Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

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Central Europe Village Economy Pack
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16.861 MB
2 May, 2022 @ 1:13pm
18 Jun, 2023 @ 1:54am
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Central Europe Village Economy Pack

Description
Hi comrads!

Here is the last part of my village pack, including 10 elements of village economy: Farms, cowshed, 2 food manufacturers, 3 shops, a sawmill and a coal dealer providing cozy warmth for your villagers!

Watch out!
Village economy is intended to be slow. Food should be manufactured just fast enough, to provide enough for your village and a small surplus for export to nearby towns.


Content Background
This set aims to provide realistic buildings & infrastructure with a consistent style. Perhaps you might find such buildings in Poland, Czech Republic, Slovakia, etc. they are however strongly inspired by villages from Brandenburg and Saxony (Germany).

What next
I'll soon provide a small church for your villagers too. Current WIP includes railway infrastructures, historic water facilites, a wall set and more!

About myself
I used to be modding C:S a lot with Jens and recently got started with adding content for my favorite city building game. I am happy to announce that jens will provide me with some of his C:S content aswell ;)

If you like what I do...
...and perhaps want to buy me a coffee, here's your link! =)[www.paypal.com]

Thank you and take care!

Taglist
Germany, Poland, Czech, Slovakia, Village, Rural, Dorf, Gründerzeit
30 Comments
tsumuji_kaze 16 Jul @ 4:30am 
Need update for fertilizer, as it has been released.
anok_peace 17 Jun @ 4:19am 
I understand that the road connection is not supposed to be in front of the shop, but would it be possible to make a second connection to the side, or something like that? Or make a version without the street connection, its not needed when there ist a direct connection to the bakery

Because without a working road connection, the shop almost killed one of my villages: Since the police never showed up at the shop, I ended up with a huge crime rate in the village at some point. You can at least get around the fire department problem with a helicopter, but not the police problem. In the current state the fabric connection is quite useless.
Quieklebendig  [author] 16 Jun @ 12:08am 
@anok_peace Hi, yeah this was intended though I wasnt aware police and fire equipment wouldnt reach the bakery if there was a pedestrian connection only. I will not change the street entrance though as it it intentionally not in front.
anok_peace 15 Jun @ 2:32pm 
Hello,
can you please change the bakery shop? The street entrance should be in the front of the house. In the moment the fabric-connection and the street connection is on the same spot. You can just use one of it. Because it has a street connection police and firetrucks have to use it, but then the fabric connection dosnt function. Thank you for the great mods.
gerhardkoepcke 14 Nov, 2023 @ 2:13pm 
@Quieklebendig i actually already balanced most of the buildings in this pack, though to my liking, if you want i can send you the files so you don't need to do everything :)
Quieklebendig  [author] 11 Nov, 2023 @ 1:54am 
@gerhardkoepcke: Cool, great insights, I might use your comment to balance the coal dealer then :) I had limited resources for testing back when I created it, so thanks for letting me know.
gerhardkoepcke 9 Nov, 2023 @ 6:57pm 
@gerhardkoepcke

The next thing is pollution. The vanilla heating plants have a ratio of about 3-3.5 tons/ton of coal, therefore a consumption of 0.6 tons of coal should still produce about 2-2.5 tons of pollution.

The most fitting setting for this would be the small gray factory emitter, producing exactly 2.4 tons/year, though it misses the thick black smoke. The residential heating emitter does have a thick black smoke, though it produces only 1 ton of pollution, which would mean a consumption of only 0.33 tons and therefore only 6 GJ of heat. So for the heat output of 8-12 GJ i finally settled with a combination of the residential heating emitter and another invisible small white factory emitter, together producing the very much fitting 2.2 tons of pollution.
gerhardkoepcke 9 Nov, 2023 @ 6:57pm 
I played around with the .ini for the coal dealer for a bit and made some balancing changes. The vanilla heating plants have a coal/heat ratio of approx. 1/20, meaning 1 ton of coal produces 20 GJ of heat. You could argue that a small coal dealer would be much less effective than a big heating plant, so there's some room for imagination there, but the default setting of the coal dealer uses almost as much coal as the small heating plant for about a third of the heat output, while still producing more than half of the pollution.

I set the consumption to use 0.6 tons of coal for 12 GJ of heat, though like i said, the efficiency should be lower, so maybe it should be 0.6 for 10 GJ or something, maybe even eight, but i can't say of how much use it would be.
Quieklebendig  [author] 25 Jun, 2023 @ 12:42am 
@Lex713 no worries, I will not update them to unreleased features.
Lex713 23 Jun, 2023 @ 1:30pm 
Please don't update your farms for new content yet. If you do, it will crash everyone subscribed to it on stable version.