Workers & Resources: Soviet Republic ワーカー&リソース:ソビエト リパブリック

Workers & Resources: Soviet Republic ワーカー&リソース:ソビエト リパブリック

53 人が評価
Stats and Figures Handbook
作者: Silent_Shadow
An incomplete reference for the various stats of vehicles, containers, and other stuff in the game.
   
アワード
お気に入り
お気に入り
お気に入りから削除
General Concepts
Generic Tonnage & Density
Each storage in the game (building and vehicle) is defined by a storage type, which determines what resources can be held there, and a "generic tonnage," which with a resource's "density" stat determines how many tons of the resource can actually be stored there.

Generic tonnage should be thought of as a theoretical capacity that combines tonnage and volume, while density relates how much a resource can utilize it. For example, the 800 ton grain silo has a generic tonnage of 1000 tons, but since crops have a density stat of 80%, only 800 tons of crops can be stored there.

Some resources will have different densities depending on the storage type. For example, metal scrap has a density of 100% while in "waste" type storages and a density of 60% in "aggregate" type storages. Most resources only have one density though.

Rounding Errors
The game tends to round numbers down to two or three digits for display in menus and windows, so the actual capacity for a resource may not be displayed accurately for vehicles. Storage buildings always report numbers to the hundredths of tons.

The most accurate displays for a vehicle's capacity can be found in three places depending on the cargo tonnage and/or the vehicle's weight:
  • Under 1 ton of cargo capacity, weight can be read most accurately in the vehicle's menu to the hundredths of a ton.
  • With cargo capacity above 1 ton and vehicle weight below 20 tons, the cargo capacity will only be shown in a vehicle's window up to tenths or just whole numbers, but numbers down to the hundredths can be derived by subtracting the vehicle's empty weight from its current weight (as listed in the vehicle's window) to see how much cargo it has loaded.
  • Over 20 tons, a vehicle's weight and cargo will only be shown as an integer, but the "List of Vehicles and Buildings" will display its cargo's weight to the tenths.

For more accurate capacities, you can always look up the generic tonnage of a building or vehicle in its config/script (.ini) file and multiply it by the cargo's density.

Resource Stats

Resource
Density
Stat
Cargo Type
Resource
Density
Stat
Cargo Type
Alcohol
50%
Covered-Hull
Fuel
100%
Liquid
Aluminum
100%
Open-Hull
Gravel
100%
Aggregate
Aluminum Oxide
100%
(45%)
Dry Bulk
(Other*)
Hazardous Waste
100%
Waste
Aluminum Scrap
100%
(70%)
Waste
(Aggregate)
Iron
100%
Aggregate
Ash
100%
Waste
Iron Ore
100%
Aggregate
Asphalt
100%
Aggregate
Liquid Fertilizer
100%
Liquid
Bauxite
100%
Aggregate
Livestock
75%
(35%)
Livestock**
(Covered-Hull)
Biological Waste
100%
Waste
Meat
50%
(25%)
Refrigerated
(Other*)
Bitumen
100%
Liquid
Mechanical Comp.
50%
Covered-Hull
Boards
100%
Open-Hull
Metal Scrap
100%
(60%)
Waste
(Aggregate)
Bricks
80%
Open-Hull
Nuclear Fuel
100%
Nuclearº
Burnable Waste
100%
Waste
Nuclear Waste
100%
Nuclearº
Cement
100%
(45%)
Dry Bulk
(Other*)
Oil
100%
Liquid
Chemicals
30%
Covered-Hull
Other Waste
100%
Waste
Clothes
50%
Covered-Hull
Plastic Waste
100%
(80%)
Waste
(Open-Hull***)
Coal
100%
Aggregate
Plastics
25%
Covered-Hull
Coal Ore
100%
Aggregate
Prefab Panels
90%
Open-Hull
Concrete
100%
Concrete
Quarried Stone
100%
Aggregate
Construction Waste
100%
(100%)
Waste
(Aggregate)
Raw Bauxite
100%
Aggregate
Crops
80%
Covered-Hull
Steel
100%
Open-Hull
Electric Comp.
35%
Covered-Hull
UF6
100%
Nuclearº
Electronics
35%
Covered-Hull
Uranium Ore
100%
Aggregate
Explosives
40%
Covered-Hull
Uranium Oxide
60%
(50%)
Open-Hull
(Other*)
Fabric
70%
Covered-Hull
Waste Water
100%
Sewage
Fertilizer
100%
Waste
Water
100%
Water
Food
50%
Covered-Hull
Wood
100%
Open-Hull
*When carried by general cargo ships (not container type), cableways, or aircraft.
**The only livestock type specific vehicle I know of is the train wagon for livestock.
***Aircraft, non-container type general cargo ships (and the Frida), and non-garbage cable cars cannot carry plastic waste.
ºNuclear material is always stored in containers or buildings. No vanilla vehicle can carry them.

Mixed Waste & Hazardous Waste
Mixed waste is simply a combination of any of the waste types except hazardous waste. If hazardous waste is mixed with other waste types, then the entire mix will also be called "hazardous waste."

Currently mixed waste and hazardous mixed waste have a density of 100% and can only be stored and carried in "Waste" type storages.
Throughput and Fuel Economy
Throughput and Fuel Economy are a main focus of this guide, so understanding what they are is crucial for getting the most out of this guide.

Throughput
Throughput is a rough measure for a vehicle's overall transportation capacity and is defined here as the product of a vehicle's capacity and speed. For example, the Lubbenau (an aggregate ship) can carry 8,250 tons at 35 km/hr, so it has a throughput of: 8,250 tons × 35 km/hr = 288,750 ton-km/hr.

The main use of throughput is to compare which vehicle is better for moving large amounts of resources or riders over time, regardless of the distance. A vehicle that is half as fast but carries twice as much as another vehicle will have the same throughput.

For example, the Volgobalt carries 2,580 generic tons and goes 28 km/hr, while the Frida goes 45 km/hr but only carries 1,750 generic tons; which has more throughput?
  • Volgobalt: 2,580 tons × 28 km/hr = 72,240 ton-km/hr.
  • Frida: 1,750 tons × 45 km/hr = 78,750 ton-km/hr.
Both are pretty similar, but the Frida is slightly better, especially since it only costs ~85% of the Volgobalt's cost. The Volgobalt is available much earlier though.


Throughput is not a constant for each vehicle though, it can be reduced through a few ways:
• Density - Throughput is reduced when carrying lower density goods.
• Partial Loads - Throughput is reduced when vehicles carry less than their maximum capacity.
• Speed Restrictions - Throughput is reduced when going slower.

The throughputs listed in this guide assume the vehicle is travelling at its maximum speed with a full load of 100% density goods, but you can calculate the reduced throughput by simply multiplying the listed throughput by each percentage of density, capacity used, and current speed:
A = T × D% × L% × S%, where:
• A = the adjusted throughput.
• T = the listed or calculated maximum throughput.
• D% = the density percentage of the resource being carried.
• L% = the percentage of the vehicle's capacity for a resource that is being used.
• S% = the percentage of the vehicle's top speed that the vehicle is currently going at.

For example, the Frida has a throughput of 78,750 ton-km/hr with a full load of steel, but when carrying half a load of food, it only gets 19,687.5 ton-km/hr.


Fuel Economy
Fuel economy is defined here as how much fuel is needed to move so much stuff so far; essentially it is a vehicle's throughput divided by its fuel consumption rate. Since both throughput and fuel consumption are rates based on time, dividing one by the other gets rid of the time aspect and the result is the amount of fuel required to move so much stuff/people so far.

Good fuel economies are important for keeping the cost of transportation down, especially for goods with slim margins like construction materials and low tier aggregates.


Since fuel economy scales with throughput, it is affected by the same factors as well. The fuel economies listed in this guide assume the vehicle is travelling at its maximum speed with a full load of 100% density goods, but like for throughput, you can calculate reduced fuel economies by simply multiplying the listed throughput by each percentage of density, capacity used, and current speed:
A = T × D% × L% × S%, where:
• A = the adjusted fuel economy.
• T = the listed or calculated maximum fuel economy.
• D% = the density percentage of the resource being carried.
• L% = the percentage of the vehicle's capacity for a resource that is being used.
• S% = the percentage of the vehicle's top speed that the vehicle is currently going at.

For example, the Frida has a fuel economy of 7,663.40 ton-m/Liter with a full load of steel, but when carrying half a load of food, it only gets 1,915.85 ton-m/Liter.


The effect of partial loads on fuel economy is probably the second biggest reason to buy smaller vehicles (lower vehicle prices is the first), as a partial load can degrade a vehicle's fuel economy below the fuel economy of a smaller vehicle. For example, the ~18,000 ruble Mi-4 only has a fuel economy of 26.453 ton-m/Liter and a tiny capacity of 1.5 tons, which the 95,000+ ruble Mi-10 cargo helicopter could only carry with a measly 6.648 ton-m/Liter fuel economy despite getting 57.617 ton-m/Liter with its full load of 13 tons.

Smaller vehicles are not always better with smaller loads though. For example, the S62 cargo helicopter has a fuel economy of 30.662 ton-m/Liter and a maximum cargo capacity of 9 tons, but the Mi-10 cargo helicopter can carry 9 tons with a fuel economy of 39.889 ton-m/Liter and any smaller load with more fuel economy than the S62 cargo helicopter can.
Vehicles and Containers
I haven't done trains or road vehicles yet (not here anyway), but a discussion on slope and acceleration on their fuel consumption can be found here:
https://gtm.you1.cn/app/784150/discussions/0/4695657593802134832/?ctp=2
Road Vehicles (Fuel) WIP
Stats that matter and why:
• Maximum Speed - Determines fuel economy, throughput, cornering speeds, and more.
• Capacity - Determines fuel economy and throughput.
• Engine rating (kW) - Affects fuel economy, acceleration, and building/intersection throughput.
• Flatbed size (if any) - Determines which vehicles it can carry (weight seems to be ignored).
• Weight - Determines acceleration and building/intersection throughput.

Special Traits
Road vehicles have some quirks that affect their performance:
  • Acceleration has no effect on the fuel consumption of a road vehicle. Fuel economy will still be lower with less acceleration due to spending more time at slower speeds, but unless a route has frequent stops, acceleration usually isn't a huge impact on a road vehicle's overall fuel economy.
  • The slope/grade of a road also has no effect on the fuel consumption of a road vehicle.
  • The electric power consumption of road vehicles is still affected by slope and acceleration.
  • Road vehicles may need to slow down when taking a curve or a corner. The highest speed they can take a corner at depends on their maximum speed and either the tightness of the curve or the angle of the intersection. Sometimes the speed limit of the road will be lower than this, so the road vehicle will not slow down.
  • Road vehicles ignore the maximum speed permitted by the road, or the signs on it, when passing another vehicle.
  • Most flatbed trucks can carry their own model of trucks, but not always. For example, a Skd-706 RTTN can carry another Skd-706 RTTN, a W50 can carry another W50, but a V3S cannot carry another V3S.

Road Vehicle Fuel Equations
Fuel Capacity (Liters) = Engine rating (kW) × 5.2 Liters per kW
Fuel Consumption (Liters/sec) = Engine rating (kW) / 220 kW-sec per Liter
Fuel Mileage (km per ton of fuel) = Speed (km/hr) × 59 / Engine rating (kW)
Fuel Economy = Capacity (tons or riders) × Speed (km/hr) × 59 / Engine rating (kW)
Airplane Stats
Notable Stats
Which stats matter and why:
• Weight - Only aircraft with an empty weight below 10 tons can use dirt runways.
• Length - Airplanes cannot visit or be bought at pads of a lower size than their length.
• Takeoff distance - This is the minimum runway length needed to take off and land.
• Capacity - How many riders or generic tons it can carry.
• Speed - How fast it goes.
• Throughput - The multiple of the number of tons/riders it can carry times its speed.
• Fuel economy - How efficiently it uses fuel.

Airplanes that weigh less than 10 tons can land on and take off from dirt runways without an ATC tower. The building they visit doesn't seem to matter either.

Engine power determines fuel consumption, but it and width do not seem to affect plane behavior much so they are not listed here. Engine power can be found in the "List of vehicles and buildings" if you really want to know; same for the production years.

Cost is also not recorded because this can also be looked up in the "List of vehicles and buildings." Keep in mind that the displayed cost is the money you get for selling a used vehicle with maintenance turned off, but you can easily convert this to the price to buy a new one by simply dividing it by 0.7.


Aircraft Statistics
All aircraft are sorted by takeoff distance.

Small Passenger/Cargo Aircraft
Airplanes that can operate on dirt runways without ATC towers are listed here.

Aircraft Name
Weight
(tons)
Length
Takeoff
Distance
Capacity
Speed
(km/hr)
Throughput­­*
Fuel Economy**
AN-14
2.6
11m
120m
7 riders,
1.1 tons
190
1,330 r-kph,
209 t-kph
3,001.74 r-m/L,
471.70 t-m/L
L-200
1.6
9m
195m
4 riders,
0.82 tons
285
1,140 r-kph,
233.7 t-kph
3,675.60 r-m/L,
753.50 t-m/L
C401
1.8
11m
240m
12 riders,
1.5 tons
325
3,900 r-kph,
487.5 t-kph
8,802.08 r-m/L,
1,100.26 t-m/L
AN-2
3.4
12m
250m
12 riders,
1.5 tons
258
3,096 r-kph,
387 t-kph
4,099.33 r-m/L,
512.42 t-m/L
AN-28
3.5
13m
270m
18 riders,
1.9 tons
335
6,030 r-kph,
636.5 t-kph
4,240.88 r-m/L,
447.65 t-m/L
C-172
1.2
8m
293m
4 riders,
0.82 tons
230
920 r-kph,
188.6 t-kph
6,869.26 r-m/L,
1,408.20 t-m/L
L-410
UPV
3.8
14m
456m
15 riders,
1.7 tons
365
5,475 r-kph,
620.5 t-kph
5,034.24 r-m/L,
570.55 t-m/L
L-410
UPV-e
4.5
14m
456m
19 riders,
2.0 tons
380
7,220 r-kph,
760 t-kph
6,401.66 r-m/L,
673.86 t-m/L
Fo27
9.95
26m
480m
52 riders,
4.7 tons
450
23,400 r-kph,
2,115 t-kph
7,150 r-m/L,
646.25 t-m/L
*r-kph is riders-km/hr, t-kph is ton-km/hr.
**r-m/L is riders-meter per liter, t-m/L is ton-meter per liter.

Large Cargo Aircraft
These airplanes require a paved runway and a working ATC tower.

Aircraft Name
Weight
(tons)
Length
Takeoff
Distance
Capacity
Speed
(km/hr)
Throughput
(ton-kph)
Fuel Economy
(ton-meter/liter)
AN-12
28.3
34m
690m
22 tons
670
14,740
1,219.8
IL-38*
33.3
38m
690m
20 tons
600
12,000
945.77
IL-76
101
45m
870m
47 tons
890
41,830
887.60
Tu-142*
90.0
52m
970m
45 tons
720
32,400
731.25
Antonov An-70**
92.5
41m
1000m
47 tons
750
35,250
3,398.56
*These planes are inferior to the AN-12 and the IL-76 respectively.
The only reason to buy/build them is to have a pretend ASW air force.

**From the Ukraine DLC, it can also carry vehicles and containers.

Large Passenger/Cargo Airplanes
These airplanes require paved runways and a working ATC tower.

Aircraft Name
Weight
(tons)
Length
Takeoff
Distance
Capacity
Speed
(km/hr)
Throughput­­*
Fuel Economy**
IL-18
34.5
36m
650m
92 riders,
7.9 tons
625
57,500 r-kph,
4,937.5 t-kph
4,604.89 r-m/L,
395.42 t-m/L
Tu-104
41
39m
680m
75 riders,
6.5 tons
780
58,500 r-kph,
5,070 t-kph
3,109.94 r-m/L,
269.528 t-m/L
C 626 - 200
29.2
36m
720m
135 riders,
11.3 tons
830
112,050 r-kph,
9,379 t-kph
8,901.75 r-m/L,
745.11 t-m/L
Yak42
34.5
36m
740m
120 riders,
10 tons
810
97,200 r-kph,
8,100 t-kph
5,027.34 r-m/L,
418.945 t-m/L
C 626 - 400
35.9
36m
800m
170 riders,
14.1 tons
890
141,100 r-kph,
11,703 t-kph
6,677.75 r-m/L,
553.86 t-m/L
Tu-154
50.7
48m
870m
164 riders,
13 tons
950
155,800 r-kph,
12,350 t-kph
5,545.45 r-m/L,
439.58 t-m/L
Tu-144
98.3
64m
960m
150 riders,
12 tons
2,150
322,500 r-kph,
25,800 t-kph
2,564.13 r-m/L,
205.13 t-m/L
*r-kph is riders-km/hr, t-kph is ton-km/hr.
**r-m/L is riders-meter per liter, t-m/L is ton-meter per liter.


Fuel Equations
1 ton of fuel = 1,000 liters (in real life this would be closer to 1,300 liters).

Airplane fuel capacity = Engine power × 0.52 liters per kW

Airplane fuel consumption rate (liters per second)
= Engine power (in kW) × Engine rpm ÷ (2,145 kW-sec per liter of fuel)
(At cruising speeds, RPM will be 60%.)

Airplane fuel economy when cruising (in ton-meter per liter or rider-meter per liter)
= 993.0555556 ÷ Engine rating (in kW) × Capacity (tons or riders) × Speed (in km/hr).

Since 1 ton of fuel = 1,000 liters:
• 1 ton-meter per liter equals 1 ton-km per ton of fuel
• 1 rider-meter per liter equals 1 rider-km per ton of fuel
Helicopter Stats
Notable Stats
Which stats matter and why:
• Speed - How fast it goes.
• Capacity - How many riders or generic tons it can carry.
• Throughput - The multiple of the number of tons/riders it can carry times its speed.
• Fuel economy - How efficiently it uses fuel.
• Airlift ability - can the helicopter carry vehicles and containers?

Unlike planes, helicopters can take off from any aircraft pad, including airplane pads.

Also unlike planes, helicopters have to slow down when changing elevation, which it will usually do a lot of while flying over hilly terrain.

Helicopter Stats
Sorted by name.

Name
Speed
(km/hr)
Capacity
Throughput
(rider-kph)
Throughput
(ton-kph)
Fuel Economy
(rider-m/liter)
Fuel Economy
(ton-m/liter)
Carries
Vehicles?
Notes
G-31
175
14 riders
1.6 tons
2,450
280
216.25
24.714
No
Export
Model*
Mi-2
185
8 riders
1.1 tons
1,480
203.5
296.89
40.822
No
Mi-4
185
12 riders
1.5 tons
2,220
277.5
211.62
26.453
No
Mi-6
280
47 riders
4.3 tons
13,160
1,204
193.83
17.734
No
Mi-8
225
22 riders
2.3 tons
4,950
517.5
526.63
55.057
No
Mi-10
305
28 riders
2.7 tons
8,540
823.5
124.10
11.967
No
Mi-10
(cargo)
305
13 tons
-
3,965
-
57.617
Yes
S62
Skycrane
203
9.0 tons
-
1,827
-
30.662
Yes
Export
Model*

*Since this is a western vehicle, you can sell it to the east for a lot of money than eastern vehicles typically will get. For example, the G-31 can sell for over 64,000 rubles or $27,000 while the similar Mi-4 only gets 18k rubles or a pitiful $2,600.

Helicopter Fuel Equations
1 ton of fuel = 1,000 liters (in real life this would be closer to 1,300 liters).

Helicopter fuel tank size (liters) = 2.6 × Engine power rating (in kW).

Helicopter fuel consumption rate (liters/sec) = Engine rating (in kW) × Engine RPM ÷ 429
(At cruising speeds, RPM will be 99%.)

Helicopter fuel economy (in ton-meter per liter or rider-meter per liter)
= 119.156­­5656 ÷ Engine rating (in kW) × Capacity (tons or riders) × Speed (in km/hr).

Since 1 ton of fuel = 1,000 liters:
• 1 ton-meter per liter equals 1 ton-km per ton of fuel
• 1 rider-meter per liter equals 1 rider-km per ton of fuel

Helicopter Emergency Services
With the requisite research complete, helicopters can be employed in fire fighting or as ambulances. The range they can cover buildings up to is 3 km from the center of the fire station or hospital (not from the pad).

Fire fighting helicopters also need a viable source of water within ~2.5 km to fetch water from. If you mouse over the menu of the fire station the helicopter is stationed at, viable water sources will have blue dots displayed on them:

This will also highlight any buildings within the coverage range in green.

Helicopter bucket size determines the size of fire the helicopter can effectively fight. The Mi-2 has the smallest bucket, but it can reliably put out fires at pump jacks, woodcutting posts, and small apartments, but it is wholly inadequate for larger buildings. The Mi-10 has the largest bucket, but it struggles to put out the largest buildings on its own.

Name
Fire Bucket Size (Liters)
G-31
2,030
Mi-2
1,696
Mi-4
2,414
Mi-6
4,742
Mi-8
2,653
Mi-10
4,797
Mi-10 (cargo)
4,767
S62 Skycrane
3,054

Now that helicopters can be dispatched to any building, and since earthquakes can start a lot of fires in an area, you might want a group of helicopters that you can send to assist an area hit hard by an earthquake. The Mi-10 is well suited for this as it is pretty fast and has the largest bucket.

There are only two factors to consider for ambulance helicopters:
  • Speed - Citizens in critical condition only have so long to live, and a faster helicopter needs less of that time to get them to the hospital, but due to the limited range of ambulance helicopters (3 km), even the slowest helicopter can usually collect the patient in time. Still, a helicopter that can go faster will be available more often to save other patients.

  • Cost - Ambulance helicopters will only ever have one rider in them (the patient), so there is no point in getting a helicopter with more room for riders. Smaller helicopters are usually a lot cheaper (the Mi-2 was basically made for this), but they also tend to be slower than bigger helicopters.
Ship Stats
All ships are sorted by height.

Notable Stats
Which stats matter and why:
• Length - Docks and harbors have a "Maximum ship's length" that docking ships cannot exceed.
• Height - Ships must be so short to reliably cross under bridges.
• Width - Ships must be so thin to reliably cross under bridges.
• Speed - How fast ships go.
• Capacity - How much they can hold.
• Carries vehicles? - Can it haul vehicles and containers?
• Throughput - Overall transportation capability.
• Fuel economy - How efficiently it uses fuel.

The "Maximum ship's length" of a harbor or dock can be found in its popup card in the construction menu. For docks, this also determines which ships can be purchased there.

Ship Movement
Ships seem to prefer moving along the cardinal axes (including the diagonal axes like NW or SE) instead of going in a straight line towards their next stop. If they encounter a coastline, then they will happily grind their hull against the shore without any ill effects in an effort to match the closest axis they can.

With cheats enabled and a ship selected, you can press the "h" key to display the navigable waters it can traverse, though this may not work when docking. Pressing the "x" key displays the points along a ship's intended path.

Unfortunately, ship speeds are not accurately displayed in this game. This is mostly due to rounding errors, as most of the time 1 knot = 1 m/s = 3.6 km/hr, but not all ships adhere to this (like the Lubbenau). The actual ship speeds in km/hr can be found in their .ini files though, and are recorded below.

Ferry Stats
All passenger ships are listed here.

Ship Name
Height
(Meters)
Length
(Meters)
Width
(Meters)
Speed
(km/hr)
Capacity
(Riders)
Throughput
(Riders-kph)
Fuel Economy
(Riders-meters/Liter)
Moskvich motor ship
5
27
5
33
147
4,851
4,377.33
Meteor 342
5
35
10
75
135
10,125
1,340
Projekt 1430*
10
34
6
45
200
9,000
2,021.12
Dunay motor ship
13
79
16
31
295
9,145
758.33
Express-9
23
107
31
65
570
37,050
805.60
Baltic Ferry
25
69
18
38
420
15,960
1,252.31
*This ferry is part of the Ukraine DLC.

Aggregate Ships
Both aggregate ships are listed here.

Ship Name
Height
(Meters)
Length
(Meters)
Width
(Meters)
Speed
(km/hr)
Capacity
(Tons)
Throughput
(Tons-kph)
Fuel Economy
(Tons-meters/Liter)
Hopper Ship
17
55
11
45
1,120
50,400
4,904.58
Lubbenau
32
152
19
35
8,250
288,750
6,440.70

Tankers
All ships that carry liquids are listed here.

Ship Name
Height
(Meters)
Length
(Meters)
Width
(Meters)
Speed
(km/hr)
Capacity
(Tons)
Throughput
(Tons-kph)
Fuel Economy
(Tons-meters/Liter)
Type 587 Los
13
110
14
25
2,770
69,250
9,339.27
Fullin Tanker
19
69
11
27
850
22,950
4,677.62
Sofia class
37
231
33
38
14,250
541,500
4,479.07
Baltic Tanker
39
177
32
52
23,250
1,209,000
5,714.50
The Pride
42
215
32
45
19,250
866,250
4,776.85
Vikki Tanker
43
219
44
45
25,250
1,136,250
4,699.31

General Cargo Ships
Ships that can carry covered-hull, open-hull, dry-bulk, and refrigerated goods are listed here.

Ship Name
Height
(Meters)
Length
(Meters)
Width
(Meters)
Speed
(km/hr)
Capacity
(Tons)
Throughput
(Tons-kph)
Fuel Economy
(Tons-meters/Liter)
River cargo ship
5
43
9
18
170
3,060
1,320.58
Volgodon
15
140
18
27
3,570
96,390
7,533.54
Volgobalt
21
115
13
28
2,580
72,240
6,961.64
Frida*
28
74
18
45
1,750
78,750
7,663.40
A21 Furgon**
31
114
17
60
2,532
151,920
14,783.79
*This ship can also carry vehicles and containers.
**This ship is disabled (cannot be bought nor made) and can only carry covered hull goods.

Container Ships - Open Hull Goods
The capacity, throughput, and fuel economy for open-hull goods are listed here for container ships.

Ship Name
Height
(Meters)
Length
(Meters)
Width
(Meters)
Speed
(km/hr)
Capacity
(Tons)
Throughput
(Tons-kph)
Fuel Economy
(Tons-meters/Liter)
Ighnatov
16
100
19
37
1,120
41,440
3,065.05
Frida
28
74
18
45
1,750
78,750
7,663.40
Container Express
37
136
24
41
2,720
111,520
6,354.42
Container Liner*
40
169
30
42
-
-
-
*The Container Liner can only carry vehicles and containers.



Fuel Equations
Ship fuel tank size (liters) = Engine rating (in kW) × 5.2

Ship fuel consumption rate (liters/sec) = Engine rating (in kW) × Engine RPM* (%) ÷ 214.4
*Once at their maximum speed, a ship's engine RPM will decrease to and stay at 60%.

Ship fuel economy (in ton-meter per liter or rider-meter per liter)
= 99.2592593 ÷ Engine rating (in kW) × Capacity (tons or riders) × Speed (in km/hr).

Since 1 ton of fuel = 1,000 liters:
• 1 ton-meter per liter equals 1 ton-km per ton of fuel
• 1 rider-meter per liter equals 1 rider-km per ton of fuel.
Container Ship Stats
The capacity, throughput, and fuel economy for various configurations of containers are listed here for each ship that can carry containers.

To get the configurations below with mixed container loadouts, you need one loading stop for each size of container, and the largest ones must be loaded first.

Configurations are sorted by the number of containers they have.

Ighnatov
Configuration
Height
(Meters)
Length
(Meters)
Speed
(km/hr)
Number of
Containers
Capacity
(Tons)
Throughput
(Tons-kph)
Fuel Economy
(Tons-meters/Liter)
40 × 40'
16
100
37
40
1,168
43,216
3,196.41
40 × 40',
8 × 20'
16
100
37
48
1,324
48,988
3,623.33
88 × 20'
16
100
37
88
1,716
63,492
4,696.10
168 × 10'
16
100
37
168
1,344
49,728
3,678.07

Frida
Configuration
Height
(Meters)
Length
(Meters)
Speed
(km/hr)
Number of
Containers
Capacity
(Tons)
Throughput
(Tons-kph)
Fuel Economy
(Tons-meters/Liter)
45 × 40'
28
74
45
45
1,314
59,130
5,754.12
45 × 40',
15 × 20'
28
74
45
60
1,606.5
72,292.5
7,035.00
105 × 20'
28
74
45
105
2,047.5
92,137.5
8,966.18
195 × 10'
28
74
45
195
1,560
70,200
6,831.37

Container Express
Configuration
Height
(Meters)
Length
(Meters)
Speed
(km/hr)
Number of
Containers
Capacity
(Tons)
Throughput
(Tons-kph)
Fuel Economy
(Tons-meters/Liter)
315 × 40'
37
136
41
315
9,198
377,118
21,488.21
315 × 40',
45 × 10'
37
136
41
360
9,558
391,878
22,329.23
630 × 20'
37
136
41
630
12,285
503,685
28,700.00
1260 × 10'
37
136
41
1,260
10,080
413,280
23,548.72

Container Liner
Configuration
Height
(Meters)
Length
(Meters)
Speed
(km/hr)
Number of
Containers
Capacity
(Tons)
Throughput
(Tons-kph)
Fuel Economy
(Tons-meters/Liter)
718 × 40'
40
169
42
718
20,965.6
880,555.2
4,263.57
718 × 40',
154 × 10'
40
169
42
872
22,197.6
932,299.2
4,514.11
1436 × 20'
40
169
42
1,436
28,002
969,696
5,694.50
1436 × 20',
77 × 10'
40
169
42
1,513
28,618
1,201,956
5,819.77
2949 × 10'
40
169
42
2,949
23,592
990,864
4,797.68

Container Stats
This section lists more specific figures for the various vanilla containers, from the amount of goods they can store, their relative loading speeds, and other data that is useful for planning purposes.

Nuclear Cask - Container Type 30B Properties
  • Slightly smaller than the 10 ft container (0.5 TEU), but slightly larger than the Cask Type B.
    (a Skd 706 RTTN can carry 3 of these for example.)
  • Cannot be stacked.
  • Tare weight of 2.70 tons.
  • Capacity of 0.75 tons.
  • Can only contain UF6.

Nuclear Cask Type B Properties
  • Seemingly slightly smaller than the 10 ft container (0.5 TEU) and the Container Type 30B.
    (cargo helicopters can carry three 10' shipping containers, but only two of these casks)
  • Cannot be stacked.
  • Tare weight of 4.5 tons.
  • Capacity of 0.2 tons.
  • Can only contain nuclear fuel and nuclear waste.

Twenty-foot Equivalent Unit
Shipping Containers in W&R:SR follow the Twenty-foot Equivalent Unit (TEU) system of Europe and the USA (which is why containers are a western "vehicle"), which classifies container sizes as multiples of twenty feet: 10' is 0.5 TEU, 20' is 1 TEU, and 40' is 2 TEU. In real life, and in this game apparently, the actual lengths of shipping containers do not match their namesakes.

Shipping Container Comparison

Property or Dimension
10 ft
20 ft
40 ft
TEU
0.5
1.0
2.0
Tare Weight (tons)
0.90
2.10
3.70
Generic Tonnage
8.0
19.5
29.2
Tonnage per TEU
16.0
19.5
14.6
Un/packing Rate (containers a day)
~10
~4.5
~3
Relative Loading Time Multiple
4
2
1

Tare Weight - The empty weight of the container. Useful only for computing vehicle acceleration.

Tonnage per TEU - This is the generic tonnage available in a container before a good's density stat is taken into account, divided by its length or volume in TEU. Effectively for all goods, the 1 TEU container packs the most goods per space and the 2 TEU container packs the least (though still respectable) tonnage per space.

Un/packing Rate - The rough maximum possible rate at 100% worker productivity. For planning, it is generally safer to assume the actual rate is a bit under this.

Relative Loading Time Multiple - The number of containers loaded and unloaded is a flat rate that is only affected by the vehicle loading or unloading factor of the building. Since each shipping container takes the exact same time to load or unload, it is the number of containers that will determine how long it takes for a vehicle to load or unload a full load. Thus for the same amount of space, 10' containers take twice as long as 20' containers, which take twice as long as 40' containers, to load and unload.

Shipping Container Un/Loading Speeds
The rate at which containers are loaded on and offloaded off vehicles depends solely on the un/loading facility's loading and unloading factor, which can be found in the .ini file of the building.

Vehicles are loaded simultaneously at this rate, which is not divided among vehicles, but simply applied equally. Trains load and offload containers even faster because each wagon is treated as a separate vehicle at the facility.

In any event, the fewer containers there are to handle, the less time it will take to load or unload them, which is the chief advantage of using the 40' containers over the 20' (though the reduced tonnage erases this advantage a bit.)

Shipping Container Packing and Unpacking Rates
Nuclear casks are packed and unpacked without workers seemingly instantly, so long as room is available.

At shipping container packing and unpacking facilities, the rate at which packing and unpacking occurs at depends on a few factors:
  • Number of workers - More workers, up to sixty, results in a faster rate.
  • Productivity of workers - More productive workers result in a faster rate, even at full employment.
  • Does packing stop to pull goods via direct factory connections into the packing facility?*
    • No - Then the maximum packing rate is reachable.
    • Yes - Stopping to pull goods will slow the rate. Because of the throughput limit on pulling goods through direct factory connections, goods that are more "dense" (crops, fabrics) will suffer a lower packing rate because more time will be spent pulling goods instead of packing them.
*If there are fewer tons of goods in a packing facility's warehouse than the capacity of the selected shipping container, then packing will stop until enough goods are pulled/unloaded into the building.

Note that unpacking facilities never stop to push goods into other storages.

Optimum Shipping Container Uses
10' Containers can be carried by the most vehicles and are needed to maximize the carrying capacities of some vehicles. For a given amount of cargo, they are terribly slow to load and unload onto vehicles compared to other shipping containers.

20' Containers have the highest tonnage to space ratio of all the shipping containers and so are best for maximizing the capacity of buildings and vehicles holding them.

40' Containers are the fastest to load spaces up with thanks to their footprint, but they pay for it with the lowest (if still respectable) tonnage of goods per container volume. Still, they can load and then unload over 7000 tons of crops in less than 5 minutes, while 20' containers take about 7.3 minutes, and 10' containers take about 18 minutes. Use them for shorter runs where loading and unloading speed is more of a limiting factor.

More Accurate Shipping Container Tonnages
The game only displays 2 significant figures when listing the weights of goods per full container at the packing facility, which are not accurate enough when trying to convert the capacities of container storage yards and ships from number of containers to tons of goods.

Here are the actual tonnage capacities for each shipping container:
Commodity
10' (tons)
20' (tons)
40' (tons)
Generic Tonnage
8.00
19.50
29.20
Alcohol
4.00
9.75
14.60
Chemicals
2.40
5.85
8.76
Clothes
4.00
9.75
14.60
Crops
6.40
15.60
23.36
Fabric
5.60
13.65
20.44
Food
4.00
9.75
14.60
Electronics
2.80
6.82
10.22
Electronic Components
2.80
6.82
10.22
Mechanical Components
4.00
9.75
14.60
Plastics
2.00
4.87
7.30

You can estimate the tonnage of goods held in a container storage space by multiplying the number of containers by the tonnage of goods per container. You can find the number of containers each storage space can hold in the next section.
Container Storages
This section lists the various numbers of shipping containers and nuclear casks that various vehicles and storage buildings can hold.

Nuclear casks were not done for buildings due to the large numbers of casks I would need to generate to determine storage capacities, and frankly there isn't much reason to store nuclear materials in those amounts anyway.

Storage Building Capacities
Space for shipping containers per building:
  • Container packing facilities - two storage lots:
    • Lot 1 - 3 layers and 5 rows of 3 TEU.
    • Lot 2 - 3 layers and 6 rows of 8 TEU.
  • Small space for vehicles/containers - 2 layers and 5 rows of 6 TEU.
  • Large space for vehicles/containers - 4 layers and 7 rows of 12 TEU.
  • Container Harbor - 4 layers of 22 rows of 10 TEU.
  • Car Dealership - Cannot hold containers.
Divide the lengths by whatever size of container you want to store there to get the number of containers in a row. If you don't get an integer, round down to an integer.

Very Large Space for Vehicles
The "large space for vehicles" has two railway tracks, two storage lots, and unfortunately, the same name as the next largest space for vehicles. Note the TEU discrepancy between the container sizes too.

10 ft Containers - 3,064 total:
• Side lot - 8 layers and 2 rows of 43 ten foot containers.
• Main lot - 8 layers and 9 rows of 33 ten foot containers.

20 ft Containers - 1,576 total:
• Side lot - 8 layers and 2 rows of 22 twenty foot containers.
• Main lot - 8 layers and 9 rows of 17 twenty foot containers.

40 ft Containers - 752 total:
• Side lot - 8 layers and 2 rows of 11 forty foot containers.
• Main lot - 8 layers and 9 rows of 8 forty foot containers.

Ship Container Capacities
Space for shipping containers per Ship:
  • Ighnatov - Three layouts:
    • 40 forty foot containers and 8 twenty foot containers (max unloading & loading speed).
    • 88 twenty foot containers (maximum tonnage).
    • 168 ten foot containers (vastly inferior to other options, don't use it if possible).

  • Frida - Three layouts:
    • 45 forty foot containers and 15 twenty foot containers (max unloading & loading speed).
    • 105 twenty foot containers (maximum tonnage).
    • 195 ten foot containers (vastly inferior to other options, don't use it if possible).

  • Container Express - Two convenient layouts:
    • 315 forty foot containers and 45 ten foot containers (much quicker to unload and load).
    • 630 twenty foot containers (maximum tonnage).

  • Container Liner - Two convenient layouts:
    • 1184 twenty foot containers and 45 ten foot containers (maximum tonnage)
    • 592 forty foot containers and 90 ten foot containers (much faster to load and unload)
        You cannot replace the 90 ten foot containers with 45 twenty foot containers, for some reason.
The astute among you may spot the disparate TEU totals of the given layouts. This may be because container lengths are not integer multiples of each other, or because the game allows the last container in a row to overhang the end of the row to a degree. Either way, different combinations of containers lead to different amounts of TEU used, as is seen below with the layouts of the Frida:

https://gtm.you1.cn/sharedfiles/filedetails/?id=2884870013

Train Wagon Capacities
Space for containers per Wagon:
  • Open wagon 13-401 - 2 TEU, 5 Cask Type B, or 4 Container Type 30B
  • Open wagon 13-926 - 3 TEU, 7 Cask Type B, or 6 Container Type 30B
  • Open wagon 13-4012 - 0 TEU (it cannot carry containers nor vehicles for some reason)

.
Aircraft
Space for containers per Helicopter:
  • Mi-10 Cargo - 1.5 TEU, or 2 Nuclear Cask Type B, or 4 Container Type 30B. It looks like it should be able to hold 6 Container Type 30B, but it refuses to load more than 4.
    (More acceleration, faster over hilly terrain, better fuel economy.)

  • S62 Skycrane - 1.5 TEU or 2 Nuclear Cask Type B, or 3 Container Type 30B
    (Kind of inferior.)
Vanilla airplanes cannot carry containers, but there is a Ukraine DLC airplane that can.

Truck Capacities
Trucks are listed here for specific containers as an aid to selecting suitable trucks for sorting containers by their sizes. You can check if a truck can carry a specific container by the two methods discussed in the previous section.

Trucks that can carry one 0.5 TEU Shipping Container, but not Nuclear Cask Type B's:
  • GZ-53, Zil-130
Trucks that can only carry one 0.5 TEU Shipping Container or one Nuclear Cask Type B:
  • W50 (no trailer), MZ 503, Skd 706 RT (not RTTN), U377, Je300, zil-133 w/ crane, kmz 5320 with crane, T138, T148.
Trucks that can carry 2 TEU containers:
  • kmz 5410 (this truck can carry two 1 TEU containers or one 2 TEU and 1 0.5 TEU container at a time, so you cannot use it to separate 2 TEU and 0.5 TEU containers).
The remaining trucks can carry a 1 TEU container.
Infrastructure
Bridge Basics
Bridges are useful for extending networks over rough terrain & water and to minimize the slope of a road or railway, but ensuring ships can pass under them depends on a few factors.

Bridge Dimensions
There are three dimensions to consider when it comes to bridges:
  • The Maximum Span - This is the longest length that the bridge's pillars can be separated by.
    (The game displays this in the bridge selection menu).


    .
  • The Normal Span - This is the default length that bridge pillars are separated by. Because you cannot influence the span length over water, this span also limits which ships can pass under.
    (The game displays the 'normal span' as "width" when using the measurement tool.)

    There is a table in the next section that lists the Normal Spans for each bridge type. Note that many bridges' deck elements will not be stretched to match pillar distances beyond the normal span, which may ruin how they look.


    .
  • Height - This also determines whether ships can pass under bridges and whether roads, railways, footpaths, and whether other infrastructure can be built under it.
    (This is also displayed by the measurement tool.)

  • Pedestrian Bridges are the exception, as they do not need pillars to support them, and even if they did, ships just pass through them anyway. Their height still matters for clearance over roads, railways, and other infrastructure though.

Bridge Clearances
There are two types of clearances to consider when it comes to bridges:
  • Ships - Width and height are the factors that determine whether a ship can pass under a bridge:
    • The ship's width needs to be 5m less than the Normal span of the bridge.
      (Use the measurement tool to confirm a bridge has a Normal span at least 5m wider than the ships you want to use before building it.)

    • The ship's height needs to be 2m less than the height of the bridge.
      (Less clearance is doable, but not guaranteed, especially with sloping bridges.)

    • If you build your bridges at least 25m high with a span of 30m, most of the ships you may want will be able to go under them.

    • The wooden and brick bridges can be passed under only by the Moskvich motor ship. Every other vanilla boat is too wide.


      .
    • Although there are strict requirements for ships to pass under bridges, ships will not actually maneuver to pass between the bridge's supports; instead, they will simply phase through them as if they were not there.

  • Infrastructure Clearance - Height is usually the limiting factor.
    • Roads and Railways need about 8m between the ground and the bridge.
      (The power lines of electric railways will clip into the bridge above. This can be avoided with about 15m of clearance).

    • Footpaths need less clearance, but not much less.

    • If infrastructure is placed/built before the bridge is placed/planned, then the pillars can be moved away to make room, but only up to the maximum span length.

    • Most buildings cannot be built under bridges, nor can bridges be built over most buildings.


Measuring Normal Spans and Height
You can use the "Tool for measurement" to see how high a bridge is and how long a span stretches, including when it is still in the planning mode. Just ensure the tool for measurement is active and then mouse over the bridge or the ground under it.


.
Construction Mechanics
There are some limitations involved with building bridges:
  • The end points of a bridge segment can only be built up to 35m above the ground, but the rest of the bridge can be at any height over the ground. (Pedestrian bridges can be built much higher).

    You can build bridges higher than 35m by raising the ground up where you plan to place the endpoints of the bridge. This lets you build bridges above the tallest vanilla ship (the Vikki Tanker, at 43m).

  • The end points of bridge segments cannot be built over water; they have to end over land.


    .
  • You have to start the bridge segment at a node or on the ground. The only exception to this, is to build a road or bridge, enable the "Near Snap (f4)" feature, and then place the bridge near it.


    .
  • Signs and train signals can only be placed on the nodes that connect bridge segments together.
    (You can see them by pressing H; they show up as a purple dot.)

    To create these nodes, you must plan separate portions of the bridge like so:
    • Place a bridge segment and then confirm construction (with the crane button on the bottom right). If you add on to this segment without confirming construction, the game will merge the segments together and a node will not be created.
    • Then plan the next section onto the first segment and again confirm construction.
    • Repeat until your bridge is completely placed.

      Keep in mind that you cannot end segments over the water and that each segment must be built separately.

    .
  • Curves - Some bridges can support curves, but most cannot. This is also recorded in the next section.

  • Symmetric Bridges - If you enable "Near Snap (f4)," then any bridges you place next to each other will attempt to synchronize the bridge pillars. This doesn't work for curved bridges though and height is also not synchronized.

Bridge Stats
All bridge stats are listed here.

Bridge Statistics
Road Bridge
Icon
Speed Limit
Max Span*
Normal Span*
Curves?
Notes
Wooden
35 km/hr
16m
13.9m
No
Extremely cheap.
No trolley/tram option.
Brick
70 km/hr
14m
11.8m
No
More costly if buying bricks/coal.
Concrete
100 km/hr
24m
14.5m
Yes
A little cheaper, but needs a lot of concrete delivered.
Prefab
100 km/hr
20m
14.5m
Yes
Steel/Brick
100 km/hr
27m
24.5m
No
Pretty cheap.
No tram option.
Cannot be upgraded to trolley variant.
Truss (red)
100 km/hr
37m
34.5m
No
No trolley/tram option.
Tiered Arch
100 km/hr
57m
54.5m
No
Somewhat cheaper.
No trolley/tram option.
Arch
100 km/hr
42m
39.6m
No
Beam
100 km/hr
77m
74.5m
No
A bit cheaper, but needs a lot of concrete delivered.

Train Bridge
Icon
Speed Limit
Max Span*
Normal Span*
Curves?
Notes
Truss
135 km/hr
39m
21m
Yes
Somewhat cheaper.
Railway
121 km/hr
23m
22.4m
No
No Metro option.
Truss (red)
140 km/hr
38m
37m
No
Steel Truss
135 km/hr
58m
57m
No

Pedestrian Bridge
Icon
Walking Speed
Max Span*
Normal Span*
Curves?
Notes
Steel
100%?
Infinite?
~10m
No
Ignored by ships
(no collision).
More expensive
Prefab
100%?
Infinite?
~10m
No
Ignored by ships
(no collision).
Cheaper

*Pillars are usually built apart at the distance of the 'normal span,' but this distance can be increased up to the 'max span' length. For ships, use the 'normal span' distance to check if a ship's width will fit between pillars.
Miscellaneous Topics
Attractions Stats
A list of the current vanilla attractions in the game and their stats.

An attraction's overall score is defined by a base score that is affected by environmental factors:
• Sight - The relative elevation change in the area. Being on the top of a hill gives the best scores.
• Nature - The amount of mature plants in the area.
• Water - The amount of water in the area.
• Pollution - How polluted the area is. Unlike other factors this one is always negative.

Sometimes these factors are a requirement for the attraction to achieve its base score, sometimes these factors are a bonus added onto the base score, and sometimes they are both. Here factors are listed with a plus sign (+) if they are a bonus and without one if they are not.

Cooldowns last a number of citizen work/free-time cycles, starting with the cycle the citizen used the attraction on.

Hotels
Base
Ratings
Sight
Factors
Nature
Factors
Water
Factors
Pollution
Factors
Tourists per
Worker
Rooms
Notes
Small Hotel
2.10
0.25 +0.25
0.25 +0.25
-
0.25 -0.25
6
84
Small Hotel (2nd)
1.80
0.25 +0.25
0.25 +0.25
-
0.25 -0.25
7
70
Hotel (3 stars)
3.00
0.25 +0.25
0.25 +0.25
-
0.25 -0.25
4
140
Mountain Hotel
3.50
0.25 +0.75
0.50 +0.25
-
0.75 -0.25
5
75
City Hotel
4.00
0.25 +0.25
0.25 +0.25
-
0.25 -0.25
3
150
Hotel (4 stars)
3.80
0.25 +0.25
0.25 +0.25
-
0.25 -0.25
3
105
Hotel Ukraine
4.50
0.25 +0.25
0.25 +0.25
-
0.25 -0.25
6
600
Ukraine DLC

Shops &
Restaurants
Products
Available
Base
Rating
Sight
Factors
Nature
Factors
Water
Factors
Pollution
Factors
Notes
Restaurant
Food & Meat
4.80
0.80 +0.20
0.20 +0.30
+1.70
0.75
Ekspres bistro
Food & Meat
0.8
-
-
-
1.50 -0.25
Ukraine DLC
Shopping Center (Proir)
Food, Meat, Clothes, & Electronics
1.50
-
-
-
-
Okean supermarket
Food, Meat, Clothes, & Electronics
1.50
-
-
0.25 +4.00
1.5
-0.25
Ukraine DLC
Beach Bar
Alcohol
2.40* (1.80d)
-
0.40 +0.30
+1.80
0.80
Closes below 11º
The View Bar
Alcohol
3.60* (1.30d)
0.50 +0.25
0.20 +0.50
+1.25
0.85
Delicije Café/Bar
Alcohol
2.50
0.50 +0.25
0.20 +0.30
+1.00
0.75

Attractions
Type
Cool Down
Forget Mask?
Base Score
Sight Factors
Nature Factors
Water Factors
Pollution Factors
Notes
Ferris Wheel
Carousel
7 cycles
No
3.60
0.45
+0.50
+0.85
0.70
Closes below 8º C
Autodrome
Carousel
8 cycles
No
3.10
-
+0.50
+0.50
0.70
Closes below 8º C
Chamomile
Carousel
9 cycles
No
2.80
-
+0.50
+0.50
0.70
Closes below 8º C
Surprise
Carousel
10 cycles
No
3.00
-
+0.50
+0.50
0.70
Closes below 8º C

Gallery of Art
Galleries
15 cycles
Yes
0.75* (3.35c)
-
-
-
-
Can satisfy culture.
Republic
Theater
N/a
N/a
N/a
2.50* (2.50c)
-
-
-
-
Only satisfies culture.
Concert Hall «Ukraina»
N/a
N/a
N/a
2.40* (2.70c)
-
-
-
-
Only satisfies culture.
Ukraine DLC.
Dance hall Romantyk
N/a
N/a
N/a
1.20
-
-
-
1.20 -0.25
Only satisfies culture.
Ukraine DLC.

Museum of the Republic
Museum
15 cycles
No
3.20* (0.70c)
0.35
+0.25
-
-
Can satisfy culture.
National Uprising Museum
Museum
13 cycles
No
2.40* (2.90c)
0.35
+0.70
-
0.70
Can satisfy culture.
Palace of Communism
Museum
12 cycles
No
3.80* (1.80c)
0.35
+0.25
-
0.70
Can satisfy culture.
Pyramid Museum
Museum
13 cycles
No
2.80* (2.10c)
0.35
+0.25
-
0.60
Can satisfy culture.

More Attractions
Type
Cool Down
Forget Mask?
Base Score
Sight Factors
Nature Factors
Water Factors
Pollution Factors
Notes
Outdoor Pool
Pools & Beaches
5 cycles
No
2.00* (3.70s)
-
+0.75
+0.75
0.60
Satisfies sports, closes below 15ºC
Indoor Pool
Pools & Beaches
4 cycles
No
1.80* (3.70s)
-
+0.75
+0.75
0.60
Satisfies sports
Beach
Pools & Beaches
4 cycles
No
4.00* (2.80s)
-
+1.50
0.75
0.75
Satisfies sports, closes below 21ºC
Sports Hall (Small)
Pools & Beaches
4 cycles
No
2.50* (2.00s)
-
-
-
0.60
Satisfies sports
Sports Hall (Medium)
Pools & Beaches
4 cycles
No
2.00* (2.00s)
-
-
-
0.60
Satisfies sports
Palace of sports Dynamo
N/a
N/a
No
1.40
-
-
-
1.2
-0.25
Only satisfies sports.
Ukraine DLC

Sight Tower 1
Sight Towers
20 cycles
No
4.10
0.88
+0.75
+0.75
0.80
Higher Rating
Sight Tower 2
Sight Towers
20 cycles
No
3.80
0.85
+0.75
+0.75
0.80
Higher Visitor to Worker Ratio

Zoo
Zoos & aquariums
10 cycles
No
2.70
-
+1.00
-
0.30
Lviv Circus
Zoos & aquariums
15 cycles
Yes
4.00* (1.50c)
-
-
-
0.30
Closes below 10º.
Ukraine DLC.

*Base score when using the attraction as an "attraction" instead for a specific need. The score in ( ) is applied when the attraction is used for the specific need marked by the letter:
  • d - Drink alcohol
  • c - Culture
  • s - Sports
Special Mentions / Don't Accuse Me of Plagiarism
I would have just posted links to these guides, but parts are outdated, slightly incorrect, or do not go in depth enough for my liking. Still, their authors deserve some credit.
https://gtm.you1.cn/sharedfiles/filedetails/?id=2611490715
https://www.reddit.com/r/Workers_And_Resources/comments/tsxda0/an_intermediate_guide_to_container_handling_and/

https://gtm.you1.cn/sharedfiles/filedetails/?id=2891866932
11 件のコメント
mon2 9月16日 14時42分 
you are gift to the community!!
Silent_Shadow  [作成者] 7月4日 11時33分 
Thanks. I have a few others on power, water/sewage, and other stuff if you're interested.
Pequod 7月4日 9時41分 
Amazing work man. This is a wonderful guide a very well put together. I feel like I'm reading a technical manual.
Silent_Shadow  [作成者] 7月2日 14時21分 
Good catch. Looks like I failed to change it after copying the entry from the previous table.
Glad you found the guides useful, and thanks for giving feedback.
CUBE 7月2日 4時48分 
Please double-check the "Throughput (Tons-kph)" value under "Container Ship Stats" -> "Frida" -> "105 x 20'". It currently says "78,750", same as its "Open Hull Goods" value, but in the container-carrying case, based on the other numbers on that row, I think it should be:
Speed * Capacity = 45 * 2047.5 = 92137.5

Also, thank you so much for all your guides and comments, I can't believe how much work you've put into them, and they are super useful!
Mudkest 6月17日 8時49分 
yay I deserve credit :)
Silent_Shadow  [作成者] 6月10日 12時36分 
If you're talking about the Mi-10 cargo helicopter, then it has slightly better fuel economy because it carries over 5.6 times as much cargo as, and goes about 50% faster than, the Mi-8 can.
Silent_Shadow  [作成者] 6月10日 12時32分 
The Mi-8 consumes a lot less fuel than the Mi-10, which is why its fuel economy is superior despite carrying fewer passengers and going slower.
macfly1989 6月10日 12時14分 
Je trouve très étonnant qu'un mi8 consomme plus qu'un mi10
Suzy&Paul 2月8日 6時24分 
Super!