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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.
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.
Here's a crane for 1930s (though it needs a Russo-Balt truck to be transported to the construction site)
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?
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.
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.
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 ?
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.
In my opinion no soviet harvester it is a bug, because an agriculture production line is so basic in the early game.
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