Can an American City Planner Design the Ultimate Soviet City?

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Workers and Resources Soviet Republic is a game I have been recommended more then basically any other over the last few years. It is a city builder in which you build a soviet republic from an impoverished country to an rich industrial superpower.

Set during the cold war, W&R is meant to simulate the economic system of communist states, rather than modern capitalist societies like most other modern city builders. And it plays like no other city builder out there, with one of the deepest simulations, most complex logistics chains, and basically every mode of transportation that you can think of. But is it good?

In this video, we'll start a new campaign and learn how to play the game. I'll use my American planning expertise in an attempt to plan the ultimate Soviet City. And at the end, I'll let you know what I think of the game.

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CHAPTERS
0:00 - What is Workers and Resources
2:22 - Laying out a basic Soviet City
9:11 - Building Tenements
10:21 - Groceries and Beers
15:40 - Soviet Detailing
17:53 - Encountering Myrtle
23:47 - Becoming an Agrarian Society
29:31 - Forcing the peasants to work in the factories for their alcohol
34:40 - Stumbling through delivery
38:07 - But is it good?
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Thinking of picking up the game and want to support the channel at the same time? Check out my store! It provides official Steam keys and the game is on sale there, too!


EDIT: Sorry about the black screen for a couple seconds around 1:26!

CityPlannerPlays
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>American city planner designs a Soviet city
>Immediately makes a stroad
Never change burgerman.

TheSquidPro
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As a person who has lived half of their life in a late soviet town that was built in the middle of nowhere completely from scratch I was watching you butcher soviet city planning with a good laughter :D

A couple of suggestions for more realistic approach, if you do decide to continue:
1. The main plaza is usually made in more round shape next to the city park and city office. A++ for Lenin, tho, he really was supposed to be intimidating.
2. The Eternal Obelisk is a place to mourn those who was killed during WW2, so it absolutely must have its own special place, you would never see something like this placed just nearby homes.
3. Three football fields next to each other??? Very american of you, lol. In soviet republic they would usually be built either as stand alones or next to schools, but never next to each other, because the idea was that every neighbourhood should have an access to one.
4. The hospitals were usually built slightly away from the main city area, cause they were also serving as a place of retreat and rest for ill workers.
5. Oh, and something about roads. First of all, the roads here all have street lights and pedestrian sidewalks (so it was like the first option in road menu that you just skipped). And second, if you placing homes like this, in couples (A+ for this), they would usually have road access in front of them but not between (so two roads, not three), cause that space in between them were usually reserved for small sport fields, children playgrounds etc.

But overall, thank you for playing it! That was fun :DDD
I've been a huge fan of your channel for a couple of years now and this video in particular has brought me more joy than I anticipated.

Setchiie
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God, PLEASE make this a series - this is such a good game, I really want to see this continue

Thrawn
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Hey CPP! A viewer with 300+ hours into this game commenting here. As you said in the video, this game is really different from others in the genre mainly because of how deeply it simulates everything. My favorite feature that you didn't try here is the realistic mode. It's basically a mode where you only place the blueprints of the buildings and your vehicles and citizens build everything. Not to mention, you can't import directly into the facilities; you have to import through the border with vehicles. Also, you buy vehicles at the border. It's much more realistic but much harder as well. I can't wait for more, but in the meantime, I'll go back and watch Magnolia County grow :). Much love, great video as always!

mikkeni
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*in fake Russian accent* "in soviet republic, you don't need to respect the topography, the topography needs to respect you."

ariel_sr-
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Each system is so detailed that it feels like its own game -- transit, resource management, city planning -- I could NEVER tire of watching you play a game with so much variety.

Connie.T.
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A few tips from my experience playing the game the past couple of weeks:

- Pressing F1 brings up the grid view, pressing it again allows for grid snapping, and pressing it yet again disables the grid view/snapping. This functionality is also found in the bottom right corner of the screen, next to the topography toggle.
- Holding control disables automatic road and path construction while placing building, this allows for more deliberate road and path connections.
- Making an extra node in the road or path by terminating a road or path at points you select and continue drawing to the length desired allows for more deliberate crossing placement.
- When calculating the number of workers needed for a building multiply by 3, this is because the game accounts for three 8-hour shifts per day for maximum productivity.
- The clothing industry is the big money maker early on until you unlock more advanced industries.

If you continue on to make a series, I would be excited to watch!

jasonea
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21:11 "We've spent about a million rubles, and we spent most of those rubles rebuilding sidewalks." As a Muscovite, I can assure you that, judging by how often our roads and sidewalks are rebuilt, our government spends just as much in real life, too.

Shin
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32:00 "We don't want to put these polluting factories too close to our citizens... Let's just build a new set of flats right next to the factories." 😂 Keep it up, this was fun.

ExpedientFalcon
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Mikhail - Mikolay 🗿
Kirill - Kyraly 🗿
Stanislav - Stalinslave ☠

Slavaka
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This game's big thing is that it's so HARD. Everything is so granular and a single misstep can cause a complete disaster

Matkingos
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Most modern city builders actually also are a State-driven economy. Because if player doesnt have say in everything - it is less fun of a game. So they are much closer to Central Planning ;)
For example - CS2 allows you to make factories, built with city money - that is state-owned means of production. W&R:SR just goes a few step deeper with that concept. Especially in "realistic" mode where you feel the true weight of Central Planning on your shoulders.

veevoir
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There's an old Soviet saying... "Do not let perfect be the enemy of good"

BeefyBacardi
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Communist city builder definitely has more sense than capitalist when in both games you menage state planed economy

arekzawistowski
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One thing to note: Your citizens will only walk so far (about 400 m or 1/4 mile, depending on path type), so you need good footpath connectivity. You can check building connectivity in the building's dialog box by clicking the pedestrian icon. Beyond that, you need public transport (buses/trams/trains) to move your citizens between home, work and shop/play.

lcmortensen
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I had no idea that this game was so complex! Also, I enjoyed hearing you butcher the names of nearly every character. I'm definitely hoping this becomes a series.

dread-persephone
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Its funny to see so many people shit talk socialist cities, but although I live in country that doesn´t have best memories on those times it seems that everyone likes how the government planned those cities and we basically still just try to renovate them, because newer areas suck. We just sell city areas to whoever offers most money, which are usually developers planning to build houses for higher middle class because thats where they can make real money, so in cities we basically don´t build that many markets, services or houses that could be afforded by majority of the population and just run on whatever is already build from socialist times.

tefky
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That communist CPP logo is a nice touch lmao
City Planner Plays? More like Communist Planner’s Party!

comicman
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I love that the RPM gauge went up for the firetruck when it was putting out the fire when stationary, because it uses the engine for the pumps. Crazy detail.

denikec