You may like Workers & Resources: Soviet Republic. [1] Fair warning: it has a rather brutal learning curve. It's somewhere between Factorio, Simcity and OpenTTD.
To build an apartment building, you need prefab panels. To get panels, you need to build a panel factory, which needs gravel. To get gravel, you need a quarry. And then you need vehicles to haul the gravel to the panel factory. And then the panels to the construction site. And buses to bring workers from another housing block to the construction site. And you need to import or produce fuel, and electricity, to run all of it. (Or you can just spend some currency you've earned from exports to build it or import it instantly. Necessary at the start to get your nucleus of industry going.)
It's almost ready for official 1.0 release later this year, and has excellent mod support for custom buildings/industries.
I adore this 'game'; you can actually engage with it like a simulation in many aspects. I didn't fully get it until I found myself spending hours optimizing forklift paths between factories and warehouses, and thinking about pedestrian thoroughfares as I expanded my industrial center. Unlike most city builders it's not on a grid, so you have a lot of freedom to just be creative!
Construction cost is materials + labour hours. If you put a building in a built-up populated area, stocked with construction vehicles and materials, it'll go up in a matter of days or weeks, simulated time. If you place it way out in the boondocks with one mud road there, it might take years of simulated time. In that regard it feels very "realistic".
Comments
You may like Workers & Resources: Soviet Republic. [1] Fair warning: it has a rather brutal learning curve. It's somewhere between Factorio, Simcity and OpenTTD.
To build an apartment building, you need prefab panels. To get panels, you need to build a panel factory, which needs gravel. To get gravel, you need a quarry. And then you need vehicles to haul the gravel to the panel factory. And then the panels to the construction site. And buses to bring workers from another housing block to the construction site. And you need to import or produce fuel, and electricity, to run all of it. (Or you can just spend some currency you've earned from exports to build it or import it instantly. Necessary at the start to get your nucleus of industry going.)
It's almost ready for official 1.0 release later this year, and has excellent mod support for custom buildings/industries.
[1] https://store.steampowered.com/app/784150/Workers__Resources...
I adore this 'game'; you can actually engage with it like a simulation in many aspects. I didn't fully get it until I found myself spending hours optimizing forklift paths between factories and warehouses, and thinking about pedestrian thoroughfares as I expanded my industrial center. Unlike most city builders it's not on a grid, so you have a lot of freedom to just be creative!
What about construction times? Is it something resembling real world time lines?
Construction cost is materials + labour hours. If you put a building in a built-up populated area, stocked with construction vehicles and materials, it'll go up in a matter of days or weeks, simulated time. If you place it way out in the boondocks with one mud road there, it might take years of simulated time. In that regard it feels very "realistic".