So I get that it’s not like in Cities: Skylines where it’s used for pathfinding by people traveling around and instead is like “people go stand at the sad and unfulfilled person station in the hopes that a carriage will arrive to take them somewhere they need to go,” but what happens then? They have an “I would like to go do a job at the job factory” travel goal and an “I would like to go shopping” travel goal, but do they also have an “I would like to go home” goal or do they just teleport back home after doing a task?

Do I need to coordinate them returning home or just being delivered to places they want to work and shop?

Edit: for that matter, how does refueling work for trains and busses? Do they just autonomously seek out fuel stops when they need to, or do I need to micromanage that somehow? Scratch that, I just watched a bus go to a gas station unprompted, through I’m still unclear on whether trains will find a fueling station or if they need to be routed through one.

  • KobaCumTribute [she/her]@hexbear.netOP
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    5 days ago

    people walk only a certain distance of i think 100 meteres

    I think this depends on the type of path they have? Like they’ll budget their route to walk for up to X amount of time to reach a location, and the distance is determined by how far they walk in that time? The furthest I’m seeing for “within walking distance” of some buildings is just over 450m with the full 100% walking speed paths along the whole route. Unless this is further modified by a game setting - I went into the campaign (not the tutorial one) with whatever settings it defaults to.

    you get a bus depot, buy the busses, and then assign them all routes there.

    Right, with the caveat that the routes themselves have to be pointed at buildings to drop people off at, not just other stops. If a bus isn’t going directly to a potential workplace, school, or shop no one will board it and it took me entirely too long to figure that out.

    Like bus stops (and I assume passenger rail platforms) aren’t set up to shorten pathfinding to desired locations, they’re a place of last resort that unfulfilled citizens go in the hopes that a bus that can take them to a desired location type shows up at some point.

    And to answer my own question: they do seem to just teleport home when they finish a task, they don’t gather to be brought back. That’s another unintuitive thing coming from Cities: Skylines, that traffic isn’t like a back and forth sort of thing for anything but the dedicated vehicles that go through specific routes. Maybe citizens with personal cars are different? Or maybe this a mechanic hidden behind one of the settings, idk.

    • There is a wiki you know: https://hoodedhorse.com/wiki/Workers_Resources_Soviet_Republic/Citizens#Movement

      they do seem to just teleport home when they finish a task, they don’t gather to be brought back. That’s another unintuitive thing coming from Cities: Skylines, that traffic isn’t like a back and forth sort of thing for anything but the dedicated vehicles that go through specific routes. Maybe citizens with personal cars are different? Or maybe this a mechanic hidden behind one of the settings, idk.

      That is all correct. Citizen who walk or use public transportation will teleport back. Citizen who use personal cars will use their car to get back.

      I think this depends on the type of path they have? Like they’ll budget their route to walk for up to X amount of time to reach a location, and the distance is determined by how far they walk in that time? The furthest I’m seeing for “within walking distance” of some buildings is just over 450m with the full 100% walking speed paths along the whole route. Unless this is further modified by a game setting - I went into the campaign (not the tutorial one) with whatever settings it defaults to.

      Correct again:

      “The distance is dictated by the Walk speed of the various paths and roads that they walk on, up to a maximum of 480m of walking distance for 100% Walk speed. At 50% Walk speed, this distance is reduced to only 240m”

      Right, with the caveat that the routes themselves have to be pointed at buildings to drop people off at, not just other stops

      No, “If a citizen is unable to find a building that they’re looking for in walking range, they will instead walk to a nearby public transport station where they wait to be picked up by a vehicle, and willingly disembark at the first station that has their desired building in range”

    • I think this depends on the type of path they have? Like they’ll budget their route to walk for up to X amount of time to reach a location, and the distance is determined by how far they walk in that time? The furthest I’m seeing for “within walking distance” of some buildings is just over 450m with the full 100% walking speed paths along the whole route. Unless this is further modified by a game setting - I went into the campaign (not the tutorial one) with whatever settings it defaults to.

      no you’re correct thats right

      And to answer my own question: they do seem to just teleport home when they finish a task, they don’t gather to be brought back. That’s another unintuitive thing coming from Cities: Skylines, that traffic isn’t like a back and forth sort of thing for anything but the dedicated vehicles that go through specific routes. Maybe citizens with personal cars are different? Or maybe this a mechanic hidden behind one of the settings, idk.

      for me my experience is much different. they stay there until a bus brings them back close enough to walk home

      again i heavily recommend the videos i sent, im basically parroting it to answer you rn