' && postNumber==1684312 && dateTime=='02/26/24(Mon)01:10:10') {

'>>1684214
I'm glad I'm not the only one who draws out areas in paint.'
;

}

if(Anonymous && title=='undefined' && postNumber==1684316 && dateTime=='02/26/24(Mon)01:29:42') {

'>>1684312
This particular city has me stumped'
;

}

if(Anonymous && title=='undefined' && postNumber==1684391 && dateTime=='02/26/24(Mon)04:21:27') {

'>>1684316
Looks pretty big. Are you planning on a lot of low density apartment complexes or are you going to have a large amount of people going to a huge industrial zone?'
;

}

if(Anonymous && title=='undefined' && postNumber==1684397 && dateTime=='02/26/24(Mon)04:30:25') {

'I haven't really played since before they made the tweaks to export price changes. Will exporting one steel mill's production worth of steel crash the price like it used to?';

}

if(Anonymous && title=='undefined' && postNumber==1684401 && dateTime=='02/26/24(Mon)04:34:56') {

'>>1680556
In my experience, no. Even if you make a mall area with every amenity 1 km away and set up a very high throughput public transit connection it will be incomparably worse than if it was within walking distance and you'll always have happiness and loyalty issues with it.'
;

}

if(Anonymous && title=='undefined' && postNumber==1684624 && dateTime=='02/26/24(Mon)11:08:57') {

'>>1684401
This. If you have a big town its just better to build multiple shopping centers'
;

}

if(Anonymous && title=='undefined' && postNumber==1685002 && dateTime=='02/26/24(Mon)19:21:58'  && image=='20240226181758_1.jpg') {

'>>1684401
>>1684624
Skill issue. Learn to use end stations on fixed time gap mode, and learn how citizens choose a line to board. You can satisfy all needs via public transportation (and cars even) with zero complaints.'
;

}

if(Anonymous && title=='undefined' && postNumber==1685016 && dateTime=='02/26/24(Mon)19:29:03'  && image=='20240226182843_1.jpg') { }

if(Anonymous && title=='undefined' && postNumber==1685038 && dateTime=='02/26/24(Mon)20:02:01') {

'>>1685002
>Low loyalty and happiness
Wow you sure showed us'
;

}

if(Anonymous && title=='undefined' && postNumber==1685040 && dateTime=='02/26/24(Mon)20:05:43'  && image=='6bc5a2_406e98347d704f5199fa2ec1389646d1~mv2.jpg') {

'OH SHIT
VISIBLE LABOR'
;

}

if(Anonymous && title=='undefined' && postNumber==1685042 && dateTime=='02/26/24(Mon)20:08:47') {

'>>1685040
>Everybody is working
>Nobody is standing around doing nothing
Immersion ruined'
;

}

if(Anonymous && title=='undefined' && postNumber==1685043 && dateTime=='02/26/24(Mon)20:12:40'  && image=='Soviet rule wont last two weeks.png') {

'>>1685040
BAZA'
;

}

if(Anonymous && title=='undefined' && postNumber==1685044 && dateTime=='02/26/24(Mon)20:13:34') {

'>>1685038
Way to out yourself as playing on easy citizen reactions.'
;

}

if(Anonymous && title=='undefined' && postNumber==1685070 && dateTime=='02/26/24(Mon)20:53:50') {

'>>1684391
I'm not sure exactly how packed it will be, I'll be trying to leave some space for parks and things of that nature but I want to try and squeeze every fancy tourist building in.
Medium density along the outskirts with higher density at the upper plateau, but the train taking workers to the industrial zone will be the blue line that reaches through the entire city'
;

}

if(Anonymous && title=='undefined' && postNumber==1685356 && dateTime=='02/27/24(Tue)06:40:39') {

'>>1685042
That's because you're looking. Obviously people will work when the big boss is around.'
;

}

if(Anonymous && title=='undefined' && postNumber==1685368 && dateTime=='02/27/24(Tue)06:57:12') {

'>>1685040
me on bottom right with a suitcase'
;

}

if(Anonymous && title=='undefined' && postNumber==1685376 && dateTime=='02/27/24(Tue)07:06:15') {

'Do escaped prisoners leave the republic or rejoin your population and continue rising your crime levels? I'm pretty deep into a crime spiral and it's becoming unmanageable despite building more and more police stations, some of my commieblocks have 20% criminality. I'm trying to figure out what else can I do short of cheating and resetting crime, and building a couple new prisons is something I'm currently considering. If escaped prisoners leave altogether then I guess there's not much point to it.';

}

if(Anonymous && title=='undefined' && postNumber==1685388 && dateTime=='02/27/24(Tue)07:21:05') {

'>>1685376
>some of my commieblocks have 20% criminality
you need to reset, if criminality in your buildings gets into double digits, you are pretty much in a never ending crime spiral that is almost impossible to resolve
the whole criminality system is a bit fucked and not properly explained so I'd recommend watching this video about it
https://www.youtube.com/watch?v=Fn-Lu3mLinE'
;

}

if(Anonymous && title=='undefined' && postNumber==1685461 && dateTime=='02/27/24(Tue)09:04:55') {

'>several types of bus stations of different sizes going up to 2k workers
>trolleybuses and trams are stuck with the shitty low capacity stops for less than 300 workers
seems like it is impossible to have a tram network in a big city that only uses the road tram rails
and what the hell is the point of tram depots if they can't even connect trams together? You are always better off building a rail depot instead'
;

}

if(Anonymous && title=='undefined' && postNumber==1685959 && dateTime=='02/27/24(Tue)18:01:07') {

'>>1685461
>Caring about passenger capacity when 90% of it can't be used due to entering one vehicle at a time'
;

}

if(Anonymous && title=='undefined' && postNumber==1685993 && dateTime=='02/27/24(Tue)18:35:40') {

'>>1685376
You basically just need to start getting criminals into prison and keeping them there until their criminality is 0%. You prevent escapes by ensuring prisons have enough supplies and enough wardens for the amount of prisoners there. Low productivity means you need more wardens than prisoners.

Then you need to make sure that your courts and police stations are not overloaded, and consider building extra monuments to keep loyalty from getting too low and causing more crime.'
;

}

if(Anonymous && title=='undefined' && postNumber==1685994 && dateTime=='02/27/24(Tue)18:36:41') {

'>>1685461
Why do players join trams together? Seems like it would be better to have stations visited more frequently than to have a mini train on the roads.'
;

}

if(Anonymous && title=='undefined' && postNumber==1686119 && dateTime=='02/27/24(Tue)23:26:32') {

'>Track layers on a '60 start
Help
It's so slow'
;

}

if(Anonymous && title=='undefined' && postNumber==1686120 && dateTime=='02/27/24(Tue)23:28:56') {

'>>1686119
Wait until 1961 when the best one in the game becomes available?'
;

}

if(Anonymous && title=='undefined' && postNumber==1686121 && dateTime=='02/27/24(Tue)23:32:41') {

'>>1686120
>Wait
No'
;

}

if(Anonymous && title=='undefined' && postNumber==1686122 && dateTime=='02/27/24(Tue)23:33:02') {

'>>1686119
Trucks it is!'
;

}

if(Anonymous && title=='undefined' && postNumber==1686123 && dateTime=='02/27/24(Tue)23:40:53') {

'Anyways here's an actual question. I am building a city about 2 km from the border. I want only the basics at the start. I am making a dump to collect trash at which will be shipped to the border via truck, but how do I handle hazardous waste? I couldn't find any storage building for it, so either directly from pickup to border or treatment seem to be the only option, and 2 km away the former isn't feasible.';

}

if(Anonymous && title=='undefined' && postNumber==1686132 && dateTime=='02/27/24(Tue)23:52:32') {

'>>1686123
Oh, also all my soviet customs houses are medium or small, no large ones. It's impossible to import the EDK by rail.'
;

}

if(Anonymous && title=='undefined' && postNumber==1686136 && dateTime=='02/27/24(Tue)23:54:58') {

'>>1685993
That's the thing, if escaped prisoners leave the republic then why even bother with rehabilitating them? If they return to cause more crime then it's necessary.'
;

}

if(Anonymous && title=='undefined' && postNumber==1686137 && dateTime=='02/27/24(Tue)23:55:14') {

'>>1686123
Maybe put a transfer station between your town and the border that will only have hazardous waste delivered to it (until you discover sorting). Then have a separate truck line that does nothing but take it away'
;

}

if(Anonymous && title=='undefined' && postNumber==1686150 && dateTime=='02/28/24(Wed)00:32:34') {

'>>1686137
Now that I actually finished the dump (with claw) there's a hazardous storage option, it just didn't list it in the tooltip. Problem averted.'
;

}

if(Anonymous && title=='undefined' && postNumber==1686157 && dateTime=='02/28/24(Wed)00:56:22') {

'>>1686136
Escaped prisoners immediately move in unoccupied commie block slots.'
;

}

if(Anonymous && title=='undefined' && postNumber==1686183 && dateTime=='02/28/24(Wed)01:47:11') {

'>>1686157
Oh fuck. I can see why my crime got so bad now, I've been neglecting expanding prisons for so long.'
;

}

if(Anonymous && title=='undefined' && postNumber==1686215 && dateTime=='02/28/24(Wed)02:27:53'  && image=='20240227232411_1.jpg') {

'Slowly piecing together the railyard that will support my capitol';

}

if(Anonymous && title=='undefined' && postNumber==1686217 && dateTime=='02/28/24(Wed)02:32:22') {

'>>1686215
How many years will it take to lay that track that IRL could be done in a week'
;

}

if(Anonymous && title=='undefined' && postNumber==1686220 && dateTime=='02/28/24(Wed)02:35:18'  && image=='20240225193521_1.jpg') {

'>>1686217
Several, I'll have 2 rail construction yards working on it but I also have a general goods export zone to do.
Either way it will take less time than the construction of the city it will be meant to aid'
;

}

if(Anonymous && title=='undefined' && postNumber==1686222 && dateTime=='02/28/24(Wed)02:38:06') {

'>>1686220
The game just pisses me off due to some things being so good and some so terrible. Whenever I am confronted by 60 hour days, years being different things to different things etc I want to tear my non-existent hair out.'
;

}

if(Anonymous && title=='undefined' && postNumber==1686224 && dateTime=='02/28/24(Wed)02:41:48') {

'>>1686222
Checkd.
The inconsistencies are annoying and I can't imagine how steep of a learning curve there is for people coming Ilto the game for the first time. But I'm sure the devs have a reason for doing it like they have and there is no better infrastructure focused city builder imo'
;

}

if(Anonymous && title=='undefined' && postNumber==1686308 && dateTime=='02/28/24(Wed)05:09:44') {

'>>1686220
You could replace the parallel tracks with cargo stations and build them with road COs instead. Way faster and even cheaper too.'
;

}

if(Anonymous && title=='undefined' && postNumber==1686375 && dateTime=='02/28/24(Wed)06:56:37') {

'geopolitics update wen?';

}

if(Anonymous && title=='undefined' && postNumber==1686480 && dateTime=='02/28/24(Wed)09:43:02') {

'>>1686222
>>1686224
I presume that these annoyances and inconsistencies are just how the sausage has to be made, given the how the game is scaled versus real life.'
;

}

if(Anonymous && title=='undefined' && postNumber==1687085 && dateTime=='02/28/24(Wed)22:33:33') {

'>>1686480
I think it is more that the game has demographic changes with everyday operations. The developers could have made time consistent, but then time would have to go quick enough for citizen lifetimes to matter or slow enough so that day to day stuff isn't generalized over time.'
;

}

if(Anonymous && title=='undefined' && postNumber==1687221 && dateTime=='02/29/24(Thu)02:44:31'  && image=='20240228233637_1.jpg') {

'>>1686215
>flipped repair station and rearranged road layout
>added additional 2-lane cargo platform with warehouse
>added holding line at the main entrance to the yard'
;

}

if(Anonymous && title=='undefined' && postNumber==1688307 && dateTime=='03/01/24(Fri)01:40:16') {

'>>1687085
I haven't played tropico in forever and I'm trying to remember how time was implemented in that game'
;

}

if(Anonymous && title=='undefined' && postNumber==1688944 && dateTime=='03/01/24(Fri)19:57:03') {

'>-1.1% crime (300x)
Is this bad? I have no crimes unpatrolled, my court house never seems to have a backlog, and my prison is well staffed and isn't overflowing.'
;

}

if(Anonymous && title=='undefined' && postNumber==1688945 && dateTime=='03/01/24(Fri)19:57:42') {

'>>1688944
What's your total population?'
;

}

if(Anonymous && title=='undefined' && postNumber==1688946 && dateTime=='03/01/24(Fri)19:58:04') {

'>>1688945
2308, all in one town as well'
;

}

if(Anonymous && title=='undefined' && postNumber==1688947 && dateTime=='03/01/24(Fri)19:59:44') {

'>>1688946
If the police station has the town covered in terms of area, then you should be fine.'
;

}

if(Anonymous && title=='undefined' && postNumber==1689065 && dateTime=='03/02/24(Sat)00:21:31'  && image=='20240229223442_1.jpg') {

'Getting a little further along';

}

if(Anonymous && title=='undefined' && postNumber==1689086 && dateTime=='03/02/24(Sat)01:20:34') {

'How far does pollution travel? This is vital to know but I haven't found any numbers online.';

}

if(Anonymous && title=='undefined' && postNumber==1689095 && dateTime=='03/02/24(Sat)01:40:30') {

'>>1689086
around a km

>>1689065
Keep us posted anon, I can't wait to see it completed'
;

}

if(Anonymous && title=='undefined' && postNumber==1689150 && dateTime=='03/02/24(Sat)04:36:22') {

'>designated a very important project as high priority, literally 1 building with all of construction materials parked right across it
>construction offices are running around town doing even important stuff like village outhouse decontamination and junkie crack den renovation
>literally the only building in high priority queue stands 10% away from completion for a month, failing the five year plan
This game needs a Stalin DLC'
;

}

if(Anonymous && title=='undefined' && postNumber==1689151 && dateTime=='03/02/24(Sat)04:37:37') {

'>>1689086
Max pollution range is about 1.5 km, I mean the large incinerator in full Beijing mode kind of pollution. Most factories fizzle out at half the distance.'
;

}

if(Anonymous && title=='undefined' && postNumber==1689272 && dateTime=='03/02/24(Sat)08:54:57') {

'>>1689086
https://steamcommunity.com/app/784150/discussions/0/6348431004286066364/'
;

}

if(Anonymous && title=='undefined' && postNumber==1689495 && dateTime=='03/02/24(Sat)14:26:09'  && image=='20240302112508_1.jpg') {

'>>1689095
>Keep us posted anon, I can't wait to see it completed
Thank you, I'll have to slow down on the picture posting or else it will just get to repetitive. I'm planning on turning this entire area in to a population center of various densities so there is still a shit ton of things to plan
Hoping to have the game unpaused by next year!'
;

}

if(Anonymous && title=='undefined' && postNumber==1690033 && dateTime=='03/03/24(Sun)04:41:15'  && image=='SmallSetup.jpg') {

'Am I retarded? Can someone explain heating pumps to me?
Picrel is my current setup that heats up to about 60 degrees, although it takes forever. I assume the pump's water tank should be accounted for, as well as the destination's? So it would actually be 600m^3 of liquid on the receiving end which I am trying to heat up with 450m^3 of input?
Because in the above case why would you ever use the pumps? A single pump would drop your capacity by half, thus making any pump setup economically retarded.'
;

}

if(Anonymous && title=='undefined' && postNumber==1690037 && dateTime=='03/03/24(Sun)04:46:07') {

'>>1690033
You should basically never use pumps because they ruin the heating capacity.'
;

}

if(Anonymous && title=='undefined' && postNumber==1690040 && dateTime=='03/03/24(Sun)04:49:30') {

'>>1690037
So did I understand it correctly that a pump is basically coded in as an extra exchanger instead of, you know, a pump?'
;

}

if(Anonymous && title=='undefined' && postNumber==1690043 && dateTime=='03/03/24(Sun)04:51:24') {

'>>1690040
It's probably more to do with the extremely long pipes, but there's definitely some loss at the pump itself.'
;

}

if(Anonymous && title=='undefined' && postNumber==1690046 && dateTime=='03/03/24(Sun)04:54:39') {

'>>1690043
The pipes are fairly short, the end point is basically just a 100m out of range of their natural radius. I only did this retarded setup because I didn't want to move the already existing plant.'
;

}

if(Anonymous && title=='undefined' && postNumber==1690230 && dateTime=='03/03/24(Sun)11:41:08'  && image=='784150_20240303174010_1.png') {

'built a lil village for my construction area';

}

if(Anonymous && title=='undefined' && postNumber==1690730 && dateTime=='03/03/24(Sun)16:51:26'  && image=='20240303135051_1.jpg') {

'>>1690230
Those little houses look great, what are the quality levels?'
;

}

if(Anonymous && title=='undefined' && postNumber==1690805 && dateTime=='03/03/24(Sun)17:46:32'  && image=='784150_20240303234310_1.png') {

'>>1690730
they're pretty bad'
;

}

if(Anonymous && title=='undefined' && postNumber==1690819 && dateTime=='03/03/24(Sun)17:58:00') {

'How exactly do track builder and crane work levels work? Surely it isn't a flat number of workers, so that 71 workers and 1 worker + a 70 rated crane work at the same rate. It seems to act like a multiplier, but it certainly isn't a percentage increase either. 50 guys work a lot faster with a 70 mechanism than 85.';

}

if(Anonymous && title=='undefined' && postNumber==1690889 && dateTime=='03/03/24(Sun)18:40:01') {

'>>1690805
are they at least easy to build?'
;

}

if(Anonymous && title=='undefined' && postNumber==1690893 && dateTime=='03/03/24(Sun)18:41:42') {

'>>1690889
yes, they're very cheap
https://steamcommunity.com/sharedfiles/filedetails/?id=2115643503'
;

}

if(Anonymous && title=='undefined' && postNumber==1690905 && dateTime=='03/03/24(Sun)18:50:41') {

'>>1690805
they look nicer than a 64%. Although i guess mass produced and cut corners.'
;

}

if(Anonymous && title=='undefined' && postNumber==1690906 && dateTime=='03/03/24(Sun)18:51:42') {

'>>1690893
thx for sharing. going to download this'
;

}

if(Anonymous && title=='undefined' && postNumber==1690918 && dateTime=='03/03/24(Sun)19:05:47') {

'Is there a mod for building track with road COs?';

}

if(Anonymous && title=='undefined' && postNumber==1690922 && dateTime=='03/03/24(Sun)19:06:49') {

'>>1690905
Ironically they wouldn't irl, since they're modeled on traditional izbas'
;

}

if(Anonymous && title=='undefined' && postNumber==1691104 && dateTime=='03/04/24(Mon)02:10:05') {

'>>1690918
No, but you can build cargo stations instead of a bunch of parallel tracks and have COs work on those while the track builder just connects them.'
;

}

if(Anonymous && title=='undefined' && postNumber==1691121 && dateTime=='03/04/24(Mon)03:02:16') {

'>>1690918
I don't think so. There are mods for superfast track builders, and you can always build a disposable intermediate RCO (and staff it with a disassembled superfast track builder or there's not much point). Or just turn off realistic mode for it if your goal is to "cheat" anyway.'
;

}

if(Anonymous && title=='undefined' && postNumber==1691329 && dateTime=='03/04/24(Mon)10:36:45') {

'Other than bringing in tourists, what are some other uses for airports? I don't really see a reason to use them for logistics since they are expensive and have crap capacity
What possible reason could there be for having a plane pick up cargo from one part of the map and bring it to the other?'
;

}

if(Anonymous && title=='undefined' && postNumber==1691330 && dateTime=='03/04/24(Mon)10:40:50') {

'>>1691329
Looks cool.'
;

}

if(Anonymous && title=='undefined' && postNumber==1691332 && dateTime=='03/04/24(Mon)10:42:51') {

'>>1691330
most definitely, but I'm struggling to come up with reasons to use them, I don't want them just flying across the map empty'
;

}

if(Anonymous && title=='undefined' && postNumber==1691511 && dateTime=='03/04/24(Mon)14:05:46') {

'How do I obtain AI Subsystem Integration hullmod from Emergent Threats? I have Abomination Interface and plenty of Adaptive shit in my list of hullmods, but I can't apply them anywhere without integration which I don't have.';

}

if(Anonymous && title=='undefined' && postNumber==1691847 && dateTime=='03/04/24(Mon)19:09:59') {

'>>1691332
There's little use for air cargo on such a small map, maybe you could fly chemicals around I suppose, they don't take up.a lot if space for their usage'
;

}

if(Anonymous && title=='undefined' && postNumber==1691850 && dateTime=='03/04/24(Mon)19:12:22') {

'>>1691329
I use helicopters for oil fields maintenance (fire brigades and such), sometimes for linking a group of villages on populated maps. No idea as to what economically viable reason you can have for building a bonafide airport locally.'
;

}

if(Anonymous && title=='undefined' && postNumber==1691853 && dateTime=='03/04/24(Mon)19:14:57') {

'>>1691511
Well, you'll probably want to build a technical university and start researching electronics production. You'll need this for most high-end productions, including big ship hulls. Of course, it's an intensive industry, so getting steal running then petro-Chem, is my preference, depending on your start location. You'll need a lot of citizens to run this shit, though, so as big a town as you can manage is good. Thankfully, the capitalist abominations are mostly peaceful, but you can build a nice wall along the blue border to prevent them coming into the Republic.'
;

}

if(Anonymous && title=='undefined' && postNumber==1691929 && dateTime=='03/04/24(Mon)21:43:38') {

'>>1691329
>>1691850
I use airplanes to get access to the western markets early on so I can get dollars for cheap immigrants and western licenses.You could use ships, but they are slow and much more expensive. Helicopters are also an option, but airplanes use a lot less fuel, carry more, and are far faster.

I've also found airplanes to be a good option for major expansions into remote areas since railroads are so slow to build. Paved airports can support bringing in a lot of workers or building material while dirt airports can be used to staff gravel processors, concrete/asphalt plants, and other labor.'
;

}

if(Anonymous && title=='undefined' && postNumber==1691988 && dateTime=='03/05/24(Tue)00:40:33') {

'>>1691329
I used mine for an emergency food delivery when the rail system that brings food to the local warehouse got stopped up'
;

}

if(Anonymous && title=='undefined' && postNumber==1692465 && dateTime=='03/05/24(Tue)12:30:18') {

'What does loyalty affect in secret police?';

}

if(Anonymous && title=='undefined' && postNumber==1692707 && dateTime=='03/05/24(Tue)15:43:47') {

'>>1692465
Each visit of the secret police to an apartment will only reveal residents' loyalty for a period of time before the secret police need to visit again and reset the surveillance equipment. More loyal secret police workers will have longer periods before they have to visit again, which means fewer of them are needed to maintain surveillance over an area.'
;

}

if(Anonymous && title=='undefined' && postNumber==1692785 && dateTime=='03/05/24(Tue)17:41:25') {

'>>1692707
Thanks, just as I thought. For whatever reason no one on the normienet seems to know that.'
;

}

if(Anonymous && title=='undefined' && postNumber==1692986 && dateTime=='03/05/24(Tue)22:05:24'  && image=='w&r.png') {

'I do full realism settings except '60 start, medium money, and medium fires.
I expect to get my first citizen in '64 or '65. Is that overly slow?'
;

}

if(Anonymous && title=='undefined' && postNumber==1692989 && dateTime=='03/05/24(Tue)22:17:28') {

'>>1692986
It's not fast'
;

}

if(Anonymous && title=='undefined' && postNumber==1692990 && dateTime=='03/05/24(Tue)22:20:35') {

'>>1692989
Yeah but is it like "You are clearly doing something wrong" slow or "You aren't doing everything optimally" slow?'
;

}

if(Anonymous && title=='undefined' && postNumber==1692991 && dateTime=='03/05/24(Tue)22:23:33') {

'>>1692990
What's stopping you from getting citizens in? Having a small amount off the bat to take need off of foreign labor is worth it but I don't know what you're waiting for it looks like you have everything'
;

}

if(Anonymous && title=='undefined' && postNumber==1692996 && dateTime=='03/05/24(Tue)22:31:10') {

'>>1692991
Well currently I think the only thing stopping it is actually buying vehicles for things like hospitals, finishing the last electric substation, and setting up stores to be stocked.
I've only been at this stage for a few months, though.'
;

}

if(Anonymous && title=='undefined' && postNumber==1693011 && dateTime=='03/05/24(Tue)23:04:07') {

'I recall in the past you could set one electric connection to import and one to export and you'd import if your demand wasn't met and export if you had excess. I just did this with no production and I was importing then re-exporting power. How do I get the old behavior so I only export excess power?';

}

if(Anonymous && title=='undefined' && postNumber==1693063 && dateTime=='03/06/24(Wed)00:04:50') {

'>>1692986
It's pretty slow but the first few times around it will be like that. It looks like you built some industries and stuff instead of focusing on housing and citizen needs, which makes it take a lot longer because you built all that with a trickle of foreign labor instead of high quantity/quality domestic labor.
You can also just turn off realistic mode to do the initial build. Or set citizen reactions to low while you bootstrap the starter city, they'll stick around for a long time instead of fleeing because the movie theater wasn't open yet. It's a single player game, don't personally invalidate the fun you have playing the game because you feel like you didn't suffer enough when you started.'
;

}

if(Anonymous && title=='undefined' && postNumber==1693065 && dateTime=='03/06/24(Wed)00:08:47') {

'>>1692986
If you start out with the plan of building an entire starter town of a few thousand, its utilities and industries before inviting any citizens at all, its gonna take 4-5 years. If you want a faster start just build enough of the town and its utilities to have a few hundred people replace foreign labor as soon as possible, and then focus on industries and the rest of the housing blocks.'
;

}

if(Anonymous && title=='undefined' && postNumber==1693075 && dateTime=='03/06/24(Wed)00:31:09') {

'>>1693065
Servicing 50 people and 1500 people take the same amount of construction'
;

}

if(Anonymous && title=='undefined' && postNumber==1693105 && dateTime=='03/06/24(Wed)01:45:58') {

'>>1692990
If you know what you're doing and don't try to build a metropolis, you can get citizens in before the first winter, but getting them in the second summer or winter is good enough.'
;

}

if(Anonymous && title=='undefined' && postNumber==1693108 && dateTime=='03/06/24(Wed)01:50:06'  && image=='Twin FPC Setup.png') {

'>>1693011
This is about the best I could do. There is still some current imported but it isn't too expensive. Just treat it as the fee for providing generating capacity on standby.'
;

}

if(Anonymous && title=='undefined' && postNumber==1693112 && dateTime=='03/06/24(Wed)01:54:10') {

'>>1693108
>There is still some current imported but it isn't too expensive.
By some, I mean less than half a MW, so like 10 to 30 rubles a day or so.'
;

}

if(Anonymous && title=='undefined' && postNumber==1693209 && dateTime=='03/06/24(Wed)04:32:45') {

'>tfw too retarded to figure out how trains work';

}

if(Anonymous && title=='undefined' && postNumber==1693350 && dateTime=='03/06/24(Wed)09:17:33') {

'>>1693209
https://youtu.be/6zGsLO3x27E?si=UHF7JbbpIucPlDNP'
;

}

if(Anonymous && title=='undefined' && postNumber==1693448 && dateTime=='03/06/24(Wed)12:30:17'  && image=='Sov1.jpg') {

'>>1693209
The key imo, and it's mentioned in that video, is to leave enough room for the trains you expect to build. I always leave huge areas around, especially at the border, so I can have the biggest trains possible. A lot of the clusterfucks people ask for help on here are just massively cluttered builds with trains crossing and recrossing everywhere. There's plenty of space on the map, use it.'
;

}

if(Anonymous && title=='undefined' && postNumber==1693619 && dateTime=='03/06/24(Wed)17:05:06') {

'>>1693448
can you post a wider view of what you're building in that area?'
;

}

if(Anonymous && title=='undefined' && postNumber==1693757 && dateTime=='03/06/24(Wed)18:30:58') {

'Do you have separate passenger stations for critical industry such as power/heat or do you leech everything off a single station per town?
Also, is it not possible to have minimum passenger load when using an end station for spacing?'
;

}

if(Anonymous && title=='undefined' && postNumber==1693793 && dateTime=='03/06/24(Wed)19:14:06'  && image=='coal power plant.png') {

'The coal power plant is connected to the FPC with one 2.35 MW medium and one 15 MW high voltage line. The high voltage line goes through the switch pictured. Why aren't I exporting power faster? Productivity is almost all above 80, with one around 50. 70% of the 23.33 MW capacity is 16.33 so I don't see how this number is possible since total productivity should be well over that.';

}

if(Anonymous && title=='undefined' && postNumber==1693902 && dateTime=='03/06/24(Wed)23:02:41') {

'How the actual fuck do trains filter people this hard?';

}

if(Anonymous && title=='undefined' && postNumber==1693994 && dateTime=='03/07/24(Thu)01:35:44') {

'>>1693902
Because I've never driven a train before dude how the fuck am I supposed to just know how to not crash them into eachother when there's several rail lines merging into one?'
;

}

if(Anonymous && title=='undefined' && postNumber==1694004 && dateTime=='03/07/24(Thu)01:47:38') {

'>>1693994
You don't need to use the throttle or the brake you just need to divide the tracks up in to sections'
;

}

if(Anonymous && title=='undefined' && postNumber==1694029 && dateTime=='03/07/24(Thu)02:43:28') {

'>>1693902
People genuinely seem to over think it and make wild ass assumptions in the process then try to build "pretty" rail lines with no sense of the actual nightmarish scale real railtrack takes up

a friend of mine genuinely convinced me he has a learning disorder when I showed him how to do signals, then wiped the rails clean and told him to show me exactly what I did without changing anything about the rails. He then somehow set up multiple head on collisions, and when I asked why he spouted some made up fairy logic at me, and when I asked why he thought that he said it just "obviously works that way."'
;

}

if(Anonymous && title=='undefined' && postNumber==1694083 && dateTime=='03/07/24(Thu)04:12:24'  && image=='arbeit macht frei.jpg') {

'undefined';

}

if(Anonymous && title=='undefined' && postNumber==1694102 && dateTime=='03/07/24(Thu)04:43:02') {

'>>1694083
Where are the swimming pools and rabbit pens'
;

}

if(Anonymous && title=='undefined' && postNumber==1694583 && dateTime=='03/07/24(Thu)15:15:57') {

'>>1693793
Try deleting the 2.35MW line and see if that makes it work better.'
;

}

if(Anonymous && title=='undefined' && postNumber==1694729 && dateTime=='03/07/24(Thu)18:05:10'  && image=='screenshot_2024-03-07-23-01-10.jpg') {

'This lignite mine and associated town + power plant cost me R20 million. The giant coal breaker and Sasolburg plants at the valley floor better earn that money back';

}

if(Anonymous && title=='undefined' && postNumber==1694747 && dateTime=='03/07/24(Thu)18:31:41') {

'>>1694729
> lignite
What mod are you running that has different coal grades?'
;

}

if(Anonymous && title=='undefined' && postNumber==1694754 && dateTime=='03/07/24(Thu)18:39:29') {

'>>1694747
none. i just refer to raw coal as lignite for fun. i did download a couple of mod building which convert raw coal to fuel and bitumen, broadly modelling a pair of german coal gasification plants, hence the reference to the south african version in sasolburg'
;

}

if(Anonymous && title=='undefined' && postNumber==1694755 && dateTime=='03/07/24(Thu)18:41:05') {

'>>1694754
ADDS: i long for the day additional goods and crops can be added to the game.'
;

}

if(Anonymous && title=='undefined' && postNumber==1694784 && dateTime=='03/07/24(Thu)19:25:40') {

'>>1694729
Is that the big coal ore Power plant? Doesn't it produce a shit ton of pollution? Might have to be careful with those citizens nearby'
;

}

if(Anonymous && title=='undefined' && postNumber==1694892 && dateTime=='03/07/24(Thu)21:44:03') {

'>>1694755
Have they expressed any interest in helping modders do that?'
;

}

if(Anonymous && title=='undefined' && postNumber==1694954 && dateTime=='03/07/24(Thu)23:17:12') {

'Alcohol, yes or no? How big is the impact on health, and what are the knock-on effects of the health hit?';

}

if(Anonymous && title=='undefined' && postNumber==1694962 && dateTime=='03/07/24(Thu)23:22:11') {

'I like to offer alcohol and then run anti-alcohol propaganda so they don't want to drink it. But when they do, it's there.';

}

if(Anonymous && title=='undefined' && postNumber==1694983 && dateTime=='03/07/24(Thu)23:35:02'  && image=='20240307203356_1.jpg') {

'>>1694954
Here is my current health stats this far in to the game with zero restrictions on alcohol and full access
I say let them because freedom'
;

}

if(Anonymous && title=='undefined' && postNumber==1695089 && dateTime=='03/08/24(Fri)01:39:16'  && image=='Transportation_Map.png') {

'>Trams - Pink, Purple
>Metro - Green, Yellow, Orange'
;

}

if(Anonymous && title=='undefined' && postNumber==1695117 && dateTime=='03/08/24(Fri)02:00:01') {

'>>1695089
There is no difference between green and yellow
Where will purple load passengers?
Never have elevated rail when you can have road over/underpasses
What is going on with orange?
The town you have planned is going to be way too small'
;

}

if(Anonymous && title=='undefined' && postNumber==1695127 && dateTime=='03/08/24(Fri)02:08:11'  && image=='20240307230614_1.jpg') {

'>>1695117
>There is no difference between green and yellow
Only that they go in different directions. It does feel like a waste
>Where will purple load passengers?
6 Large stations throughout that allow other traffic to pass while they load
>Never have elevated rail when you can have road over/underpasses
I liked the idea of the metro coming out from underground on one tier to an elevated on the lower
>What is going on with orange?
The dick bit is because I needed it to go over to the depots while also reaching stations to the left and upper right of the dick
>The town you have planned is going to be way too small
That little planned bit is only the first development that will be able to aid in construction of the rest. I hope to have the entirety of pic related populated eventually'
;

}

if(Anonymous && title=='undefined' && postNumber==1695147 && dateTime=='03/08/24(Fri)02:42:34') {

'>>1694954
Yes, I build bars for a bit of a happiness boost, since I can keep health at 90% or more anyway. Though I do limit how many people can work at a bar in order to keep things under control.'
;

}

if(Anonymous && title=='undefined' && postNumber==1695157 && dateTime=='03/08/24(Fri)02:49:09') {

'>>1695127
I suppose I could use the green line to force disembark people to switch to the orange line which feeds the 700 worker chemical plant'
;

}

if(Anonymous && title=='undefined' && postNumber==1695172 && dateTime=='03/08/24(Fri)03:15:31') {

'>>1695089
>>1695127
>>1695127
How big is the town's area, and how many people are you planning to fit inside it?'
;

}

if(Anonymous && title=='undefined' && postNumber==1695392 && dateTime=='03/08/24(Fri)08:14:18') {

'>>1694954
Alcohol is fine if you have a hospital and your citizens don't live in pollution.'
;

}

if(Anonymous && title=='undefined' && postNumber==1695677 && dateTime=='03/08/24(Fri)11:14:54') {

'>>1695392
It can help with low housing quality too.'
;

}

if(Anonymous && title=='undefined' && postNumber==1695690 && dateTime=='03/08/24(Fri)11:21:06') {

'>>1695172
Approximately 6,250 square km
I don't know how many I want to fit in but if I could double my population from 40k to 80 that would be neat'
;

}

if(Anonymous && title=='undefined' && postNumber==1695809 && dateTime=='03/08/24(Fri)12:14:34') {

'>>1694784
Emphasima can be treated. Poverty cannot.'
;

}

if(Anonymous && title=='undefined' && postNumber==1695879 && dateTime=='03/08/24(Fri)13:36:46'  && image=='screenshot_2024-03-08-18-35-30.jpg') {

'is it weird that i derive so much enjoyment just hitching rides around the republic?';

}

if(Anonymous && title=='undefined' && postNumber==1696105 && dateTime=='03/08/24(Fri)15:44:47'  && image=='20240208051642_1.jpg') {

'>>1695879
No, I've always wanted the ability to see my cities in various games at ground level.'
;

}

if(Anonymous && title=='undefined' && postNumber==1696281 && dateTime=='03/08/24(Fri)17:09:27'  && image=='screenshot_2024-03-08-22-08-49.jpg') {

'haha ship canal';

}

if(Anonymous && title=='undefined' && postNumber==1696452 && dateTime=='03/08/24(Fri)19:45:38') {

'>>1695879
You'd enjoy it even more if you spent a little more time with the smoothing tool before plunking down the roads.
>t. smooth road/rail enjoyer'
;

}

if(Anonymous && title=='undefined' && postNumber==1696651 && dateTime=='03/08/24(Fri)23:28:03') {

'>>1696452
>try to make a nice road going up along an embankment
>chaos and disgusting bumping ensues'
;

}

if(Anonymous && title=='undefined' && postNumber==1697561 && dateTime=='03/09/24(Sat)23:00:49') {

'Damn there needs to be more factory connections on Electronic Components plant and assembly hall.';

}

if(Anonymous && title=='undefined' && postNumber==1697633 && dateTime=='03/10/24(Sun)01:56:51') {

'>>1697561
Just use mods. Don't be a vanillacuck.'
;

}

if(Anonymous && title=='undefined' && postNumber==1697646 && dateTime=='03/10/24(Sun)03:21:59'  && image=='SOVIET64_2024-03-10_10-21-06.jpg') {

'>fences act as paths
What trickery is this?'
;

}

if(Anonymous && title=='undefined' && postNumber==1697704 && dateTime=='03/10/24(Sun)05:06:21') {

'>>1697646
Some kind of bug from the fence gate connections. It wasn't like that before.'
;

}

if(Anonymous && title=='undefined' && postNumber==1697705 && dateTime=='03/10/24(Sun)05:08:28') {

'>>1697561
Just use a DO, those factories consume materials in fairly small amounts.'
;

}

if(Anonymous && title=='undefined' && postNumber==1697762 && dateTime=='03/10/24(Sun)05:56:33') {

'>>1697705
That's what I defaulted to.'
;

}

if(Anonymous && title=='undefined' && postNumber==1697815 && dateTime=='03/10/24(Sun)06:45:37') {

'>Need to get electricity to the new town and industrial park far away from the border
>then have to get the water infrastructure set up as well
>also mess around with RDOs to make sure resources are getting where they need to be
>and finally make sure that the railroads to the new developments are in working order
I'm addicted to this game, but man it can feel overwhelming at times with the amount of shit you have to do'
;

}

if(Anonymous && title=='undefined' && postNumber==1697879 && dateTime=='03/10/24(Sun)08:19:18'  && image=='airport.webm') {

'undefined';

}

if(Anonymous && title=='undefined' && postNumber==1698455 && dateTime=='03/10/24(Sun)23:15:34'  && image=='why.png') {

'What precisely did I do wrong?
The small heating station is supposed to have a capacity of 210. The small pipes 100 each, so 3 of them into a pumping station should transfer it all. The pumping station to the exchanger is 985 meters, almost all of which is underground. To my understanding this shouldn't be an issue. Drain is under 150, and everything connected to the exchanger is currently 1-2 degrees.'
;

}

if(Anonymous && title=='undefined' && postNumber==1698480 && dateTime=='03/11/24(Mon)00:16:48') {

'>>1698455
Use three small pipes and three small exchangers.'
;

}

if(Anonymous && title=='undefined' && postNumber==1698845 && dateTime=='03/11/24(Mon)11:45:18') {

'>about to add 2 foreign power connections on the soviet border
>place the first one
>can't place the second because I need to research the technology
>tech has been unresearched on the tech tree
>but it isn't available to research again from any of my technical universities
>there's nothing in debug mode that can fix this
Is there anyway I can go into the save file to fix this?'
;

}

if(Anonymous && title=='undefined' && postNumber==1698966 && dateTime=='03/11/24(Mon)13:52:56'  && image=='Soviet Gamer Girl.jpg') {

'My game has this weird thing where it randomly freezes and unfreezes a few seconds later moving my camera to some random point in the map. It happens almost every time I build roads or buildings. I guess I just have to put the game down until those Slovakian fucks optimize the game (I tried lower graphics, changing my startup settings, deleting assets, etc).';

}

if(Anonymous && title=='undefined' && postNumber==1699020 && dateTime=='03/11/24(Mon)15:18:46') {

'>>1698966
Sounds like you have a time lapse turned on'
;

}

if(Anonymous && title=='undefined' && postNumber==1699027 && dateTime=='03/11/24(Mon)15:29:20') {

'>>1699020
Where do I turn it off?'
;

}

if(Anonymous && title=='undefined' && postNumber==1699031 && dateTime=='03/11/24(Mon)15:30:51') {

'>>1699027
second button on the bottom in the menu on the left side of the screen'
;

}

if(Anonymous && title=='undefined' && postNumber==1699035 && dateTime=='03/11/24(Mon)15:38:13') {

'>>1699031
It's not on, I did turn off V-Sync (which was on for some fucking reason) and that helped a little, still has the problem when I build roads though.'
;

}

if(Anonymous && title=='undefined' && postNumber==1699285 && dateTime=='03/11/24(Mon)23:07:51') {

'>dedicated every construction office to building the entire new region at once
>completely forget about maintaining current buildings
>crisis ensues
Had to stop all building for a few months to get rid of the maintenance/machine repair backlog'
;

}

if(Anonymous && title=='undefined' && postNumber==1699850 && dateTime=='03/12/24(Tue)15:04:06') {

'>>1698455
Look here >>1690033
Basically, the pump's tank is subtracted from the plant's heating capacity, as well as exchanger tanks. You are overloading the plant.'
;

}

if(Anonymous && title=='undefined' && postNumber==1701539 && dateTime=='03/13/24(Wed)23:52:33') {

'I have betrayed everyone. I thought I was playing Realistic mode, but I had only now noticed that the Global Events was not automatically set to Serious when the update happened and that is why I have not seen earthquakes';

}

if(Anonymous && title=='undefined' && postNumber==1701683 && dateTime=='03/14/24(Thu)03:02:45'  && image=='20240314030019_1.jpg') {

'>tfw you no longer have to pay an arm and a leg for electronics and electronic components and can start exporting them';

}

if(Anonymous && title=='undefined' && postNumber==1702631 && dateTime=='03/14/24(Thu)20:28:51') {

'>>1701683
It's a good feeling. I was 100 years in without giving my citizens access to electronics and the happiness sucked'
;

}

if(Anonymous && title=='undefined' && postNumber==1702726 && dateTime=='03/14/24(Thu)22:19:29') {

'>>1702631
How do you avoid a loyalty spiral without electronics to direct the brain thoughts broadcast radio controls?'
;

}

if(Anonymous && title=='undefined' && postNumber==1702727 && dateTime=='03/14/24(Thu)22:21:36') {

'>>1702726
Monuments. Monuments everywhere'
;

}

if(Anonymous && title=='undefined' && postNumber==1702738 && dateTime=='03/14/24(Thu)22:45:20') {

'Do you use grocery stores/small stores or shopping centers?';

}

if(Anonymous && title=='undefined' && postNumber==1702764 && dateTime=='03/14/24(Thu)23:25:13') {

'>>1702738
I use a combination. Shopping center more centralized with grocery stores or small stores on the perimeter'
;

}

if(Anonymous && title=='undefined' && postNumber==1702808 && dateTime=='03/15/24(Fri)00:15:54') {

'>>1702738
Depends on the size of the town.
I use the big shopping center in towns over 3k pop, but for cities bigger than that i tend to have a bunch of smaller shopping centers dotted along the periphery for the flats on the edge of town'
;

}

if(Anonymous && title=='undefined' && postNumber==1702811 && dateTime=='03/15/24(Fri)00:21:47') {

'>>1702738
I would never use anything but a shopping center on hard citizen reaction because shopping centers are so much more time efficient whenever they need clothes or electronics.'
;

}

if(Anonymous && title=='undefined' && postNumber==1703302 && dateTime=='03/15/24(Fri)15:25:04') {

'>>1702811
>whenever they need clothes or electronics.
Which isn't that often.'
;

}

if(Anonymous && title=='undefined' && postNumber==1703751 && dateTime=='03/16/24(Sat)01:27:04'  && image=='20240315222636_1.jpg') {

'>slow your roll';

}

if(Anonymous && title=='undefined' && postNumber==1703842 && dateTime=='03/16/24(Sat)05:23:35'  && image=='1443211392092.png') {

'>>1703751
>train crossing on a highway'
;

}

if(Anonymous && title=='undefined' && postNumber==1703861 && dateTime=='03/16/24(Sat)05:51:33'  && image=='1509330809132 sakuya shock.jpg') {

'>>1703751
>building train tracks across a major throughway'
;

}

if(Anonymous && title=='undefined' && postNumber==1703869 && dateTime=='03/16/24(Sat)06:10:09') {

'What's the easiest way to do overpasses without having to bring hundreds of tons of concrete to it?';

}

if(Anonymous && title=='undefined' && postNumber==1703875 && dateTime=='03/16/24(Sat)06:20:25'  && image=='784150_20230901202803_1.png') {

'>>1703869
raise the ground on each end to make the actual bridge smaller'
;

}

if(Anonymous && title=='undefined' && postNumber==1704007 && dateTime=='03/16/24(Sat)10:05:30'  && image=='20240316070455_1.jpg') {

'>>1703842
>>1703861
luv me at grades
There are dozens of them in the Republic so far. I try to fix them occasionally'
;

}

if(Anonymous && title=='undefined' && postNumber==1704073 && dateTime=='03/16/24(Sat)11:25:14'  && image=='20240316081457_1.jpg') {

'Comrades, today our republic was hit with our very first earthquake. On December 26th, 2126, the first town created in our republic was struck by the quake resulting in several building fires. This provided us with the chance to truly test our firefighting abilities.
To combat the earthquake were 4 ground vehicles supplied by two local stations, as well as multiple helicopters from the adjacent farmland. Efforts were hampered by one underequipped station providing only 2 engines rather than the 4 it was capable of.
In total only one building, the small local clinic, was destroyed. However caught in the collapse of the building was 1 local fire engine, and 9 souls.
A hard lesson learned, the devastation that can be wrought by earthquakes, and going forward we should afford the residential space needed to fully equip and staff every fire station in the republic.'
;

}

if(Anonymous && title=='undefined' && postNumber==1704997 && dateTime=='03/17/24(Sun)13:35:25') {

'>>1680025
Hey, I'm having a problem: Trash. My steel industry puts out an ungodly amount of trash, and I have 6(!) technical services devoted fully to taking out the trash of my metallurgical industry, but for some godforsaken reason, half the garbage trucks just sit at depot while 100m next to them, a garbage collection point is overflowing with trash. My garbage infrastructure is equipped to deal with the trash, and all the dumping sites still have capacity. Can anyone explain, then, why the fucking trash isn't being collected?'
;

}

if(Anonymous && title=='undefined' && postNumber==1705060 && dateTime=='03/17/24(Sun)14:45:16'  && image=='784150_20240317193501_1.png') {

'>>1704997
check if the technical services have everything set up correctly including dump sites
I'd recommend connecting the scrap separation plant to the steel mill with a factory connection with the scrap going into a steel recycling plant and the rest into an incinerator, this eliminates all of the trash which the steel mill generates and gives you the most steel back since steel mill produces a lot of scrap metal
you should also set up construction waste separation and recycling for your mines to reduce the mixed trash amount they generate'
;

}

if(Anonymous && title=='undefined' && postNumber==1705221 && dateTime=='03/17/24(Sun)18:03:13') {

'>>1704997
I think the technical services can only task one truck per garbage point, so what happens is a truck returning from dumping out the garbage gets tasked with emptying that one, and then has to drive all the way back. Transfer points with trucks on a line should do it more efficiently.'
;

}

if(Anonymous && title=='undefined' && postNumber==1705373 && dateTime=='03/17/24(Sun)20:32:49') {

'>>1705221
You could also have multiple collection points assuming they utilize them'
;

}

if(Anonymous && title=='undefined' && postNumber==1705784 && dateTime=='03/18/24(Mon)11:12:12') {

'>>1704997
>>1705373
Why does it never occur to some people to just use lines? Do they only know how to use DO/TO/CO?'
;

}

if(Anonymous && title=='undefined' && postNumber==1706755 && dateTime=='03/19/24(Tue)15:25:00') {

'>>1705221
That was it. I built a large incinerator and a construction waste recycling thing and the trash problem got sorted out. Before the trucks had to drive down 10km of highway before reaching my waste processing center'
;

}

if(Anonymous && title=='undefined' && postNumber==1706758 && dateTime=='03/19/24(Tue)15:31:33') {

'>>1682894
Suck it, faggot. Not everything is a slippery slope
>water shortfall
I'll build that on realistic
>railway tunnel that will take >2 years
I'll build that on realistic
>earthquake destroys a single fucking water pump, rendering my entire town without water for 3 months
Sage and kys, I'll rebuild that with cash. Not killing my town cause Mr. Rng says so. Especially since these small fucks somehow need 20 trucks to go back and forth to deliver 0,2t of mechanical parts for 4 individual construction steps or whatever'
;

}

if(Anonymous && title=='undefined' && postNumber==1706762 && dateTime=='03/19/24(Tue)15:34:16') {

'>>1705784
You can do trash with lines? Damn thanks for that one.'
;

}

if(Anonymous && title=='undefined' && postNumber==1706827 && dateTime=='03/19/24(Tue)17:08:03') {

'>>1706762
The TS functionality works great at the initial point, but you should set up nearby collection sites where the TS drops off the variously sorted trash and then move it to the final destination via trucks or trains on a line. At least in residentials. Industry trash is probably best treated like any other output.'
;

}

if(Anonymous && title=='undefined' && postNumber==1706970 && dateTime=='03/19/24(Tue)20:44:15') {

'>>1706758
>>earthquake destroys a single fucking water pump, rendering my entire town without water for 3 months
I would rather savescum than forsake realistic mode'
;

}

if(Anonymous && title=='undefined' && postNumber==1707007 && dateTime=='03/19/24(Tue)21:55:51') {

'>>1706970
Why not just design a more resilient system? Water towers can store several weeks of water and do not need power to deliver water to substations.'
;

}

if(Anonymous && title=='undefined' && postNumber==1707255 && dateTime=='03/20/24(Wed)08:35:01') {

'>>1707007
Without pumps the pressure ain't enough for the throughput of a large treatment plant
>design a more resilient system
Did that actually. I now have two water treatment plants which supply the town in tandem. I have infinite steel and chemicals anyways, so why not.'
;

}

if(Anonymous && title=='undefined' && postNumber==1707257 && dateTime=='03/20/24(Wed)08:40:39') {

'>>1706970
Yeah, but I wanted to rebuild the rest of my town in realistic. I actually like planning in a way to be able to make adjustments in realistic.
>want a new highway access on a busy highway
>build a prefab panel road as a temporary bypass
>forbid highway access with traffic signs
>built the highway access and tear down the temporary bypass
VGH. The only thing I absolutely loathe is doing construction on an already utilized railway. Fuck semaphore fuckery, especially when you barely even have space to fit all your semaphores on a piece of rail, because you of course forgot to consider, that that rail will one day do more than occasionally shipping coal'
;

}

if(Anonymous && title=='undefined' && postNumber==1707424 && dateTime=='03/20/24(Wed)11:52:33') {

'wasn't this game sabotaged by a modder who thought the dev stole from them? was that ever resolved?';

}

if(Anonymous && title=='undefined' && postNumber==1707470 && dateTime=='03/20/24(Wed)12:49:34') {

'>>1707424
Yes, it's back on steam since last year.'
;

}

if(Anonymous && title=='undefined' && postNumber==1707994 && dateTime=='03/20/24(Wed)21:43:19'  && image=='Your moms house.png') {

'undefined';

}

if(Anonymous && title=='undefined' && postNumber==1708094 && dateTime=='03/21/24(Thu)00:03:51') {

'>>1707994
gulag'
;

}

if(Anonymous && title=='undefined' && postNumber==1708123 && dateTime=='03/21/24(Thu)01:05:36') {

'>>1707994
yr momma' s hole'
;

}

if(Anonymous && title=='undefined' && postNumber==1710411 && dateTime=='03/23/24(Sat)15:01:59'  && image=='20240323120119_1.jpg') {

'What decorative mod do you wish existed';

}

if(Anonymous && title=='undefined' && postNumber==1711008 && dateTime=='03/24/24(Sun)10:22:36') {

'>>1710411
one that allows me to plant a mix of trees using the area brush'
;

}

if(Anonymous && title=='undefined' && postNumber==1711208 && dateTime=='03/24/24(Sun)15:08:54') {

'>>1711008
You could change it to editor for a second and use the landscaping tools'
;

}

if(Anonymous && title=='undefined' && postNumber==1711346 && dateTime=='03/24/24(Sun)18:36:12') {

'I'm about to open up a town with housing for 3600 workers. My starting town has half that. Is there a way to "build up" extra population prior? The 21+ without flat number will escape given enough time, so is there any way to delay this so that more are in waiting? Obviously without building more housing in the original town, the brute force solution.';

}

if(Anonymous && title=='undefined' && postNumber==1711419 && dateTime=='03/24/24(Sun)20:24:52') {

'>>1711346
The only "extra" population you can store is 21+ without their own flat, as you said. You can't store any more people without flats or hostels for them to live in.
Because the starting population tends to arrive in big groups they tend to die off in waves, so if you open a new city at the bottom of the starting population wave you might find very few people available to live in it.'
;

}

if(Anonymous && title=='undefined' && postNumber==1711439 && dateTime=='03/24/24(Sun)21:08:03') {

'>>1711419
Well I intended to build a medical university eventually at my second town anyways so I guess that just moved up in priority.
Does the location of orphanages matter?'
;

}

if(Anonymous && title=='undefined' && postNumber==1711526 && dateTime=='03/25/24(Mon)01:24:55'  && image=='20240324222357_1.jpg') {

'The capitol is beginning to take shape';

}

if(Anonymous && title=='undefined' && postNumber==1711569 && dateTime=='03/25/24(Mon)03:04:40') {

'>>1711439
You don't need orphanages, its better to let the orphans die than risk increasing criminality in your republic, there's no penalties for not building one either'
;

}

if(Anonymous && title=='undefined' && postNumber==1713024 && dateTime=='03/26/24(Tue)18:32:44') {

'>>1711439
Not really. They actually have less requirements than residential buildings do, but it is easiest to put them in a town since they need heating too.

>>1711569
Only the inept have this issue. A few extra monuments around the orphanage and enough tutors will keep orphans' loyalty high enough and criminality at 0%.'
;

}

if(Anonymous && title=='undefined' && postNumber==1713217 && dateTime=='03/26/24(Tue)22:45:00') {

'>>1713024
>A few extra monuments
Don't monuments only care for the best bonus in range'
;

}

if(Anonymous && title=='undefined' && postNumber==1713415 && dateTime=='03/27/24(Wed)05:51:09') {

'>>1711526
Post more'
;

}

if(Anonymous && title=='undefined' && postNumber==1713542 && dateTime=='03/27/24(Wed)09:35:37'  && image=='20240326220800_1.jpg') {

'>>1713415
Not much to show at the moment, construction is slow going when I have free time. My current objective is to fill this middle tier before moving on to the upper'
;

}

if(Anonymous && title=='undefined' && postNumber==1714208 && dateTime=='03/27/24(Wed)21:03:20') {

'>>1713217
Monuments have a cumulative effect, but the game doesn't seem to simply add them together. Each additional monument adds less then its stated effect, but enough of them can reverse the loyalty loss from orphanages (or other problems, to a point).'
;

}

if(Anonymous && title=='undefined' && postNumber==1714245 && dateTime=='03/27/24(Wed)21:27:46') {

'>>1681115
And how many kulaks had to be shot in a ditch for it to get built?'
;

}

if(Anonymous && title=='undefined' && postNumber==1714250 && dateTime=='03/27/24(Wed)21:31:41') {

'>>1682500
>Debt loop
>My people is starving
>Constant blackouts due to running out of money
>Clothes industry revenue is decreasing
Sounds like you're doing a good job to me, comrade! Only thing missing are the bread lines and state-mandated death squads for rooting out Traitors of the People.'
;

}

if(Anonymous && title=='undefined' && postNumber==1714251 && dateTime=='03/27/24(Wed)21:32:22') {

'>>1714245
Comrade are you hallucinating? The Kulaks as a class were abolished decades ago after all land was collectivized, there are no Kulaks now, only Kolhozniks and Sovkhozniks.'
;

}

if(Anonymous && title=='undefined' && postNumber==1714277 && dateTime=='03/27/24(Wed)22:04:52'  && image=='bread.jpg') {

'>>1714250
>Only thing missing are the bread lines
soon'
;

}

if(Anonymous && title=='undefined' && postNumber==1717102 && dateTime=='03/30/24(Sat)17:46:36'  && image=='screenshot_2024-03-30-21-42-39.jpg') {

'whenever i see the snow i feel the cold. i'm glad this game doesn't model the gross brown slush everywere that accumulates after a period of no snow';

}

if(Anonymous && title=='undefined' && postNumber==1717119 && dateTime=='03/30/24(Sat)18:07:45'  && image=='screenshot_2024-03-30-22-07-05.jpg') {

'>>1717102
the urban jungle'
;

}

if(Anonymous && title=='undefined' && postNumber==1717477 && dateTime=='03/31/24(Sun)06:22:52'  && image=='1580513968700.jpg') {

'>build city
>get people
>start doing well
>industries start working
>suddenly mass death
I thought I was safe at 600m from the edge of the city.
I hate how pollution works in this game'
;

}

if(Anonymous && title=='undefined' && postNumber==1717491 && dateTime=='03/31/24(Sun)06:45:55') {

'>>1717477
What Industry did you have 600m from your town?'
;

}

if(Anonymous && title=='undefined' && postNumber==1717600 && dateTime=='03/31/24(Sun)09:38:20') {

'>>1717491
Heating plant and a food factory.'
;

}

if(Anonymous && title=='undefined' && postNumber==1717695 && dateTime=='03/31/24(Sun)12:26:34') {

'What is the point of microbus? The tight passenger limit makes it so useless.';

}

if(Anonymous && title=='undefined' && postNumber==1717712 && dateTime=='03/31/24(Sun)13:11:16'  && image=='scifi.jpg') {

'>>1694083
I also like city builders with a sci-fi element

can't wait any longer for the launch'
;

}

if(Anonymous && title=='undefined' && postNumber==1717745 && dateTime=='03/31/24(Sun)14:21:01') {

'>>1717600
The food factory ought to be 700m away from any buildings at the minumim
As for the heating plant; if its a small one you700m, if its large more than 800m.'
;

}

if(Anonymous && title=='undefined' && postNumber==1717748 && dateTime=='03/31/24(Sun)14:25:58') {

'>>1717695
they are good for supplying people to places that only need a small amounts of workers like heating plants, you'd be wasting your workers time if you used regular buses'
;

}

if(Anonymous && title=='undefined' && postNumber==1717749 && dateTime=='03/31/24(Sun)14:29:40') {

'>>1717745
>you700m
you need at least *700m'
;

}

if(Anonymous && title=='undefined' && postNumber==1717758 && dateTime=='03/31/24(Sun)14:40:29') {

'>>1717477
Prevailing winds are towards the nato/nato corner, pollution will go further in that direction and not as far in the other three corners. Always build heavy pollutants in that direction of populations.'
;

}

if(Anonymous && title=='undefined' && postNumber==1717762 && dateTime=='03/31/24(Sun)14:42:15') {

'>>1717695
Power plants, concrete/asphalt/gravel plants, heating plants, etc
I'll also use them for COs when manpower is limited'
;

}

if(Anonymous && title=='undefined' && postNumber==1717843 && dateTime=='03/31/24(Sun)16:00:24') {

'>>1717758
Do you have a single fact to back that up?'
;

}

if(Anonymous && title=='undefined' && postNumber==1718080 && dateTime=='03/31/24(Sun)22:08:21') {

'>>1717843
The poltiburo says it is so, so it us.'
;

}

if(Anonymous && title=='undefined' && postNumber==1718090 && dateTime=='03/31/24(Sun)22:20:25') {

'>>1717843
https://workers-resources.fandom.com/wiki/Pollution_and_Radiation The wiki claims it and I've observed it. Build a pollution monitoring station near heavily polluting industry and watch the pattern.'
;

}

if(Anonymous && title=='undefined' && postNumber==1718705 && dateTime=='04/01/24(Mon)17:24:45'  && image=='screenshot_2024-04-01-22-21-52.jpg') {

'r8 clock of peace and international friendship

if i'd the ability and wherewithal to do so, i'd have ensured it was built by prisoners and POW's for maximum malicious irony'
;

}

if(Anonymous && title=='undefined' && postNumber==1718771 && dateTime=='04/01/24(Mon)19:40:59') {

'>>1718705
It would look better in the center of a big town next to a large stately building, rather than out in the middle of a roundabout that connects to a highway'
;

}

if(Anonymous && title=='undefined' && postNumber==1719649 && dateTime=='04/02/24(Tue)23:30:48'  && image=='20240331230522_1.jpg') {

'More progress on the capitol, also added a coal power plant next to the chemical plant';

}

if(Anonymous && title=='undefined' && postNumber==1719670 && dateTime=='04/03/24(Wed)00:17:44'  && image=='20240402211700_1.jpg') {

'undefined';

}

if(Anonymous && title=='undefined' && postNumber==1719699 && dateTime=='04/03/24(Wed)01:06:30') {

'>>1719649
>>1719670
How many people does the capital have space for'
;

}

if(Anonymous && title=='undefined' && postNumber==1719705 && dateTime=='04/03/24(Wed)01:12:59') {

'>>1719699
From what's built so far, there's a population of 8,800 with about 2200 additional units in construction at the moment. I'll need to let the game run while I plan the next developments so all the construction offices can catch up with their respective repairs.
I have no idea what the total population will be since I don't exactly know how I'll lay it out yet, but I'm aiming for 100k on the map meaning I need the capital to be 60k'
;

}

if(Anonymous && title=='undefined' && postNumber==1719887 && dateTime=='04/03/24(Wed)07:32:21') {

'Does anybody know, wheter citizens can drive their cars to public transport? By that I mean
>worker walks to parking lot
>drives from the first parking lot to a parking lot next to an airport
>goes to the passenger terminal and goes to work from there'
;

}

if(Anonymous && title=='undefined' && postNumber==1719892 && dateTime=='04/03/24(Wed)07:39:42') {

'>>1719887
Alright. I just tested it in game and it actually works. In case anyone else is interested.
>tfw I can build my car centered amerimutt suburbs now'
;

}

if(Anonymous && title=='undefined' && postNumber==1720393 && dateTime=='04/03/24(Wed)16:53:17') {

'>>1719887
>>1719892
This doesn't actually work. They just teleport home once the bus/train/whatever they are riding arrives at another station or job, if they even board in the first place.'
;

}

if(Anonymous && title=='undefined' && postNumber==1721761 && dateTime=='04/05/24(Fri)00:49:55'  && image=='20240404214715_1.jpg') {

'The Capital Area is now at a population of 8,600. I will need to produce a massive amount of jobs when it's all said and done';

}

if(Anonymous && title=='undefined' && postNumber==1722133 && dateTime=='04/05/24(Fri)11:38:13') {

'>houses aren't heated for 1 microsecond
>half the population dies off
The game gets more fun the more options you disable.'
;

}

if(Anonymous && title=='undefined' && postNumber==1722171 && dateTime=='04/05/24(Fri)12:20:27') {

'>>1685040
what are you doing under my home?!'
;

}

if(Anonymous && title=='undefined' && postNumber==1722272 && dateTime=='04/05/24(Fri)14:54:48') {

'>>1722133
I want to love vehicle maintenance but vehicle replacement micromanagement is turbo gay.'
;

}

if(Anonymous && title=='undefined' && postNumber==1722564 && dateTime=='04/05/24(Fri)20:24:15') {

'>>1722272
>but vehicle replacement micromanagement
What's there to micromanage? You press Auto Replace and it does it'
;

}

if(Anonymous && title=='undefined' && postNumber==1723345 && dateTime=='04/07/24(Sun)01:37:45') {

'>>1722564
NTA, but I send my vehicles to the scrap heap in order to salvage materials.'
;

}

if(Anonymous && title=='undefined' && postNumber==1723346 && dateTime=='04/07/24(Sun)01:38:53') {

'>>1723345
If you have auto replace turned on the replaced vehicles will go to scrapping yards automatically. You can also put helicopter pads next to them to allow them to be scrapped'
;

}

if(Anonymous && title=='undefined' && postNumber==1723349 && dateTime=='04/07/24(Sun)01:49:42') {

'>>1723346
>auto replace turned on the replaced vehicles will go to scrapping yards automatically
When was this added?'
;

}

if(Anonymous && title=='undefined' && postNumber==1723352 && dateTime=='04/07/24(Sun)01:52:26'  && image=='20230708230352_1.jpg') {

'>>1723349
I believe there's been the "send to scrapyard" checkbox the entire time wear and tear has existed'
;

}

if(Anonymous && title=='undefined' && postNumber==1723387 && dateTime=='04/07/24(Sun)04:16:27') {

'>try realistic mode
>building anything is slow as shit
>re-structuring infrastructure is almost impossible without either compeltely stopping your civilian section or your industry
>by the time everything you wanted is up, it's already 1980 or 1990 and there are no unlocks left to get excited over
What a pain.'
;

}

if(Anonymous && title=='undefined' && postNumber==1723499 && dateTime=='04/07/24(Sun)09:06:07') {

'>>1723387
>>re-structuring infrastructure is almost impossible
I've learned to build whatever I want to replace it with first, then demolish and link up whatever I'm fixing. Mostly though that challenge is what makes this game unique and not being able to plop an airport down in 3 seconds'
;

}

if(Anonymous && title=='undefined' && postNumber==1724050 && dateTime=='04/08/24(Mon)00:40:10') {

'>>1681115
Reminds me of the canals in red star'
;

}

if(Anonymous && title=='undefined' && postNumber==1725693 && dateTime=='04/10/24(Wed)05:10:00') {

'>>1724050
>Reminds me of the canals in red star
?'
;

}

if(Anonymous && title=='undefined' && postNumber==1726148 && dateTime=='04/10/24(Wed)17:49:27') {

'Does anyone know if the town list is editable? i'm tired of pseudo slav names and want real names like

Yeovil
Mannamead
Lichfield
Braamfontein
Linthorpe
Ventersdorp
Napier
Aberdeen
Newcastle
Melville
Pinetown
etc etc etc'
;

}

if(Anonymous && title=='undefined' && postNumber==1726379 && dateTime=='04/11/24(Thu)04:08:50') {

'>>1726148
Click on the city name and rename it'
;

}

if(Anonymous && title=='undefined' && postNumber==1726804 && dateTime=='04/11/24(Thu)16:27:11') {

'>>1726379
I know that, but had hoped you could just mod a name list, like you can with a lot of games'
;

}

if(Anonymous && title=='undefined' && postNumber==1729558 && dateTime=='04/15/24(Mon)13:25:01') {

'I wish this game had a Japanese total conversion mod.
Would be pretty cool.'
;

}

if(Anonymous && title=='undefined' && postNumber==1729669 && dateTime=='04/15/24(Mon)15:39:48') {

'>>1729558
Just missing buildings, but with a littke skill you can probably grab those from cities skylines, other buildings have been switched over.'
;

}

if(Anonymous && title=='undefined' && postNumber==1730203 && dateTime=='04/16/24(Tue)09:57:34') {

'>>1729558
It probably would just be buildings and vehicles. Barring that you can just pretend that your republic is alternate timeline Hokkaido after the soviets take it in August Storm'
;

}

if(Anonymous && title=='undefined' && postNumber==1732277 && dateTime=='04/18/24(Thu)12:04:54') {

'Is there a limit to how many containers I can fit in an RDO?';

}

if(Anonymous && title=='undefined' && postNumber==1732588 && dateTime=='04/18/24(Thu)18:14:53') {

'>>1732277
The only way I know of to store containers in an RDO would be on flatbed rail cars, in which case the limit would be based on the number of flatbed rail cars you can fit in the RDO.'
;

}

if(Anonymous && title=='undefined' && postNumber==1732730 && dateTime=='04/18/24(Thu)21:33:42') {

'>>1732277
>>1732588
>containers
I have no idea what I was thinking when I wrote that, what I meant was cargo wagons'
;

}

}
}