Workers & Resources: Soviet Republic | Tycoon City Builder First Impressions

Workers & Resources: Soviet Republic | Tycoon City Builder First Impressions

Ah, welcome-welcome, comrades! In today’s video I bring you my first impressions
of Workers and Resources: Soviet Republic, an insanely promising city building tycoon
which has you build a soviet-themed country, tovarash! And that’s it for that accent. If this is the first time on my channel, good
mornin-afternoo-vening, I am StefaNonsense and gaming and geek culture is what I do. If you are already a subscriber, welcome back,
I appreciate it a lot. Workers and Resources just recently released
into Early Access and as opposed to many other Early Access games, there is already a lot
to do in the game. Or better yet, there’s a lot to learn about
how the game works because unfortunately, there’s no tutorial yet, so you need to
read through the relatively descriptive Questions and Answers area of the game in order to know
what’s what. This is where you’ll find out how to build
things, the order of buildings in a logistics chain and most importantly, how to assign
vehicles to work for your production buildings. That’s a very big part of the game as far
as I can tell, purchasing and assigning enough appropriate vehicles to moving both your people
and resources from one place to another. It took me a bit of reading and trial and
error in order to get things to work properly. While I haven’t yet managed to get everything
to work, I do have some of the basics down. So the game goes into quite granular detail
in regards to the routes of vehicles. For instance, when you need a bus route, you’re
not just done by building bus stations. No, you need to build the bus station, need
to buy the bus from a separate building, and then assign the bus its route – by telling
it where to go in which order, and then you have to also tell it to start doing it. There’s a similar process involved in moving
raw materials from where they’re harvested to where they’re processed first to then
most likely a second destination to either be consumed or stored to be used later or
sold. While working with the questions and answers
can be time-consuming, the one aspect of the game that you have to deal with all the time
is the uneven building area, which generally has to be leveled in order for you to be able
to build anything on it. The game works on a wireframe, which allows
for quite a large degree of flexibility in terms of how and where you can fit different
types of buildings, but it also means that you need to be very careful and get a solid
hang of the wireframe first. Which I’ve certainly not managed yet but
it is part of the process of doing a bit of preplanning and checking where you can build
things. Alongside the very granular detail of the
vehicle routes, the game already has several separate simulation systems that are build
on top of each other, which you can turn off or on or you can modify their difficulty setting. The game doesn’t have weather, at least
not yet, but it does have a day/night cycle which for the moment influences the speed
of cars and electricity consumption, pollution, which affects the mood of your people and
education simulation – which is quite interesting and realistic on the complex setting. Oh yeah, and there’s also energy management
which I didn’t even turn on yet because I need to get a handle on how the game works
at its easiest to then feel solid enough to challenge myself with adding to the pot. While setting up working industries and whatnot
is important in the game, so is managing your people. You’ll get quite a bit of information about
them by simply clicking on each flat building where you’ll see a long list of requirements
and how well these are satisfied at the moment of clicking. You can then use this information to see what
you need to build more of, either in their surroundings or relatively close by, and maybe
you need more bus routes if its a very densely packed residential district. I’ve only scratched the surface of how the
game works and what can be done in it, but suffice to say, that it is at the very least
a highly promising city building tycoon title. But I’ve been talking about the mechanics
and not enough about the soviet theme. And before we jump into that, you need to
be aware of the fact that I do come from Romania, a country that suffered through roughly 50
years of Communism, and I am quite deeply and personally familiar with what Soviet-inspired
architecture means. I mean hell, I lived for 27 years in a Communist-style
flat building. A gray concrete and featureless building,
connected to similar ones, across the street from nearly identical ones and so on and so
forth. So how does Workers and Resources do in terms
of capturing that drab and samey atmosphere? Pretty fucking well. This look is something that will only be truly
appreciated by those of us who grew up in countries that used to be behind the Iron
Curtain. It also sounds like that a fair bit. The music isn’t spectacular but it is very
reminiscent of what you’d associate with Communist hymns and whatnot. What I’m using in the background are actual
Romanian Communist songs and hymns. I’m obviously not saying that everyone else
can’t enjoy the game, of course you can, you might also learn a bit about Soviet-style
brutalist architecture while playing it. I haven’t yet had enough time to dive deeper
into the game, to experiment with all of the logistics chains, nor with how it is to trade
with the outside, because in the game you can deal with other Soviet states or with
the outside world. So much so that you have access to two currencies
in the game – Rubles and Dollars – that’s why this is a First Impressions video and
also it’s not like the game is complete. So I’ll check it out in a few months time,
maybe when it’s closer to release, and I’ll have more time to put into it by then and
give it a proper review. But till that time comes, I feel that I can
easily suggest Workers and Resources to those interested in this sort of city building tycoon
approach who are also interested in the rather particular theme, because like I said in my
Banished review, sometimes the mechanics can be great but a citybuilder also needs a solid
theme to keep my interest. And Workers and Resources has definitely sparked
my interest, so much so that I actually started building my town of Ploiesti within the game. Granted, within the current limitations of
the game. So by the way, you might want to check out
my Banished review or look into my citybuilder playlist and find some other cool titles I’ve
reviewed previously. Thank you very much for watching, I’ve been
StefaNonsense and if you made it to the end of the video then I suggest you maybe consider
subscribing since you might dig the rest of my stuff. Seeya next time!

5 Comments on "Workers & Resources: Soviet Republic | Tycoon City Builder First Impressions"

  1. Wow, looks very detailed and realistic. Do they also simulate your nation getting undermined and sabotaged by capitalists?


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