Workers & Resources: Soviet Republic

Workers & Resources: Soviet Republic

Community tech tree - 0.4.0
citizen  [developer] 30 Apr, 2020 @ 2:46pm
Suggestions/Improvements/Ideas
You can share your ideas for new content or improvements here or by an issue at GitHub[github.com]
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Showing 1-9 of 9 comments
kromgart 20 May, 2020 @ 3:24am 
(moved from general mod comments)

Is it possible to make residential buildings availability depend on "research"? To delay availability of a high capacity and high quality housing, and improve the element of city rebuilding and modernization (especially for starts that are earlier than 1960).
Last edited by kromgart; 20 May, 2020 @ 3:25am
citizen  [developer] 20 May, 2020 @ 8:09am 
Originally posted by kromgart:
(moved from general mod comments)

Is it possible to make residential buildings availability depend on "research"? To delay availability of a high capacity and high quality housing, and improve the element of city rebuilding and modernization (especially for starts that are earlier than 1960).

Yes, it is and I want to do that for the Hard mode challenge version of CTT. I have not yet decided if I will do that for normal version of this mode. What vanilla residential buildings would you lock behind the research?
kromgart 20 May, 2020 @ 1:32pm 
That is a good question. I would define a set of rules, that can be used to rank buildings. These rules could also be applied to mod buildings to keep things fair, and make their integration easier (considering the amount of residential buildings in the various mods).

Here is an example I've just made today: link[docs.google.com]

Each building gets a certain score. If it is below 25 - the building does not need any research (tier 0). Between 25 and 80 (tier 1) it needs housing research 1. After 80 (tier 2) it needs housing research 2.

The following building properties affect the score:

  1. Build costs per citizen. Buildings that have lower material costs and need less workdays (per 1 living place) are ranked higher. Linear behavior.
  2. Housing density. Large tall buildings that allow to house more people on smaller land footprint are ranked higher. Linear behavior.
  3. Housing quality. Higher quality - higher score. Scaled down cubic behavior (grows faster with higher quality values - see the reference graph[www.desmos.com]).


Last edited by kromgart; 20 May, 2020 @ 1:47pm
citizen  [developer] 23 May, 2020 @ 4:08am 
Nice, I will use this in Hard mode version of the tech tree.
kumpeljesus 11 Jul, 2020 @ 3:54am 
I'd like to see an agrarian research tree, both expanding the products range (e.g. tobacco, vegetables, fruits) and improving effectiveness of fields (fertilizer, bee wagons, etc.). Agrarian Science were a very honourable branch of Science in GDR as i remember.
Portmanteau 18 Jul, 2020 @ 10:55pm 
Please consider adding automation research technologies, that have the benefit of reducing number of required workers in mines and mills/refineries, and maybe requiring higher education as well to operate and maintain those sophisticated equipments
Last edited by Portmanteau; 18 Jul, 2020 @ 11:12pm
citizen  [developer] 21 Jul, 2020 @ 2:48pm 
Originally posted by 金起宅의 自動車:
Please consider adding automation research technologies, that have the benefit of reducing number of required workers in mines and mills/refineries, and maybe requiring higher education as well to operate and maintain those sophisticated equipments

Unfortunately the modding is fairly limited right now, and I can only influence availability of buildings. What I can do is to unlock better versions of the same buildings, but you would have to rebuild all the time and the mod creator would have to support multiple versions of the same building.
janvince 8 Aug, 2020 @ 4:29pm 
I would suggest (maybe only for the hard mode):

-Apartments locked behind tech tree
-Prefab factory behind tech tree
-The better bridges behind tech tree, because some of them are just superior. (At start only wooden and brick maybe, others (steel, concrete, prefab) behind a tech

-Maybe also the best street (with pedestrian lights) behind a tech

-Is it possible to lock vehicles behind the tech tree, so you would have to research the constructionplans for vehicles to build it(for easier gameplay also buy it)

Naturally it changes the gamestyle a little bit, from a "realistic" setting to a more "tycoon/progressing" setting, but for me it is way funnier that way. I think it is a great idea to make a hard mode CTT and and a normal mode CTT, maybe even a third one, with the vehicle research if possible. Is there an easy way to limit the buyable resources from the border, or is this to hard to mod?
If possible it could be interesting to limit the amount of advanced materials you can import.

Anyway, great mod, thanks for providing it. I already implemented my suggestions for me with just pretending it is like this, but it is always fun to have a goal and unlock things and progress, so if doable, it would be really nice.
bballjo 21 Nov, 2020 @ 12:51pm 
Love the MOD! Didn't know it existed! Cannot wait for more paths!

1 quick thing...the instruction say 'add this line to your launch options'...this line is relative to the game folder. My game library for example is located here: 'D:\SteamLibrary\steamapps\workshop\content\784150\2072854744\ctt\[batfile]', it would be great if you could point out that the first path of this directory is wherever you store your games. The error you get when launching the game isnt very helpful.
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