Rail System, Coal, and Fuel! | Workers and Resources | Realistic Mode
In this episode, we delve into the railroad system, including semaphores, mixed signals, doubles, and all. We learn that blue and orange are okay, and that purple is usually bad. However, it isn't so cut-and-dry.
Purple is for junctions. Blue is for blocks, and orange is also for junctions. For the most part, everything should be blue, unless it's a junction.
We also get a passenger train set up, as well as a cargo train for coal and for fuel (that being oil, gas, and also bitumen).
Some more research is done, and more citizens slowly trickle in.
Tourism is becoming a little better day by day, and if citizens decide to stay and get reeducated, then all the better for the republic. Along with the passenger train, workers can now make it to the coal mine and coal processing plant, therefore - we have coal. The next step? A power plant, but that will take 9000 work days, and I haven't even looked at the other requirements, but I know it shall be far too costly by that figure alone. I think it best to stick to tourism for now until we find more lucrative avenues (steel, nuclear, ships). With the debt in mind, we are hardly staying afloat. I've begun creating more pumpjacks to have a more constant stream of oil, along with a conveyor engine to the oil refinery setup itself, but it needs power.
I'm all out of power lines at this customs house, so I must take on solar and wind research to hold us by until we get the coal power plant.
This seems like the best avenue going forward, and it will be what I take.
Besides, if all goes well, perhaps I can even export it.
The most important goal right now is getting out of debt.
And I don't mean NATO debt.