Voxel Tycoon Early Access 0.85 Longplay pt4 (End)
Longplay of the newly-released update.
I have -some- prior experience with the game, was intending to do a new run at some point. Not sure how far this run is going, but I definitely want to try a really, really long passenger line just to see how the most expensive trains go, even with passengers being as sad a state as they're currently in.
Pt4:
This is ironically a more boring segment since everything is already snowballing and we're just sitting around waiting for the final objective to complete while solving low-effort bottlenecks.
I DID set up my bullet train though, and my findings are thus:
- Distance seems to have marginal effect on $$, if at all
- The bullet train despite its speed did way better as a semi-local passenger shuttle, maxing out capacity between 3-4 really big stations. 2:1 revenue/running cost ratio. I've definitely had better efficiency with running costs using a bunch of slower passenger trains for this. On that note:
- Elevated railways are an effective way to mass-cover dense urban areas for Passenger city rating. There's quite a few tricks to accomplish this with the least amount of $ burn and city destruction; i.e. using stations 105m in length, putting dirt over roads and having the roads tunnel through so there's empty space to put down truss bases, etc. I didn't quite optimize that this run since I was just waiting around for the game to end.
I was considering going past the final objective just to see how large I could scale, but I was already running into FPS/UPS bottlenecks, so I guess that's where this run ends for this version.
While this remains a great game, I don't think it's currently worth struggling through larger builds since there's not much to do currently once the snowball starts. Probably the next time I pick this up is when an update adds content or major system changes. (Of course, the mass replace QoL added with this version was appreciated)
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