Distributrains It's a strategy about resource chains and railroads, where you're given a region and expected to turn it into a functioning system. It's not just "build and watch," but a constant tweaking of flows: one resource flows here, another there, and if something doesn't arrive somewhere, everything starts to slow down. At first, it seems like it's enough to lay a couple of lines and establish basic production, but it quickly becomes clear that this is just the beginning.
One node stopped - everything stopped
Every production line is tied to inputs and outputs, and if there's a shortage of raw materials or transport can't cope, the entire chain begins to collapse. We have to monitor balances, reorganize routes, add new lines, and think ahead, because demand is only growing. Contracts and demands from residents are constantly pressing: if you fail, you lose ground, and there's almost no time to recover.
Maps are generated anew each time, and the usual scheme may simply not work. In some places, resources are far apart, in others, the terrain is inconvenient, in others, several tasks need to be completed simultaneously. As a result, each launch is a new puzzle, where you once again try to assemble a working system from what you're given.
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