Mashinky 5th Era Let's Play #35 - 5th Era: Coal Token Breakthrough

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Episode 35 - 5th Era

After applying a few bandaids to manage our coal token deficit, it's time to quickly switch focus to our diesel token issues. We'll also explore some ideas put forward from you guys in the previous video.

We're back for another season of Mashinky, this time we're starting on the largest map size possible, and playing through to the 5th Era and the first electric trains!

From the Developer
Mashinky is a brand new transport strategy game from Czech developer Jan Zeleny. Zooming through gorgeous landscapes, utilising a traditional isometric construction mode and mastering a unique board game-like gameplay, you'll find yourself immersed in the task of building your own transport empire.

Publisher & Developer: Jan Zelený

GT Links

Gaming/Recording PC:
Intel i9 9900k @ 4.8Ghz OC
EVGA RTX 2080 Super XC Ultra Stock
Corsair Vengeance DDR4 32Gb @ 3Ghz
Gigabyte Z390 Aorus Master
Corsair K70 LUX RGB Keyboard
RØDE NT-1 Microphone
Yamaha MG06 Mixer/Preamp
Windows 10 Home

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Boy, electric age sure has changed! It's now pretty devastating when it switches over. I was sure hoping for a little insight on how to deal with it but alas, I've enjoyed watching you play.

nitnoid
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So as I watched the previous video I was counting how long it took one of your old coal trains to tick over. I figured out it was every 4 days so once the train degrades it ends up using 91 tokens a year instead of 18. Now onto this episode. Also glad to see you back.

jerrymckee
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You may want to take a look at your line layout at Depot 29. You have a passing loop but there is no way for the trains from your new petroleum run to get back to Depot 29. You can see what I mean from @27:15

jerrymckee
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Grand making a train wait for a full load does indeed stop the arrow from ticking over for running costs

the_dd_urca
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what i forget here :/ (but video was good)

drcatsville