Workers & Republic: in Soviet Russia, economy manage YOU

I finished the second campaign! It was a long haul, and one of my rarest Steam Achievements: only 0.1% of players have achieved it. I enjoyed it, but it took too long, mostly because I played illogically. If any of you ever try this campaign, don’t repeat my mistakes! Some tips:

  1. It would have been a shorter slog had I established a profitable export industry early on, perhaps allowing me to quick-build future structures using rubles. Clothing might have been a good candidate. Instead, I lost money constantly for decades, and so I had to minimize spending by building using Construction Offices, relying on my own industry – gravel mining and processing, asphalt, concrete, mechanical parts, steel, fuel. That worked, but it took much, much longer.
  2. The Construction Office process, too, might have been quicker had I built more housing to put more workers into industry and construction. Too often I just jumped into the next campaign goal instead of pausing to address my chronic labor shortage.
  3. Plan ahead to expand your utilities – electricity, water, sewage, in that order. Even if you’re building a single connection, consider using “switches” to leave open connections for later use. (A “switch” is just a 3- or 4-way connection – a splitter, the capitalists call it.)
  4. You need electricity before water. Drinking water won’t work without power to run your pumps, and every water connection needs a pump. If you build a water-treatment station, you need a pump after it, and probably before it too. Unless gravity is really helping, every water connection requires an electric-powered pump. Sewage is easiest: it doesn’t require power or pumps, so long as you run it down even a gentle slope. (F2, showing contour lines, is your friend.) Don’t bother with a sewage treatment plant: your residents can live with the smell.
  5. Distribution Offices are great, but you can’t rely on them for everything. In particular, they won’t haul vehicles and containers. The game did tell me that at some point, but I still would forget. Also, DOs can be more expensive than just buying a truck and telling it where to go. The DO does save fuel, since it’s smart about telling trucks to wait if no one needs them, but I had fuel in abundance.
  6. Likewise, “Factory Connections” – the yellow arrows you sometimes see to connect buildings – support many connections, but not all. In particular, they won’t move aggregate for you. I guess the idea is that these are conveyors holding goods, vehicles, containers, etc, not dusty and small bits of gravel. Again, the game explains this in one of the tutorials, but it’s easy to forget.
  7. The second campaign tells you to focus on your capital city, and that’s good advice. If you build into a second pre-existing village, you will “activate” it, meaning your citizens will demand all your modern Soviet benefits. If you leave the villages alone, they will sullenly go on with their subsistence existence, which is usually what you want.
  8. I recommend finishing the vehicle/airplane/tourism branch before the nuclear branch of the campaign. I didn’t start making a profit until the 1970s, once I built an airport and started tourism. Even those profits weren’t fabulous, but they were enough to allow me to start quick-buying stuff. In particular, they let me quick-buy all the expensive buildings I needed for the nuclear part of the campaign. Uranium is quite far from your starting city, so it will be hard to use construction offices to construct uranium mines. I ended up building a whole glowing UraniumTown by the mines because I could afford just to quick-buy nuclear facilties, housing, hospital, firestation, etc. If I had been strapped for cash, I’d have had to rail the uranium back home and build everything else with COs. That would have worked, but it would have taken forever, lol.

Here are a few screenshots from my playthrough. I’m tired now, so this will be a poor man’s AAR. I’ll try to emulate the @Malkael gold standard in the future!

Screenshots

My Republic’s capital, Hurbaky, at game start.

The Hurbaky-Jastok metro area at game end.

My nuclear power plant and its two cooling towers. One of the cooling towers is from the Ukraine expansion; cheaper, but larger. I foolishly built all this on a bluff, and I ran out of room, so the second cooling tower is the smaller stock version. You can also see a few stats here. I started with 10m rubles and 2m dollars.

One of my two IL-18 aircraft landing at Jastok Airport. You can see the nuclear plant in the distance to the left, and Hurbaky cathedral in the distance ahead. This shot may give you a sense of the immense scale of this game. The nuclear plant is only a km or so away, and the Republic stretches on far beyond it. This game is a Republic builder, not a city builder. If you’ve ever played a city-builder and thought “I need more room,” this game is for you!

The airport attracts tourists to five hotels of varying quality. My star attraction is the 5-star Hotel Ukraine, courtesy of the Ukraine DLC. (As I mentioned upthread, that DLC’s proceeds go to support relief efforts in Ukraine.) It’s the big red brick building here. My more modest “Mountain Hotel” is to the left. Nice view of the water, and upwind from the sewage discharge.

Here’s Hurbaky Cathedral. An earthquake destroyed it once, but I rebuilt it, using a Construction Office, which took at least a year. There are other, smaller churches in town, but this one is the big attraction. The Party disapproves of building new religious structures, but some citizens (and tourists) want religious worship, so I quietly approved the repairs.

Finally a few night shots. Here’s Main Street Hurbaky, featuring Lenin, who stands opposite the Technical University. I added a billboard with his name, just so people were clear on that. Also, I allowed only 50 private cars in town, to avoid traffic jams. I could have built wider roads, but nah.

In the foreground is a cargo train, loading up oil to take to the USSR. (Oil exports made only small profits, because I flooded the market and drove down prices, until I joined OPEC late in the game, in the 1970s. I made more money shipping bitumen, another byproduct of the refinery process, which I also used in my asphalt industry.) In the background is Jastok’s industrial center, dominated by oil wells, storage, and the refinery. For most of the game I ran on coal power, to the left.

This train is exporting mechanical parts to other Soviet republics. I also ran two passenger trains, on the right, to and from the nuclear power plants. The trains in this game are beautiful and fun to operate. The switch system isn’t as elaborate as, say, Rail Route, but it’s still cool – if a bit confusing at first. I’ve seen videos of people with trains that cross the entire republic. I’d like to try that in my first sandbox game, which I’m about to start.

Thanks for reading!

Awesome advice, thanks a ton.

Awesome. Thanks for that write-up!

That there’s a purty game. Dammit! - one more for the list and backlog.

I’m glad you all enjoyed the write-up! And yep, it’s a pretty game, which is kind of remarkable, given that you’re building Stalinist architecture, sewage pipes, prisons, coal processing plants, and rusty old trucks.

Also, building stuff with gravel and asphalt and concrete and steel and electronic parts is satisfying in the same way that making pasta from scratch is satisfying. Of course, not everyone likes making pasta from scratch, and not everyone will enjoy that aspect of this game. If not, you can ignore “Realistic” mode and play like you would any other city-builder, spending cash to insta-build stuff.

My favorite loading-screen tip from this game: “If you don’t meet your citizens’ needs, they will escape.”

I’ve been working on a sandbox game on Realistic mode now. A challenge, for sure! Just 1.4M rubles to start, and I have to build everything from scratch – plus I have to contend with heat and waste, which for me are new systems. So far I’ve laid out some gravel roads and temporary storage and construction facilities. About to start actually building my first village. Will need a profitable business soon – I’m thinking clothing.

As I mentioned, I’ve been playing sandbox on Realistic mode. It’s been challenging, engrossing, entertaining, even edifying. Here is a brief screenshot AAR of my progress so far.

Screenshot AAR

I randomly generated a map with a fair few hills. The main body of water is a river running through the Republic, north-south. I debated whether to play this map or the Ukraine DLC map, which models an area of southwest Ukraine, but I decided to save that for a second playthrough, once I know what I’m doing. I will start at Kirarush, the large customs house in the northwestern sector, bordering other Soviet republics.

Each square on the minimap (which I’ve expanded in the above shot) represents 2.5 x 2.5km. Almost all of my construction in the following screenshots takes place inside just half of one of those squares. This game is huge.

I start by making free mud roads extending out from the customs house, along with free construction and distribution offices. This is my first truck. Its first task: distribute fuel to the two free gas stations I set up.

I buy dump trucks (for gravel) and open-hull trucks (for steel, boards, bricks). They drive in from the customs house, refuel, and set to work hauling stuff to make some gravel roads. I also buy a couple buses to bring in temporary “foreign workers” from the customs house.

My first building is a humble little fire station.

Some players immediately build a residence and bring in their own citizens, to provide more labor, to speed up construction. That may be the most fun approach, since the game really takes off once you have to respond to citizen complaints! But for my first go on Realistic mode, I chose caution, relying on (scarce) foreign labor. I was just worried I wouldn’t get a heating plant up in time for winter.

And indeed I didn’t. Here’s one of my excavators struggling through the snow. I forgot to buy a snowplow for the first winter. Doh.

I did manage to get my electric grid up by Christmas.

In the spring of 1971, I started to panic about cash, so I started an oil well several km south of Kirarush, at the border town of Baraharad. This proved to be a good decision. I limited my oil exports to avoid depressing oil prices, and I had positive cash flow for the next four years.

I also finally started building my first residences. But of course you also need a shopping center, and a clinic, and a kindergarten, and a school, and maybe things like soccer fields or movie theaters. So I continued to procrastinate on bringing in citizens. The oil is buying me time – but my buildings and vehicles are deterioriating while I procrastinate. Soon I’ll need more labor to maintain them.

Here are my two finished oil wells. I have not touched them since. Eventually I will connect them to a refinery, but that requires research at a university, which I haven’t built yet. They’re also surrounded by hills, so I’ll have to tunnel out.

Winter 1972. Getting there!

I took way too long to put up my heating plant. Unless you play a Mideastern biome, a heating plant is absolutely essential. Finally got it done in 1973, I think. It’s in the town of Tabovina, about a km east of Kirarush. That’s less than half of one of the map grid’s squares. I think the plant is beautiful, in its way!

Here’s a longer shot, demonstrating how far the plant is from Kirarush. You can’t put the plant (or the coal power plant) less than a km from town; it pollutes too much.

I planned to invite citizens in 1974, but I chickened out. Instead I spent an extra season building a sewage and water network. “Fast” players just truck water in and truck sewage out until they build the pipes. I opted for the pipes – but they took forever to build. The sewage discharge pipe goes all the way to the river.

Anyway, I finally turned the lights on in mid-1975, importing power from the Kirarush border. I’ll end with a couple night shots to show off the electricity, lol.

I invited about 150 citizens into my Republic.

I thought I had everything ready. I thought wrong. Chaos ensued. I’d forgotten ambulances; chemicals for my water-treatment plant; meat and food for the shopping center (!!); gravel pathways for citizens to walk their kids to school. No plan survives contact with the enemy!

I think I have now stabilized citizen happiness at a rather anemic 47%; at one point it had dipped to 44%. But I dread the winter. What if I can’t get enough labor all the way out to Tabovina to work the heating plant? I will let you know what happens. :slight_smile:

Thanks for reading!

A perfect description of the relationship between certain types of government and its citizens!

Getting enough workers to keep my heating plant running non-stop was one of the hardest things to manage in my Realistic game. I ended up using a fleet of minibuses on a timetable, but still has several times where the heat stopped flowing my first winter.

One of the key improvements I’d like to see in the game is a better ability to keep critical infrastructure staffed.

Did you use a bus end station for this? I’m debating whether to try that or just to flood the zone with minibuses.

One of the oddities of the traffic simulation is that workers need transportation to work but not from work. I had a large bus terminal in the middle of my city picking people up and an end station next to a repair depot on the outskirts of town for my buses to return to after dropping them off.

I set the minibus schedule densely enough so that I always had a couple buses waiting at the end station during summer. The repair station automatically repaired them and I had some buffer available for snowy roads in winter.

Thanks. I have actually had an excellent winter! I set three minibuses on a staggered schedule, using an end station. It worked perfectly. I had maybe one brief interruption of heat, but it went back online almost immediately. All my buildings have been warm and toasty. My citizens actually got more happy over the winter, as my indoor pool came online.

This spring I’ll open my clothing factory for business, invite in more citizens, and start relocating construction offices to the outskirts of town, to make more room for art museums and other cultural attractions. I guess I’ll also need a police station, courts, and eventually a prison. In the meantime, I’ve just finished building the Communist Party HQ, and it’s now researching logistics.

My longer-term plan is to finish researching metallurgy and open iron and coal mines, a coal power plant, a steel mill – and to build rail to connect them all. I’m really looking forward to building the rail network in particular.

I didn’t get far enough to start a rail network, but it’s on my list for next time I play.

My heat plant ended up fairly far away from town, which didn’t help my transport grid. Good to hear that you’re not having problems with staffing it. I found out the hard way that people get pretty cranky when they’re cold.

The first campaign requires one to build at least a small rail network, but in my case it was just a couple ore lines.

The second campaign plays out on a pre-constructed map, with a huge already-completed rail network. I had a lot of fun expanding it and setting signals. That campaign also requires one to build a little rail with a Rail Construction Office, which means using a track-layer to lay track one segment at a time. But I only had to construct 200m of track to get through that part of the campaign, so I’m still pretty new to building a full rail network in Realistic Mode. I hope I can pull it off!

It’s now 1978 in my little Soviet Republic, and I’m hanging in there, barely. I’ve got close to 1100 citizens now, but pollution is shortening lifespans. I have kept most industry far from home, including the new fabric factory in the middle-distance of this screenshot, along with the heating plant in the foreground.

But I cleverly put my clothing factory right smack in the middle of the town. It’s the leftmost building in the fore/middeground here:

I haven’t researched pollution detectors yet, but I can still use various UI overlays to see health, lifespan, happiness, etc. The people living in flats next to that factory have dramatically shorter lifespans.

What’s more, I keep losing my most educated people, which really hurts. At the start, I simply paid for expert immigrants, but of late I’ve been training them myself in my secondary school and then in my two universities. (In this game, a citizen’s life is compressed, so a person’s 70-year life takes place over a handful of in-game years.) Here’s a look at the first student to enter my recently-built dorm.

She later graduated and became an expert, and she’s still with us, living far from the factory. But this pollution situation is not sustainable: my net population is not growing. So I’m building a new clothing factory outside of town. I don’t have a Demolition Office yet, so I’ll just shut down the existing factory for the time being. There’s plenty of space, so as far as I’m concerned, it can continue to exist as a monument to Stalinist architecture. Demolition is expensive and messy, and I don’t have recycling tech yet. Besides, the clothing factory is one of the prettier early-game buildings.

It’s 1984. I’ve researched the Secret Police. I’m building Soviet monuments and “cultural centers.” Loyalty is still too low. This must change.

Meanwhile, construction proceeds apace. I began the painstaking work of building my first rail line, board by board, with a very slow trackbuilder – the only one I can afford.

While working on the rail, I also built my first true skyscraper – the 500-unit Dnepro Flats from the Ukraine DLC.

After many months, I finished my first single-track rail line. My sole train now exports two carloads of gravel a couple times a day, though in winter it switches to importing coal, to fuel my heating plant.

The money is nice, but more importantly the trains relieve traffic jams at the customs house, which is clogged with my trucks. I still need more train transport, so now I’m working on a cargo station to unload imports (food, fabric, prefab panels, steel) and to load exports (clothing).

Realistic mode requires a certain amount of patience! It’s like building monuments brick-by-brick in the old game Pharaoh – except every building, every rail line, is a monument. I love it!

It’s now 1988, and my little Republic is growing, albeit slowly. We have 3500 citizens now. I’m working on an oil-extraction outpost as well as a firehouse with firefighting helicopters. But today I thought I’d highlight my approach to a growing problem: crime.

I have been using two small police stations, but they are overwhelmed. This week I finally added a medium police station, and it’s much more effective.

My prosecutors and courts finally have something to do! Mind you, I am a benevolent leader, and I have encouraged my judges to impose lenient sentences. (Also, ahem, one must take care that prisoners might escape or worse if they greatly outnumber wardens.)

The prison was once empty, then overcrowded, and now just right. The numbers at the bottom indicate how much reform affects an inmate per month of incarceration.

The downside of my sentencing regime is that early release means some thugs walk before they are fully reformed. Check out their criminality ratings (the handcuffs, lower right). High numbers are bad.

On the other hand, some prisoners are model inmates! Like this guy! I’m sure he will never cause any trouble. He’s from a good KGB family.

I love how the art design really drives home the point that these would ugly miserable places to live. : )