Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

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[Sugestion] How to solve replayability problem
(i was not entirely sure where to post it as currently there is no sugestion forum and this definitly not belongs in support or general discussion)

Hello , i hope everything is fine at dev studio:)

and please dont rule it out before you read it , iv been playing..this style of games for decades and while i love this game (soviet republic) for many reasons , 1 thing been bothering me , and that is replayability , while maps are amazing...considering how game is structured , start more or less looks the same , mostly becouse lack of technology and starting conditions make players build look kinda the same....and for a while i was thinking about how i could solve this problem.

till i replayed game i almost forgot exist and that is surviving mars by paradox , and they not only solved that problem...but solved it in such way i think would be very fitting and great expansion to the game

How paradox had it in their game is that you chose "country" for your mars mission but also leader (you) who can not only chage how early game is , but completly change how you progress the game (got few screenshots but i encourage to try it yourself)

How would that work in soviet republic? well picking leader , and maybe "career background" , mining menager or baron could for instance unlock basic ining and prospecting technlogogy who could potentialy be vialable to start mining erlier , or even export ore like uranium , etc etc

becouse as much as i like this game maps...dont really change how you play the game

having few starting techs? maybe bonuses to export to some industries depening on starting picks , maybe exports or imports to certain countries are cheeper , extra starting money or even "bigger effect of propaganda" , i mean anything could be done here

and i personaly think it would expand the game....yes it could potentialy make some achivements easier...but i personaly think replayability would be more important

Tropico also had diffrent but a bit similar system who would "even levelup between your playsessions" but idk if that would fit with spirit of this game

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3543903573 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3543903546 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3543903519

I not invented this idea and hold no rights to it but if this ever is considered or added...just credit me:) i dont need anything else.
Last edited by Varenvel The Festive Dinosaur; 7 Aug @ 3:54am
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Showing 1-1 of 1 comments
An interesting idea, but not a ground-breaking one. The concept of "give something to lose something" could give some flavour, but in the end, the game is already very streamlined after the first decade that it wouldn't make more sense anyway. Especially if you start in 1930, on the hardest setting you unlock everything that's not gated by later years by 1945 without breaking too much sweat.

Likewise with loyalty, the biggest obstacles are getting the Radio and TV buildings built (which are probably the most expensive buildings you can build early on) and getting the electronics score up, so that people actually own radios and TVs, to make it count, but loyalty stops being a problem 10 years in.

Mining, since you gave it as an example, isn't gated by either research nor money, but by the need to have a robust logistics for it (i.e. rails).

I imagine both are even faster and easier to achieve at lower difficulties. Overall, I like the idea for flavour, but I doubt it'll be as beneficial and valuable for gameplay as you make it seem.
Last edited by Bufnitza; 7 Aug @ 5:43am
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