Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

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 This topic has been pinned, so it's probably important
EarlyStart DLC - bugs, missing vehicles, buildings etc.
This is a thread made to collect all issues with DLC. It is not a wishlist, so do not post wishes here. Just issues with things already inside or clearly missing.

Merged from multiple topics
Thanks for understanding :)
Last edited by Sirius Czech; 28 May @ 6:45am
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Showing 1-15 of 135 comments
1930 start is too slow, needs rebalancing
The biggest issue with the 1930 start: there is no crane available until 1932, this makes building anything with just workers brutally slow.

The strategy then is to plan and build the smallest buildings only, however these still are balanced to be built with mechanisms.

I suggest the dev look at the smallest buildings and rebalance man-hours, materials and capacity so a 1930 start has a good chance to have a working city before first winter.

Easier fix would be to make a crane available in 1930. While there please also add a snowplow and open hull with capacity to haul the mechanisms.
Jo2 26 May @ 9:58am 
you just need to focus to bring all workers to one construction when all materials are at place that will speed up massivley whole process.
MachaQueso 26 May @ 10:17am 
Originally posted by Jo2:
you just need to focus to bring all workers to one construction when all materials are at place that will speed up massivley whole process.

Yeah sure, that will extract as much efficiency as we can to the available resources but it is still too slow: cranes are force multipliers so 50 workers with a crane of speed 10 is (i think) equivalent to 500 workers.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3042250328&searchtext=crane
Here's a crane for 1930s (though it needs a Russo-Balt truck to be transported to the construction site)
TheSILENCE 26 May @ 10:38am 
I just edited the game file to make the 1932 crane become available in 1929 instead. It's only has a worker level 5 so still feels balanced, but removes a huge amount of tedium.
guppy0 26 May @ 10:40am 
Early Start 1930 missing vehicles
I am missing important Vehicle in the ES DLC so far:
cranes (road or tower)
Without cranes the 2. building step is extremely slow.
Harvester
Without a harvester there are no crops generation and therefore no food or cloth.

Is there a plan to add the vehicles in the near future?

What necessary vehicles are you missing?
Not Jojo 26 May @ 11:29am 
Harvesters do exist but only for Western currency
Is a slow start really problematic when you have almost twice the game duration (assuming content stops in the 90s) ?
guppy0 26 May @ 12:00pm 
Originally posted by Not Jojo:
Harvesters do exist but only for Western currency
Well, thx for the tip, but on some maps there is no western costoms houses (e,g, St. Petersburg) and I am pretty sure that the soviets had some kind of harvesting machine in 1930.
I'm surprised that the use of steam road vehicles was not something that was used? Is this something that was attempted but found to be difficult to implement? This would give us the ability to use traction engines and steam lorries with larger capacities with maybe some issues with speed, maintenance and pollution but giving us the ability to still get things done at a faster rate. Steam shouldn't be

Also a lot of the early industries should require rail infrastructure but this is still very difficult and even slower to achieve. Many of the early basic industries are impossible to use with the Rail industries such as the gravel quarry and Processing plant which is exactly what you would be wanting to use it and the tank engines. Also I believe a faster to lay type of track would be very useful. What in the UK we call a "light railway" (not narrow gauge) that is laid quickly and has even more of a speed restriction, say 35km/hr. Or i'd make the wooden railway much quicker to lay as you don't have to get it as perfect and level to get 70km/hr as you do with track thats 140 km/hr.
IIRC: The mainstream methode to harvest crops in the '30s was manpower + animals. The great depression stoped the wide spread implementation of early "modern" combine harvesters. The got into widespread use after WW2 instead.

As for the game, you can get the early combine harvester even with no west land boarder. You can simply build them in a vehicle factory. The starting $ should be enaugh to get the blueprint.
El-Smole 26 May @ 12:58pm 
Plenty of FREE early Start Mods for this game, exist since 2020. All are compatible with the Early Start DLC. Some even allow you to start in 1890 if you so wish... With horses.

Just use those.

You really want the Devs to waste their time, copy pasting those mod assets that already exist since years, just to put them again in the game for people who don't use them and then charge you money for it ?


Why ?
Last edited by El-Smole; 26 May @ 1:00pm
Originally posted by El-Smole:
Why ?
I paid $20 bucks for this DLC (which is btw almost as much as I paid for the full game on EA). For that price I should not need mods to play the base features offered on it. My playthroughs use no mods because I like to show how the base game can be very entertaining.

I think the DLC is well done and worth the price but a little balance tweaking like i'm proposing could make it less tedious like the 1960 start is.
guppy0 26 May @ 2:03pm 
Simply? The vehicle production is logged! During this time (1930) they had at least drawn harvesters by horses or tractors. So I suggest some kind of pop up in the farm behind the tractor, like the plough appears.

In my opinion no soviet harvester it is a bug, because an agriculture production line is so basic in the early game.
It definitely seems like a bug. It's called a "Kommunar Combine", but the country of origin is listed as USA?

If you want to fix it, edit the file Steam\steamapps\common\SovietRepublic\media_soviet\dlc3\vehicles\combine_kommunar\script.ini. Change $COST_USD to $COST_RUB, and set the $COUNTRY to 39011
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