Workers & Resources: Soviet Republic reviews

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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