Simple instructions on how to set up basic gameplay elements.
On Warehouses and Depots
- Early game: sell directly from farms & factories, instead of building warehouses.
- Later: use warehouses and depots (at the start and destination) to transport your produce from production regions to other regions; use the request function at the destination warehouse for that.
When to use Warehouse and Depots
In the early game warehouses can’t do anything that your farms and factories can also do – which is mostly selling the produce to shops in range. So why even bother building them? It just costs money to keep the buildings and trucks running.
Later, when you’re expanding, you probably want to sell to shops of other regions to not overflow the market of local shops. This is why we need logistics routes.
Creating a Basic Logistics Route
Logistic routes created by depots are primarily useful for longer distances, as they can save you money on dispatch costs.
You start them by putting in a request on the receiving warehouse (where you want goods to go). Make sure to set the “store up to amount” to whatever amount should be stored in the warehouse.
Next, you’ll want to build a truck depot at the providing warehouse and at the receiving warehouse.
The depots will get to work as soon there is another matching depot with a warehouse in range, that can fulfil the request. Goods should flow from providing warehouse → providing truck depot → receiving truck depot → receiving warehouse. Make sure the truck depots are connected by road to each other, and the warehouses.
Traffic / Pollution Info and Management
For starters, both are configurable in the new game, for if you do not want them to be a part of your game.
Factories and traffic on roads make pollution.
Pollution cleaners are researchable, or you can put polluting industries far from farms and towns.
For farms, I would recommend keeping the fields at least 1 tile back from busy roads.
Trees can help mitigate light pollution, but if it gets too heavy, they will die and not reduce pollution any more.
Intersections that are touching each other act as one large intersection, and only one truck can pass through an intersection at a time. Try to space out intersections.
Note the intersection in the red box. Those two tiles count as one intersection.
Researching urban roads helps trucks move faster, one ways can help manage traffic flow, and bridges to make overpasses can help in other situations.
Trade routes can help by packing more products into fewer trucks. They will not be covered in this section.
Another option is to use manual destinations straight from producers- even if the building is in range of a warehouse. To do this, go to the destination tab of your gatherer/producer, and select a destination. If your building is using the auto warehouse, click the button on the left side to toggle auto/manual.
Assorted QOL Tips
Right click on white space on an open window to close it.
You can type in amounts on some menus, such as this one:
Got a building that won’t stop giving you warnings? Try this toggle on the afflicted building’s window:
Put down a building in the wrong place? Hopefully the game is paused, because the construction menu bar at the bottom has an undo button, but it is only available if the game is paused.
Recipe questions? Open up the recipe book:
Take a look at this setting in the Gameplay settings:
Hopefully the explanation in game is sufficient, feel free to ask here if something is unclear.
By popular demand, queued research items can be rearranged:
Resolution issues? Try hold shift when you launch the game, for this menu:
Want to see some route lines to see where things are flowing for a particular building?