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how to handle high volume traffic applies, just the tiles are smaller now lol Virtually all of the railway intersection theory esp. If a parallel comparison put valheim as a modernization of minecraft->terrarria->'friendly survival game with building' genre, i'd say this is very much modern Transport Tycoon with some automation shenanigans thrown in. If you can stand the jank though, it's a great game as-is, with a roadmap already out. It's only after wrestling with the building UX for a while and figuring out what you can/can't actually do (despite what the game initially tells you you can't do) did i actually start having fun and making proper intersections a-la TTDX There's also an incredible amount of finickiness in how train tracks build- the way it tries to lay down track by default often fails when it shouldn't, and also does a lot of bizarre things like not attempt to put ramps where they'd make sense, etc. It's probably the one actual strike i have against recommending the game as-is- everything feels like it takes 5 too many clicks, from reassigning routes to trying to get conveyors to behave the way you want them to
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The UX is very, VERY early access and incredibly clunky. Seems like by the time you exhaust early resources and expand out to more all over the map (which costs money) the best practice is to dump everything into a giant central manufacturing area then ship out all over the place from there, which is where it starts resembling factorio as much as a tycoon game If you don't build your trains right, they WILL bottleneck or clog up.Īs mentioned, there's also an automation aspect which essentially has you linking up factories via conveyors and then figuring out how to lay stuff out so that it's accessible to your transport network Railways and signals harken back to TTDX, albeit a little more vestigial right now. There's a pretty nice initial progression curve in that the trains/trucks you start out with are god-awful but researching tech (of which you need to supply the prerequisites yourself, again, lol) opens up stations with larger operating radius, bigger and faster trucks, eventually diesel and train cars that hold way more. sending stuff to a sawmill and then delivering the planks it produces elsewhere. in most cases you have to produce yourself. Like other tycoon games, you start small and help cities grow, which leads to more demands/more complex items, which. 1) voxel based, very, very carveable terrain, so no mucking around trying to work around slopes on the terrainĢ) automation & complex production lines open up early-mid game into something truly absurd lategame judging by screenshots.
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