Quick train station question.

Last map I played all the really good updates dropped while I was at the end. I made real good use of switching to huge 16 module stations down like 4 modules. Im about to jump into a hybrid network/lines setup and the first unload station I created is the combo train station/ vehicles ii with a drop off station with 2x modules per resource to create trains and vehicles with room for the upgrade to mega/red veh parts.

Im assuming no mater if I manually set a line or network it should pick up and drop off to the correct module? if I network the trains with a single t1 engine and 2x t2 flatbed it should like a truck grab from avail load (lets say steel) then drop off at its unload.

If lets say it could take a single t2 car of both electronics I and steel will it use a single 2 car train with split load or will it send 2 trains assuming im not limiting to full loads?

My plan/idea is use network and smaller trains for unit items. For my loose longer 8xt2 cars with a mix of single network train always on lets say iron then a pool of network loose big trains to react to dynamic resource use.

The real question is how does the single station with multiple unit types behave when multiple requests are called?

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u/S1lkwrm — 2 days ago

Just a rando BS philosophy and discussion thread for a lazy Monday.

So one of the things I enjoy is just mulling over ideas and discussing with you guys/gals about out of the norm playstyles or niche solutions. I dont have a exact one in mind but I love using some that I hear about mabye even tweaking it for something specific. What cool idea has been rattling in your head?

So today I was thinking about my FBR products in this case hydrogen and oxygen.

Right now pre mid game proper i have a chem plant using excess hydrogen (its very little) to make extra ammonia from the nitrogen off of my air separator thats currently feeding fertilizer ii production chain. It uses if im not mistaken x2 energy but its more a stop gap as im producing very little ammonia (its not a problem i can get tons by different methods but its niche ideal in my current situation). The nitrogen would otherwise get sent to atmosphere and it does a whole lot.

So I started thinking once I get FBRs I make a absolute ton of hydrogen its every gameplay with a ton of oxygen that eliminates air separators.

So my thought process is this: how do I get nitrogen Ideally as a byproduct once air separators are no longer used to use the hydrogen later to make ammonia since power is not a big deal by then also?

So a plan B came to mind where I stockpile all my nitrogen from air separators somewhere to use later. Like some of do with the early oil refinery but its over a very long time.

This isnt going to solve maintaining that late game conversion to ammonia without I think air separators which are no longer needed from the vast oxygen production. Well mabye I think I recall hitting a point with arc furnaces I actually was needing a small amount of extra oxygen late game so I might have answered my own question.

The idea is to late game reduce the need of other ways of acquiring ammonia which is usually sour water trade and foodpacks by using things I have in abundance and waste nitrogen and not completely replace them. Plus the cool factor. I cant think off hand what else produces nitrogen as a byproduct besides air separators. So im leaning on stockpiling it like early heavy oil or sour water.

Anyways thoughts? My goal isnt the max efficiency of energy but clever savings on resources to help other things along or make them more efficient.

Also this post is ment for any cool wild idea cause ill steal it 😆 mabye tweak it.

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u/S1lkwrm — 3 days ago
▲ 60 r/GME

Has it really been a year..

This back when I was calling out dilution and how it looked like they positioned themselves to not need retail. Its only got worse and the complete lack of concern for retail has only grown to be outright blatant when you look at recent interviews or the absolute bangers Larry Cheng has put out on X recently. RK unfollowed RC after posting the pic of of a kitty mask over rage tears meme in response to the dilution largely ignored instead users are looking at emoji like its TA. Everyone back then wanted to make out like the dilution would moon us and unfortunately remind me never works.

At what point does accountability for GME become reasonable to the permabull? When it can no longer be enforced by retail? We're already there. When is it ok to expect a ROI? since as im told the company seems to be doing amazing while that is completely disconnected to an ROI which is insane considering how well the company looks on paper is like 90% due to value strip mined from investors.

Its not unreasonable to expect mutual benifiet after 5 years. Yet RC just wants more without making good.

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u/S1lkwrm — 7 days ago

So far my experience with Admiral setting (shattered)

Ive played a ton on captain but added some things like realism plus. So far im at the point on Admiral its fairly similar but my first try early game was absolutely punished for waiting too long to get every early resource up and running. Im at the point where any more research will require dedicated science production (research 1). In the past lower settings I could just skip kiln and go for 1st real concrete production. That was my first punishing mistake plus forgetting how bad power/fuel outages can be. Im a little rusty too but after a fresh start im back to that early all in one starter production set of buildings. I used alot of ship exploration early to get bursts of resources to help push me through to balance. So far im really liking this. Normally early game is a slog and kinda boring. This made it fun. Only slog so far was waiting to long for copper production (hard lessons learned are harder when not learning from them lol).

So far this has been the early game change. Resources are tight enough to require really thinking about what needs to happen first. Also it punishes you for putting out lets say the extra farm you dont need yet where those parts manpower is better used elsewhere. Loans are still usable but you need to think it through. It definitely got me out of trouble with copper but I almost debt spiraled just barely escaping. If I did not make that mistake of waiting too long loans still can get you moving fwd faster than organic if you build for repayment in mind.

Fuel and power just feels better my storages/belts go nope if I get lazy priorities matter more early game now.

I definitely recommend going Admiral if you got a good feel for the flow of this game and get all giggly weird about efficiency. Admiral really rewards messing with logic, priorities, it punishes lazy and lack of planning. I say before learning the flow into and game this setting can be very off putting adding to the already sharp learning curve. But you most powerful tool here is hindsight and you are forced to use it.

Anyways I was worried this was going to be a slog that did not really feel rewarding but its kind of the opposite. It makes the slog the challenge and actually fun. Not that it wasnt fun but how many times have we gone ugh can I just get to x tech already. I feel less of that.

Anyways 2.0 thanks for comming to my Ted ramble

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u/S1lkwrm — 24 days ago

Medieval II on sale so grabbed it. So naturally I got Qs.

Ive played a good bit of shogun Rome ii and wh3. Id say my favorite all time faction is Macedon where I i employ a very flexible anvil with strong wings of combined arms. And archer/balista support basically a Swiss army knife comp.

How does Me2 play im guessing paper rock scissors still. How does cav feel? Is it more Rome 2 where the impact feels better or is it kinda bonk like wh3 where you charge and stuff kinda feels like like it didn't get a charge.

Id actually like if it played more like Rome ii.

Im guessing for the time. Cav is king with the arms race of heavy knights acting as tanks. Are spears deadly to horses or is it like running down farmers looking at you barbarian faction spears. Do pikes function same.

Figured id get some basics before firing it up.

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u/S1lkwrm — 2 months ago

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Pretty much tapped put on the all in one map the last 300 ish years spent just casually adding trees and small tweaks. Made a little park for Nerp the rat and blinged up captains tomb. 3 fbrs provide all power hydrogen with 2 nuke iis feeding into them. Trains are gas turbine. Currently making a second pier to prepare for sustained resources by trade moved by train. All in one map feels and plays like a easier Armageddon. I started in the newhaven area and I noticed the map author smoothed out alot of the rough terrain near the early coal. Its also not far from that start has an oil patch in the ocean with 1 million crude which using amphibious vehicles solved crude easy with my mini oil rig.

u/S1lkwrm — 4 months ago

Just doing some loose theory crafting here looking for honest opinions including raw numbers. Leading up to FBR sourced hydrogen (which has a equal amount of oxygen as a bonus) i end up starting with diesel and used to go all the way to fbr then switch to hydrogen.

But I been on a less of a purist numbers kick lately and farms I rebalance with population increases leading to always a slight positive and thus to some gas fuel byproduct also as population increases so does sewage to gas fuel.

In that journey I looked at ways to utilize that overflow one is make more diesel with just enough crackers to cover the light overflow 1 is sufficient if im ontop of my rebalances but 2 has more wiggle room. Then looking at slag I was able to do a combo of dirt to gas fuel and slag to sludge only using dirt created from the compost of the slag to sludge on top of its gas fuel from digesters island dirt can go to this as a last stop before dumping. This made alot of gas fuel so I figured id try gas turbines for the big performance boost and surprisingly while they do eat gas fuel they spend less time doing it. The trade alone supplies 8 t2 turbines and leaves enough room to feed the overflow crackers so they always run 100%.

I also run food packs to ammonia which some gets used to make hydrogen and some of the gas fuel goes to hydrogen as well. Theres a little balancing act here but about half my vehicles and ships are hydrogen but its also at the edge of what those trades can do before its a little cumbersome on efficiency.

I feel through actual playthrough just now a storage container and some trucks away from distribution of lots of hydrogen from FBR. Leading up to this a hybrid playstyle of multiple fuels using stuff like slag some food packs and various byproducts on island on top of at peak 120min crude. Seems like the way to go. But is also a trap as you lean too hard into hydrogen early and you struggle to keep up without over feeding trades then conversion.

Even fbr sourced hydrogen gets weird with numbers but while 700-800 hydrogen oxygen is created just in reformers alone you are looking at 192 workers and a good bit of powerjust in the reformers. But at fbr power its a non issue really. So it changes things and suddenly those trades calm down and go back to being very effective for getting off crude/diesel you can go full hydrogen ships easy the gas fuel is there toping off island byproduct. Same with ammonia as they are not going into hydrogen production at all. 1 little cracker mabye for the main ships fuel. Or cooking oil over flow into a chem plant. It just goes right into a new age of plenty.

But leading upto fbr hybrid fuel use with diesel as the backbone is probably the best but requires rebalance checks.

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u/S1lkwrm — 4 months ago