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Workers & Resources: Soviet Republic

workersandresources
Workers & Resources: Soviet Republic - 1.0 Release Date Trailer https://www.youtube.com/watch?v=gswXkLcAFxA

1.0 release date announced! ::: spoiler spoiler 2024-06-20 ::: Announcement: https://steamcommunity.com/games/784150/announcements/detail/4159715736508207426

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workersandresources
I think my citizens are smuggling alcohol into my republic

I believe my citizens are smuggling alcohol, in the frontier town. The republic produce no alcohol or have pubs to serve alcohol (yet, in the image you can see it's planned to buy one near the beach...), but somehow the overall health is decreased due to alcohol consumption. Sure, some of them are alcoholic, but i'm sure there are some **illegal breweries** here and there... (my new canon for this republic)

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workersandresources
Report to the community #92 www.sovietrepublic.net

They added a hospital with built-in helicopter parking! Otherwise, a few new buildings, not too much in this one.

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workersandresources
Report for the Community #89 www.sovietrepublic.net

TL:DR; New large train station! Also new medium shopping centers, and updated models for the food and alcohol factories. Sadly no update on when the test branch will get them though.

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workersandresources
Report for the Community #88 www.sovietrepublic.net

TL:DR; New gravel quarry and processing plants with conveyors! Also new church models.

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workersandresources
Mod Release: Elevated Train and Bus Station steamcommunity.com

An elevated train station with a convenient bus stop below. There have been surprisingly few elevated stations mods introduced to take advantage of the Metro update, so I created this! Feel free to comment, criticize, or make suggestions.

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workersandresources
Discount (35% off) and upcoming price change steamcommunity.com

They will rise the price of the game as the 1.0 release is close, last time to buy the game before the final release for a lower price.

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workersandresources
Workers & Resources: Soviet Republic 768 12 months ago 100%
[Question] [Bug] Underground cable aesthetics

Sometimes when I plan underground power cables, especially when they are longer, small dents appear. Often I can get them out by deleting a part of the cable far enough from the dent. Sometimes though even that doesn't work and the dent removal process lets the dent wander towards a point where the dent isn't removable anymore because it will just reappear at the place where I removed some cable and then will only wander towards the old point. Sometimes the point persists even after removing and replanning the whole cable. This bug was there long before the maintenance update. Are there strategies to avoid this from occuring? I don't want to give up underground cables, because city planning is so dependent on infrastructure and space. ![](https://sh.itjust.works/pictrs/image/7c74dc15-fe1b-47c2-9ac2-055a43171e02.webp)

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workersandresources
Any benefit to reducing walking distance to bus stops?

Hello! I recently watched a video about busways, and it got me wondering if it would be viable to have a bunch of different bus lines that converge into one corridor. But most cities are small enough to be covered by only a few bus stops, especially as they can be placed relatively far apart. Is there any benefit to placing them closer together and reduce walking distance? Do citizens benefit from a shorter walk to the bus stop?

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workersandresources
Content update #12 www.sovietrepublic.net

Independent games development studio 3DIVISION releases the last big update for Workers & Resources: Soviet Republic, the real-time Soviet-themed city builder tycoon game, on Steam today at $34.99. After this update, a release of the 1.0 version will follow in Q4 2023.

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workersandresources
Petrochemical Complex https://lemmygrad.ml/pictrs/image/5c9eb397-7680-40a8-a207-ed2b18e8c13b.jpeg

The complex has about 6000 jobs when including the neighboring waste complex (not pictured) and the food factory. The pollution is off the charts. There is no pollution in town but the fact that people go here to work meant I had to double my clinics to keep heath over 90% and life expectancy over 85 years. ![](https://lemmygrad.ml/pictrs/image/4892c804-6d4f-443e-8f16-78adb67a3a7b.jpeg) But there is so much productivity. Although almost all gets exported. I have no industry that requires plastic yet. I would like to add fertilizer and explosives but my subway system would likley need to be restructured to accommodate more workers, among other things. ![](https://lemmygrad.ml/pictrs/image/621f49df-3d21-4d16-85e6-1daef55dbf0a.jpeg) Port for exporting fuel, bitumen, plastic, and chemicals. ![](https://lemmygrad.ml/pictrs/image/d2f57799-0bb1-48c0-9185-b93bb1cdc490.jpeg) Pipelines to both borders. It's a lonely vibe.

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workersandresources
I propose a challenge to the community

I want to see a "green city" that works. Maybe try to find some optimal templates. We don't have to call it that. But I would like to see more attempts at a few things I have yet to see players acheive: Urban farming - a city that grows a lot of crops and has its own food factory. I have a template I am experimenting on for this but it is hard to keep everyone's needs in walking distance. I don't think it all needs to be grow in the city but the more the better. I currently am experimenting with small fields in residential areas to boost crop production. IMO if there is one industry that should be somewhat decentralized it is food. Greenhouse mods are acceptable although they are not up to date. Cleaner(er) energy - making a power grid work with only renewables will be a huge challenge that I would love to see. Maybe there can be a limit for one nuclear power plant and bonus points if it's a single reactor, that way there is baseline power but I think you must have your own waste facility. Waste obviously - recycle as much waste as possible. Incinerator power plants can be acceptable as a 'necessary evil' because, although they are big polluters, you still need a ton of trash for it to run at baseline and it would be irresponsible to export waste and make someone else deal with your trash. Other than those 3 perameters it is up to the player what goes on in this green city, but the more self sufficient the better. Please add any suggestions to this idyllic city challenge. I will work on my experiment as I have time and post about it when something is working.

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workersandresources
Red Scout

Mine smarter.

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workersandresources
The Discerning Prole

Let's just hit up the indoor pool.

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workersandresources
Music for Soviet Glory

The [official soundtrack](https://www.youtube.com/playlist?list=PLdAfbEvw-2hqFgBJ4tsMu1aKJpW24589r) for W&R:SR brings you into the game and era better than it has any right to do. What other music do you know of that can supplement the satisfaction of making the vision of a dictatorship of the proletariat come to life?

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workersandresources
Best Starting Industry

What do you think is the best starting industry for a new republic on realistic mode? Is it coal mining and refining for electricity and export and then steel? Or perhaps the pure profit of raw bauxite export? Maybe oil refining is your cup of tea. Share your thoughts, comrades.

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workersandresources
Self Sufficient Republic! This is how it should look! | bballjo Reviews | Workers and Resources https://www.youtube.com/watch?v=3HoTI5yuoT8

This republic, Illyria, is an incredible example of what to strive for functionally in a republic. Hats off to the creator and to bballjo for giving it the spotlight. What it lacks in aesthetics, it makes up for in function, as true of an autarky as was ever possible in this build of the game. Glorious! Edit: spelling

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workersandresources
Report for the Community #77 www.sovietrepublic.net

Report for the Community #77 Greetings, dear comrades of the Soviet Republic and avid fans of this marvelous game. It's been two weeks since we released the waste management update for public testing. During this time, we've been hard at work fixing many bugs and other issues. We're focused on that, but we always strive to bring you something fresh and new with each report. And today, we have just the thing! ![Image](https://static.wixstatic.com/media/6bc5a2_2a18a28846c64782ae802885783c744c~mv2.jpg/v1/fill/w_740,h_419,al_c,q_80,usm_0.66_1.00_0.01,enc_auto/6bc5a2_2a18a28846c64782ae802885783c744c~mv2.jpg) We've heard your requests, and we're happy to let you know that we've made the final steps to implement a feature many players have been asking for. It's not a completely new feature, but rather an improvement to an existing one. We're adding new pathways to complement the ones you already know. These new pathways, made of asphalt and featuring lamps, will become part of the game's scenery. ![Image](https://static.wixstatic.com/media/6bc5a2_f86200ab19dc4225a708923ebe61ab6a~mv2.jpg/v1/fill/w_740,h_415,al_c,q_80,usm_0.66_1.00_0.01,enc_auto/6bc5a2_f86200ab19dc4225a708923ebe61ab6a~mv2.jpg) These pathways work like the old ones, but they come with a little advantage. They allow for longer walking distances, which can be quite handy. However, keep in mind that there's a trade-off. If you choose to use lamps on the pathways, you'll need electronic components for construction, and it will take longer to build. So, while they make walking more convenient, they're a bit more challenging to construct. ![Image](https://static.wixstatic.com/media/6bc5a2_5dfeb07c27714455b324c3a68f21c210~mv2.jpg/v1/fill/w_740,h_415,al_c,q_80,usm_0.66_1.00_0.01,enc_auto/6bc5a2_5dfeb07c27714455b324c3a68f21c210~mv2.jpg) The lamps on these pathways will emit smaller light particles compared to regular road lamps. And don't forget, for them to shine in the darkness, you'll need to have power available in the area. ![Image](https://static.wixstatic.com/media/6bc5a2_c1552afdb910410c8b243391b41561bd~mv2.jpg/v1/fill/w_740,h_414,al_c,q_80,usm_0.66_1.00_0.01,enc_auto/6bc5a2_c1552afdb910410c8b243391b41561bd~mv2.jpg) Before we get into things from our changelog, we'd like to address the modders. We kindly ask you not to update your mods by adding these new features just yet, as it may cause crashes. Some people might be using your mods without playing the Public Beta version, and they could encounter issues because of that. If you want to make updates, it would be better to wait until we release the stable version. Alternatively, you can create a new mod in the workshop but do not forget to clearly specify in your mod description that it is only compatible with the Public Beta version. ![Image](https://static.wixstatic.com/media/6bc5a2_7cbc3a79e66a4b7c905ef92caa07f18c~mv2.jpg/v1/fill/w_740,h_419,al_c,q_80,usm_0.66_1.00_0.01,enc_auto/6bc5a2_7cbc3a79e66a4b7c905ef92caa07f18c~mv2.jpg) Now, let's talk about some updates worth mentioning that we've implemented since the last report. One of the most important additions is the support for waste transportation by trains. We know that some of you want to use trains for waste processing, and now you have some options. The Rail Distribution Office now supports waste transportation. Just connect a cargo station to waste storage facilities and assign it accordingly. As you can see, we always find ways to add something new, even while dealing with issues during public testing. As the game grows and matures, there are always unexpected challenges that arise. We're doing our best within the constraints of the code, but it's not always easy, especially with such a complex economic simulation where everything is interconnected. We want to thank you for your patience and cooperation. Without your feedback and participation, the game wouldn't be as good as it is. That's all for today. Don't forget to enjoy life, have fun, and stay tuned for the next report. Thank you for your support 3Division Team

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