Average Playtime: 3 hours

Workers & Resources: Soviet Republic

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Manage all aspects of your own republic with planned economy, including mining resources, manufacturing goods, construction, investments, and citizens too.
Create your own industrial complexes with loading and unloading stations, storage, warehouses, and factories.
Build the infrastructure and manage its traffic, including roads, railways, sidewalks, conveyors, wiring, and pipelines. Wisely place and connect factories, houses and warehouses, and make the most efficient connections.
Plan and build the living areas with everything your citizens may need to live their happy life, such as playgrounds, cinema s, taverns, and shops.
Send your citizens to the mine to get coal, iron and other natural resources; or send them to the fields to pick up the crops; or take them to factories to produce manufactured goods.
Sell and purchase resources and goods from western countries or other soviet countries to get dollars or rubles and buy the products or resources you need ... or invest in new infrastructure or buildings.
Enjoy authentic soviet buildings and vehicles, as well as realistic landscapes of the 60's to the 90's.
Play the way you want! You can focus on getting natural resources or products and trade them for money; or you can build a self-sufficient republic; or you can just use the easy sandbox mode with unlimited money/resources and just enjoy building something live.
Economic simulation. Prices of resources on the global market are changing over time as you play –one day you can sell or purchase steel for a $100 per ton, but in a few months the cost can rise to $200 or decrease to $50. The price of everything is connected to the cost of work and resources.
Increasing difficulty.As prices change, the demands of the citizens also change, and you will need more resources to keep them happy and force them to work.RESOURCES & INDUSTRY
There are, right now, over 30 commodities you can mine, transport and manufacture. If you want to get clothes you will first need to get resources to create a fabric, then you will need a clothing factory where the clothes will be manufactured from this fabric. You can then transport the finished clothes into shops where your citizens can buy them.
Every commodity has a specific requirement,so if you would like to load oil into the tank train-car you will need a special pumping loading station. If you need to load gravel into a dumper truck you need a special loading station where the gravel comes from conveyors into the truck. Liquid resources like oil or fuel can be stored only in tanks, while resources like wood, steel, or prefabricated concrete panels can be stored outside in the open space. Using a crane for these will increase loading/unloading speed. Goods like clothes, food, etc. can be stored in warehouses.WORKERS AND THEIRS DEMANDS
Every worker/citizen goes to work each day. If they work for you, they have demands. At the start of the game they are satisfied just with food, but as a time goes on they may have more demands like meat, clothes, alcohol or electronics. Also, to have happy workers you need places where they can spend their leisure time – cinema, playgrounds, taverns, etc.
Every worker has an education level. They can go to school or college to improve this level. If their education is too low they cannot work; if their education is high enough they can be a teacher, or researcher, or work in factories with special requirements.TRANSPORTATION
You have many options for how you will manage resources and goods transportation. If you get raw iron ore from a mine, you need to process it. Then you need to transport it somehow into a steel mill to produce steel. You can build the processing plant and steel mill near to the mine and transport it all by conveyors, or you can transport iron ore into a steel mill by train fora longer distance.
It is up to you to decide from where the workers will go into the factories. You can create residential zones and transport workers by buses or trains to industrial areas. You can also build residential buildings near the factories so that workers will able to walk to the factory. But don't forget that a worker will need to purchase food and enjoy their free time, so again it is up to you to decide whether to build those facilities near their home or whether you will transport them somehow to shops or places to spend their free time.ECONOMY SIMULATION
The game simulates the economy system. There are no fixed prices! Costs of everything are defined by the economic situation. For example, the cost of steel is calculated from the price of iron, coal and work, and also partially from the cost of steel mill construction.
You purchase or sell commodities for money (dollars or rubles). But be careful, as it is possible that if you buy or sell for high values you will affect the price of the commodity on the market. You may be able to purchase for a higher price or sell it cheaper.
As time increases, so does complexity. Some resources or products may become more expensive (as, for example, less human work is needed with advanced technologies), so later with more complexity, it may be necessary to be as self-sufficient as possible.

Platforms
Release date
Developer
3Division
Publisher
3Division
Age rating
Not rated
Website
http://sovietrepublic.net

System requirements for PC

Minimum:
  • OS: Windows 7 or newer
  • Processor: 2,5 GHz Dual Core
  • Memory: 8 GB RAM
  • Graphics: DirectX 11 compatible gamer graphics card
  • Storage: 10 GB available space
  • Sound Card: DirectX compatible
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Last Modified: Aug 28, 2019

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Workers & Resources: Soviet Republic reviews and comments

Translated by
Microsoft from Deutsch
Early Access Review To say a quick shot: BUY! For every WiSim-or transport fan must be an absolute one. Even now, the Game captivates unbelievably, runs relatively stable and the Concept behind it is convincing. But Beware: As advertised in the Trailer, the Game is "complicated." But What would be anti-advertising in terms of normal boredom is actually exactly the Strength of the Game here. The Developer (a Man!) gets it just right and against all Trends towards systems simplified into Inconsequential, he relies on Complexity and thus clearly takes off the Game. On The other hand, Cities Skylines or Transport Fever act like Casual Browsers games. One should still be aware that you have to put a lot of Time into this Game to understand it, and that at least for now there is not much Documentation and Help. But it is EA, and I assume that the next Weeks and months will bring several Guides. One should also understand this Game not as urban development, but as an Economic Game in which it is about the Management of Resources, Population and Transport. Nevertheless, I assume that in the Course of the EA there are also some other Aspects that will also qualify the Game as a City Builder of a special Kind. Hats off to past Performance and the Courage to choose a Setting that any Publisher would probably consider unsellable. Even to blame! If Modding And Workshop are added at some point, then this Game takes off high.
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Translated by
Microsoft from Deutsch
Early Access Review Top Game. First Results after 32 Hours of Gameplay A great Combination between Simulation and Strategy. Very successful are the various Vehicles (from COMECON Times-affordable in Rubles). The Simulation goes back down to the smallest Detail, with mutual "Dependencies" simply ingeniously implemented. Just one Example: Energy From other construction Games You are used to building a Power Plant and then simply connecting with the Cities. But it's not like that in this Game!!!! As I said here, it goes into Detail. So you have to build a Substation Here first from the incoming power line, then from the Substation to Normal Electricity to the Trafohaus and from The Trafohaus to the Houses. Practically like in Real Life!! Awesome!! And that's not enough-again, it's important to note that the Trafbean Houses don't get overloaded. In this Example, you can see how fine and real The Simulation is. Also worth noting are the interdependencies. Example: A Power Plant needs Coal! But Coal is a Product and must be produced first. So rock extracted from the Mine Must first be refined into Coal, the Coal can then first be heated. Verdict: Good Graphics (4 out of 5 Stars) Game Idea (5 out of 5 stars) Implementation Simulation (5 Out of 5 stars) Implementation Economy (5 out of 5 Stars) played only in Ruble Music (4 out of 5 stars) _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ Build In Seasons-for example, this is the case with the latest in the season. No Harvest would be possible in Winter
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