Hello everyone, my name is Andrey and you're on Mr. Aicer's channel.
► Season Goals:
1. Launch the mall (factory only)
2. Launch the rail system with trains for the initial resource of 4 cars, and with future consumption growth, upgrade to 8, 16, and possibly 32-car trains. All other trains will consist of 4, 8, and possibly 16 trains.
3. The main goal of the season is that all production is modular, meaning it's a separate complex separated from other trains by a railway track. On one side, the initial resources for assembly are unloaded from the train, and on the other, the finished raw materials are loaded onto the train, which will deliver these resources to another module for assembly of a more complex recipe.
4. Each module will be designed for maximum production to reach 5-10 missiles per minute. The maximum number of missiles will be determined by how long my PC can process the Megabase.
Seasonal Perversions.
A large base must be optimized, and each module must operate only when needed. The goal is to create a base that produces only the required amount of resources, not a simple resource grinder where no matter how many resources you throw at it, it'll never have enough. This means production logic and logistics will be needed for both the consumer and the manufacturer.
1. Each module must be activated when its resource is needed.
2. Optimization of mines. Several types of stations that automatically regulate the number of trains that can load resources. 3. Continue the train logic perversion
● This video is recommended for ages 16+.
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